Satisfactory Patch Notes Update #3
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Satisfactory Patch Notes Update #3

Feb 11 Masonzero  

Holy guacamole. This is Coffee Stain’s biggest update yet, and there is way too much to dive into. We’ll be writing individual articles about some of the new content, but in the meantime, here are the full patch notes straight from Coffee Stain for the new update!


PIPES

INTRODUCING THE WORLD OF FLUIDS

As much as we liked to pretend pipes were useless, Satisfactory was not going to be complete without them. So here they are!

Transporting fluids will be a different challenge than transporting your regular solid resources. While the conveyor belts move at static speeds, fluid flow in pipes will fluctuate based on input amounts, and head lift when you need to push them upwards

We hope you enjoy the new challenge!

PIPE & FLUID SYSTEM

Pipes have entered the world of Satisfactory and with them comes a whole bunch of fluids, new and old. Build long pipelines extending through the world and integrate them into your factories while keeping the challenge of vertical transportation of fluids in mind. You will be able to use different build modes to make sure the pipes look and feel how you want them to, build junctions to merge and split your pipe network, and do everything else you are used to do with conveyor belts. The flow of fluids in a pipe is just a little more complicated than moving items on a belt.

PUMPS & FLOW INDICATORS

Pipes require a bit more management compared to Conveyor Belts to make sure they deliver resources where you want them. Gravity will affect fluid flow and to make sure it doesn’t stop your pipe dream you will have to build pumps that push the fluids to your desired heights. Time to fight the 3rd dimension.

To get a good idea if your pipes are working at a glance, pipeline segments will have flow indicators on them that visualise the amount of fluid in the pipe, how quickly it flows through and in which direction it goes. Pipes are bi-directional afterall.

FLUID EXTRACTORS

WATER PUMP This beast of a pump can be placed on any deep body of water (of which there are plenty) and it’ll churn out water as long as you keep it hooked up to power. Scarcity of water is usually not the problem, it’s more about how you get it where you need it.

OIL PUMP The oil pump, just like before, can be placed on the oil resources in the world. But it has gotten a little touch-up and now pumps out liquid crude oil instead of perfectly packaged barrels. Managing the flow of oil into your factory will be a very different transport challenge than before.

THE REFINERY The oil refinery got upgraded! It is now able to process and refine all sorts of fluids. This will be important for a few production lines, but most prominently with all oil related products. Processing different resources in the refinery might now create byproducts you’ll have to manage and use to produce other resources.

And as a little extra, the refinery can also package several of the fluids for alternative transport. That way you can bottle fuel for the Jetpack and such.

FLUIDS

WATER Everyone needs to drink water. Some people flush their toilets with it. Pioneers don’t. With update 3 water will be mostly used to run your power plants and for some new recipes.

CRUDE OIL The lifeblood of heavy machinery. Crude oil is the cornerstone of many recipes in the midgame.

HEAVY OIL RESIDUE One of the byproducts of processing crude oil. Further refine it into power sources such as Fuel, and Petroleum Coke, which is an alternative to Coal.

FUEL Your new favourite power source after coal is not enough to run your factory anymore! Now in its purest form: Liquid!

TURBOFUEL One of the alternate recipes that have been in the game for a while. Turbofuel is now also a liquid and still a great upgrade for your fuel generators.

LIQUID BIOFUEL You’ve managed to get to oil based fuel, but you still routinely collect biomass and its piling up in your base? We don’t judge. Go ahead, turn it into liquid biofuel and burn it in your fuel generator! PS: Hannah WILL hunt you down for purging the world of all it’s wonderful greenery.

ALUMINA SOLUTION Yes. Liquid metal is a great resource to transport through your pipes. Alumina solution is a new crucial step in setting up your aluminum production lines.

SULFURIC ACID Acids have many great uses, but in Satisfactory you will be refining your uranium with it.

GENERATORS

COAL GENERATOR Coal power is a huge step up from your ordinary biomass generators. Now, proportional to its benefits, it will require a little bit more work to set up. With update 3, coal generators now require regular water input in addition to a steady coal supply. They are the natural starting point for pipes in Satisfactory.

FUEL GENERATOR The single combustion engine generator in the game requires only fuel to run. And thus it now has a fluid input instead of a conveyor input.

NUCLEAR GENERATOR On second thought, not switching the cooling water for a nuclear reactor seems very irresponsible. That is why the current top-of-the-line power plant of the game now requires continuous water cooling to function.

PS: There have been no incidents that inspired this change.

BUFFERS & STORAGE

With fluids we are adding two new stackable storage units to the game: The fluid buffers, available in two different sizes. They exclusively store fluids and are perfect for creating sizable buffers for production or other purposes.

FLUIDS & TRAINS Fluids are also getting their own freight platform, so you can transport them between factories in large fluid tanks instead of setting up long distance pipelines.

The A.W.E.S.O.M.E. BONUS PROGRAM

AT FICSIT INC. WE DO NOT WASTE

Have you been producing far more resources than you can use in your factory right now? Well, that seems wildly inefficient. To mitigate this issue, FICSIT has started the Anti-Waste Effort for Stress-testing of Materials on Exoplanets Bonus Program to make good use of all your excess resources. In return for sinking items into the AWESOME Sink and sending valuable data to R&D, you will receive coupons that can be spent in the AWESOME Shop on all sorts of fun and useful goodies.

Go that extra kilometer, go AWESOME!

THE AWESOME SINK

A high-tech analysis machine so advanced that I, as a marketing text writing person, couldn’t even attempt to understand it. All we need to know is that it analyses resources and products, collects data, which is incredibly useful to FICSIT, and destroys everything sunk into it in the process. In return it prints coupons that you can spend in the AWESOME Shop. The machine itself is very time-efficient and can handle input at any belt speed.

