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Hi Pioneers!
This update marks an important milestone for us since it’s the first time we’re officially launching an update simultaneously on PC, PlayStation 5 and Xbox Series S/X, this way everyone can enjoy the update on their favourite platforms!
If you haven't seen what the update has to offer, be sure to check out our latest trailer below:
If you encounter any issues while playing, please let us know over at our QA Site
https://questions.satisfactorygame.com/ We read your posts every day!
While you wait for your download to finish, Here’s a breakdown of most of the new additions from the update
Rain is back! And better than ever, since its previous iteration from Update 6 we’ve done many improvements to it, with enhanced visual effects such as wetness on buildings and the pioneer’s suit, improved wind, fog, multiple variants of rain density, thunder and more!
Additionally, with a brand-new system to support it, rain will also now be occluded by most buildables, foundations and walls, and both visuals and audio will be impacted by this creating a much more atmospheric experience all around your factories and world
You can also tweak the frequency and intensity of Rain in the new World settings tab in the Options Menu
The World settings menu includes:
Default
Dry
The Great MASSAGE-2 (AB)b
Clear
Raining Kittens and Puppies
Extreme
Visor Effect - Raindrops on/off
Thunder on/off
Fog Density Slider
Added fog density slider
Found in Options > Video > Advanced
Controls the density of the fog in the map
If you missed it from the previous experimental from a month ago, we’ve also upgraded our Unreal Engine version to 5.6.1, bringing performance improvements all across the board
Since we launched Controller support on PC with 1.0 and later polished further again with the Console release we’ve received various feedback about functionality that you all would like to have, so once again we’ve closely collaborated with the help of the awesome folks at Fishlabs (https://fishlabs.de/) and some of your suggestions are now part of 1.2, such as:
Dynamic Gamepad Swap
You can now seamlessly switch from Mouse and Keyboard to Controller without having to change them in the options menu each with the new “Dynamic Gamepad Swap” Option in the Controls tab in the options menu
Whenever you press a button or key on your Controller or Keyboard, the game will now adjust on the fly to whatever you’re using
Of course, if you would prefer to avoid accidentally changing your input methods, you can still select only Keyboard and Mouse or Controller exclusively if you disable the Dynamic Swap
Rebindable keybindings for controller
We’ve seen that due to personal preferences or accessibility reasons it would help a lot of you to be able to tweak the existing controller configuration
With this update most Controller bindings can now be rebound in the Options menu in the Keybindings tab, if you can’t find the settings, please remember that these can only be accessed while using a controller
Vehicle path automation has been completely remade from the ground up with an entirely new system, old automated Vehicle routes should continue to work as-is, but from now on you will be able to place down Vehicle Paths from the Transport tab from the Build Menu by using the build gun, and then placing the Vehicle on top of the Path itself, similar to how Trains currently work with Railways and Locomotives
Straight build mode for Vehicle paths is available too and so are individual paths for each type of vehicle if you want to really customize your paths further
UI has also been changed to fit with the new system, showing available Vehicle Stations and Routes accessible when entering any Vehicle and opening the Vehicle Menu
Vehicle path colors can also be customized from the Options Menu, in the User Interface tab for your preferences or accessibility uses
Manual driving has been improved as well on top of the self-driving controls, so not only automation will be improved but driving around and exploring the world should be more enjoyable as well!
