What’s New

Satisfactory

Games

Satisfactory is a first-person open-world factory building game with a dash of exploration and combat.

Latest · by Coffee Stain StudiosWebsite

Changelog

1.2 Update Fixes v1.2.3.1

Changed
  • Updated to FSR 4 for supported GPUs
  • Updated texture LOD bias settings
  • Steam Deck now properly uses Dynamic as the default input setting
Fixed
  • Fixed Decoupled Camera positioning not resetting after exiting Photo mode
  • Fixed an issue where the inventory on a Storage container would constantly change where the focus is when opening and closing it
  • Fixed potential crashes on Console related to suspending and resuming game sessions
  • Fixed initial UI focus on Freight Carts carrying fluids
  • Fixed Build Menu not reopening the Customizer tab after using the Customizer
  • Fixed potential crashes on Consoles related to two of the highest frequency crash types
  • Fixed loss of input after interacting with Portals
  • Fixed loss of input after opening a Locomotive UI and dismissing it by clicking the X
  • Fixed issues with Singularity Cells disappearing when placed inside Portals and reopening them and their Icons overlapping
  • Fixed recipes in the Craft Bench/Work Bench not getting updated when using the Show Only Affordable setting
  • Steam Deck can now use Gyro Behavior as Gyro to Mouse while also having controller functionality
  • All Server Manager popups should now properly use Square/X to confirm to avoid soft locks when exclusively using a controller
  • Fixed Online Settings not having correctly sized text on Steam Deck

Hi Pioneers!

Hello again everyone, today we have a bunch of fixes to some more remaining issues with the 1.2 Update

As usual, if you notice any new issues or you think there’s anything else we’re forgetting please let us know over at our QA Site https://questions.satisfactorygame.com/ We really appreciate your feedback

We wanted to prepare at least one more patch before most people over here at Coffee Stain Studios head out for vacation so hopefully this makes everyone’s experience with Satisfactory more enjoyable

Thank you all for your support and we hope you enjoy a nice summer <3

NEW

  • Updated to FSR 4 for supported GPUs

BUG FIXES

  • Fixed Decoupled Camera positioning not resetting after exiting Photo mode

  • Fixed an issue where the inventory on a Storage container would constantly change where the focus is when opening and closing it

  • Potential fix to crashes on Console related to suspending and resuming game sessions

  • Fixed initial UI focus on Freight Carts carrying fluids

  • Fixed Build Menu not reopening the Customizer tab after using the Customizer

  • Potential fixes to two of the highest frequency crashes on Consoles

  • Fixed loss of input after interacting with Portals

  • Fixed loss of input after opening a Locomotive UI and dismissing it by clicking the X

  • Fixed issues with Singularity Cells disappearing when placed inside Portals and reopening them and their Icons overlapping

  • Fixed recipes in the Craft Bench/Work Bench not getting updated when using the “Show Only Affordable” setting

OPTIMIZATION

  • Updated texture LOD bias settings

STEAM DECK

  • Steam Deck now properly uses Dynamic as the default input setting

  • This finally allows for using Gyro Behavior as Gyro to Mouse while also having controller functionality :)

  • All Server Manager popups should now properly use Square/X to confirm to avoid soft locks when exclusively using a controller

  • Fixed Online Settings not having correctly sized text

1.2 Update Fixes v1.2.3.0

Changed
  • Updated all languages with the latest translations
Fixed
  • Memory leak due to multiple issues related to Drones
  • Issues when trying to save a new Color preset and being unable to do so due to a Name already in use popup not being dismissed
  • Camera settings not being reset after exiting Photo Mode with decoupled camera in Multiplayer
  • Milestone Progression icons not properly refreshing when Small Game Progression Slot Size in HUD was toggled
  • Player visibility issues when switching between camera modes in Photo Mode
  • Pioneers always going into the Offline pose when using decoupled camera mode in Multiplayer
  • Recipe Cost Multiplier for x1.75 setting all the recipe costs to 0 for liquids
  • Tooltips unable to be opened in the MAM when using a controller
  • Virtual keyboards not properly opening and closing when using text fields while having a Keyboard plugged in on Consoles
  • Multi-line text fields not blocking gameplay actions when typing with a Keyboard on Consoles
  • Crash on PS5 related to UFGBluperintFunctionLibrary
  • Inventory becoming unusable after interacting with a Lizard Doggo
  • Multiple incorrect default settings on Steam Deck
  • Confirm not working on the Join Game Menu when using a controller
  • To-Do List text size being incorrect on Steam Deck

Hi Pioneers!

Hello everyone, Here’s a patch with various fixes and some important crash fixes as well

This is the first patch where we have exactly the same build number and contents on all platforms so anything that you see here applies for PC, PS5 and XBS|XBX

We’re still monitoring the stability of 1.2 across all platforms, so if there’s something that is hindering your playthrough or anything you think we’re forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

Have a great weekend and thank you for your support <3

BUG FIXES

  • Fixed memory leak due to multiple issues related to Drones

  • Fixed issues when trying to save a new Color preset and being unable to do so due to a Name already in use popup not being dismissed

  • Fixed Camera settings not being reset after exiting Photo Mode with decoupled camera in Multiplayer

  • Fixed an issue where Milestone Progression icons would not properly refresh when Small Game Progression Slot Size in HUD was toggled

  • Fixed player visibility issues when switching between camera modes in Photo Mode

  • Fixed Pioneers always going into the Offline pose when using decoupled camera mode in Multiplayer

  • Fixed Recipe Cost Multiplier for x1.75 setting all the recipe costs to 0 for liquids

  • Fixed an issue where tooltips could not be opened in the MAM when using a controller

  • Fixed virtual keyboards not properly opening and closing when using text fields while having a Keyboard plugged in on Consoles

  • Fixed multi-line text fields not blocking gameplay actions when typing with a Keyboard on Consoles

  • Fixed a crash on PS5 related to UFGBluperintFunctionLibrary

  • Fixed an issue where the inventory would become unusable after interacting with a Lizard Doggo

  • Multiple fixes for incorrect default settings on Steam Deck

  • Fixed Confirm not working on the Join Game Menu when using a controller

  • Fixed To-Do List text size being incorrect on Steam Deck

LOCALISATION

  • Updated all languages with the latest translations

  • Updated language completion rates

  • Updated credits

Satisfactory 1.2 Update out now!

Added
  • Rain system with enhanced visual effects including wetness on buildings and suits, improved wind, fog, multiple rain density variants, and thunder
  • Rain occlusion by buildables, foundations, and walls affecting visuals and audio
  • World settings tab in Options Menu to adjust rain frequency and intensity with weather presets
  • Fog density slider in Options > Video > Advanced
  • Dynamic Gamepad Swap option to seamlessly switch between Mouse/Keyboard and Controller input without changing options menu settings
  • Rebindable controller keybindings in the Options menu Keybindings tab
  • Vehicle path color customization in Options Menu User Interface tab
  • Fluid Stations and Fluid Trucks for transporting and storing fluids across long distances with 3200 m3 internal storage capacity
  • Game Modes menu for new games with Cost Multipliers and World Randomization options that do not disable achievements
  • Space Elevator Deliverable Cost Multipliers ranging from 0.25 to 100
  • Recipe Parts Cost Multiplier with values from 0.25 to 2
  • Power Consumption Multiplier with values from 0.25 to 5
  • Resource Node Randomization world setting options
  • Simultaneous release on PC, PlayStation 5, and Xbox Series S/X
Changed
  • Upgraded Unreal Engine to version 5.6.1 for performance improvements
  • Vehicle path automation completely remade with new system allowing placement of Vehicle Paths from Transport tab using build gun
  • Vehicle path UI updated to show available Vehicle Stations and Routes accessible from Vehicle Menu
  • Vehicle suspension and manual driving improved for better exploration and control
  • Renamed Advanced Game Settings Menu to Creative Mode with same functionality

Hi Pioneers!

This update marks an important milestone for us since it’s the first time we’re officially launching an update simultaneously on PC, PlayStation 5 and Xbox Series S/X, this way everyone can enjoy the update on their favourite platforms!

If you haven't seen what the update has to offer, be sure to check out our latest trailer below:

If you encounter any issues while playing, please let us know over at our QA Site

https://questions.satisfactorygame.com/ We read your posts every day!

While you wait for your download to finish, Here’s a breakdown of most of the new additions from the update

Weather

Rain is back! And better than ever, since its previous iteration from Update 6 we’ve done many improvements to it, with enhanced visual effects such as wetness on buildings and the pioneer’s suit, improved wind, fog, multiple variants of rain density, thunder and more!

Additionally, with a brand-new system to support it, rain will also now be occluded by most buildables, foundations and walls, and both visuals and audio will be impacted by this creating a much more atmospheric experience all around your factories and world

You can also tweak the frequency and intensity of Rain in the new World settings tab in the Options Menu

The World settings menu includes:

Weather presets
  • Default

  • Dry

  • The Great MASSAGE-2 (AB)b

  • Clear

  • Raining Kittens and Puppies

  • Extreme

World settings
  • Visor Effect - Raindrops on/off

  • Thunder on/off

Fog Density Slider

  • Added fog density slider

  • Found in Options > Video > Advanced

  • Controls the density of the fog in the map

Unreal Engine 5.6.1

If you missed it from the previous experimental from a month ago, we’ve also upgraded our Unreal Engine version to 5.6.1, bringing performance improvements all across the board

Controller

Since we launched Controller support on PC with 1.0 and later polished further again with the Console release we’ve received various feedback about functionality that you all would like to have, so once again we’ve closely collaborated with the help of the awesome folks at Fishlabs (https://fishlabs.de/) and some of your suggestions are now part of 1.2, such as:

  • Dynamic Gamepad Swap

You can now seamlessly switch from Mouse and Keyboard to Controller without having to change them in the options menu each with the new “Dynamic Gamepad Swap” Option in the Controls tab in the options menu

Whenever you press a button or key on your Controller or Keyboard, the game will now adjust on the fly to whatever you’re using

Of course, if you would prefer to avoid accidentally changing your input methods, you can still select only Keyboard and Mouse or Controller exclusively if you disable the Dynamic Swap

  • Rebindable keybindings for controller

We’ve seen that due to personal preferences or accessibility reasons it would help a lot of you to be able to tweak the existing controller configuration

With this update most Controller bindings can now be rebound in the Options menu in the Keybindings tab, if you can’t find the settings, please remember that these can only be accessed while using a controller

Vehicle paths rework

Vehicle path automation has been completely remade from the ground up with an entirely new system, old automated Vehicle routes should continue to work as-is, but from now on you will be able to place down Vehicle Paths from the Transport tab from the Build Menu by using the build gun, and then placing the Vehicle on top of the Path itself, similar to how Trains currently work with Railways and Locomotives

Straight build mode for Vehicle paths is available too and so are individual paths for each type of vehicle if you want to really customize your paths further

UI has also been changed to fit with the new system, showing available Vehicle Stations and Routes accessible when entering any Vehicle and opening the Vehicle Menu

Vehicle path colors can also be customized from the Options Menu, in the User Interface tab for your preferences or accessibility uses

Vehicle suspension improvements

Manual driving has been improved as well on top of the self-driving controls, so not only automation will be improved but driving around and exploring the world should be more enjoyable as well!