The AWESOME SHOP

This is where you can spend all those hard earned coupons from the AWESOME Sinks on amazing goodies that are more or less useful to your mission. They are all high quality and FICSIT-approved.

REWARDS

Feast your eyes on useful and cosmetic factory upgrades, as well as incredible vanity items. Update 3, at launch, will include the rewards listed below, but we will be adding more as we continue development on Satisfactory.

FICSIT FACTORY CART

This is the pinnacle of factory traversal. A lightweight, portable, highly maneuverable vehicle tweaked specifically for wonderfully smooth concrete and metal. There is no better way to freely traverse your factory, and the seating compartment is an ergonomic masterpiece.

PS: Did you know they work with the jump pads? This just can’t get any better!

EXOTIC STRUCTURAL ORGANIZATION

While the standard Wall & Foundation sets provided by FICSIT are both elegant and effective, there have been several new shapes and styles added to satisfy the need for further factory customisation. We’d appreciate any feedback on the added shapes and what might still be missing, so we can keep updating the AWESOME Shop. And yes, due to unreasonably high demand we have added windows.

EXOTIC WALL ATTACHMENTS

For more freedom in constructing your factory floors, we’ve added wall attachments for conveyors, pipelines and power poles. These will clear up your build menus and hotbars!

STATUES

Have you bought everything you could use or want, but are you still racking up way too many coupons? These statues are incredibly expensive and highly fashionable. Carry them around as a reminder of your progress or use them to decorate your factory, so you can marvel at their beauty whenever you walk those concrete floors.

HYPERTUBES

Why use the stairs when you can just fly? Strictly speaking, you’re not quite enjoying the absolute freedom of flight while inside the Hypertube, but the speed and sensations are exhilarating! If you’re feeling truly adventurous, combine the Hypertubes with jump pads and dampening jelly and create your very own rollercoaster.

THE HYPERTUBES

Hypertubes will get you quickly and somewhat safely wherever you want to go. They are built almost exactly like pipes, but with an additional build mode for extra smooth curves, and are the most space-efficient and reliable transportation method between predetermined points in your factory or the game world.

ENTRANCES & TRAVEL SYSTEM

Entrances will suck you in and propell you along the Hypertube, which means they are easy to access, and pretty simple to hit during flight. Hypertubes are accident-free and if you end up in the wrong one you can change direction and go back the way you came from.

DUNE DESERT

A MORE CHALLENGING STARTING AREA

This is the experimental part of the new Dune Desert starting area. We wanted to give you a starting area that features a whole lot of space but also a few difficulties that other areas lack. Longer travel distances that will need more costly logistical solutions and limited and localised biomass which you will have to keep in mind when planning and executing the expansion of your factory during early game. Try it out and let us know what you think!

THE NEW LOOK

In addition to the gameplay changes, the Dune Desert has received a complete visual overhaul. We created an all-new cliff set to match the new look and feel of the desert. Several new plants and trees were created to establish the themes of the three different oasi. A bunch of existing assets were tweaked and improved to fit the new look and level of quality. The lighting and fog have been improved and expanded upon. And honestly so much more. Take a look and enjoy.

EVERYTHING ELSE

SOMETIMES WE JUST ADD THINGS

You all know Satisfactory is still an Early Access game. This means that we are still working to improve and add upon all existing aspects of it. With this update we have largely focused on some new major features, but several other improvements and reworks have made it in as well.

CROUCH & SLIDE

Everyone who’s built a big factory can testify that mobility is very important in Satisfactory. To make factory traversal smoother, we’ve added crouching and sliding to the game. Now you’ll be able to quickly slide under conveyor belts or down ramps and crouch your way through the tighter parts of the factory, like conveyor belt holes in walls. And try out the slide-jump!

NEW M.A.M

Since the release of the game, the MAM has been a barebones research station. To take the next step of finishing this feature in Satisfactory, we’ve overhauled the MAM UI completely. Each research topic is now represented as a research tree that you can advance through by finding or producing the right items and paying the costs. Your rewards will no longer be populating the milestone menu, but instead they’ll unlock immediately when you complete their research in the MAM.

We felt that this type of flow is more natural and closer to the experience we want you to have with the MAM. We’ll be updating it more in the future. Let us know what you think!

NEW MANUFACTURER

The previous manufacturer was a legacy design from the early days of Satisfactory and it was about time it got the same treatment as the Constructor and Assembler. You’ve already been able to revel at its automated glory on Experimental for a while, but it still fully deserves its highlight with the rest of the content in update 3.

PS: It actually slipped out with the earlier Experimental release by accident. How unprofessional. The sound wasn’t even done yet. Blame Simon.

NEW CRAFT BENCH & EQUIPMENT WORKSHOP

Another two redesigns that have, under mysterious circumstances, made it to Experimental early. The redesigns of the Craft Bench & Equipment Workshop were done to give the two stations more character and increase the feeling that the pioneer is actually crafting parts and equipment by hand.

AND SO MUCH MORE

So much. All these little things that we won’t be able to highlight here, as well as some major updates behind the scenes. For a more granular overview, check out the patch notes. They are the most complete list of changes we can give you and we hope you enjoy all of it. Thanks for playing. <3

THE REBALANCING

Why a rebalance?

This text hopefully provides some insight into our working methods and gives a brief “behind the scenes” look at why we made the choices we did. It includes some guidelines and thoughts, but by no means illustrates the full process. Start Mark’s ramblings in 3… 2… 1… Run!

