The Satisfactory End of April Update is Here!
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The Satisfactory End of April Update is Here!

May 14 Masonzero  


Satisfactory finally has it’s End of April update. While it’s not quite the end of April anymore, we’d rather have a stable game! The experimental update gave players a taste of what was to come. Now, finally, we can come back to the main game and use the new items in our factories!

Before we get into it, you can’t miss this excellent, professional video by Jace.

What’s New?

We’ve been covering the new items in experimental mode quite a bit, so we won’t go into too much detail. However, here is a quick list of the major additions in this update.

  • Conveyor Lifts
  • Quartz Research
  • Explorer
  • Map & Radar Tower
  • Sulfur Research
  • Nobelisk Detonator
  • Rifle Mk1

This update makes use of Quartz and Sulfur, which have existed in the game for a while now. This adds in a new vehicle, a map, explosives, and a new conveyor lift!

Full Patch Notes

Note: These patch notes are identical to Satsifactory Experimental patch notes, since that was the testing ground for these updates.

NEW FEATURES

  • 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: Sulphur, Black Powder, Explosives, Ammunition
    • Nobelisk Detonator: Blow up trees, bushes, rocks, creatures and friends
    • Rifle Mk.1: An automatic rifle for the purpose of Pioneer safety

BALANCING

  • 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) to the Spire Coast (the coast west of the Dune Desert)
  • 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
  • Conveyor belts max incline bumped from 30 to 35 degrees

BUG FIXES

  • 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
  • Fixed the bug where inventory size wasn’t updated until the player opened the inventory
  • Fixed the outdated Power Pole descriptions
  • Fixed that messages can now always be skipped via the Enter key (rebinding the chat key changed the skip message key as well before this)
  • Fixed the Stackable Conveyor Pole not aligning with other Conveyor Connections
  • Unpossessed Player Characters that are killed or already dead now spawn Death Crates
  • Generators and Power Poles now show the correct name in their menu (Biomass Burner, Coal Generator, Power Pole Mk.2, etc.)
  • Stackable Poles can no longer be built within each other
  • Hopefully fixed a crash related to Power Lines being saved in a bad state
  • Players don’t move upwards infinitely when flying with the Jetpack and equipping a different body slot equipment anymore
  • Client players can now sort the inventory in various storages
  • Removed Compass Icon of locally controlled vehicle
  • Fixed so that recipes get unlocked if you load a save with prerequisites already met
  • Fixed an invalid Geyser so players can build the Geothermal Generator on it

QUALITY OF LIFE

  • 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 a cancel/fail sound for dismantling

FACTORY

  • 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 visuals of Splitters & Merger
  • Adjusted alignements of Inputs/Outputs on Foundry, Coal Generator, Fuel Generator, Oil Refinery, Constructor, Smelter and Assembler
  • Re-aligned Foundry and Smelters inputs to allow for tighter connections

VEHICLES

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

RESOURCES

  • Added a new Cable mesh and texture

UI

  • 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
  • Changed production time text in recipes to be more intuitive

OPTIMISATION

  • 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
  • Disabled ladders ticking on start-up

WORLD

  • 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
    • Desert Canyon
  • Landscape and visual adjustments in several locations
    • Rocky Desert, Northern Forest, Desert Canyons, Dune Desert, Titan Forest, Red Bamboo Fields, Dune Desert
  • 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.

WILDLIFE

  • 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

NARRATIVE

  • Added Tiers of research Milestones into the unlock dialogues


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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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