Satisfactory Patch Notes v0.1.5 (Experimental)

Satisfactory Patch Notes v0.1.5 (Experimental)

Apr 30 Masonzero  

The time is finally here! After over a month of being on the Epic Games Store, Satisfactory has received its first major content update. We’ve gotten to experience several small weekly patches, and a few additional pieces of game content.

Coffee Stain does suggest backing up a copy of your saved game before loading up the experimental build. You should be fine, however, as long as you don’t save over your previous one. This experimental version is highly unstable and you will likely run into many crashes. That’s why the build is a totally different item in your Epic Store – they know that things are going to break so, for now, it will be separate from the main game.

But there is an absolute ton of new material for this update, so let’s just jump right into it. Don’t forget to scroll down to the bottom to see our take on this update, and what we feel are the highlights!

Patch Notes v0.1.5


  • Added the Conveyor Lift (currently with placeholder visuals)
    • Rebuild or build a new factory with Mk.1 – 4 of the vertical Conveyor Belt!
  • Added the Quartz Research
    • New Parts and Recipes: Quartz Crystal, Crystal Oscillator
    • Explorer Vehicle: The vehicle currently best suited for traversal
    • Ingame Map: Enjoy revealing the game map via exploration and the Radar Tower
  • Added the Sulfur Research
    • New Parts and Recipes: Sulfur, Gunpowder, Explosives, Ammunition
    • Nobelisk Detonator: Blow up trees, bushes, rocks, creatures and friends
    • Rifle Mk.1: An automatic rifle for the purpose of Pioneer safety


  • Added several new alternate Recipes
  • Alternate recipes can no longer be hand crafted
  • Moved all Oil Nodes in the Dune Desert (northeast corner of the map) west to the Spire Coast
  • Adjusted purity of Oil Nodes in the Desert Canyons east and west of the Northern Forest
  • Fabric recipe now requires Biomass instead of Leaves
  • Fixed the milestone cost of the Alternate Heavy Modular Frame
  • Clearance adjustments for several buildings to fit more snugly
    • Splitter and Merger
    • Smelter, Constructor and Assembler
    • Miners and Oil Pumps
    • A few others
  • Adjusted the cost of the Programmable and Smart Splitter
  • Adjusted the cost of Caterium Milestones 2 and 3
  • Added Alien Organs research after Alien Carapace (making it possible to turn Alien Organs into Medicinal Inhalers)
  • Adjusted the cost of making Medicinal Inhalers (more Mycelia, less Nuts)
  • Greatly increased the amount of parts around Crash Sites for new games
  • Reduced Caterium Ore required to make Caterium Ingots from 4 to 3
  • Reduced the Quickwire cost of Quickwire alternate recipes
  • Increased Power Pole Mk.2 & 3 connections by 1 and 2 respectively
  • Increased the parts cost of some Buildings and Equipment
    • Generators: Fuel Generator, Geothermal Generator
    • Production Buildings: Manufacturer, Miner Mk.2, Oil Pump, Oil Refinery
    • Equipment: Xeno Basher, Jetpack, Gas Mask
  • Tweaked the Rebar Gun damage
  • Increased the duration that a Gas Mask Filter lasts
  • Beacons can now be built in the Manufacturer
  • Power Shards can no longer be used as fuel


  • Fixed rounding of power numbers
  • Some VO message fixes
  • Fixed that sorting the Inventory when in a building menu making the resource pick-up HUD appear
  • Fixed that the Vehicle gas throttle isn’t active while standing still (no more spinning tires when standing still)
  • Fixed playtime showing up wrong in the Load Menu
  • Fixed some Crash Sites that didn’t have costs / rewards
  • Fixed a focus issue to enable players to exit a menu via escape after closing an in-menu popup
  • Fixed that trying to place a Conveyor Belt with a Pole on the seam between two foundations caused a “Floor is too steep” warning (bye bye, sweet meme)
  • Fixed that changing a sound volume, exiting the options menu and going back to apply resets the audio settings
  • Fixed a bug with the cost of Conveyor Belts and Power Lines not updating correctly while building
  • Fixed the Hub upgrade effect to be visible for both client and server
  • Fixed so the Hub upgrade effect doesn’t trigger when joining as client
  • Fixed the duplicate mesh in the Hub Biomass Burners
  • Fixed that the player character and creatures no longer receive projected decals
  • Fixed the Gas Mask sound not triggering after entering Gas for the first time
  • Fixed that players can receive duplicate rewards from the Harddrive Research
  • Fixed that simulated vehicles would consume fuel even when standing still


  • Hub parts are now returned to the player on respawn or passed to other players if possible when their death crate is spawned
  • Implemented additional Hand Slots for Equipment that can be unlocked via Milestones
  • Resource tooltips now show the recipes that are necessary to make them
  • Connecting Conveyor Belts with conflicting directions is no longer possible
  • Reduced download size by approx. 2.5gb