Fluid Station and Truck

Fluid Stations and Fluid Trucks are now in the game! This allows for an alternative way to transport and store fluids across long distances, all the new changes to vehicle paths and improvements also apply to them

Both the Station and Truck have a Capacity of 3200 m3 in their internal storage

Unlocked in Tier 5 as part of the usual Logistics Mk.4 Milestone

Creative Mode

With 1.2 we have now renamed the old Advanced Game Settings Menu into Creative Mode, the functionality remains the same as before, disabling achievements and enabling many settings so you can have options to build around freely

Game Modes

We’re also introducing a brand-new menu for Game Modes, available only when creating a New Game, Game Modes do not disable achievements, and will allow you to enjoy Satisfactory in new ways compared to a regular playthrough with the introduction of Cost Multipliers and World Randomization

All of the settings below can be adjusted individually independently of each other, and once active they cannot be turned off forever for that save, any settings active on this save will also apply during multiplayer sessions

Cost Multipliers

  • Space Elevator Deliverable Cost Multipliers

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 2

  • 5

  • 10

  • 25

  • 50

  • 100

  • Recipe Parts Cost Multiplier

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 1.25

  • 1.50

  • 1.75

  • 2

  • Power Consumption Multiplier

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 2

  • 5

World Randomization

  • Resource Node Randomization

  • Default

  • Random

  • Basic Resource Rich

  • Advanced Resource Rich

  • Fossil Fuel Rich

  • Resource Node Purity

  • Default

  • All Pure

  • Mostly Pure

  • Average

  • Mostly Impure

  • All Impure

  • Random

  • World Seed

  • Shows the current world seed so you can share it with friends, currently other settings have to be manually matched on top of sharing the seed

  • Default world seed for a vanilla game is 0

Photo Mode

Photo Mode has gotten a few new upgrades this time around, with a few new upgrades

  • One new colour filter

  • “I know what you are”

  • One new effect filter

  • “Blueprint”

  • All photo mode poses also have new variants for when the pioneer is using a hover pack

Selfie Mode

We also have a brand-new Camera mode aside from First Person and Decoupled for the Photo Mode

You now have access to Selfie Mode, with a Selfie style camera for the Pioneer with support for its own set of poses, arm and head rotation, new cropping settings to mimic cell phone aspect ratios and all the settings and the usual image filters you know from the regular Photo Mode

SPWN

Another new buildable reminiscent of common day facilities built for maximum efficiency at the workplace

Unlockable as a part of the Alien Technology MAM Research tree

Alien Technology

  • SPWN

  • 1 Mercer Sphere

  • 11 SAM Fluctuator

  • 20 Steel Pipe

Daisy chaining

This new MAM Unlock allows 2 power connections to be made to the same building and lets you connect buildings to each other allowing power to flow from building to building as a part of the power grid, instead of the usual pole to building setup

Unlockable as a part of the Caterium Research tree

Caterium

  • Upgraded Power Connectors

  • 15 Computer

  • 50 High Speed Connector

  • 500 Quickwire

New buildables

We also have two new buildable pieces to allow for further customization when factory building

  • Pipeline T-Junction

  • Unlocked as a part of the Tier 3 – Coal Power Milestone

  • Cross Beam

  • Unlocked as a part of the Beam Expansion Pack in the AWESOME Shop

Real pause menu

There’s a new option, enabled by default, where pressing ESC to bring up the Pause menu will actually pause the game logic as well so you no longer have to worry about creatures sneaking up on you while you go grab a snack after long hours of hard factory work

  • Only available in Single Player, will be disabled in Multiplayer sessions
Quality of Life

As usual with every update, we also have plenty of QOL upgrades all across the board

  • Console Parity

All the changes that have come from the Console version, including bugfixes are now part of the PC version as of this 1.2 Update

  • Options Menu

We’ve done a full pass of the Options menu and all settings and creating consistency with the terminology and values

  • Hologram rotation mode

Found in Options > Controls, with this option you can change what the default rotation is when holograms are created by the buildgun, you can choose between:

  • Static

  • Spawn Facing Player

  • Always Face Player

As well as control what is the relative rotation to the player, between:

  • Relative Rotation to Player

  • Parallel

  • Perpendicular

  • Left handed train signals

  • Sampling a left handed signal will now correctly give a left handed signal instead of a default right handed signal

  • Manta art update

The Flying Manta has gotten a new visual overhaul

  • Signs

  • After several years of seeing you all use signs as lights and building thousands of them we finally caved in, Signs can now be zooped :)

  • Additionally, zooped signs on the ground will have a pole attached to them

  • Remembering Snapping Toggle

Enable or disable the saving of your snap toggle decision across the game

1.2 Experimental Hotfix v1.2.2.2

Added
  • Add Remember Snapping Toggle option under Options > Accessibility to remember the last used snap mode when closing and reopening the Build Menu
Changed
  • Update all languages with the latest translations
  • Update credits
Fixed
  • Fix potential issues with player actions being blocked in multiple scenarios, such as after using a portable miner or train timetables
  • Fix custom colors not saving in the customizer
  • Fix issues with dismantling vehicle paths with controller
  • Fix God Mode (Creative Mode) getting disabled after entering Photo Mode
  • Fix equipment becoming invisible after resetting Photo Mode settings

Hi Pioneers!

Hello everyone, Here’s another small hotfix patch that should hopefully address all remaining big issues now

The issue with blocking inputs is pretty sneaky so if there’s any other places where you encounter these issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ It’s extremely helpful for us

Also, If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below:

And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress

You can backup your save & blueprints by copying the folders in:

%LocalAppData%\FactoryGame\Saved\SaveGames\-YOUR ID-

%LocalAppData%\FactoryGame\Saved\SaveGames\blueprints

To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental

Then exit this menu and the experimental version will start downloading for you

To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually

See you all next time, thank you for your support <3

BUG FIXES

  • Potential fixes to player actions being blocked in multiple scenarios, such as after using a portable miner or train timetables

  • Fixed Custom Colors not saving in the Customizer

  • Fixed issues with dismantling vehicle paths with controller

  • Fixed issues with God Mode (Creative Mode) getting disabled after entering Photo Mode

  • Fixed equipment becoming invisible after resetting Photo Mode settings

ACCESSIBILITY

  • Added “Remember Snapping Toggle” Option under Options > Accessibility, this option allows the last used snap mode to be remembered even when closing and reopening the Build Menu

LOCALISATION

  • Updated all languages with the latest translations

  • Updated credits

1.2 Experimental Hotfix v1.2.2.1

Fixed
  • Fixed crash when dismantling a locomotive
  • Fixed an issue where falling out of bounds while in a vehicle would result in a softlock
  • Fixed Unpacked fluids not being shown in Train Station time table load/unload filter
  • Potential fix for Rain Occlusion crash
  • Potential fix for FICSIT Material being missing from the build menu

Hi Pioneers!

Hello again everyone, today we have a hotfix for everyone using Experimental which should address most of the issues introduced in the previous patch

It’s extremely important for us to know if there are new issues introduced with this patch so if that is the case, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all next time and hope you have a great weekend <3

BUG FIXES

  • Fixed crash when dismantling a locomotive

  • Potential fix for Rain Occlusion crash

  • Potential fix for FICSIT Material being missing from the build menu

  • Fixed an issue were falling out of bounds while in a vehicle would result in a softlock

  • Fixed Unpacked fluids not being shown in Train Station time table load/unload filter

1.2 Experimental Update - V1.2.2.0

Fixed
  • Fixed rare Dedicated Server crash related to Conveyor lift and Pipeline connections
  • Fixed distorted audio which could happen when joining a session that has ongoing rain weather states
  • Fixed a crash related to Clients joining late game multiplayer sessions
  • Fixed custom map markers disappearing in some scenarios
  • Fixed custom map markers from old saves being wiped when being loaded into 1.2
  • Fixed crash due to path nodes having invalid connections when loading a save, either from save editing or invalid blueprints
  • Fixed performance degradation when dragging a long vehicle path segment
  • Fixed a crash on load related to incorrect SubObject properties which would result in a crash on load for some saves
  • Fixed previously opened Crash Sites that require Power to be opened respawning alongside their contents in 1.2
  • Fixed several crashes related to Railways that might have been preventing certain saves from being loaded
  • Fixed several Crashes related to Blueprint holograms
  • Fixed crash fixes for issues when Dismantling in certain scenarios
  • Fixed FICSIT Material not being available in the Customizer
  • Fixed issues with hologram curvature for Conveyor Belts
  • Fixed issues with Conveyor Lift Splitters/Mergers by removing step placement from lift attachments and adjusting guideline snapping logic to behave similar to belts
  • Fixed conveyor lifts not getting removed when using Blueprint mass dismantle
  • Fixed lifts snapped at certain angles having misalignments or other issues
  • Fixed incorrect UI prompts when interacting with a Portable Miner on a Crude Oil Node
  • Fixed conveyor belt customization disappearing after using a Splitter or Merger

Hi Pioneers!