The introduction of pipes to Satisfactory was bound to mess with existing factories and the balancing of the game. So, with the decision to add pipes, we also decided that we might as well go all-in and fix some of the balancing issues that had been lurking behind various corners for a while.

Building costs

Building part requirements

  • Most buildings no longer require parts that couldn’t have been automated when they were unlocked.
    • Whenever players would reach a new stage of production, like Steel and Oil, handcrafting the new parts would be required to get started.
      • Taking Steel, as probably the best example for this, players would need to craft Steel Ingots, then Steel Beams and Pipes, and even the expensive Encased Industrial Beams to build Foundries to automate the production of these parts.
      • This progression setup was created for two main reasons. First, to remind players why automation is good. And second, to ensure players would become familiar with parts before going into the automation process.
      • Since then the opinion on this approach has changed. After all the work players do to automate their parts, handcrafting being mandatory to progress feels like a slap in the face, like going back to the stone-age even though you already know how to automate complex production lines.
      • Additionally, handcrafting parts doesn’t really teach the player anything about how those parts work. Automation is quite different from manual crafting, and arguably it teaches the player more, as they tend to look more closely at the parts` requirements and ratios to establish what an efficient setup might look like.
    • Thus, we have decided to change a bunch of the costs of our buildings. Foundries, for example, don’t require Steel anymore. Instead they now need parts that the player has already been working with, or can already automate.
  • This change affected most buildings used to create automated production, meaning production and power buildings.
    • It is important to note that not ALL buildings follow this new rule.
      • Manufacturers still require Heavy Modular Frames because we need the building to be difficult to build, and we didn’t want to move that challenge to another building, which would burden a different production line.
      • Some buildings need to be the first, so there will always be occasions where a production line is not yet available to supply the required parts.
      • In the early game the old cost progression is required, because we need players to start with handcrafting to get their parts, and slowly progress to more and more automation.

Building expenses

  • Some buildings received changes to the amount of parts required to build them.
    • With the changes detailed above, those changed building costs now require parts that the player is likely to already have automated.
      • Old costs were balanced around the idea that player would be handcrafting a bunch of those parts and automate slowly.
      • The new costs, however, are balanced to what we expect the player to already hold in storage.
    • Some prices have changed because the recipes of those parts have as well, and we either needed to lower cost because expected production has gone down, or increase it because we want to push to the player to expand certain production lines.
    • Lastly, we increased the cost of most Power Generators and Extractors (eg. Miners), while decreasing the cost of most manufacturing buildings.
      • This was done to support the flow of factory expansion better.
        • Generally, what we are trying to achieve here is that players don’t instantly set up a gigantic power expansions as it would be expensive, but start small to support the cheaper expansion of production. Then when production has increased, power follows in a second step.
          • This change is targeted largely at less experienced players, with the hope that they expand their factory in smaller steps.

Milestones and other unlocks

Milestones and content locations

  • Some Milestones and the content within the milestones have been moved around because of the MAM, A.W.E.S.O.M.E. Shop, and the brand-new content we added this update.
    • Unlocking pipes together with coal and Automated Vehicles got overwhelming. As a consequence the Tractor and Truck Station have their own little sad Milestone now. But don’t worry, it’s not (that) expensive.
      • Similar changes happened to other content. But most of it is still contained within the same tier, and some have even become available earlier.
    • The HUB Milestone progression now mainly focuses on new parts, production, and power upgrades. Which is everything needed to progress through the main game and get project Assembly done.
      • All other Milestones, such as the ones unlocked via the MAM and those that unlocked non-essential base-building content, were moved to the MAM and the A.W.E.S.O.M.E. Shop, respectively.
    • The MAM no longer unlocks milestones in the HUB.
      • We felt it was confusing that MAM research needed to be completed in two separated places.
      • Any milestones the MAM previously made available in the HUB are now available in the MAM itself.
      • Instead of unlocking complete milestones with a bunch of new content, we split it all up into smaller packages, with lower costs and waiting times.
        • This way we hope to support the specific needs of different players more. So you can now focus on progressing the research you care about and unlocking the content you want, rather than having to pay for a bundle.
      • Essentially the MAM is now its own ‘side’ progression station.
        • Some of the MAM research is still integral to late-game progression, just like before. Similarly fail-safes are still in place to ensure players obtain this research when they need it.
    • The A.W.E.S.O.M.E. Shop has stolen some of the content from the HUB.
      • We are mainly talking non-essentials, such as walls and walkways.
      • Like the MAM, the Coupon Store is a ‘side’ progression. Offering its own unlocks which are not necessary for progressing the game, but sure are sweet to have.

Milestone and unlock costs

  • To unlock a milestone players now use the same parts which are used to build and/or use the content within said milestone.
    • Previously a lot of Milestones required the most high-tier part that was available to the player at that point of the progression.
      • This caused a lot of milestones to have similar costs and to not necessarily promote automation of the parts that were going to be needed to work with the new content.
    • Now, if the new buildings are going to need you to have a specific part in bulk, so will the milestone.
      • This is to put a bit more push on automation, but also so players don’t unlock a milestone they can’t do anything with. We are assuming it will be more fun to be able to build those new buildings right away rather than realizing you need more shit afterwards…
      • As players progress this approach doesn’t stay as strict. Later in the game we will require more planning from the player to ensure they automate whatever they can, to prepare for the future. Also, sometimes we will throw in a twist just to spice stuff up. Always having the same approach to progression gets boring.