Fluid Stations and Fluid Trucks are now in the game! This allows for an alternative way to transport and store fluids across long distances, all the new changes to vehicle paths and improvements also apply to them
Both the Station and Truck have a Capacity of 3200 m3 in their internal storage
Unlocked in Tier 5 as part of the usual Logistics Mk.4 Milestone
With 1.2 we have now renamed the old Advanced Game Settings Menu into Creative Mode, the functionality remains the same as before, disabling achievements and enabling many settings so you can have options to build around freely
We’re also introducing a brand-new menu for Game Modes, available only when creating a New Game, Game Modes do not disable achievements, and will allow you to enjoy Satisfactory in new ways compared to a regular playthrough with the introduction of Cost Multipliers and World Randomization
All of the settings below can be adjusted individually independently of each other, and once active they cannot be turned off forever for that save, any settings active on this save will also apply during multiplayer sessions
Cost Multipliers
Space Elevator Deliverable Cost Multipliers
0.25
0.50
0.75
1 (Default)
2
5
10
25
50
100
Recipe Parts Cost Multiplier
0.25
0.50
0.75
1 (Default)
1.25
1.50
1.75
2
Power Consumption Multiplier
0.25
0.50
0.75
1 (Default)
2
5
World Randomization
Resource Node Randomization
Default
Random
Basic Resource Rich
Advanced Resource Rich
Fossil Fuel Rich
Resource Node Purity
Default
All Pure
Mostly Pure
Average
Mostly Impure
All Impure
Random
World Seed
Shows the current world seed so you can share it with friends, currently other settings have to be manually matched on top of sharing the seed
Default world seed for a vanilla game is 0
Photo Mode has gotten a few new upgrades this time around, with a few new upgrades
One new colour filter
“I know what you are”
One new effect filter
“Blueprint”
All photo mode poses also have new variants for when the pioneer is using a hover pack
We also have a brand-new Camera mode aside from First Person and Decoupled for the Photo Mode
You now have access to Selfie Mode, with a Selfie style camera for the Pioneer with support for its own set of poses, arm and head rotation, new cropping settings to mimic cell phone aspect ratios and all the settings and the usual image filters you know from the regular Photo Mode
Another new buildable reminiscent of common day facilities built for maximum efficiency at the workplace
Unlockable as a part of the Alien Technology MAM Research tree
Alien Technology
SPWN
1 Mercer Sphere
11 SAM Fluctuator
20 Steel Pipe
This new MAM Unlock allows 2 power connections to be made to the same building and lets you connect buildings to each other allowing power to flow from building to building as a part of the power grid, instead of the usual pole to building setup
Unlockable as a part of the Caterium Research tree
Caterium
Upgraded Power Connectors
15 Computer
50 High Speed Connector
500 Quickwire
We also have two new buildable pieces to allow for further customization when factory building
Pipeline T-Junction
Unlocked as a part of the Tier 3 – Coal Power Milestone
Cross Beam
Unlocked as a part of the Beam Expansion Pack in the AWESOME Shop
There’s a new option, enabled by default, where pressing ESC to bring up the Pause menu will actually pause the game logic as well so you no longer have to worry about creatures sneaking up on you while you go grab a snack after long hours of hard factory work
Only available in Single Player, will be disabled in Multiplayer sessions
As usual with every update, we also have plenty of QOL upgrades all across the board
Console Parity
All the changes that have come from the Console version, including bugfixes are now part of the PC version as of this 1.2 Update
Options Menu
We’ve done a full pass of the Options menu and all settings and creating consistency with the terminology and values
Hologram rotation mode
Found in Options > Controls, with this option you can change what the default rotation is when holograms are created by the buildgun, you can choose between:
Static
Spawn Facing Player
Always Face Player
As well as control what is the relative rotation to the player, between:
Relative Rotation to Player
Parallel
Perpendicular
Left handed train signals
Sampling a left handed signal will now correctly give a left handed signal instead of a default right handed signal
Manta art update
The Flying Manta has gotten a new visual overhaul
Signs
After several years of seeing you all use signs as lights and building thousands of them we finally caved in, Signs can now be zooped :)
Additionally, zooped signs on the ground will have a pole attached to them
Remembering Snapping Toggle
Enable or disable the saving of your snap toggle decision across the game
Hi Pioneers! Hello everyone, Here’s another small hotfix patch that should hopefully address all remaining big issues now The issue with blocking inputs is pretty sneaky so if there’s any other places where you encounter these issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ It’s extremely helpful for us Also, If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below: And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress You can backup your save & blueprints by copying the folders in: %LocalAppData%\\FactoryGame\\Saved\\SaveGames\\-YOUR ID-
%LocalAppData%\\FactoryGame\\Saved\\SaveGames\\blueprints
To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental Then exit this menu and the experimental version will start downloading for you To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually See you all next time, thank you for your support <3
