Satisfactory Patch Notes v0.1.14 (Experimental)
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Satisfactory Patch Notes v0.1.14 (Experimental)

Jun 16 Masonzero  


Coffee Stain decided to drop the End of June update on us in experimental mode, earlier than expected! Unfortunately, this comes with the caveat that this is really experimental. Like, we can’t emphasize enough just how experimental this is.

This experimental update adds in Tier 7 content, but does not include the long-awaited Trains. These are slated to come out in the End of June update but are not yet available for experimenting.

Now, let’s dive into the full patch notes, and we’ll provide more of our thoughts at the end.

Full Patch Notes

NEW CONTENT

  • Tier 7 (Overall still work in progress)
    • Nuclear Power. Take your power production to the next level with Nuclear Power Plants, but be wary of the radiation! You’ll have to deal with the Nuclear Waste you are producing.
      • This includes a Hazmat Suit to keep yourself safe from radiation.
    • Bayer Process. Now it is time to integrate Bauxite into your production pipelines and set up the production of several new parts. You’ll also be able to try out the next step in quickly extracting resources with the Miner Mk.3 and the Conveyor Belt Mk.5
      • We also added a few alternate recipes for the new content.
    • Overall there are 12 new producible resources added to the game. Let’s see how big your factories will grow with incorporating all of them!

BALANCING

  • Doubled Circuit Board stack size
  • Tweaked resources in several areas
    • Red Jungle (Plateau northwest of Grass Fields)
      • Added Bauxite, Uranium and Coal
    • Bamboo Fields (Plateau north of Grass Fields)
      • Added Bauxite and Coal
    • Swamp (Northeast of Grass Fields)
      • Completely overhauled resource placements and added new nodes

BUG FIXES

  • Fixed an on load crash related to the Small Stinger
  • Fixed crashes related to Arachnophobia Mode
  • Fixed an issue with chat blocking input over other widgets
  • Spore Flowers now properly react to client players
  • Dragged inventory objects now centre on the cursor
  • Fixed the fall damage issue with Landing Jelly
  • Alien Armour Plates dropped by the Flying Crab Hatcher are now visible for client
  • Fixed the MAM getting locked on ongoing research if the time was corrupt
  • Conveyor Pole holograms now show properly under the Conveyor Belt for client

UI

  • Updated the style of the item pick-up notification
  • Updated the style of menu window tabs
  • Updated the launch button
  • Tweaked the damage animation of the Health Bar

QUALITY OF LIFE

  • Adjusted dropping items from inventory. They will now stack together if possible and should find clear places to be dropped around the player.
  • Added a Codex feature that allows you to check up on the cost of Recipes, Buildings and Equipment wherever you are (open with X)
  • Added a search bar for the Craft Bench & Build Menu
  • Added a checkbox to only show affordable items in the Craft Bench

FACTORY

  • Tweaked shadows on last LOD of Conveyor Belts

WORLD

  • Overhauled the Swamp visuals (Northeast of Grass Fields)
  • Rework of the Bamboo Fields in progress (On plateau north of Grass Fields)
  • Reworked the Red Jungle (On plateau northwest of Grass Fields)
  • Overhauled the Dune Desert visuals including fog & lighting (Northeast corner of the map)
  • Updated gameplay in the Desert Canyons (North and east of the Northern Forest)
  • New gameplay pass over the Swamp
  • Made the Bamboo sway in the wind
  • Updated the Willow Tree visuals (Used mainly in Northern Forest and Swamp)

OPTIMISATION

  • Network optimisation of Conveyor Belts
    • Reduced conveyor network footprint
      • Message size reduction (Most messages reduced to an 8th in size, but depends on the specific conveyor/use case. But even the largest messages are far under 50% in size)
      • Replication Frequency & Priority Tweaks (Should result in more effective use of the data/reduced overhead, and less issues in moments of data congestion)
    • Improved item pickup from conveyors
      • Added server rollback states and version tracking on interactions for improved precision (pinpointing exact items should work now even on high ping)
      • Added client side prediction for improved responsiveness
    • Improved item placement accuracy on conveyors
      • Guaranteeing the pattern of items on conveyors to closer match that of the server
      • Compensating for delays or earlier than expected add/remove events over time, minimising popping and drifting
      • Added extra compensation animation as items are just about to move out of a conveyor
    • Current side effects/future work on conveyors
      • The overall reduced replication frequency combined with the visual compensations can make seams between two connected conveyors look a bit weird atm. Will be fixed soon, along with yet another significant reduction in net replication data.
      • Some popping in the start area of a conveyor can still be observed at times as we currently prioritise to remove popping in the end of the conveyor and responsiveness. This will be tweaks and improved as we go and see more real use cases.
      • We might consider reducing the data of initial replications on a conveyor, making their start state stream in over time instead, to reduce spikes in network data when loading into a game with a lot of conveyors close by
  • Reduced network data on session join for clients
  • Fixed a bunch conditional replication (replication dependency):
    • Generalised and improved the system to be used in more places easier
    • Made this system work better with saving games
    • Player equipment only replicate when actively equipped, and unequipped equipment is ignored.
    • Improved conditional replication to not trigger when it’s the server triggering interactions (The server already have the real state and don’t need to hook up for additional replication)
    • Made all inventory slots use the conditional replication, significantly reducing replicated data across most buildings
    • Refactored Overclocking and made it use the dependency system
    • Added/Moved more replication to the dependency system for:
      • All manufacturers
      • All storage Buildings
  • Improved the data footprint of replicating Factory Building legs/supports
  • Removed far distance shadows in the persistent levels?
  • Optimised Pond, River and UnderWaterSurface materials
  • Grouped Factory ticks
  • Added waterfall LODs

Alright, let’s unpack all of that, because that is a lot of information!

Most notable, Tier 7 content is here, which unlocks long-awaited features like nuclear power. This includes the hazmat suit to keep you safe. Bauxite now has a purpose, and several new parts can utilize it, as well as the ability to create the Miner Mk. 3 and the Conveyor Belt Mk. 5! Overall, 12 new resources were added, which is a lot!

In terms of balancing, there isn’t much to report. Some resource nodes have been tweaked in certain areas. Circuit Board stacks have doubled in size which is interesting, but not that interesting.

A number of bugs have been squashed, so take a look at that list to see if any problems you were having are resolved with this update.

One detail that’s hidden away in the notes is the Codex, which allows you to look up the costs of recipes wherever you are, which is extremely convenient. We’ve spent a lot of time pressing Alt+Tab to bring up the Wiki while in-game, and now that won’t be necessary. A similar godsend is a search bar for the Craft Bench and Build Menu. As more and more items get added to the game, this is a very welcome feature.

It looks like there are an absolute ton of optimisations, which is always great to see. Hopefully these make games run smoother, as one of the biggest complaints of players is massive framerate drops, while running powerful PCs that should be able to handle it.


Thanks for reading through our take on these patch notes. We’re excited for the Satisfactory team to take player feedback into account and hopefully release the full update to the main game sooner rather than later!



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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]

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