Power Generators and Fuels

Biomass

  • Biomass Generators and Biomass products received a substantial increase in their power production.
    • With the new content added to Tiers 1 and 2, and with the addition of Water and Pipes to the Coal Generator, the player must rely on Biomass Generators for longer.
    • The obvious solution here was to simply make Biomass Generators stronger. And by also increasing the power that Biomass and (solid) Biofuel yield, the burn times of the fuel have stayed consistent.
    • Additionally, to make the increase in power efficiency a bit more of a conscious choice we moved the Solid Biofuel to be unlocked in Tier 2 with the Chainsaw, instead of just giving it outright with the HUB completion. So that when power production in the early game starts becoming a problem, players must pursue the solution themselves.

Coal

  • Coal Generators and Coal increased in power production and require water.
    • Now that Coal Generators require Water as an additional resource, it has become a longer and more complex task to set them up. To balance this out we increased the amount of power that Generators and Coal provide. This way less buildings are needed to reach the same results as before.
    • Additionally, we have cleaned up the ratio from Coal Miner to Coal Generator. Some might remember the number used to be 11.111111… Coal per Generator per minute at 100% usage. We changed it to 15 Coal per minute, which is a lot easier to work with. The reason for this change is that we want the focus to be on Pipes and switch up the gameplay a bit, instead of having the players worry about the ratios.

Fuel

  • Fuel power yield was reduced.
    • Fuel generators still produce the same amount of power, and the standard recipe for fuel produces even a tiny bit more per minute compared to before, while using the same amount of oil. This is relative to before when oil was liquid.
    • The reason for this change is that, through by-products refinement, player can produce more fuel from a lower amount of oil. To balance this out fuel became a bit weaker.

Nuclear

  • The Nuclear Power Plant now requires water.
    • Of course, it used to already magically have water, but now you need to supply it.
    • Other than that, nothing changed here. The building already supplies an insane amount of power, so the small addition of water won’t hurt its feelings.
      • Actually, that is a lie. We changed how Nuclear Fuel Rods are produced, but more on that later when we talk about the rebalance of part recipes.

New parts and recipe changes

Project Assembly Parts

  • The new Project Parts are now required to complete Phases in the Space Elevator.
  • The new Project Parts are unlocked through the main HUB milestone progression and can only be created by production buildings.
    • We noticed that some players reached a point where they wanted to progress to the next Phase, only to find out that they did not have the parts to do so. Which caused some to be frustrated and others to drop their phones on the spacebar to get some coffee while the Craft Bench did its thing.
    • The new Project Parts cannot be handcrafted. Of course, this does not solve the problem where players do not have required parts available. But with the slow production rates and the fact that they need to be automated we hope to draw the players attention to them more, so they might start automation early on.
    • To prevent the ‘I don’t have this stuff’ problem, we changed the parts that end up going into the Space Elevator. Previously, parts that might not have been automated by the player at that point were often required. We mostly got rid of this, allowing players to use their existing production lines or storage to make the Project Parts.
  • Additionally, the fun of Satisfactory is supposed to be automation. So, we felt it was more appropriate to make this the goal of the Space Elevator: to hook it up to the factory. The conveyor belt inputs were already there after all.

Oil Production Rework

  • Oil product recipes no longer use decimal numbers but instead focus on the new logistical challenge of by-products.
  • Previously, oil products would introduce the painful world of decimal numbers to the player. The recipes were balanced in a way where numbers like 22.5 would start showing up when looking at the ‘per minute’ ratios.
    • Decimal numbers are a simple way to increase the complexity of a recipe, as it simulates working with big numbers while the actual in- and outputs can be kept in line with the rest of the game.
    • When oil was reached the player had already worked with a variety of different ratios, so it was a good place to introduce something different to switch up gameplay. Oil complexity would take a step back, and instead introduce some new parts that were simple but contained decimals to make them scale heavily in complexity.
  • But with the addition of pipes, we had to change some things to fully integrate them into the progression of the game. So instead of decimals, the complexity of oil production now focuses fully on pipeline logistics through a new feature: Refinery by-products.
    • To integrate pipes into the progression it is important to have a stage which fully focuses on it, and oil was the obvious choice. To obtain that focus we decided that oil should be a challenge of logistics and not nasty numbers.
    • Thus, we removed the decimals from the oil product recipes and replaced them with cleaner and more consistent amounts, to allow the player a break from number crunching and focus on pipe logistics instead.
    • The new by-product feature causes some refinery recipes to produce additional parts from its secondary output, some being solid while others are fluids.
      • The new logistical challenge here is created through additional recipes which allow for the further refinement of these by-products. So, in order to get the factory running efficiently, and fully utilize all its resources, some splitting and merging between different production lines will be necessary.

Aluminum and Uranium Refinement

  • The two Tier 7 production lines, Aluminum and Uranium, received pipe integration, new parts, ingredient changes, and some rebalancing to make it all fit.
  • Generally, when designing the progression of a game, you want to introduce new features to the player one at a time. And then, when they are familiar with a new feature you start combining it with others to create new levels of complexity.
    • Aluminum and Uranium did this before by requiring different, and large amounts of, buildings, and complex ratios.
    • But with the addition of pipes and by-products we wanted to take it a step further and include those new features, combined with most of the production buildings the game has to offer at this point.
      • So, the refinement process of both these high-end resources has been drastically increased in size, requiring new fluids and producing by-products that can be merged back into the same production line to create a different challenge when it comes to ratio balancing.
      • But with the addition of so many steps we ran into the problem where these setups might become disproportionately big, so we rebalanced the ratios between the old and new parts to retain a similar amount of total buildings as before, for a similar final output.