BUG FIXES
Potential fixes to player actions being blocked in multiple scenarios, such as after using a portable miner or train timetables
Fixed Custom Colors not saving in the Customizer
Fixed issues with dismantling vehicle paths with controller
Fixed issues with God Mode (Creative Mode) getting disabled after entering Photo Mode
Fixed equipment becoming invisible after resetting Photo Mode settings
ACCESSIBILITY
Added “Remember Snapping Toggle” Option under Options > Accessibility, this option allows the last used snap mode to be remembered even when closing and reopening the Build Menu
LOCALISATION
Updated all languages with the latest translations
Updated credits
Hi Pioneers! Hello again everyone, it’s been a while since the last patch but we have a lot of fixes coming in this time around, this should cover the majority of issues and crashes we’ve seen so far so hopefully this will make the 1.2 Experimental a lot more stable
If the 1.2 Experience has gotten better or if we have introduced any new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts are extremely helpful for us
If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below:
And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress You can backup your save & blueprints by copying the folders in: %LocalAppData%\\FactoryGame\\Saved\\SaveGames\\-YOUR ID-
%LocalAppData%\\FactoryGame\\Saved\\SaveGames\\blueprints
To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental Then exit this menu and the experimental version will start downloading for you
To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually
See you all next time, thank you so much for your continuous support <3
BUG FIXES
Fixed rare Dedicated Server crash related to Conveyor lift and Pipeline connections
Fixed distorted audio which could happen when joining a session that has ongoing rain weather states
Fixed a crash related to Clients joining late game multiplayer sessions
Fixed custom map markers disappearing in some scenarios
Fixed custom map markers from old saves being wiped when being loaded into 1.2
Fixed crash due to path nodes having invalid connections when loading a save, either from save editing or invalid blueprints
Fixed performance degradation when dragging a long vehicle path segment
Fixed a crash on load related to incorrect SubObject properties which would result in a crash on load for some saves
Fixed previously opened Crash Sites that require Power to be opened respawning alongside their contents in 1.2
Fixed several crashes related to Railways that might have been preventing certain saves from being loaded
Fixed several Crashes related to Blueprint holograms
Crash fixes for issues when Dismantling in certain scenarios
Fixed FICSIT Material not being available in the Customizer
Fixed issues with hologram curvature for Conveyor Belts
Fixed issues with Conveyor Lift Splitters/Mergers, Removed step placement from lift attachments, so now it behaves the same as with belts, Logic for guideline snapping was changed to be similar to belts one. Which means - no snapping has occurred by default as it was before (except for endings). When pressing guideline snapping - it snaps vertically towards the guidelines
Fixed conveyor lifts not getting removed when using Blueprint mass dismantle
Fixed lifts snapped at certain angles having misalignments or other issues
Fixed incorrect UI prompts when interacting with a Portable Miner on a Crude Oil Node
Potential fix for Radiation persisting after sorting the inventory and then removing a radioactive resource from it
Fixed conveyor belt customization disappearing after using a Splitter or Merger
Fixed sometimes being granted additional hand and inventory slots when skipping the intro sequence which would later result in MAM/Hard Drive unlocks that interact with Hand or Inventory slots not working properly
Fixed previously built Railroad Switches not dismantling properly
Potential fix for stack sizes becoming 100 sometimes when they shouldn’t
Fixed invalid conveyor lift hologram setups that could be built by nudging
Fixed customizer pattern alignment issues on foundations
DEDICATED SERVER
Fixed Dedicated Server crashing when a specified port is out of range
Fix in Server API when a socket cannot be allocated
Fixed a crash on Dedicated Servers that don’t have local player controllers in the Sign subsystem
Fixed incorrect menus showing up for weather in the Dedicated Server settings
UI
Fixed issue where opening/closing the Hotbar radial menu with controller would cause the HUD to fade in and out
Fixed issue where hiding the HUD in Build Mode would hide the entire HUD instead of only the Build Mode HUD
Fixed an issue with navigation when using Dynamic input mode in a building while using the cost slot without having any recipes selected
Fixed focus loss issues in the pause menu when using Dynamic input
Fixed foliage auto pickup UI being stuck after using the Chainsaw on a pickupable item
Fixed issue where the to-do list would get squished sometimes if there are only notes and no recipes
Fixed Remove prompt overlapping in the Select Color UI in the Personnel Elevator
Fixed issues with Dynamic input when playing Productive Packager Deluxe
Fixed several issues with incorrect button hints when switching between MKB and Controller with Dynamic input enabled
Fixed incorrect scaling for the Map and Map Markers on Steam Deck
CONTROLLER
Fixed issue where Controller input wouldn’t work after using the Search function on Programmable Splitters