Hello again everyone, it’s been a while since the last patch but we have a lot of fixes coming in this time around, this should cover the majority of issues and crashes we’ve seen so far so hopefully this will make the 1.2 Experimental a lot more stable

If the 1.2 Experience has gotten better or if we have introduced any new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts are extremely helpful for us

If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below:

And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress

You can backup your save & blueprints by copying the folders in:

%LocalAppData%\FactoryGame\Saved\SaveGames\-YOUR ID-

%LocalAppData%\FactoryGame\Saved\SaveGames\blueprints

To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental

Then exit this menu and the experimental version will start downloading for you

To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually

See you all next time, thank you so much for your continuous support <3

BUG FIXES

  • Fixed rare Dedicated Server crash related to Conveyor lift and Pipeline connections

  • Fixed distorted audio which could happen when joining a session that has ongoing rain weather states

  • Fixed a crash related to Clients joining late game multiplayer sessions

  • Fixed custom map markers disappearing in some scenarios

  • Fixed custom map markers from old saves being wiped when being loaded into 1.2

  • Fixed crash due to path nodes having invalid connections when loading a save, either from save editing or invalid blueprints

  • Fixed performance degradation when dragging a long vehicle path segment

  • Fixed a crash on load related to incorrect SubObject properties which would result in a crash on load for some saves

  • Fixed previously opened Crash Sites that require Power to be opened respawning alongside their contents in 1.2

  • Fixed several crashes related to Railways that might have been preventing certain saves from being loaded

  • Fixed several Crashes related to Blueprint holograms

  • Crash fixes for issues when Dismantling in certain scenarios

  • Fixed FICSIT Material not being available in the Customizer

  • Fixed issues with hologram curvature for Conveyor Belts

  • Fixed issues with Conveyor Lift Splitters/Mergers, Removed step placement from lift attachments, so now it behaves the same as with belts, Logic for guideline snapping was changed to be similar to belts one. Which means - no snapping has occurred by default as it was before (except for endings). When pressing guideline snapping - it snaps vertically towards the guidelines

  • Fixed conveyor lifts not getting removed when using Blueprint mass dismantle

  • Fixed lifts snapped at certain angles having misalignments or other issues

  • Fixed incorrect UI prompts when interacting with a Portable Miner on a Crude Oil Node

  • Potential fix for Radiation persisting after sorting the inventory and then removing a radioactive resource from it

  • Fixed conveyor belt customization disappearing after using a Splitter or Merger

  • Fixed sometimes being granted additional hand and inventory slots when skipping the intro sequence which would later result in MAM/Hard Drive unlocks that interact with Hand or Inventory slots not working properly

  • Fixed previously built Railroad Switches not dismantling properly

  • Potential fix for stack sizes becoming 100 sometimes when they shouldn’t

  • Fixed invalid conveyor lift hologram setups that could be built by nudging

  • Fixed customizer pattern alignment issues on foundations

DEDICATED SERVER

  • Fixed Dedicated Server crashing when a specified port is out of range

  • Fix in Server API when a socket cannot be allocated

  • Fixed a crash on Dedicated Servers that don’t have local player controllers in the Sign subsystem

  • Fixed incorrect menus showing up for weather in the Dedicated Server settings

UI

  • Fixed issue where opening/closing the Hotbar radial menu with controller would cause the HUD to fade in and out

  • Fixed issue where hiding the HUD in Build Mode would hide the entire HUD instead of only the Build Mode HUD

  • Fixed an issue with navigation when using Dynamic input mode in a building while using the cost slot without having any recipes selected

  • Fixed focus loss issues in the pause menu when using Dynamic input

  • Fixed foliage auto pickup UI being stuck after using the Chainsaw on a pickupable item

  • Fixed issue where the to-do list would get squished sometimes if there are only notes and no recipes

  • Fixed Remove prompt overlapping in the Select Color UI in the Personnel Elevator

  • Fixed issues with Dynamic input when playing Productive Packager Deluxe

  • Fixed several issues with incorrect button hints when switching between MKB and Controller with Dynamic input enabled

  • Fixed incorrect scaling for the Map and Map Markers on Steam Deck

CONTROLLER

  • Fixed issue where Controller input wouldn’t work after using the Search function on Programmable Splitters

  • Fixed issue with focus loss after entering map coordinates in the Vehicle UI

  • Fixed issue where focus would stay stuck on the map regardless of which part of the Vehicle UI was being used

  • Added missing functionality to sort Train Station inventories when using a controller

TECH ART

  • Fixed issue where the weather states would stack and play on top of each other in Multiplayer

  • Performance improvements to Locomotives by adjusting their light components

  • Fixed Photo Mode Fog Density value not matching the game settings on startup, new behaviour makes it work exactly like Zoom value, it will match whatever the player settings are when entering Photo Mode and will not be "stored"

  • Significant improvements to LODs on Train Tracks and enabled support for Paint finishes for them

  • Several optimizations for Signs

  • Fixed Geothermal paint finishes issues

  • Fixed build effect issues on Clean Pipelines

LOCALISATION

  • Fixed issues with missing descriptions in most languages

  • Fixed several instances of untranslatable text

  • Imported latest community translations, updated completion rates

MODDING

  • Adding RainRendering headers to community resources

1.2 Experimental Update - v1.2.1.0

Hi Pioneers!

We’re very happy to see you all enjoying the 1.2 Update on Experimental, we really appreciate all the feedback you’ve given us and all the bugs you’ve told us about so far so for today we have a bunch of fixes ready for you all :)

If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below:

And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress

You can backup your save & blueprints by copying the folders in:

%LocalAppData%\FactoryGame\Saved\SaveGames\-YOUR ID-

%LocalAppData%\FactoryGame\Saved\SaveGames\blueprints

To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental

Then exit this menu and the experimental version will start downloading for you

To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually

If this patch introduced any new issues or there’s anything hindering you from playing the 1.2 Update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

As always, thank you very much for the warm reception to the update, see you next time <3

PHOTO MODE

  • Added Fog Density slider to Photo Mode under Image > Effect Settings

WEATHER

  • Rebalanced the “Extreme” Weather preset so Rain can start earlier in a session

BUG FIXES

  • Fixed looping sounds that would occur when entering decoupled camera mode quickly in Photo Mode

  • Fixed Basic Shelf Unit not being zoopable

  • Fixed Automated Gates and Roll-Up Gates having unintended zooping settings

  • Fixed crash when placing Blueprints that contain Hypertube junctions

  • Fixed Mouse sensitivity being reset when relaunching the game

  • Potential fix for the Preferred Fuel icons showing up randomly on non-fuel Inventory items

  • Fixed Z key not working properly as an action key in multiple scenarios

  • Fixed previously placed Customizer patterns sometimes rotating when loading a save from previous versions in 1.2

  • Fixed missing Limestone node in Rocky Desert

UI

  • Fixed Cancel button not working and acting as Confirm instead when loading a save

  • Removed the “Dynamic Input Switching” checkbox and moved it to Controls > Select Controls > “Dynamic”

  • Fixed keybinding inconsistencies for Minimizing/Maximizing ADA presentations

  • Fixed search function on Programmable Splitter menus not being usable when using Dynamic input

  • Fixed focus loss issues in the Vehicle Menu when using Dynamic input

  • Fixed “Confirm” button being missing in the World Seed menu

  • Fixed spelling mistake on the Resource Node Purity description

  • Fixed first search result in the “Select Items to Give” sub-menu in Creative Mode sometimes not being selectable

  • Fixed an issue where exiting Build mode after hiding the HUD caused HUD elements to stay hidden until the Build mode was reopened

  • Fixed “Remove All” button on Player Crates not working in Multiplayer

CONTROLLER

  • Fixed Adjust Target Rate UI being visually cut off when using a controller

  • Fixed Power Shard UI tooltip not closing in some scenarios

  • Fixed D-pad button presses only working when holding when using Photo Mode in Decoupled Camera or Dolly mode

  • Added missing button prompt for “Remove all” on Player Crates when using a controller

  • Fixed B/Circle having duplicate functionality to exit Vehicles which would interfere with its default binding of X/Square

TECH ART

  • Fixed LOD issues on Pipeline T-Junctions

  • Tweaked Cloud coloring

  • Fixed build effects and LODs for Beams and Barriers

Update 1.2 is out now on Experimental!

Hi Pioneers!

Hello everyone, 1.2 is finally ready for Experimental and we can’t wait for you all to enjoy the latest features and improvements we have been working on

Before we get started, make sure you check out the video our Community Management has made for this update, we hope you love it as much as we do, it’s better than the written patch notes for real, so check it out before you keep reading :D

If you happen to find any issues with any features, new or old, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll be reading your posts every day!

As usual, before you try Experimental, make sure to BACK UP YOUR SAVES just in case so if there’s anything unexpected you can keep your factory safe, you can find them in:

%LOCALAPPDATA%\\FactoryGame\\Saved\\SaveGames\\

Without further ado, Here’s the highlights of 1.2:

Weather

Rain is back! And better than ever, since its previous iteration from Update 6 we’ve done many improvements to it, with enhanced visual effects such as wetness on buildings and the pioneer’s suit, improved wind, fog, multiple variants of rain density, thunder and more!