Part complexity progression rework

  • Most of the part recipes were changed to support a more gradual increase in complexity.
  • This means that we only changed the numbers, such as production time, input amount and output amounts. The ingredients for most recipes have remained the same.
  • What we are attempting to achieve with these changes is to create a better progression when it comes to the complexity of recipes.
    • In some places along the progression we felt that recipes became too difficult too quickly, because they used multiple layers of complexity at the same time before all of those could be properly introduced to the player.
      • The reinforced Iron Plate gives us a good example.
        • It is the first complex part in the progression. But the jump it makes was a bit too high. Firstly, this part was the first that was only accessible in the Assembler. Secondly, to reach 100% production mk2 belts were needed, which weren’t available at this point. Lastly, to get the correct input multiple plate and screw productions were needed to be fed into assemblers, making it the first production line to need those kinds of ratios.
          • We felt this was a bit too much in one go. Having the mk2 belt as a requirement for an optimal setup would deter less experienced players too early from making their production lines 100% efficient.
          • So, in this case, we decided to introduce more different ratios in the parts that come before.
          • We also removed the MK2 belt requirement, and adjusted the input ratios so that overclocking, underclocking and doing a double setup are now all valid solutions.
          • With those changes we hope that players will attempt a perfect setup and that they keep doing so as they progress through the game.
      • We went through the other recipes in similar fashion.
        • To provide a proper flow to the game, parts will generally build up in complexity and then go down again when a new stage is reached.
          • E.g. when Steel is reached the Steel Ingot, Beam, and Pipe productions are not as complex as those of Rotors and Modular Frames, but they are still more complex than Cables and concrete.
        • These changes don’t mean that everything has become easier, but rather that we went with a more gradual approach. So, the parts that are supposed to be complex still are and some even more so. But the parts in-between build up better, to get players ready for future challenges.
        • Additionally, we focused on eliminating repetition. Often, basic parts (parts mostly produced in Smelters and Constructors) would be too similar in their ratios to other basic parts. These parts now get more complex, or simply use different approaches as the game progresses.

MAM related recipes

  • Recipes of parts unlocked through the MAM were adjusted to use more unique ratios and decimal numbers.
    • A lot of those recipes were too similar to main progression recipes.
    • Additionally, the changes to oil had caused some issues with the introduction of decimals not being properly represented.
      • Thus, we moved some of the decimal introduction to the MAM recipes. Which eliminates their repetition problem, makes them stand out a bit more, and introduces more complexity for those parts that need it.

Alternative Recipes

  • The alternative recipes were rebalanced, and new ones were added. This was done to compensate for changes made to the main recipes and to further enforce their purpose to potentially increase complexity.
    • With the changes to standard recipes, some of you might be disappointed that the complexity was reduced in some places. “The Plastic requirement on Super Computers went from 3 decimal numbers to just 1?! What is this, kindergarten?!” But fear not, oh ascended factory builder, for complexity is not lost, we just moved it around a bit.
    • When we started working on making the game a bit more streamlined for less experienced players, we, of course, didn’t forget about the more hard-core factory builders. It is always challenging to get the difficulty of a game right for both experienced and new players. Luckily, the Alternative Recipes were already in place to deal with this problem.
  • Alternative Recipes are not there to make your life easier. They are there to propose a trade-off. Generally, the idea is that an alternative recipe gives you one thing, such as a cleaner production line, but takes another, like requiring more complex ingredients.
    • Generally, with the changes we have made, we attempt to enforce this idea more. And we added some new recipes so that more trade-offs are possible, which might suit different types of players.
      • As an example, hard-core factory builders are more likely to look for the most resource-efficient option, so we added more complexity to those recipes since this also suits those players.
      • On the other hand, some recipes are a lot cleaner, but not as resource efficient. Those are aimed at the less experienced players, since their worries might align more with simply getting production running well.
  • A bunch of changes also just come down to the fact that the main recipes were changed.
    • Wire, for example, used to produce 45 wire per minute as a standard, but was reduced to 30. This means that the alternative recipes also needed a reduction of around 33%, at least as a start, otherwise things would be getting out of control.
  • Besides that, we made some changes to address the current meta (the ‘most optimised playstyle’), because copper was getting sad, and our screws were starting to question the meaning of their existence.
    • Now, if you really hate screws, you can still get rid of them, but as stated before it will be a trade-off.

PATCH NOTES

WORDS

Patch Notes: Early Access (EXPERIMENTAL) – v0.3 – Build 114192

NEW CONTENT

  • Pipes
    • Water Extractor
    • 8 fluid resources
    • Water, Crude Oil, Heavy Oil Residue, Fuel, Turbofuel, Liquid Biofuel, Alumina Solution, Sulfuric Acid
    • Pipelines & Flow Indicators
    • Including normal and stackable poles for pipes and different building modes
    • Build modes can be cycled through while building by pressing or holding R
    • Pipe Pumps
    • Fluid Storages/Buffers
    • Fluid Packaging
    • Fluid Tanks for Trains
    • Adjusted Oil Extractor, Fuel Generator, Oil Refinery to handle fluids
    • Coal Generator and Nuclear Power Plant now require Water to run
  • A.W.E.S.O.M.E. Sink & Shop
    • Sink your resources, get coupons and spend them on cool and sometimes useful features!
    • Factory Cart
    • New walls & foundations
    • Wall attachments that can be placed on any wall
  • Conveyor poles, pipeline poles, power poles – Hypertubes
  • Includes the Entrance & Hypertube buildables
  • Comes with an additional build mode for extra smooth curves
  • Overhauled Dune Desert visual & design as a new starting area
    • Visual overhaul of the area & three oasi
    • Complete resource & reward overhaul
    • Visual overhaul of the level parameter & vista
  • Crouch & Slide

