Posts by BirkTKirk

Hi Pioneers!

We’ve got another hotfix for the Steam Release going live now on all versions of the game. This one addresses a few crashes some of you are experiencing when trying to play the game, as well as some login issues when starting the game.

We are also adding two start-up arguments that can be set as a launch option manually on Epic or Steam. One of them disables all multiplayer related connections, so no connections between accounts and EOS are attempted while playing singleplayer. The other start-up argument blocks Steam from activating while playing on the Epic Games Store, which allows players that own the game on both platforms to play using EGS only if their accounts are not linked and to run both versions of the game at the same time.

In Steam, you can set launch options by right-clicking on the game in your library and set it under Properties > General > Set Launch Options

In Epic Games Launcher, you can set this under Settings > Manage Games > Additional Command L...

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Hi Pioneers!

This is a hotfix for a particular crash on start-up that some of you are experiencing. It seems like a conflict with in-game overlays (such as the Epic Games Store and Steam overlays) can cause this in some cases. The patch should fix that issue for the moment by disabling the EGS overlay for Steam users, while we look at finding a good long-term solution.

To make the current solution take effect immediately, you will have to restart Steam.

Additionally, this patch should also fix the issue that Epic players cannot connect to Steam players via the Session ID.

We’re glad to see so many new people enjoying the game today and are doing our best that those of you who are still having issues can do so too as soon as possible. <3

BUG FIXES

  • Temporary fix for a crash on start-up related to in-game launcher overlay conflicts
  • Players on the Epic Game Store should now be able to join Steam players via Session ID
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Hi Pioneers!

This is just a small patch before the Steam release. With this version you’ll be able to play Cross-Play with your Steam friends, as soon as the game is released there.

Hope you all will have a blast. We are very excited for later! <3

UI

  • Spaced out NAT and version information in the Main Menu over two lines

BUG FIXES

  • Fixed some session connection issues
  • Multiplayer information in the Manage Session UI now has the same styling as in other multiplayer related menus
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Hi Pioneers!

We’ve got another patch coming up before the weekend, with some small Join Game UI changes, bug fixes, and the latest translations. Nothing major, just a few tweaks and last bug fixes for this week.

As usual, let us know on the questions site if anything is breaking or you have feedback on the game!

https://questions.satisfactorygame.com/

Hope you all have a fabulous weekend <3

UI

  • Updated the styling and position of the “Join via Session ID” button
  • Tweaked the styling of the Join Game menu

LOCALISATION

  • Updated all translations

BUG FIXES

  • Fixed railroad tracks not playing a build effect
  • Compass icon of a resurrected player no longer shows up as the “Dead” icon
  • Fixed the too large Track clearance on the Train Station
  • Fixed the Hebrew translations on Power Poles
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Anzzgar

same patches in experimental as well?

Same thing!

Hi Pioneers!

We are pushing a patch, mainly to address the current issue that Extractors stop functioning in multiplayer. That should be resolved now. There are several other bug fixes and smaller UI tweaks included, that you can check out in the patch notes below.

We also updated the building clearance of the Empty Train Platform, so other buildables can be built in the empty space above it, and we updated all translation files again and included Hebrew translations and font support.

Hope you all have a good time with this patch and can enjoy multiplayer again <3

UI

  • Updated the in-game Map with latest changes
  • Small tweaks to the Join Game menus player icons and information display
  • Restyled social media buttons in the Main menu
  • Grouped login and NAT type information together in the Main menu
  • MAM button now has text wrapping

LOCALISATION

  • Added Hebrew translations and font support
  • Updates all translation files

FACTORY

  • Reduce the building clearance size of the Empty T...
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spaham

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

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

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

Today all changes that have been on Experimental (plus a few additional bug fixes) are making their way on to the Early Access version! This includes a whole lot of bug fixes and some additions to the game that I will be going over in short, but make sure to check out the patch notes below where we have summarized all of it.

The biggest changes we are introducing is a substantial increase to the fluid transport capacity of Trains and an increase to the fluid storage capacity of Buffers, a new overflow setting for Smart & Programmable Splitters, and the ability to map out a total of 10 different Hotbars and switch between them quickly.

On top of those changes the Train Platforms, standard Conveyor Poles, Chainsaw, and Object Scanner got an update to their looks. A lot of smaller feedback improvements have been implemented in the UI as well and this version includes the new Epic Online Services implementation, which you largely shouldn’t notice. It does give you all the ...

