Posts by BirkTKirk

Hey Pioneers!

Here we go. A bunch of Train fixes & improvements are live on Experimental now! BUT WAIT, there is an important thing we have to talk about first: Backup your saves, because we are messing with them.

Cloud Saves are a thing now, but for those to work we have to compress and move your save files. You can read all about it on our blog and/or watch the video we made on the topic:

https://www.satisfactorygame.com/blog

https://youtu.be/t1LfyNfuMVQ

We are about as certain as we can be that your files won’t get lost. But we mess up all the time, so.... Backing them up is the certain way of making sure you lose none of your progress. Seriously, do it.

Now let’s talk about the rest of the patch. The Train fixes should make them more performant and eliminate a whole bunch of bugs. Yes, also the switch bug that creates ghost cars running around your tracks. While this is the best version of trains so far, there are many more things we want to improve on in the future. For no...

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Hi Pioneers!

We’ve got a few fixes for Experimental before we push it live on Early Access. This was our first week with everyone back from vacation, so we are spending a lot of our time on figuring out content for future updates and getting back into the workflow with the entire team. When we know more about this we’ll let you all know, but for now there will be a bit less content coming to Early Access while we focus on the future.

Experimental will likely be switched over to Early Access early next week. And we still have some Train fixes coming up soon!

Cheers <3

BUG FIXES

  • Blue Palm Tree is no longer indestructible
  • Fixed some Conveyor Belt crashes
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Hi Pioneers!

Experimental is getting another small update today. It’s mostly bug fixes, some optimisations we want to try out and some minor gameplay/UI additions.

Let us know what you think of these additions and hope you all have a great weekend! <3

BUG FIXES

  • Train names should now be saved correctly (also for clients)
  • Names should show up on the Compass again
  • Trains should now be properly shown on the Compass
  • Hovering over Conveyor Belts in Dismantle Mode won’t change their Belt to Mk.1 anymore
  • Fixed an issue where some players would get no colour assigned to them in multiplayer

UI

  • Little overhaul of the Photo Mode UI, including a rule of thirds overlay
  • Increased font size on the Power Graph

FACTORY

  • Added “Any Undefined” rule for the Smart & Programmable Splitter, which only sends items through that are not defined to go to any other output

WORLD

  • Fixes, tweaks and optimisation for some foliage assets (Grass, Licuala Palm Tree, Blue Palm, Cat Palm, Yellow Fi...
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Hey Pioneers!

The latest Experimental updates are going live today! With this localisation for Greek, Finnish, Dutch and Korean should now be fully functional on Early Access and we optimised the game a bunch which should give you all a bit more FPS.

Several bugs have been fixed as well, including ones that locked up Mergers and Splitters specifically on lower frame rates. As part of this fix all Splitters and Mergers now have a small inventory (it won’t be visible in the UI), so they will all fill up across your factories which can result in all your currently backed up production facilities starting up at once. On larger save files this can mean a drop in FPS on the first startup with this new version (which should go away after a short time) and potential power outages if your power production doesn’t support all those machines starting up at the same time.

Hope you all enjoy these fixes! If you find any new bugs, please report them to us as usual.

PS: On the topic of Trains, w...

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Hey Pioneers!

There are a few bug fixes coming to Experimental today. We are still fixing some things up before we are pushing the latest changes to Early Access, but will probably do so very soon.

Until then, let us know what kind of bugs you come across!

BUG FIXES

  • Smart/Programmable Splitters should now use more than one output when there are multiple outputs with a matching rule
  • Fixed that map filters don’t block the map when hidden
  • Foundry should not block buildings being built next to it anymore
  • Color Gun settings will now stay persistent on saving and loading
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Hey Pioneers!

We’ve got another update with some fixes and optimisation for you, coming in on Experimental! We are also trying out another new feature for the Map/Compass, which is setting the view distance for Beacons. Near, far, wherever you are.

The plan for this update is to be on Experimental over the weekend to catch potential issues (particularly with the optimisations) and push it to Early Access early next week when we deem it stable.