BALANCING

  • Space Elevator now requires specific parts for Project Assembly that cannot be handcrafted
    • Project Assembly Parts are: Smart Plating, Versatile Framework, Automated
    • Wiring, Modular Engine, Adaptive Control Unit
  • Rebalanced the entire game
    • Some recipes of the Refinery now also produce by-products
    • Onboarding & Milestone cost and contents have been tweaked
    • Many building costs have been tweaked
    • Almost all recipes (including alternate recipes) have been adjusted
    • 6 new parts have been added
      • Copper Sheet, Polymer Resin, Petroleum Coke, Uranium Pellet, Aluminum Scrap, Empty Canister
    • 30 new alternate recipes have been added
    • Power & consumption of generators has been tweaked
  • Resource Deposits are far more likely to be MAM related resources
  • Moved all MAM related milestones out of the Hub and directly into the MAM

OPTIMISATION

  • Factory tick parallelisation: Spreading out the factory tick over more cores if available. This can considerably improve factory performance, depending on the CPU
  • Memory optimisations
  • Disk space optimisations (the Experimental version should take up considerably less space than before)
  • Cleaned out & removed unnecessary foliage variants
  • Cached savefiles more often, to reduce the amount of disk access to remove hitches when using a mechanical HDD
  • Fixed so that StaticMeshes placed in the world now can have a lower res shadow and nice lod transition at the same time
  • Optimised collision shapes on Conveyor Belts which reduces the amount of uObjects and allows for larger factories before the limit is reached
  • Fixed performance issues when trying to place Conveyor Belts longer than the allowed limit

QUALITY OF LIFE

  • Added the ability to skip Onboarding from the new game menu and start with Tier 1
  • Buildings can now snap directly to other building clearances. This can be turned off/adjusted in the settings
  • Conveyor Poles & Pipeline Supports height and rotation can now be tweaked when building them from a Conveyor or Pipeline
  • While placing Conveyors you can now see the clearance of nearby buildings
  • Interfering clearances while building are now highlighted red
  • Connecting Conveyors in close spaces should be a little easier now – Move all stacks of the same type between inventories with Ctrl + click
  • Power Poles, Conveyor Poles & Pipeline Support placed when building Power Lines now snap to the foundation grid
  • Players can now set part per minute when Overclocking instead of only percentage
  • The game now saves and restarts automatically after running for 24 hours consecutively to prevent all sorts of bugs that can occur under after that time
  • Mass dismantling buildings now creates a single crate when the resources don’t fit into the inventory, instead of a crate per buildable dismantled
  • When aiming at the workbench, now the workbench is outlined, and not the entire vehicle
  • Players should be able to jump out of water now

NETWORKING

  • Added relay server support, this means that if you can’t connect with NAT punch-through, we will relay the data through a third-party server, allowing connection at the cost of additional ping
  • Lowered connection timeout from 60s to 30s
  • Build modes are now simulated on client, which should result in improved responsiveness and accuracy
  • Constructed buildables will leave a pending hologram on construction for clients if there is significant lag between client and server

UI

  • Refactored the M.A.M. UI into research trees
  • Changed default key bindings
    • Scan = V
    • Flashlight = B
    • Added Crouch = C
  • Updated starting area pictures in the New Game menu
  • Manufacturing UIs (Constructor, Assembler, Manufacturer, etc.) now display all recipes in categories similar to the Craft Bench
  • Added new popups when hosting/connecting to games, these will give you feedback about what happens during connection process
  • These popups will now allow you to create offline games when failing in a few more stages during game setup
  • Added popups that warn you when loading newer/older saves that might or might not be fully supported
  • Added “relevant items” section over the inventory items, where you can see if the items you have in your inventory are usable/contextual in the UI you’re currently interacting with
  • Object Scanner has updated screen graphics. It no longer relies just on sound.
  • You can now skip the drop pod scene and onboarding from the main menu.
  • You can press R while in build mode to toggle between different build styles when building Pipes.
  • The Split Stack menu no longer takes all mouse input. Holding right mouse on an item in an inventory still opens the menu, however you no longer need to hold right mouse in order to navigate the menu once it’s open.

FACTORY

  • Tweaks to overall Factory materials & look
  • Manufacturer got a new model, animations & VFX
  • Craft Bench got a new model
  • Equipment Workshop got a new model
  • Made foundations colorable
  • Improved & optimised the Fuel Generator mesh
  • Clearance tweaks for Foundry, Constructor & Smelter
  • Jump Pads now affect creatures and physics objects like vehicles. Game changer.

WORLD

  • Implemented a new proximity ambience system (currently only visual effects for Dune Desert)
  • Skysphere improvements
  • Improved clouds
  • Light shafts have been enabled
  • More advanced lighting and post processing have been added to the Dune Desert (we will add those to more areas as we continue working on the world)
  • Tweaked the suns rotation around the level to improve lighting
  • Added lakes to Grass Fields to support gameplay changes
  • Red Jungle, gameplay and reward adjustments
  • Bamboo Fields, gameplay and reward adjustments
  • Tweaked mesh and colours for the Limestone resource node
  • Tweaked Limestone deposit textures to match the resource node better

SETTINGS

  • Added experimental HUD scaling.
  • Added directional subtitles.
  • Added high contrast mode for compass and hotbar (opacity slider).
  • Added the option to toggle large or small inventory slots.
  • Added an option for contact shadows
  • Added an option to adjust camera feedback on the Hypertubes
  • Added an option to turn direct snapping to buildings off and on

PLAYER CHARACTER

  • Rework of jump sounds

RESOURCES

  • New mesh for Compacted Coal
  • New mesh for the Turbo Motor
  • New texture for the Turbo Fuel
  • New mesh for the solid Biofuel
  • Tweaks for ore resource meshes
  • Hazmat suit now has a proper mesh when dropped and in the description