Additionally, with a brand-new system to support it, rain will also now be occluded by most buildables, foundations and walls, and both visuals and audio will be impacted by this creating a much more atmospheric experience all around your factories and world

You can also tweak the frequency and intensity of Rain in the new World settings tab in the Options Menu

The World settings menu includes:

Weather presets
  • Default

  • Dry

  • The Great MASSAGE-2 (AB)b

  • Clear

  • Raining Kittens and Puppies

  • Extreme

World settings
  • Rain Post processing on/off

  • Thunder on/off

Fog Density Slider

  • Added fog density slider

  • Found in Options > Video > Advanced

  • Controls the density of the fog in the map

Unreal Engine 5.6.1

If you missed it from the previous experimental from a month ago, we’ve also upgraded our Unreal Engine version to 5.6.1, bringing performance improvements all across the board

Controller

Since we launched Controller support on PC with 1.0 and later polished further again with the Console release we’ve received various feedback about functionality that you all would like to have, so once again we’ve closely collaborated with the help of the awesome folks at Fishlabs ( https://fishlabs.de/ ) and some of your suggestions are now part of 1.2, such as:

  • Dynamic Gamepad Swap

You can now seamlessly switch from Mouse and Keyboard to Controller without having to change them in the options menu each with the new “Dynamic Gamepad Swap” Option in the Controls tab in the options menu

Whenever you press a button or key on your Controller or Keyboard, the game will now adjust on the fly to whatever you’re using

Of course, if you would prefer to avoid accidentally changing your input methods, you can still select only Keyboard and Mouse or Controller exclusively if you disable the Dynamic Swap

  • Rebindable keybindings for controller

We’ve seen that due to personal preferences or accessibility reasons it would help a lot of you to be able to tweak the existing controller configuration

With this update most Controller bindings can now be rebound in the Options menu in the Keybindings tab, if you can’t find the settings, please remember that these can only be accessed while using a controller

Vehicle paths rework

Vehicle path automation has been completely remade from the ground up with an entirely new system, old automated Vehicle routes should continue to work as-is, but from now on you will be able to place down Vehicle Paths from the Transport tab from the Build Menu by using the build gun, and then placing the Vehicle on top of the Path itself, similar to how Trains currently work with Railways and Locomotives

Straight build mode for Vehicle paths is available too and so are individual paths for each type of vehicle if you want to really customize your paths further

UI has also been changed to fit with the new system, showing available Vehicle Stations and Routes accessible when entering any Vehicle and opening the Vehicle Menu

Vehicle path colors can also be customized from the Options Menu, in the User Interface tab for your preferences or accessibility uses

Vehicle suspension improvements

Manual driving has been improved as well on top of the self-driving controls, so not only automation will be improved but driving around and exploring the world should be more enjoyable as well!

Fluid Station and Truck

Fluid Stations and Fluid Trucks are now in the game! This allows for an alternative way to transport and store fluids across long distances, all the new changes to vehicle paths and improvements also apply to them

Both the Station and Truck have a Capacity of 3200 m3 in their internal storage

Unlocked in Tier 5 as part of the usual Logistics Mk.4 Milestone

Creative Mode

With 1.2 we have now renamed the old Advanced Game Settings Menu into Creative Mode, the functionality remains the same as before, disabling achievements and enabling many settings so you can have options to build around freely

Game Modes

We’re also introducing a brand-new menu for Game Modes, available only when creating a New Game, Game Modes do not disable achievements, and will allow you to enjoy Satisfactory in new ways compared to a regular playthrough with the introduction of Cost Multipliers and World Randomization

All of the settings below can be adjusted individually independently of each other, and once active they cannot be turned off forever for that save, any settings active on this save will also apply during multiplayer sessions

Cost Multipliers

  • Space Elevator Deliverable Cost Multipliers

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 2

  • 5

  • 10

  • 25

  • 50

  • 100

  • Recipe Parts Cost Multiplier

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 1.25

  • 1.50

  • 1.75

  • 2

  • Power Consumption Multiplier

  • 0.25

  • 0.50

  • 0.75

  • 1 (Default)

  • 2

  • 5

World Randomization

  • Resource Node Randomization

  • Default

  • Random

  • Basic Resource Rich

  • Advanced Resource Rich

  • Fossil Fuel Rich

  • Resource Node Purity

  • Default

  • All Pure

  • Mostly Pure

  • Average

  • Mostly Impure

  • All Impure

  • Random

  • World Seed

  • Shows the current world seed so you can share it with friends, currently other settings have to be manually matched on top of sharing the seed

  • Default world seed for a vanilla game is 0

Photo Mode

Photo Mode has gotten a few new upgrades this time around, with a few new upgrades

  • One new colour filter

  • “I know what you are”

  • One new effect filter

  • “Blueprint”

  • All photo mode poses also have new variants for when the pioneer is using a hover pack

Selfie Mode

We also have a brand-new Camera mode aside from First Person and Decoupled for the Photo Mode

You now have access to Selfie Mode, with a Selfie style camera for the Pioneer with support for its own set of poses, arm and head rotation, new cropping settings to mimic cell phone aspect ratios and all the settings and the usual image filters you know from the regular Photo Mode

SPWN

Another new buildable reminiscent of common day facilities built for maximum efficiency at the workplace

Unlockable as a part of the Alien Technology MAM Research tree

Alien Technology

  • SPWN

  • 1 Mercer Sphere

  • 11 SAM Fluctuator

  • 20 Steel Pipe

Daisy chaining

This new MAM Unlock allows 2 power connections to be made to the same building and lets you connect buildings to each other allowing power to flow from building to building as a part of the power grid, instead of the usual pole to building setup

Unlockable as a part of the Caterium MAM Research tree

Caterium

  • Upgraded Power Connectors

  • 15 Computer

  • 50 High Speed Connector

  • 500 Quickwire

New buildables

We also have two new buildable pieces to allow for further customization when factory building

  • Pipeline T-Junction

  • Unlocked as a part of the Tier 3 – Coal Power Milestone

  • Cross Beam

  • Unlocked as a part of the Beam Expansion Pack in the AWESOME Shop

Real pause menu

There’s a new option, enabled by default, where pressing ESC to bring up the Pause menu will actually pause the game logic as well so you no longer have to worry about creatures sneaking up on you while you go grab a snack after long hours of hard factory work

  • Only available in Single Player, will be disabled in Multiplayer sessions
Quality of Life

As usual with every update, we also have plenty of QOL upgrades all across the board

  • Console Parity

All the changes that have come from the Console version, including bugfixes are now part of the PC version as of this 1.2 Update

  • Options Menu

We’ve done a full pass of the Options menu and all settings and creating consistency with the terminology and values

  • Hologram rotation mode

Found in Options > Controls, with this option you can change what the default rotation is when holograms are created by the buildgun, you can choose between:

  • Static

  • Spawn Facing Player

  • Always Face Player

As well as control what is the relative rotation to the player, between:

  • Relative Rotation to Player

  • Parallel

  • Perpendicular

  • Left handed train signals

  • Sampling a left handed signal will now correctly give a left handed signal instead of a default right handed signal

  • Manta art update

The Flying Manta has gotten a new visual overhaul

  • Signs

  • After several years of seeing you all use signs as lights and building thousands of them we finally caved in, Signs can now be zooped :)

  • Additionally, zooped signs on the ground will have a pole attached to them

Experimental Hotfix v1.1.3.1

Hi Pioneers!

Today we are doing a small but necessary hotfix from our side for the current Experimental, there’s no new major fixes or additions, but this will help with our current way of parsing crash reports so we can better address more crashes in the future

If you haven’t yet but are interested in giving the Experimental version a try remember to BACKUP YOUR SAVE before trying it to avoid losing any of your progress

You can backup your save by copying the folders in:

C:Users\[YOUR USER]AppDataLocalFactoryGameSavedSaveGames\[YOUR ID FOLDERS]

To access the Experimental version on Steam:

Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental

Then exit this menu and the experimental version will start downloading for you

To access the Experimental version on Epic:

In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually

If you run into any new issues when trying the latest Experimental, please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts are extremely valuable for us and we read them every day

Thank you for your support and feedback during this Experimental, See you next time <3

HOTFIX

  • Fixed internal issue with our crash reporter receiving significant log spam in some scenarios

I’m also attaching below the patch notes from the previous patch below for quick reference

NEW

  • Upgraded Unreal Engine version to 5.6.1

  • Bringing the PC version to parity with the Console version, Including:

  • Quality of life improvements and changes done to Controller support

  • Hundreds of bugfixes and polish across all elements in the game

  • Localization Updates to all official languages

EXPERIMENTAL Update v1.1.3.0 - Engine Upgrade + Console additions

Hi Pioneers!

Today we’re reopening Experimental once again, this time with major changes across the board, so as always remember to BACKUP YOUR SAVE before trying it to avoid losing any of your progress

You can backup your save by copying the folders in:

C:\Users\[YOUR USER]\AppData\Local\FactoryGame\Saved\SaveGames\[YOUR ID FOLDERS]

To access the Experimental version on Steam:

Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental

Then exit this menu and the experimental version will start downloading for you

To access the Experimental version on Epic:

In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually

For this Experimental release, one of the big changes is that we’ve upgraded our Unreal Engine version all the way to 5.6.1 which as usual with engine upgrades, alongside many improvements it might also bring in unexpected bugs or other unexpected behaviour

The other big change is that all the other changes that have been done for the Console version will now finally be available for PC users here on Experimental, this includes hundreds of improvements, bug fixes, controller polish and quality of life upgrades and localization updates!

This experimental is very big in terms of how much work has been put into it, so as always we’re focused on maintaining an enjoyable experience for all of you, so if you find any new issues or there’s anything you think we should fix please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

There might be a few things from the last few patches from the latest live version that might not be present in this version, as all of this has been developed in parallel over the past year (yes, before the console release even!) but before this experimental version moves to the default version of Satisfactory, all of these improvements will make it back and be consolidated into one version again, so don’t worry

Hope you enjoy trying out this experimental, we appreciate your feedback and support, it will help us make the game better for everyone

Thank you for your support, See you all next time <3

1.1 Fixes v1.1.2.2

Hi Pioneers!

Today I have a small patch for you with some last fixes to the Steam Deck UI scaling that hopefully should finally put us in Verified status (fingers crossed)

This should be our final patch of the year so we would like to thank you for your continued support, it’s amazing to see so many of you still playing and enjoying Satisfactory after so long and we hope that we can continue making an even better experience for you all next year

In the meantime, You can check out the on-going FICSMAS competition that you can participate in, check the link below for more information:

https://www.reddit.com/r/SatisfactoryGame/comments/1pb7k7j/ficsmas_competition_2025/

This year we also finally brought Satisfactory to Consoles thanks to our collaboration with Fishlabs so the game is now out on PS5 and Xbox!

You can check the links to the respective pages for it below: https://store.playstation.com/concept/10008447 https://www.xbox.com/games/store/satisfactory/9npr2cg6s95q

And as always, if there’s any issues you think we should still address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll check both your PC and Console feedback once we’re back from vacation

Merry FICS*MAS everyone and happy holidays, we’re off to a well-deserved vacation now

See you all again soon <3

STEAM DECK

  • Further adjustments to font sizes on the Options Menu

FICS*MAS Available now!