  • Added power connections to the Hub Biomass Burners
  • Adjusted Hub floor collision so the player can walk onto it without having to jump
  • Renamed Storage Container Mk.2 to Industrial Storage Container
  • Added a second input and output to the Industrial Storage Container (previously Storage Container Mk.2)


  • Updated the Truck description
  • Updated the Vehicle Recording point visuals


  • Added a new Cable mesh and texture


  • Added an Experimental label in the main menu and ingame
  • Overhauled the compass icons and functionality
  • Added a set of reticules for the Colour Gun
  • Updated several UI elements to scale better with localised text
  • Updated the Milestone message so that longer milestone names fit
  • Updated the Jetpack HUD box to include a fuel counter


  • Adjusted culling distance on Crash Site meshes
  • Fixed some culling distance problems
  • Added sprite last LODs for some assets
  • Optimised the Willowtree asset (used primarily in Northern Forest)
  • Some texture optimisations
  • Reduced distance field distance and the trace distance
  • Adjusted settings on a bunch of assets to save on performance (Disabled Lightmap UVs, reversed index buffer and ADJ buffer)
  • Updated LOD settings, reduced triangle count and improved LOD timings on the Gas Pillars
  • Updated LODs and improved reduction parameters on several resources
  • A bunch of more LOD adjustments on many different assets


  • Adjusted and fixed gameplay and resource nodes in several locations
    • Northern Forest Limestone location
    • Red Jungle pathway fixes
    • Terrain fixes in Western Dune Forest
    • Lake Forest jump, path and gameplay fixes
    • Connection tunnel between Grassfields and Rocky Desert
  • Landscape and visual adjustments in several locations
    • Rocky Desert, Northern Forest, Desert Canyons, Dune Desert, Titan Forest, Red Bamboo Fields
  • Did a pass over a bunch of foliage interactions (destructible by Vehicles & Chainsaw, pickupable, etc.)
  • Changed the mesh of a small bush used primarily in Grassfields
  • Improved cliff textures and material
  • Boosted the emissive effect on large shell cliffs (primarily used in the Blue Crater)
  • Placed better Gas perimeter indications in several map locations (Gas areas around the map should be easier to see now)
  • Made the Yellow Power Slug more… yellow.


  • Hogs now have a cooldown on their stagger
  • Made the Alpha Hog more aggressive
  • Made a small fix to the Hog panic state
  • Stingers (spider-like creature) now drop Alien Organs
  • Added LODs for the Stinger
  • Expanded the amount of resources Lizard Doggo can find
  • Added new sounds to the Space Giraffe/Tick/Whale/Penguin


  • Added Tiers of research Milestones into the unlock dialogues

Our Reaction to This Update

Alright, there is a ton of new stuff here, so let’s break it down bit by bit.

Firstly, there is a new Conveyor Lift item. This item will fix a lot of janky conveyors that players have been making to make their items go vertically. This is a pretty cool item which allows you a lot more options when it comes to building your factory. Much like splitters and mergers, you can’t just attach the end to a conveyor belt – you’ll need to build the lift first.

The new Conveyor Lift, with conveyors attached

We can also now research and build items using quartz and sulfur! These items have been in the game and harvestable since the beginning, but have not had any use. We are definitely going to have a lot of fun with the new explosives and rifle, as well as a new exploration vehicle!

Quartz and sulfur research will show up in the M.A.M. when you have them in your inventory

There appears to be a fair bit of balancing. This is common in any early access game like Satisfactory, but will subtlely change the way players interact with the game. Some items have new costs, some resources nodes have different purities, and power shards can no longer be used as fuel (probably a good call).

You’ll also find better compass markers, new textures and colors on some areas of the map, and an absolute ton of bug fixes. There will no longer be an error when placing a conveyor pole on the seam of two foundations, which we mentioned in a previous article. It’s nice to see some of these infamous bugs being addressed so early on in Satisfactory’s Early Access!

Overall, this update is going to provide a ton of content for players to explore. Your game will crash a lot, but hopefully it’s worth it to have new items. Even though it hasn’t even been two months since the intial launch, players are already doing crazy things in this game. It’s only going to get better from here!


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]


  • Sam McDonald
    May 5, 2019 @ 6:23 am

    I downloaded the experimental branch to try it out and figure out where everything is to prep my normal world (combined with losing my shards and lots of equipment to glitches). I really miss the Explorer and Map the most but being able to hover over the item to see the recipe was probably the best QOL improvement.

  • BanditFly
    Apr 16, 2020 @ 10:08 am

    Until I read this, I didn’t know there was a stable version as opposed to the Experimental version. I’ll continue to play in the Experimental as I have never encountered a crash thus far…which is a testament to the quality of their work.

    Is this the place to report issues or give feedback on the experimental build?


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