BUG FIXES

  • Geyser placement issue in Desert Canyons resulting in ‘Floor is too steep’ when trying to build should be fixed
  • Player characters now get the right speed when running on Conveyor Belts
  • Player characters actually stand still when standing still on Conveyor Belts (used to play running animation)
  • Fixed issue with clients being able to resources other than energy sources into Generators or the fuel slot of the Truck Station
  • Clients can now access freight platform inventory
  • Holograms for other players don’t stutter as much on client
  • Conveyor belts now properly cast shadows
  • Blocked player input during join / respawn which could result in bugs & crashes
  • The text on the Object Scanner will no longer disappear on different FOV settings
  • Clients can now initiate autopilot and docking while driving trains
  • Power Circuit E-Mail is no longer placeholder text
  • Hub now properly snaps to other buildings without individual parts like the Terminal ending up in a wrong position
  • ”NEW” pop-up on buildings doesn’t reset anymore whenever a game is loaded
  • Moving items in inventory while the split stack UI is active doesn’t affect the split number anymore
  • Split stack UI cannot be stacked on top of itself anymore
  • Splitting stacks by 0 that aren’t max size doesn’t delete them anymore. It’s also not possible to split stacks by 0 anymore
  • ”Squigglies fixed.” – Submitted by G2, 2019. No one will ever know what this actually did
  • Removed some unit translation of the Freight Car that caused misalignment during docking
  • Swimming no longer locks E
  • Player health no longer resets to 3 blocks when entering vehicles, loading the game, etc
  • Fixed inverted normals on all buildable splines
  • Fixed issue with splitters/mergers slowing down items on the faster conveyor belts
  • Fixed that building snapping will not override the grid snapping on foundations, ensuring that buildings placed on foundations are always aligned with the grid
  • Fixed that building clearances are displayed when starting to build via the hotbar
  • Fixed crash related to compass widgets
  • Conveyor Lifts now display nearby clearances properly
  • Fixed the missing collision behind the ladder of the HUB
  • Fixed conveyor belts sometimes being unable to be connected to Splitters/Mergers when there is a conveyor pole in front of them
  • To-Do List no longer gets set to “N/A” when cleared
  • Fixed Conveyor lifts sending items to the incorrect direction even after they were rotated when in close proximity to multiple buildings
  • Fixed Conveyor lifts not snapping properly when connected directly to Mergers/Splitters
  • Fixed Generators still consuming fuel after disconnecting the power cable
  • Better collision for the workbench on explorer
  • You now see the reason why you can’t pick up items from the conveyor belts when you inventory is full
  • Local player (and equipment) now occludes the outlines
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About Masonzero

Mason has years of experience writing for blogs on a variety of topics. Now he is excited to highlight the awesome things you can do in Satisfactory. He hails from Portland, Oregon and loves gaming with his wife and petting their cat, Henry. He can be reached at [email protected]

3 comments

  • Georgina
    Feb 27, 2020 @ 15:35 pm

    Update/Improvement Idea.
    When dismantling multiple things and your inventory is full, instead of multiple boxes being left behind, would it at all be possible for all the over flow items to merge into one box? And for it to be at your feet?
    I’ve had times where I’ve been unable to retrieve them after dismantling a 2+ level building due to them being too high to reach.

    Reply
  • Dan
    Feb 29, 2020 @ 14:52 pm

    I feel like they are moving in the right direction with recipe rebalancing. I do wish they would generally reduce input and output quantities across the board. One of the things that made Factorio great was the ability to set up specialized production centers, and then ship the products to other factories as needed. In Satisfactory, that’s just not practical. Nearly every Factory you build needs dedicated production for all of its inputs. Where in Factorio, throughput concerns mostly related to being able to make sure your 10 other factories were getting enough material, in Satisfactory, you’re building 1-5 lanes of each input just to feed one factory that really doesn’t produce much. So I’m setting up production for wires or reinforced iron plates 20 times in 20 different locations, Otherwise, I would need 40-50 belts coming out of a megafactory, and setting that up is pretty much the antithesis of fun. Either way, it’s just busywork. I want to solve new and interesting puzzles–not the same puzzles over and over again in varying amounts and combinations.

    Reply
  • JD_Mortal
    Mar 18, 2020 @ 3:56 am

    Personally, I think the water system needs to be revamped. It just doesn’t work in a logical way. Yes, when short of water, it obeys gravity, but once full, gravity is simply an input vs output. Some pipe arrangements just kill the whole system, for no apparent reason. Throw in a cross-link, and suddenly everything works again. (Two empty segments are instantly full of water, which were not getting any water previously, from any direction.)

    Also, Instead of making conveyors faster… (Or in addition to that too.) Make production stacking an option. A level 1 belt only holding single piles as a “low-duty belt” transport. A level 2 belt being “industrial”, thus faster and ALSO able to handle “trays” of double-stacked items. A level 3, “heavy-duty” grip-roller system. Able to handle a “bundle” of “trays”, going from 2 to 4 stacks per unit. A level 4, “mag-lift” transport, able to handle “crates”, which are 8x packs of single units.

    Why? Well, logic… Plus, to reduce game-lag and potentially let you see more of the world, instead of the world dropping in quality because the game is trying to draw a billion individual LOD pop-in items on conveyors. The advanced conveyors also optionally being “covered”, so, like the pipes, you can get a glance at the speed, by an indicator. You only see actual motion on the last few feet before it connects to a machine, or on funky bends, or joints. (Doing the same with the advanced machines, making them “smaller” and less “complex looking”. (Since, by the time you get them, you would have a world full of machines that are more complex than needed and getting more complex as they advance. It’s a cascade event of exponential GPU killing. You should be trying to make the game more playable, not less playable, as you advance.)