Hi Pioneers!

It’s that festive time of the year once again and now it’s double as FICS*MAS also will be available for the first time for all the new console players we have on PS5 and Xbox so everyone can enjoy the event from the 1st of December until the 18th of January

https://youtu.be/C66pqwPOqTU

If you’re not feeling festive but would still like to continue enjoying Satisfactory, remember that the event can be disabled from the main menu by going to Options > Gameplay > Disable Seasonal Events

For this year, given there’s many new players we wanted to give them an opportunity to experience the event so there’s no major changes to the previous year other than small bug fixes

However! For both PC and Console players alike, we’re running a competition starting now until the 9th of January 2026

You can join in the competition and show your FICSMAS spirit by building the ultimate FICSMAS workshop/Santa’s Grotto in Satisfactory, check the reddit post below for more details:

https://www.reddit.com/r/SatisfactoryGame/comments/1pb7k7j/ficsmas_competition_2025/

There’s some minor bug fixes in here as usual so if you find anything wrong with the game or FICS*MAS let us know over at our QA Site https://questions.satisfactorygame.com/ We read both your PC and Console feedback every day

And If you didn’t know Satisfactory is out on PS5 or Xbox you can check the links below:

https://store.playstation.com/concept/10008447

https://www.xbox.com/games/store/satisfactory/9npr2cg6s95q

Merry FICS*MAS everyone <3

BUG FIXES

  • Fixed calendar rewards on the new FICSMAS calendar not being obtainable if you had previously unlocked everything during the previous year

  • Please note that FICSMAS Gifts will stop falling from the sky after building 10 FICSMAS Gift Trees, this is intended and not a bug

  • The FICSMAS Holiday Event MAM research will not be reset once completed

STEAM DECK

  • Even more adjustments to font sizes on the Options Menu dropdowns

1.1 Fixes v1.1.2.0

Hi Pioneers!

Hello again everyone, We are still working on some more necessary adjustments to improve the experience for Satisfactory on Steam Deck to obtain verified status, so here’s a few more fixes :)

Version has been increased to 1.1.2.0 as we have converged Experimental and the Default branch as of the previous patch after we finished the last Experimental period for the Spline Collision Refactor, This was intended to be changed on the previous patch but wasn’t changed until now, sorry for that. (It’s been a long year – Uzu)

If you happen to encounter any issues from this patch please let us know over at our QA Site https://questions.satisfactorygame.com/ We’re always reading your posts, for Console feedback too!

Thank you everyone and see you all again soon <3

BUG FIXES

  • Fixed Uobject crash/Memory Leak when using blueprint auto connect or when cycling through upgradeable holograms with the build gun

  • This bug fix was actually part of the previous patch, but it was accidentally left out of the patch notes so I’m mentioning it here again. This is actually a very important fix as this would lead to severe performance degradation/out of memory crashes on both PC and Console when staying in the same session over time. #PraiseMykhailo

STEAM DECK

  • Further adjustments to font sizes when playing from Steam Deck following menus:

  • Main Menu – New Game Screen

  • Options Menu

  • Session Settings

  • Advanced Game Settings

  • Session Settings and related elements

UI

  • Updated Credits with latest information since the console release

  • Fixed “Load with Advanced Settings” option being incorrectly available in the Server Manager menu when using a controller

1.1 Fixes v1.1.1.7

Hi Pioneers!

Hello again (hehe) everyone, We have been quite busy with the Console release for Satisfactory which if you weren’t aware is now out on PS5 and Xbox!

If you haven’t seen it, You can check out our release trailer for it below https://youtu.be/AcutI-YOLg4

At the same time we’ve been preparing some goodies for PC as well, so rest assured

This patch has a few important things in it, We feel that the Spline Collision refactor can finally leave Experimental since it’s showed to be stable overall, on top of this, we have an assortment of fixes and improvements for Steam Deck which should hopefully finally push us to have the verified status :) as well as a few extra bug fixes.

If you happen to encounter any issues from this patch please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your feedback every day

Thank you for your continued support and see you all again soon <3

OPTIMIZATION

  • Refactored Spline Collision

  • This affects Conveyor Belts, Pipelines and Hypertubes and should lead to RAM usage improvements in big saves

STEAM DECK

  • First time experience improvements

  • Improved font size and UI scaling defaults across the board

  • Added new values for the default graphical presets for Steam Deck only (Quality and Performance modes are available similar to console, with values you can tweak manually if preferred as well)

  • Changed confirm button to X on the Server Manager menu to avoid soft locks when inputting text using the Virtual Keyboard on Steam Deck

BUG FIXES

  • Fixed visual flickering in the sky around Northern Forest during nighttime

  • Fixed issues when saving a game with a custom name on Steam Deck

  • Fixed Conveyor Belt Item Frequency and Conveyor Belt Render Distance options not working properly in Options menu > Video

EXPERIMENTAL Update v1.1.1.6

Hi Pioneers!

Today’s patch is a small hotfix to the freezes that were present when interacting with the UI when playing from the Epic Games Launcher version of the game

If you have never tried the Experimental version before but would like to try it now try the following

From Steam:

  • Right click the game in Library > Properties > Betas > Select Experimental and start downloading

From Epic Games Launcher:

  • Locate “Satisfactory Experimental” in your library and install

As usual, if we introduced any new issues with this patch please let us know over at our QA Site https://questions.satisfactorygame.com/ We always appreciate your feedback and posts :)

Since the patch is still very recent, the previous patch notes will be included with this post so no one misses the information

Thank you all for your feedback so far and see you again soon <3

BUG FIXES

  • Fixed performance issues when opening the UI while playing from Epic Games Launcher

TECH ART

  • Fixed visual flickering around Northern Forest during nighttime

Previous Patch Notes Below:

Hi Pioneers!

Hello everyone, Today we’re reopening experimental with several changes, but the most important one of them is an optimization we’ve done a refactor of how we handle Spline Collision in-game, so now Conveyor Belts, Pipelines and Hypertubes should only have collision when a player is near them, this should also result in memory optimizations for bigger saves that use a lot of them.

This could potentially have unintended effects in both Singleplayer and Multiplayer/Dedicated Server so we wanted to release this in Experimental first to see if there’s anything we need to address before these changes come to the default version

If you notice any weird behaviour after this update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your feedback every day

See you all again soon <3

OPTIMIZATION

  • Refactored Spline Collision

  • This affects Conveyor Belts, Pipelines and Hypertubes

BUG FIXES

  • Fixed “Let’s see what’s out there” achievement did not work when playing in languages other than English

  • Fix for a specific crash when loading saves that contain Conveyor Belts built by blueprint auto-connect during 1.1 Experimental when it was not working correctly and have not been resaved since

  • Fixed null pointer crash when logging discrepancy between picked up items on client and server

STEAM DECK

  • Fixed controller support not working with the Server Manager

  • Verified support:

  • First time install now properly supports Steam Deck in-built controls during the first time setup elements (Microsoft Visual C++ Runtime)

  • Steam Deck built-in controls are now always usable and available even when an External Controller is connected

EXPERIMENTAL Update v1.1.1.5

Hi Pioneers!

Hello everyone, Today we’re reopening experimental with several changes, but the most important one of them is an optimization we’ve done a refactor of how we handle Spline Collision in-game, so now Conveyor Belts, Pipelines and Hypertubes should only have collision when a player is near them, this should also result in memory optimizations for bigger saves that use a lot of them.

This could potentially have unintended effects in both Singleplayer and Multiplayer/Dedicated Server so we wanted to release this in Experimental first to see if there’s anything we need to address before these changes come to the default version

If you notice any weird behaviour after this update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your feedback every day

See you all again soon <3

OPTIMIZATION

  • Refactored Spline Collision

  • This affects Conveyor Belts, Pipelines and Hypertubes

BUG FIXES

  • Fixed “Let’s see what’s out there” achievement did not work when playing in languages other than English

  • Fix for a specific crash when loading saves that contain Conveyor Belts built by blueprint auto-connect during 1.1 Experimental when it was not working correctly and have not been resaved since

  • Fixed null pointer crash when logging discrepancy between picked up items on client and server

STEAM DECK

  • Fixed controller support not working with the Server Manager

  • Verified support:

  • First time install now properly supports Steam Deck in-built controls during the first time setup elements (Microsoft Visual C++ Runtime)

  • Steam Deck built-in controls are now always usable and available even when an External Controller is connected

Satisfactory 1.0 Anniversary!

Hi Pioneers!

It's hard to believe it has been a year already since we officially launched 1.0 and left Early Access, the reception has been incredible and we're all extremely grateful that you all love Satisfactory

To celebrate our one-year anniversary we have decorated the HUB so you can enjoy it alongside us, the HUB will stay decorated for 2 weeks from the 10th of September until the 24th of September

And if you get tired of dancing, eating pizza, candy and cake and don't want to wait until the event ends you can always return the HUB back to default by going to Options > Gameplay > Disable Seasonal Events

Our Community Managers have prepared a video with some words from us all, which you can watch below:

Thanks community, helps a lot <3

1.1 Fixes v1.1.1.4

Hi Pioneers!

Hello again everyone, Here’s a patch with another attempt to fix the remaining Dedicated Server desync issues, worth mentioning that Surround sound not working properly since 1.1 Experimental should be addressed as of the previous patch, it was just accidentally not on the Patch Notes so It’s been added to the patch notes today

If there’s anything new that might have been introduced from this update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again soon <3

DEDICATED SERVER

  • Potential fixes to desync issues by adding a keepalive mechanism to the TCP implementation of Reliable Messaging

BUG FIXES

  • Fixed Surround sound not working properly since 1.1

1.1 Fixes v1.1.1.3

Hi Pioneers!