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Hi Pioneers!

We are doing another patch before the weekend. It includes a bunch of smaller bug fixes, and a few UI tweaks regarding the autosave notifications, multiplayer joining and information on your friend lists. Check out all the details below!

The Train Platforms also got some small details added to them. To clarify, the platform is indeed larger than before. When reworking them, we made sure to make them as modular as possible to enable more creative setups in the future. Part of that was to make them exactly four foundations wide so they fit in snugly with foundations.

Generally, we try not to adjust the size of buildings during reworks, but we will make exceptions when it clearly improves their use and fits their purpose in the game.

Hope you all have a lovely weekend <3

FACTORY

  • Added a few more details to Train Platform meshes

UI

  • Added an option to disable autosave notifications
  • Added a setting to show autosave notifications for client players, host or both
  • A...
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Hi Pioneers!

Another patch is up on Experimental. It includes some bug fixes, better feedback in the Smart/Programmable Splitter menus, and the new Train Platforms. Try them out and let us know what you think!

We’ve introduced a performance hit in an earlier patch, coming from some code we were running to trace an issue in the game. The issue is gone now, and so is the code that affected the performance, so your factories should run a bit smoother again.

For all the details, check the notes below.

Hope you all are doing well and are having fun with the game <3

FACTORY

  • Added new meshes for all Train Platforms

OPTIMISATION

  • Removed some debug logging that tanked the performance

UI

  • Removed visible session IDs in the Join Menu, so only the host can share the session ID
  • Added the option to hide the session ID in the Session Management settings
  • Added tooltips for Smart/Programmable Splitter settings to clarify their purposes
  • Added a search bar to Smart/Programmable Split...
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Hi Pioneers!

We’ve got an update for you coming to Experimental that has a bunch of bug fixes in it. You can check them all out in the patch notes below! There are also some smaller UI tweaks and another tweak to tone down the Flying Crabs a little more.

Our multiplayer connection handling has also changed a bit and is still being worked on. Please let us know if you encounter any issues on the questions site, we will fix them as soon as we can.

https://questions.satisfactorygame.com/

Hope you all are going to have a wonderful weekend <3

MULTIPLAYER

  • Implemented changes to multiplayer connection handling and some additional UI. Still work in progress.

CREATURES

  • Increased hitstun on the Flying Crabs a little more

UI

  • Changed starting area descriptions and order in the New Game menu
  • Added some reminders that multiplayer has more bugs than single player in relevant menus
  • Show/hide map filters now saves when closing the menu
  • Moved Walkways into the Organization tab in t...
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Hi Pioneers!

In today’s little patch we are fixing a bunch of EOS related crashes, the issue of starting offline sessions when loading save games, and some other bugs you can read about in the notes below.

There have also been some tweaks to the Onboarding to make it clearer and better showcase early game features, such as the Codex, and we adjusted the Flying Crabs a bit to make them easier to deal with.

Let us know what you think about the changes and if any of the issues persist or new ones pop up!

Cheers <3

BALANCING

  • Moved one of the Rocky Desert new game spawning positions to a better location

CREATURES

  • Increased the size of Flying Crabs to make them easier to hit and track
  • Increased the stun delay and downward force on the Flying Crabs so they are on the ground a little bit longer

UI

  • Added an additional onboarding step highlighting the Codex
  • Reworked onboarding Hint text
  • Onboarding Hints are now received as emails that can be looked up in the Codex

BUG F...

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[deleted]

[deleted]

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

Hi Pioneers!

Another update is coming to Experimental. In this one we’ve packed a bunch of client fixes, some more UI improvements, and other fixes for crashes and bugs you can find in the patch notes below.

We also largely reverted to the old resource meshes. While the new ones improved the readability, they didn’t incorporate what was working well with the old resource meshes. When we change something in the game, the outcome should generally be better than what we had before and that wasn’t the case. The old resource icons did get a little bit of polish, so that they are still more distinguishable in this version. We will look at the resource meshes again in the future and see if they still need some more work.

Thank you all for the feedback and I hope you have a wonderful day <3

RESOURCES

  • Switched back to old resource meshes (except for Limestone) and improved icon readability of the old meshes

UI

  • Added some basic feedback for the Building Sampler / Eyedropper tool
  • A...
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Hi Pioneers!

A single hotfix is sneaking its way onto the Early Access version, since a nasty crash/freeze on load has become more prominent. This fix should take care of that issue.