Let us know if we broke anything and the game runs a little smoother for you in this version! (Or if it doesn’t…) <3

BUG FIXES

  • Korean, Greek, Finnish and Dutch languages should now work properly when selected
  • Ensured that Power Slugs don’t lose their colour on distance (should be more easily distinguishable now)
  • Fixed a small name input bug on the Train Stations
  • Added some debug code for Conveyor Belt crashes
  • Fixed inconsistent ingame descriptions of Foundations
  • Fixed that Buildings could be built floating in some locations on the map
  • Bu...
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Hi Pioneers!

Since yesterday's Experimental release seems to be stable, we are pushing it live now! It includes all the fixes, changes and additions since last weeks Experimental update. Unfortunately, the new language options and Korean are not working yet. We aim to have them fixed with the next update.

Hope you’ll enjoy the patch!

BUG FIXES

  • Research time in the MAM should display correctly again
  • Researched resource mesh should be displayed in the MAM again
  • Fixed players respawning under the world after rebuilding the Hub
  • Right-clicking in Build Mode or the Build Menu will close it again
  • Earlier we broke the placement of factory legs, so we fixed that legs of newly built buildings will not break when reloading and consequently had to reset all built legs (looks fine on Foundations but legs built on terrain will not be traced to the ground).
  • Storages stacked on other Storages don’t have legs anymore
  • Arabic text support should work again
  • Added some measures to prevent a rare “F...
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Hi Pioneers!

Just a few additional fixes are coming to Experimental in this version before we push the changes live on Early Access. We added a few more languages (Greek, Finnish and Dutch) as well as an option to toggle the different culling system we were trying since last Friday. It should improve performance for most setups, but might result in a slight decrease for some people. If you noticed a decrease in performance, try and turn the Hierarchical Z-Buffer Occlusion off in the video options (it will require a restart of the game).

After this update, we will be fixing the last issues and push it to Early Access. Let us know if anything breaks!

BUG FIXES

  • Fixed issues with the Korean font
  • Fixed incorrect tiling on the Willow Tree
  • Train Platform dismantle now refunds the correct cost

UI

  • Minor layout updates on Map Filters
  • Added a small open/close animation for the Map Filter window
  • Minor updates on the Miner UI

OPTIMISATION

  • Added an option to toggle the different ...
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Hi Pioneers!

Here we go, another update with some optimisation tests, crash and bug fixes and updated translations. For this build we will need some more testing, so we are putting it on Experimental over the weekend. As usual, be careful when you try it out and back up your save files. Next week we’ll be spending some time fixing up whatever issues arise and will push it to Early Access as soon as those are dealt with.

Let us know what breaks and hope you have fun with the update! <3

BUG FIXES

  • Research time in the MAM should display correctly again
  • Researched resource mesh should be displayed in the MAM again
  • Fixed players respawning under the world after rebuilding the Hub
  • Right-clicking in Build Mode or the Build Menu will close it again
  • Earlier we broke the placement of factory legs, so we fixed that legs of newly built buildings will not break when reloading and consequently had to reset all built legs (looks fine on Foundations but legs built on terrain will not be traced...
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wait what

Hi Pioneers!

Second time's the charm, right? Today we are pushing all the changes that we rolled back last week, plus fixes for critical bugs and some additional small changes. Biggest changes are still that players will be unable to play together on different versions of the game and the overhaul of the Red Jungle. Biggest new change is the addition of some basic filtering options for the Map and Compass, which can both be accessed via the Map.

Hope you enjoy the patch!

BUG FIXES

  • Finished researches in the M.A.M. should show up on the bottom of the list now
  • Fixed the “Insert Schematic Name Here” bug
  • Added a version check on joining invites and ensured that network connections with different game versions generally fail and give an error message
  • Fixed typos in the Nuclear Waste trash message
  • Destructible boulders should no longer reappear (that took us a while to find)
  • Fixed the multiplayer crash because of which we rolled back the last patch. Whoopsie.
  • Selected researches in...
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Haigen64

Hey all, apparently this is currently kinda borked so please give the devs some time to fix!

Thanks :D

See reply for more info!

Yep. We rolled back to the previous version for now and will put another update up once we can fix those issues. That might not happen before this weekend.