Hello again everyone, We’re now back from vacation and we have finally wrapped up a few long awaited fixes for some of you

If you’re curious what we’re up to now, make sure you check our latest video https://youtu.be/HOM0z0AXzD0

If there’s anything new that might have been introduced from this update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again soon <3

BUG FIXES

  • Fixed disconnections in multiplayer when multiple players interacted with the Boombox

DEDICATED SERVER

  • Potential fixes to desync and high CPU usage issues

LOCALISATION

  • Updated community translated languages with the latest translations

1.1 Fixes v1.1.1.2

Hi Pioneers!

Hello again everyone, Here’s a small patch with some fixes and the addition of virtual keyboard support for Steam Deck/SteamOS

We’re still working on some other issues that we have identified but they have turned out to be more difficult to fix than expected, Most of the studio is also on vacation if you didn’t know already so certain fixes will need a lot more time https://www.youtube.com/watch?v=hmdqb4tLYm4

For now If there’s any more major issues you’re having that you think we should still address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again soon and hope you’re all also enjoying your summer <3

STEAM DECK

  • Added support for the Steam Virtual Keyboard for Steam Deck and SteamOS

BUG FIXES

  • Potential fix for NullPTR crash when closing the game

  • Fixed a crash related to FGBackgroundThread

  • Fix for a Crash on specific saves that had faulty blueprints using auto connected conveyor belts during a previous update during experimental

NARRATIVE

  • Improved subtitle timings for the ElevADA messages

OPTIMIZATION

  • Optimized static UI function calls

LOCALISATION

  • Several fixes for namespace issues and untranslatable text

  • Updated community translated languages with the latest translations

  • Updated language completion rates

  • Updated credits

1.1 Fixes v1.1.1.1

Hi Pioneers!

Hello again everyone, We have a patch today for you today with some fixes to alleviate issues some of you are having before the weekend

We’re still working on some other issues that we have identified which will come in on a later patch, but for now If there’s any more major issues you’re having, please let us know over at our QA Site https://questions.satisfactorygame.com/ All your posts are super helpful

See you all again and thank you for the warm reception for 1.1, hope you’re all enjoying it <3

BUG FIXES

  • Potential fix for Dedicated Server crash when unequipping the Zipline

  • Fix for Conveyor Belts built using Blueprint Auto Connections not working after saving and reloading

  • Existing Conveyor Belts that are affected by this issue will have to be rebuilt to work properly after this fix

  • Fixed Blueprint Auto Connect sometimes flipping the direction of the hologram when building a Blueprint that contained Railways

  • Fixed Welcome Screen showing up on every launch on Steam

  • Potential fix for Crash in Multiplayer related to Conveyor Chain Replication Data

CONTROLLER

  • Fixed UI button hints for the Valve

  • Adjusted behavior when adjusting the Valve Limit with the DPAD

  • Fixed Focus loss issue when changing the Session Settings/Session Type while disconnected from EOS

  • Fixed Welcome Screen not being interactable in some scenarios for Steam Deck

LOCALISATION

  • Updated community translated languages with the latest translations

  • Updated language completion rates

  • Fixes for multiple missing localization bugs

Satisfactory 1.1 Out now!

Hi Pioneers!

Hello again everyone! The wait for 1.1 to reach the stable version is finally over and you can now start downloading and enjoy the 1.1 Update and all of its new features!

It’s no exaggeration to say this update includes more than a year worth of work from both our team and our partner Fishlabs ( https://fishlabs.de ) who have been working on the preparation for the Console versions as well as Controller Support with our blessing and collaboration, which is now available on PC as well

As usual, our patch notes are pretty long this time around as well, so grab a snack and get comfy reading while you wait for the download to finish

Special thanks for all of you who were part of Experimental and provided us with all your excellent feedback so we could polish up the Update as best as we could <3

New features:
Controller support

We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported

To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply

And if you’re playing on a Steam Deck, you will be happy to know that the game will recognize you’re running Steam OS and will default to Controller so things should work out of the box now

Photo Mode

There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings

Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer

There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios

You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around

Crash Site Dismantling

You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so

Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything

Personnel Elevator

To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator

Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design

You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads

Advanced Game Settings
No Fuel setting

The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles

Trains
Buffer Stops

We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work

To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through.

Quality Of Life
Left-handed Path and Block Signals

Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active

Railways rework

Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

Hide HUD on Vehicles

Photo Mode does not support vehicles for now, but in the meantime you can still get some nice screenshots with the new option to hide all HUD while riding a vehicle

Buildings
Logistics
Conveyor Wall Hole

New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization. A big improvement compared to the existing Conveyor walls with a fixed placement for connections

Conveyor Lifts - Splitter and Merger support

The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds

Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds

Priority Merger

This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first

There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully

Conveyor Throughput Monitor

A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results

You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory

Quality Of Life
Pipeline Build Modes
Straight

After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement

Curved

Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup

Transport
Hypertubes
Hypertube Junctions

Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support

Once placed, it allows you to connect a hypertube to its 3 different paths

When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through

Hypertube Branch

Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape

Useful for connecting existing hypertube networks to newly built ones

It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction

Architecture
New Architectural Pieces

There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop

New Beams:
  • H-Beam

  • Shelf Beam

  • Round Concrete Beam

  • Braided Cable (it’s a beam)

  • Braided Cable Cluster (it’s also a beam)

New Misc.:
  • Roll-Up Gate (FICSIT, Concrete, Steel)

  • Road Barrier Corner

  • Basic Shelf Unit

  • Large Vent

  • Large Fan

Quality Of Life
Automatic connections of Conveyor, Pipes and Railways in Blueprints

There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out

When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram

Flashlight now works while inside Hypertubes

Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

Drone movement and pathing improvements

Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

Conveyor poles and Pipeline supports now have soft clearance

This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

Nudging can now be done vertically as well

Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down

Removed max distance limit on Nudging

You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging

Visual Improvements
Falling Trees

Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects

Spore & Gas Pillar VFX

Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

Explosive Rebar and Nobelisk VFX

Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

Power Slugs VFX

Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

Audio Improvements
Dynamic occlusion system for foundations and walls

Factory sounds will now be occluded and muffled if they are behind walls or other obstacles Different buildings will also change the way the sounds occlude, for example glass or metal.

Audio indoor detection system and local acoustic context

Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well

Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.

Voice Chat Attenuation

Now has different strength levels adjustable in settings Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies

Narrative

We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions

Localisation

With 1.1, we have also updated all the translations for both our official and community translated languages

For this update, Ukrainian has also now been added as an officially translated language, Thanks to our friends at UnlocTeam for the Ukrainian localization!

Modding

Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

Dedicated Server - Port Forwarding Updates

If you Host a dedicated server, you should read the next block as many new improvements have been added to allow for extra flexibility since the last update

We have updated the Port Allocation Strategy in Reliable Messaging

New features:

Explicit Port Configuration

A new -ReliablePort= command-line parameter allows explicit port selection.

The value must be an integer between 0 and 65535.

If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.

Default and Configurable Port Ranges

The following settings in Engine.ini control port allocation:

[/Script/ReliableMessaging.ReliableMessagingTCPFactory] PortRangeBegin=8888 PortRangeLength=512 ExternalPortRangeBegin=-1

The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).

By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.

Client Awareness & NAT Handling

Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this. To address this, the server now communicates the listening port to clients during the initial handshake. If external port remapping is used, the server must be aware of the external port via: The ExternalPortRangeBegin config setting (for remapped ranges). The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).

Server Host Requirements (TL;DR)

If hosting a single server, port 8888 TCP must be open by default. If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open. The server will attempt up to 512 ports before failing (configurable). If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect. Logging is in place to help server maintainers verify the allocated ports.

Bug Fixes

There are many bugfixes that we could not properly do during 1.0 which were tested in experimental and will now carry over to 1.1

Some of the most important ones include, we did some major improvements to our Foliage Replication system, Lightweight Buildables system and Customizer, which you can read in further detail over here:

https://store.steampowered.com/news/app/526870/view/512951942084822988?l=english https://store.steampowered.com/news/app/526870/view/498313608291156664?l=english

You can also watch a video from Mikael about it:

https://youtu.be/Z3UtGdftZbc

But even if you don’t, you should notice some significant performance improvements if you’ve had a big save over the years as well as a smoother multiplayer experience

We have been working hard on stabilizing the update through our Experimental release, but as always, if we forgot about something or if you’re encountering something we didn’t see before, please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day

Thank you for reading all the way until here, we really appreciate everyone's continued support over the years, hope you all enjoy the update

1.1 Experimental Update v1.1.0.6

Hi Pioneers!

Hello again everyone, Here’s a small patch in preparation for tomorrow’s official release for 1.1 with some fixes we really wanted to get in as well as the latest community translations

If you happen to encounter any new issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again tomorrow <3

BUG FIXES

  • Fixed Invert Mouse look not working properly for KBM and Controller from the previous patch

  • Fixed Camera shake from the Intro carrying over if the Intro was skipped

  • Fixed Blueprints exiting Nudge Mode when confirming auto connections

  • Fixed Blueprint auto connections not appearing for connections behind the Blueprint

  • Fixed Blueprint auto connections incorrectly confirming connections that aren’t valid (Without the link icon in the hologram)

  • Potential fixes for multiple ReliableMessaging related crashes

  • Fixed the Chainsaw mode selection wheel being missing and the modes not working properly

  • Fixed being unable to search in the Drone Port destination list

CONTROLLER

  • Fixed being unable to close the UI after doing a search with no results and moving to the cost (Right thumbstick click) part of the UI

LOCALISATION

  • Updated community translated languages with the latest translations

  • Updated language completion rates

1.1 Experimental Update v1.1.0.5

Hi Pioneers!