None of the Experimental content is included in this build, all of that will be coming at a later, not yet defined, time.

Hope you all are having a wonderful week and fun with Satisfactory <3

BUG FIX

  • Fixed a bug related to power circuits, that could cause the game to crash or freeze when loading a save

Hi Pioneers!

We’ve got a patch coming in resolving some issues for multiplayer. Most importantly, it includes some improvements on host performance when clients are in the game, which should take care of the FPS drops that can occur, and when loading a game you should now spawn consistently in your own character again.

Keep in mind that an issue that persists is that when loading a save from within the game it is started as an offline session, which means you will still spawn in a new character. To avoid this, load saves from the main menu for the time being.

Now the session ID can be edited and there are checks in place to ensure session IDs are unique and the game should no longer crash for clients when they join a session shortly after it has been started. This can introduce some waiting times that we are aiming to reduce soon.

For the few remaining fixes, check out the patch notes below.

Cheers <3

OPTIMIZATION

  • We reintroduced some network and replication graph optimizati...
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Hi Pioneers!

Some more fixes have made their way onto Experimental. We have taken care of some client side crashes, the fact that right click didn’t close the build menu anymore like it used to, and issues with dismantling.

We are aware of the massive FPS drops in multiplayer, have identified the issue, and will continue looking into how we can fix it and get it to you as soon as possible.

An addition to this build is a new implementation of the Epic Online Services handling online sessions. These changes are going to introduce some issues in multiplayer that we want to fix as quickly as possible, so please continue to post problems on our questions site. The feedback helps a lot.

https://questions.satisfactorygame.com/

One known issue is that the game can crash if a client joins quickly after the hosting player is loading in. If you are encountering this crash, try and have the client wait a little bit before joining or try joining again.

Also, when loading a save while playing...

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Hi Pioneers!

Today's patch should fix the issue of despawning Lizard Doggos and introduce an overflow setting for your Smart & Programmable Splitters! There are some additional fixes and tweaks coming with it that you can check out in the notes below.

In the last patch we updated the fluid simulation to properly work below Z-0 in the world. If you are now experiencing issues with your fluids it could mean that your setup has been relying on the bugs that we fixed. In that case you might have to revisit your setup and make sure it is working properly and uses the correct number and placement of pumps.

Hope you all will have a good time with the patch! <3

BALANCING

  • Adjusted handcrafting times for some later game parts to reflect their complexity
  • Power Shards production times changed to work better with Constructor sounds
  • Color Cartridge production cycle shortened, production values are unchanged

NEW FEATURE

  • Overflow setting on Smart & Programmable Splitter

UI

  • Autosav...
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Hi Pioneers!

We’ve got some more fixes coming in before the weekend. The chat should be working again, Hotbars should work better with different keybindings, and the issue with the in-game map getting stuck to the mouse cursor is fixed as well. Pipes below a certain height in the game (Z-0) had some weird behavior specifically in how they handle headlift. That should mostly be resolved now, but there can be some weird fluid behavior there that we are aiming to fix soon.

Additionally, the style of keybinding hints under menus has gotten an update to make them a bit clearer and less easy to miss.

Hope you all have a nice weekend. Stay safe <3

UI

  • Updated the visual style of keybinding hints in all relevant menus

BUG FIXES

  • Chat should be working again
  • Hotbars can now be switched while the build menu is active
  • The Map should no longer stay stuck on the cursor when dragging it around
  • Partially fixed unusual behavior of fluids and headlift below Z-0 (under a specific height in th...
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Edit: Now version 0.3.4.4 - Build 120281

BUG FIX

  • Water Extractors should be placeable again in water with enough depth

Hi Pioneers!

In today’s patch we are mostly addressing some more bugs on the Experimental version. Water Extractors should be placeable again in more locations, but there are issues remaining that we are still looking into. The messed-up material on Stackable Conveyor Poles should also be taken care of and we are looking into the Smelters.

From now on Lizard Dogs that have been tamed should no longer disappear. If yours are already gone and you have saved that session, they will sadly remain gone. In that case you will have to either load a previous save where they are still present or find new Lizard Dogs to tame.

We also added autosave notifications, inverted corner Ramps and some other fixes you can check out in the patch notes below.

Cheers <3

UI

  • Added autosave notifications

FACTORY

  • Added inverted corner Ramps to the AWESOME Shop and restructur...
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