    Oh, and WHY do we have to select what is being produced? If we put iron-ore into a machine, DUH, make iron ingots. If we put mixed materials fed into a machine, like iron ore and copper ore, only take what you can use and make either one that can be made, in the same machine. (Give smart-spliters as an early game item. Give them a purpose, when they are needed, when things aren’t all isolated in late-game productions.)

    For the love of all things good… Give us splitter controlls… A simple ratio, or percent will work. 1:2:1, 25%,50%,25%… Maybe late-game “smart” controls, so we can have something like a signal from a full-storage unit, alter the outputs to divert products to another chain. Maybe have simple “switches” we can throw, from our control-center, to turn parts of our setups ON, and OFF… Especially if we are trying to fix a power-issue related to this wonky fluid system now. (Oh, and being able to configure ALL power from the main base. Seriously, all this technology and I still have to walk half way across the world to mess around with a power-issue that requires me to walk back again, to each individual machine to turn it off, or manually cut wires all over the factory?)

    Oh, and please… Remember the last orientation of the way something was rotated, or “flipped”, if you can’t correctly “guess” the right similar orientation. Building ramps is a nightmare, because it seems to randomly pick the wrong orientation, in a random pattern, and doesn’t give an option to stack a ramp end-to-end. Only underneath, and to the side, and directly above. It is a tedious process trying to build anything UP or DOWN, because of this. Ramps need a different set of rules than “platforms”… You don’t normally stack ramps one directly above the other and when they are side by side, they, presumably, should be oriented the same. It’s a 25/75 chance that it will be right. With 75% of the time it being wrong.

    Fix the horrible broken textures on building new items with the tool. If that is on purpose, you need a new artistic director. It looks like a graphic glitch. Also, the horrible z-order fighting of surfaces is causing major issues when trying to build simple things. It’s like there are five individual objects all within one object, all at once. (Which, I assume is actually the case. Check your files for old code that is still drawing old objects or which is attempting to make some fancy “geo-shell”, over the objects to simulate a “glow”. It is messing-up. Seen when just building an item, alone, or when it is stacked into an object, or on top of it.)

    Chainsaw… It’s a weapon too… In all realities… Make it one in the game.

    Pro Tip: For programmers… When being attacked, there needs to be a quick way to get right to a weapon, not a hand-switch to cycle-through for tools, health-berries, multi-tool, bush-trimmer, or a scanner. The two scanners can be one tool, and a dedicated key. The build tool should simply require a SHIFT, or CTRL button to operate. Letting go instantly changes to a WEAPON…

    Last gripes…

    Give us a simple map to start… Save the “advancement tree” for “map options” and “map details”. You have a dedicated map button, but no mention of a map in the game, until you find it hidden behind a stupid “?” (Why hide advancements? Show them to us, so we know they exist and can pick a better path instead of going blindly into the advancement trees.) I thought the map button was broken and was about to fill-out a bug-report about it.

    MOVABLE items, AFTER being placed… Why the “live with your mistakes”, or “redo it all over again, from scratch” method of creation? A simple “EDIT”, when selecting an item would be ideal. Disconnect everything, or not… and if it breaks, we can at-least EDIT those too, to fix them. (Also, stop telling us it is an invalid place to put things, when there are MORE post-movement factors to account for. It’s impossible to drop the second conveyor stand, even when it would be a valid end-position, if it was raised-up. Honestly, a simple indicator and just waiting until the end, leaving it unsolidified, if the end-movement is invalid, would work.. or an EDIT option. (Conveyors and power poles need to be more forgiving with places that they are being marked as invalid, when they clearly have enough room, or it doesn’t honestly matter. It’s as bad as not being able to place a container within the base, or our room, because it is an “invalid” placement.

    Please give us a birds-eye option when building things. Doing this all first person, with these mammoth structures in tight-spaces, is just a nightmare… Or an EDIT option, once an item is placed, to shift it around and rotate it and raise it…. and raise it… and raise it… Oh, the ability to RAISE things. (Shift, Ctrl, Alt, +-, Up/Down… Something. Since your ability {the games} to figure out where the ground is, is quite horrible.)

    Snapping… Make the damn center-line snap-line another color. Or stop making feeds off-center. It’s annoying to have to redo everything, because the whole time, while you can’t see anything, it has been aligning to the wrong things.

    Remember the last item placed, and ASSUME that is the FIRST thing you want to “snap to”. Also, snap conveyor-stacks to the center-line of the closest conveyor, if there is one near it. Just like you do for the splitters. However, make the first one have an extendable “reach” to the ground, which can be deleted if desired. So when it doesn’t align with the ground, it extends to reach it, from the conveyor’s snap-line-center.

    Two new items are desperately needed…

    A floor/wall that is 2x and 4x sized. (So the game doesn’t need so many individual cloned objects. You obviously see, and intend for us to make large structures… So, give us larger structures to build with. This isn’t minecraft!) This includes structures that are only 1×2 and 2×2 and 1×4 and 2×4 and 4×4…

    Conveyor-runs and pipe-runs. A solid block of four individual inputs and outputs, in a long hallway of-sorts. Essentially similar to any of the production machines, but they simply make an “unseen” transport of goods, along any set length. Make it bendable, like a conveyor or pipe… Make it come in a 2x, 4x, 6x 8x segment… The more you add, the faster our game runs. It isn’t drawing all that garbage inside. It’s just a fast drawing cube, at any distance. It can be part of a wall, be a bridge itself… optionally let us pick… conveyor or tube or pipe. (Instead of drawing the world passing by at mach-12, through a tube, do a simple animation while you pre-load the destination view.)

    Also,

    Reply

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