Hello again everyone, In case you missed the announcement video, 1.1 is soon leaving experimental so everyone will be able to try out the new content on the 10th of June

In the meantime, here’s another patch as we get ready to prepare for the official release

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

If there’s some major issues you’re having that you think we should definitely address before release, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed a bug where Splitters/Mergers could be sampled in order to teleport items across long distances without requiring to build belts in-between

  • Fixed an issue where the Personnel Elevator songs could not be changed while in Multiplayer

  • Potential crash fix for Shader related issue when closing the game

  • Fixed a crash on very old saves after the Reversed Lift fixes

  • Potential crash fix for cutting down trees with the Chainsaw

  • Fixed Personnel Elevator audio playing without power

  • Fixed Personnel Elevator audio lingering after dismantling

  • Fixed Splitter/Merger attached to ends of Conveyor Lifts not working when placed as part of a blueprint

  • Fixed build effect on Train Signals becoming stuck permanently by disallowing upgrading of Signals for now

  • Fixed Personnel Elevator entrance being built incorrectly when building one from top to bottom

  • Fixed Personnel Elevator music not syncing in Multiplayer

  • Fixed Signs being non-interactable when snapped to a Foundry

  • Fixed Blueprints not syncing correctly between players in Multiplayer

CONTROLLER

  • Fixed an issue with the Login Button for Epic Account not being correctly focused when using a controller

  • Fixed loss of focus when using Advanced Game Settings to Give Item after using the search function

  • Fixed Camera axis inversion having incorrect values when using a controller

  • Fixed Controller navigation not being focused on the Crash Site slot

  • Fixed options being affected by the thumbstick when not highlighted

  • Fixed text fields not allowing new text on Signs, Text is now fully selected when editing Signs for easier deletion

  • Added button prompts in UI for Copy Paste Settings on Extractors

  • Fixed inconsistencies when entering menus with DPAD Right and Thumbstick Right

UI

  • Improvements to text in the options menu

  • Re-arranged the new Accessibility menu

  • Fixed unintentional duplicate entries in the Options Menu

CONTROLLER QOL

  • Added a new setting “KBM Switch on Controller Disconnection” which will automatically switch the configuration back to Keyboard and Mouse when a Controller is disconnected or cannot be found

  • Added new “Hold to Zipline” option to toggle under Options > Controls > General

  • Added a button tooltip to know how to add a custom value in the Options menu entry fields

  • Space Elevator required items can now be looked up in the codex by selecting them and pressing Left Thumbstick Click

AUDIO

  • Tweaked ElevADA Voice Over behavior to make it feel more diegetic and more integrated into the world as the audio should now feel as if it is coming from the speaker in the Personnel Elevator

LOCALISATION

  • Updated community translated languages with the latest translations

  • Updated language completion rates

  • Fixed several bugs related to missing string tables and localisation issues

1.1 Experimental Update v1.1.0.4

Hi Pioneers!

Hello again everyone, It’s been a while since the last update which means there’s a lot of new fixes coming up

Some highlights are fixes to the Conveyor Throughput Monitor breaking in some scenarios, lots of controller bug fixes and some QOL like the ability to Nudge the Personnel Elevator and the Conveyor Wall Hole, Some improvements to our Steam Deck support and Ukrainian is now an officially supported language!

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed automatic blueprint connections not copying customizations applied to the building they are connecting to

  • Fixed items on Conveyor belts visuals displaying incorrectly (Showing up in front of the exit instead of coming out of it) when attached to Conveyor Lifts that were built in reversed Conveyor Lifts mode

  • Please note that Reversed Conveyor Lifts that are affected by this will have to be rebuilt in order to fix this, the issue is visual only however as it does not affect production of items

  • Fixed Conveyor Throughput Monitors displaying as 0 items/min after moving too far away from them in some scenarios

  • Fixed Conveyor Throughput Monitors displaying 0 items/min after using a Splitter or Merger on the belt they are connected to

  • Fixed Conveyor Throughput Monitors disappearing when saving and loading in some scenarios

  • Upgrading/Downgrading Conveyor belts will now cause the Conveyor Throughput Monitors to be dismantled and refunded, so they have to be rebuilt after

  • Fixed a bug where Slide Jump height boost was always applied when jumping, even when not performing a Slide Jump

  • Fixed Pioneers falling through the world when Saving/Loading inside a moving Personnel Elevator

  • Fixed Helmets not displaying properly after using any customization

  • Fixed Power connection being offset in the Fuel Generator

  • Potential fixes for crashes related to Building Railways and Train Stations/Platforms in multiplayer

  • Fixed being unable to go through Conveyor Walls

  • Fixed a bug where Compass Icons would turn grey after using Decoupled Camera

QOL

  • Personnel Elevator now supports Nudging

  • Conveyor Wall Hole now supports Nudging

NARRATIVE

  • Removed ADA commentary during regular building (Set to play every ~30 mins) due to community feedback

VFX

  • Added Distance Field Collisions for the Smelter and Foundry Smoke when using High or Ultra VFX Quality in the Video Options menu

CONTROLLER

  • Controller should now default to the native controller implementation instead of Steam Input by default

  • If Steam Input is necessary it can still be overridden by clicking on Library > Satisfactory > Properties > Controller > Override for Satisfactory > Enable Steam Input

  • Please note that this mostly concerns PC, as on Steam Deck Steam Input is enabled by default

  • You can now Hide the HUD while riding a vehicle with LB/L1

  • Fixed Button prompts overlapping in the Character Customization HUD

  • When toggling Show Dolly Settings in Photo Mode, you now will return to the previously highlighted option in the Settings Menu instead of the top

  • Fixed not being able to properly move items within your inventory while using the Resource Sink

  • Fixed situations where holding Interact to close a menu would trigger the interaction of the object in view instead

  • You can now wipe the To-Do List by holding Y/Triangle in the To-Do List Menu

  • Added scrollbar to the Train Station UI

  • Fixed the Button Hints disappearing when putting down the Boombox and picking it back up

  • Fixed haptics from Host applying to other player’s controllers while using Equipment in Multiplayer.

  • Fixed Radial Hotbar for Buildables flickering if Dismantle is held at the same time

  • Fixed audio outputting from the DualSense™ speaker after reloading the game while having headphones connected

  • Changed picking up the Golf Cart to Holding the interact button instead of tap

  • Fixed focus loss issues when deleting Blueprints

STEAM DECK

  • Improved Controller support experience by making the default selection to be Controller when launching from a Steam deck

  • Changed default Steam controller Configuration to be Gamepad with Camera Controls instead of Mouse and Keyboard

  • If you have previously changed your default Controller configuration and are running into issues or would like to try the default controls, You will need to switch to the default suggested config (Gamepad with Camera Controls)

MODDING

  • Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

DEDICATED SERVER

  • Fixed infinite loading screen after server save/load cycle on Linux Dedicated Server

  • Potential fixes for Crashes when reloading a Save while the server is running and there are clients in the session

LOCALIZATION

  • Added Ukrainian language as one of our official languages. Thanks to our friends at UnlocTeam for the Ukrainian localization!

  • Updated community translated languages with the latest translations

  • Updated language completion rates

1.1 Experimental Update v1.1.0.3

Hi Pioneers!

Hello again everyone, we wanted to address some of the more important issues we’ve heard from you all before we go on a long weekend from our office in Sweden (Easter holidays), so here’s a small but hopefully helpful patch

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts as soon as we’re all back!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed a memory leak that would lead to an Object Limit related crash when playing for prolonged amounts of time

  • Fixed Radar Tower UI not appearing at all when interacting with it

  • Fixed Blueprint Auto Connect alignment so it also considers height differences between connections

MODDING

  • Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

LOCALIZATION

  • Updated community translated languages with the latest translations

  • Updated language completion rates

1.1 Experimental Update v1.1.0.2

Hi Pioneers!

Hello again everyone, Today we have a big patch containing a lot of fixes that we have been preparing since release, this patch should hopefully improve the 1.1 experience for everyone

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

Given the amount of changes, there might be some new issues so please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed issues where mouse clicks in Photo Mode would trigger equipment in hand

  • Potential fix for scenarios where Blueprint Auto connections would sometimes not work in Multiplayer

  • Potential fix for issues with the vertical movement for the Decoupled Camera in Photo Mode

  • Fix crash for Clients in multiplayer when Host is using Sign holograms

  • Fixed issue where Hard Drive list in MAM would not activate its scroll box, making it impossible to select or research Hard Drives if the list was too long

  • Fixed snapping issue when snapping a Railway to a Buffer Stop

  • Fixed issue where MAM buttons would be “sticky” so their hover over menu would continue displaying and only close when you stopped hovering on them or hovered in another Category with the Mouse

  • Fixed new buildables not appearing in the Icon Library

  • Fixed bug where blueprint auto connection were playing a lot of snapping sound effects when auto connecting to an open-ended Railway junction

  • Fixed holograms not being able to be nudged when snapped to attachment points

  • Fixed snapping points in the bottom part of the Basic Shelf Unit

  • Fixed train tracks being able to be branched and create switches from the end of a Train Station or Freight Platform which would result in issues

  • Fixed issues when snapping the Personnel Elevator in Foundations

  • Fixed Photo Mode Poses and Pioneer Positioning Nudge affecting Vehicles and Hypertubes

  • Fixed Photo mode reset button not properly resetting Nudge and Rotation in some scenarios

  • Fixed issue where while in Dolly Mode and having Blend Camera ON the Zoom would move in steps instead of smoothly

  • Fixed bug where the front attachment point of Beams was moved to the back

  • Fix for Crash when joining as client while host has a Hologram active and protection against crashes like this in the future

  • Fixed bug where hostile creatures would lose hostility when using Photo Mode and entering the Decoupled Camera

  • Fixed rotation inconsistencies when building Conveyor Lifts

  • Fixed Train collision notice audio not playing

  • Fixed crash related to Splitter and Mergers in some scenarios

  • Fixed crash when loading a save caused by Railway Switches

  • Fixed incorrect player name tag in multiplayer when entering Decoupled Camera

  • Fixed Reversed Conveyor Lifts not splitting

  • Fixed Crash Sites respawning after being dismantled

  • Fixed visual artifacts on the Input/Output after dismantling a Splitter/Merger attached to a Conveyor Lift that is attached to a Floor hole

QUALITY OF LIFE

  • Increased distance for Blueprint Auto Connection Detection from 10m to 16m (2 foundations)

  • Blueprint auto connections for Pipes and Belts now detect connections that are on top of themselves (Just like train tracks)

  • Blueprint auto connections now prioritize the connection that is most aligned with themselves, instead of the closest connection

  • Added a new option to Hide HUD while inside of all Vehicles by pressing T on keyboard

PHOTO MODE

  • Improved UX by greying out options based on context

  • Moved Saturation, Contrast and Tint to affect the final image instead of being in the middle of the colour correction stack to provide a more intuitive and predictable experience