EDIT:

We rolled back to the previous version (Build 102023) since this patch introduced some issues. We will update again once those are fixed, but that sadly means you might have to wait for the content in this patch until next week.

Hi Pioneers!

Here we go with another little patch while we are on summer downtime. Most notable change in this one is that players should now be entirely unable to join each other with different versions of the game. There will be an error message notifying you on what has gone wrong.

We also overhauled the Red Jungle, which can cause some problems if people have built a bunch of stuff in that area. But it looks better now, so that’s great, right?

Gafgar, one of our programmers, also wrote a blog post on our latest network optimisations. If you want to know a little bit more about the work that goes into those aspects of the game, you can check it out here:

https://www.satisfactorygame.com/blog

Hope you enjoy this little update! Let us know i...

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JereTR

May I ask what the initial response your team had to his cocoon?

"But.... Why?"

That's most accurate I think. Everyone who does a lot for optimisation shrieked in terror. Otherwise lots of laughs.

PlanetaryGenocide

Probably really helps unfuck weird edge case bugs too

Oh yeah. It's easiest to deal with bugs when you have actual footage of them. It's great!

magna-terra

This man is breaking the game and probably infuriates the developers

Its glorious

We're not really infuriated by it. To be honest, it's absolutely hilarious xD

Hi Pioneers!

Again, a little patch to address some issues. Before this patch, players with different versions of the game were able to join each other, which caused some issues including crashes. If you can’t join your friends anymore, make sure you are on the same version. You can do that by checking the build number in the bottom right.

Also included are some minor fixes, some optimisation and the accumulative decrease of performance when using Trains should be fixed!

BUG FIXES

  • Clients can now interact with the vehicle fuel and inventory again
  • Fixed a crash that could occur when building a Train Platform/Station in between two other Platforms/Stations to connect them
  • Players with different versions of the game can’t join each other anymore (this was unintended and caused issues)

OPTIMISATION

  • Removed some debugging checks from Conveyor Belt network messages (should reduce network load)
  • Train particle effects that build up over time and result in decreased performance now...
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Hi Pioneers!

Surprise! We have added Trains to Experimental. Now beware, they are definitely still work in progress both visually and functionally. Nonetheless, we’d like you to try them out, give us feedback and see if they break. Specifically multiplayer is still a problem, so don’t expect them to work for clients in multiplayer sessions.

As usual, a reminder that Experimental is prone to be unstable. If you want to be on the safe side when playing it, it is advised to back up your saves.

Hope you all have some fun with the Trains! <3

NEW CONTENT

  • Trains (still work in progress)
    • Trains are unlockable in Tier 6. Now go and set up your next level long range resource transportation!
  • Icons for a bunch of the Tier 7 resources (still work in progress)
  • Added the mesh for the Silica

BUG FIXES

  • Fixed a cave in the Swamp so players don’t get stuck in the ceiling
  • Red Kapok Tree (in the Red Jungle) and the small Pink Mangrove Trees (Bamboo Fields) should be destructible now. The ...
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Hey Pioneers!

Here are some fixes to the Experimental that should make it more stable! Now we also have the ADA voice lines in for Tier 7, we made some of the Conveyor Belts faster and items that you drag in the inventory are being anchored to the top left corner again instead of the middle.

We’re heading into an early weekend for Midsommar here in Sweden, so more updates will come next week. Let’s see if we fixed more bugs with this patch than we introduced. :D

Have a wonderful weekend and keep the bug reports and feedback coming! It helps a great deal. <3

NEW CONTENT

  • Added voice over and ADA lines for Tier 7
  • Added the mesh for the Heat Sink & Radio Control Unit

BALANCING

  • Changed several Conveyor Belt speeds:
    • Mk.4 450 to 480 items per minute
    • Mk.5 660 to 780 items per minute

QUALITY OF LIFE

  • Mergers and Splitters are now stackable on even ground (this change might have already been in the last weeks Experimental update...)

BUG FIXES

  • Fixed the Filter crashes...
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RogePete

A short question: does that mean that trains even won't come, when this is going to the stable branche?

I have to change my logistic plans (with bauxite) completely without trains, so it would be good to know.

Trains are still coming with the June update! They are just not on Experimental yet :)