  • Reworked Tinting function to allow it to go through the whole colour spectrum

  • Added Tint Intensity Slider

  • Increased Decouple Max Range

  • Increased minimum possible value for Dolly Duration to prevent the camera from moving too fast

  • Increased maximum Dolly duration to 40 seconds (Previously 20 seconds)

CONTROLLER SUPPORT

  • Vertical Nudging is now available with Controller by holding R1/RB

  • Improvements the styling of Photo Mode UI for better focus visibility

  • Improved the Controller button prompts in Photo mode

  • Improved the Dolly Settings menu in Photo mode UI

  • Improved the controller detection and fallback to Keyboard when a Controller cannot be detected

  • Fixed vertical zoom sliders in the Map

  • Fixed focus loss issue when changing Colors/Icons in a Blueprint Designer and pressing the Back button

  • You can now press A/X while in the sliders in Photo mode to input numbers with keyboard

  • Fixed focus loss when opening the Show session ID with a controller

  • You can now properly enter text with a keyboard in the To-Do List while using a Controller

  • Fixed focus loss when changing resolution with a Controller

  • Adjusted button hold durations where applicable

  • Added Controller button hint for Chainsaw Mode Single/Area

  • Adjustments to the controller look sensitivity

  • Fixed focus loss on Character customization colour picker

  • Improved Controller scheme diagram on the Pause menu

  • Colour picker in Customizer presets should now work with controller

  • Fixed Snapping a Splitter/Merger to a Conveyor Lifts making a portion of the Conveyor Lift disappear

AUDIO

  • Added new track “Ode to the Elevator” Track to the Elevator Music

  • Fixed ADA messages that were missing voice lines

1.1 Experimental Update v1.1.0.1

Hi Pioneers!

Hello again everyone, Today we have a patch with some fixes we wanted to get in before the weekend that will hopefully make the 1.1 experience more enjoyable for some Pioneers

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

We kept this patch small to hopefully not introduce any new big issues but if you happen to encounter any issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts ASAP!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • “Invert Look” option for Mouse should be available again under “Controls” in the options menu

  • Potential fix for a BuildableSubsystem crash in Multiplayer when the color preset is updated

  • Potential fix for a crash when joining multiplayer if the Host has a hologram out as Client loads in

  • Potential fix for a crash related to Reliable Replication on Dedicated Server

  • Fixed Conveyor Lifts built on the reverse build mode visually moving in the opposite direction

  • Please note that for saves that have been re-saved in 1.1, you will have to rebuild the Lifts to fix the visuals, this bug does not affect the actual output of the lift, so they will continue to move items correctly even if they are not rebuilt

  • New helmets from the Elevator video are now available!

Update 1.1 is out now on Experimental!

Hi Pioneers!

Today it’s the release of our first content update since leaving early access and we would like to introduce you all to our newest features with our 1.1 update!

This update is available right now on the Experimental version of the game, so before trying it out it’s always good to BACKUP YOUR SAVES

This is how you can access the Experimental version:

  • Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental

  • Epic: Go to your library and download the Experimental version

Why Experimental? Since the 1.0 release, we want to continue delivering a stable experience on the default version of the game

Using experimental allows us to polish everything up some more before releasing it to everyone and potentially including some side effects which might affect the current experience

Also, as usual this update is quite big in terms of changes as we’ve been working alongside with Fishlabs ( https://fishlabs.de ) for a few years now

They have designed and implemented the controller support in preparation for the Console release (Yes, Satisfactory is coming to consoles if you didn’t know already) with our blessing and collaboration

This update includes many years worth of work so as usual, if you find anything unexpected or something that was working before suddenly does not work anymore, please let us know over at our QA Site https://questions.satisfactorygame.com/

Your posts are incredibly helpful and your feedback is always appreciated, But for now let’s dive into the new content <3

1.1 New features:
Controller support

We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported

To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply

Photo Mode

There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings

Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer

There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios

You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around

Crash Site Dismantling

You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so

Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything

Personnel Elevator

To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator

Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design

You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads

Advanced Game Settings
No Fuel setting

The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles

Trains
Buffer Stops

We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work

To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through

QOL

Left-handed Path and Block Signals Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active

Railways rework

Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

Buildings
Logistics
Conveyor Wall Hole

New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization. A big improvement compared to the existing Conveyor walls with a fixed placement for connections

Conveyor Lifts - Splitter and Merger support

The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds

Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds

Priority Merger

This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first

There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully

Conveyor Throughput Monitor

A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory

QOL
Pipeline Build Modes
Straight

After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement

Curved

Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup

Transport
Hypertubes
Hypertube Junctions

Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support

Once placed, it allows you to connect a hypertube to its 3 different paths

When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through

Hypertube Branch

Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape

Useful for connecting existing hypertube networks to newly built ones

It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction

Architecture
New Architectural Pieces

There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop

New Beams:

  • H-Beam

  • Shelf Beam

  • Round Concrete Beam

  • Braided Cable (it’s a beam)

  • Braided Cable Cluster (it’s also a beam)

New Misc.:

  • Roll-Up Gate (FICSIT, Concrete, Steel)

  • Road Barrier Corner

  • Basic Shelf Unit

  • Large Vent

  • Large Fan

QOL
Automatic connections of Conveyor, Pipes and Railways in Blueprints

There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out

When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram

Flashlight now works while inside Hypertubes

Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

Drone movement and pathing improvements

Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

Conveyor poles and Pipeline supports now have soft clearance

This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

Nudging can now be done vertically as well

Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down

Removed max distance limit on Nudging

You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging

Visual Improvements
Falling Trees

Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects

Spore & Gas Pillar VFX

Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

Explosive Rebar and Nobelisk VFX

Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

Power Slugs VFX

Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

Audio Improvements
Dynamic occlusion system for foundations and walls

Factory sounds will now be occluded and muffled if they are behind walls or other obstacles

Different buildings will also change the way the sounds occlude, for example glass or metal.

Audio indoor detection system and local acoustic context

Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well

Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.

Voice Chat Attenuation

Now has different strength levels adjustable in settings Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies

Narrative

We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions

Bug Fixes

There are many bugfixes that we could not properly do during 1.0 as well as improvements that are currently being tested in experimental, which will carry over to 1.1

For more info on the changes that will carry over from current Experimental please check the links below:

https://store.steampowered.com/news/app/526870/view/512951942084822988?l=english

https://store.steampowered.com/news/app/526870/view/498313608291156664?l=english

Dedicated Server - Port Forwarding Updates

If you have Host a dedicated server, you should definitely give the next block a read as many new improvements have been added to allow for extra flexibility since the last update on Experimental

We have updated the Port Allocation Strategy in Reliable Messaging New features:

Explicit Port Configuration
  • A new -ReliablePort= command-line parameter allows explicit port selection.

  • The value must be an integer between 0 and 65535.

  • If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.

Default and Configurable Port Ranges

The following settings in Engine.ini control port allocation:

[/Script/ReliableMessaging.ReliableMessagingTCPFactory] PortRangeBegin=8888 PortRangeLength=512 ExternalPortRangeBegin=-1

  • The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).

  • By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.

Client Awareness & NAT Handling
  • Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.

  • To address this, the server now communicates the listening port to clients during the initial handshake.

  • If external port remapping is used, the server must be aware of the external port via:

  • The ExternalPortRangeBegin config setting (for remapped ranges).

  • The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).

Server Host Requirements (TL;DR)
  • If hosting a single server, port 8888 TCP must be open by default.

  • If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.

  • The server will attempt up to 512 ports before failing (configurable).

  • If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.

  • Logging is in place to help server maintainers verify the allocated ports.

Experimental Update v1.0.1.6

Hi Pioneers!

Hello again everyone, Here is another patch for Experimental, today we have a much bigger change that improves our Foliage, Lightweight, Recipe and Schematics systems to overcome multiple networking bottlenecks that we’ve had in the past

While playing in Multiplayer and Dedicated Servers, you could end up in situations where after removing large amounts of foliage, foliage might stop replicating completely, resulting in foliage being non-interactable or not properly disappearing, the same could happen to buildables like Foundations and Walls among others after building many of them.

We’ve made improvements that should result in less strain on Unreal Engine’s replication system leading to an improved multiplayer experience, they should also alleviate the “Reliable Buffer Overflow” issues on joining a session, as well as addressing additional side issues like interacting with the Advanced Game Settings menu during multiplayer kicking you out of a session

With this, there should be a significant improvement in how fast foliage and buildables are loaded, compared to joining a save and seeing buildables and foliage pop in and out of existence or have them be uninteractable

Since changes in Experimental might have some unexpected side effects, please BACKUP YOUR SAVES before trying it out

You can find your saves in: %LocalAppData%/FactoryGame/Saved/SaveGames/ There should be a folder with a lot of numbers, that is your Steam/Epic ID and that folder will contain your saves, you can copy this folder somewhere else

If you would like to know more about this change and the previous changes added to experimental you should watch our video on them by our community manager Mikael https://youtu.be/Z3UtGdftZbc

If you would like to quickly access the Experimental version, first BACKUP YOUR SAVES and then:

For Steam: Then right click the Game on Steam > Properties > Betas > Beta Participation > Select Experimental

For Epic: Look in your game library for “Satisfactory Experimental” from there you can install it

And don’t forget to BACKUP YOUR SAVES before you start playing

We’re very curious to hear about your experience with this latest patch so please let us know over at our QA Site if you encounter any new issues https://questions.satisfactorygame.com/ We appreciate all of your feedback

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

OPTIMIZATION

  • Bulk data replication

  • Improves the Foliage, Lightweight, Recipe and Schematic systems in Multiplayer and Dedicated Servers

DEDICATED SERVER

  • Bulk data replication

  • This change requires you to open your current TCP Port (7777 by default) on top of the already open UDP port, you also need to port forward the same port as the game port (7777 UDP by default) +20000 TCP (27777 TCP by default)

  • Please note that the game port values should not be set to a value larger than 45535 since we do not have good enough error handling for this at the moment but will be addresed in the future as we are still fleshing the port selection aspect out