Fixed issue with focus loss after entering map coordinates in the Vehicle UI
Fixed issue where focus would stay stuck on the map regardless of which part of the Vehicle UI was being used
Added missing functionality to sort Train Station inventories when using a controller
TECH ART
Fixed issue where the weather states would stack and play on top of each other in Multiplayer
Performance improvements to Locomotives by adjusting their light components
Fixed Photo Mode Fog Density value not matching the game settings on startup, new behaviour makes it work exactly like Zoom value, it will match whatever the player settings are when entering Photo Mode and will not be "stored"
Significant improvements to LODs on Train Tracks and enabled support for Paint finishes for them
Several optimizations for Signs
Fixed Geothermal paint finishes issues
Fixed build effect issues on Clean Pipelines
LOCALISATION
Fixed issues with missing descriptions in most languages
Fixed several instances of untranslatable text
Imported latest community translations, updated completion rates
MODDING
Adding RainRendering headers to community resources
Hi Pioneers! We’re very happy to see you all enjoying the 1.2 Update on Experimental, we really appreciate all the feedback you’ve given us and all the bugs you’ve told us about so far so for today we have a bunch of fixes ready for you all :) If you heard about the 1.2 Update on Experimental and are interested trying it out, you can do so by following the instructions below: And remember, you can BACKUP YOUR SAVE before trying it to avoid losing any of your progress You can backup your save & blueprints by copying the folders in: %LocalAppData%\\FactoryGame\\Saved\\SaveGames\\-YOUR ID-
%LocalAppData%\\FactoryGame\\Saved\\SaveGames\\blueprints To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental Then exit this menu and the experimental version will start downloading for you To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually If this patch introduced any new issues or there’s anything hindering you from playing the 1.2 Update, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day As always, thank you very much for the warm reception to the update, see you next time <3 PHOTO MODE
Added Fog Density slider to Photo Mode under Image > Effect Settings
WEATHER
Rebalanced the “Extreme” Weather preset so Rain can start earlier in a session
BUG FIXES
Fixed looping sounds that would occur when entering decoupled camera mode quickly in Photo Mode
Fixed Basic Shelf Unit not being zoopable
Fixed Automated Gates and Roll-Up Gates having unintended zooping settings
Fixed crash when placing Blueprints that contain Hypertube junctions
Fixed Mouse sensitivity being reset when relaunching the game
Potential fix for the Preferred Fuel icons showing up randomly on non-fuel Inventory items
Fixed Z key not working properly as an action key in multiple scenarios
Fixed previously placed Customizer patterns sometimes rotating when loading a save from previous versions in 1.2
Fixed missing Limestone node in Rocky Desert
UI
Fixed Cancel button not working and acting as Confirm instead when loading a save
Removed the “Dynamic Input Switching” checkbox and moved it to Controls > Select Controls > “Dynamic”
Fixed keybinding inconsistencies for Minimizing/Maximizing ADA presentations
Fixed search function on Programmable Splitter menus not being usable when using Dynamic input
Fixed focus loss issues in the Vehicle Menu when using Dynamic input
Fixed “Confirm” button being missing in the World Seed menu
Fixed spelling mistake on the Resource Node Purity description
Fixed first search result in the “Select Items to Give” sub-menu in Creative Mode sometimes not being selectable
Fixed an issue where exiting Build mode after hiding the HUD caused HUD elements to stay hidden until the Build mode was reopened
Fixed “Remove All” button on Player Crates not working in Multiplayer
CONTROLLER
Fixed Adjust Target Rate UI being visually cut off when using a controller
Fixed Power Shard UI tooltip not closing in some scenarios
Fixed D-pad button presses only working when holding when using Photo Mode in Decoupled Camera or Dolly mode
Added missing button prompt for “Remove all” on Player Crates when using a controller
Fixed B/Circle having duplicate functionality to exit Vehicles which would interfere with its default binding of X/Square
TECH ART
Fixed LOD issues on Pipeline T-Junctions
Tweaked Cloud coloring
Fixed build effects and LODs for Beams and Barriers
Hi Pioneers! Hello everyone, 1.2 is finally ready for Experimental and we can’t wait for you all to enjoy the latest features and improvements we have been working on Before we get started, make sure you check out the video our Community Management has made for this update, we hope you love it as much as we do, it’s better than the written patch notes for real, so check it out before you keep reading :D
If you happen to find any issues with any features, new or old, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll be reading your posts every day! As usual, before you try Experimental, make sure to BACK UP YOUR SAVES just in case so if there’s anything unexpected you can keep your factory safe, you can find them in:
%LOCALAPPDATA%\\FactoryGame\\Saved\\SaveGames\\Without further ado, Here’s the highlights of 1.2:
Rain is back! And better than ever, since its previous iteration from Update 6 we’ve done many improvements to it, with enhanced visual effects such as wetness on buildings and the pioneer’s suit, improved wind, fog, multiple variants of rain density, thunder and more! Additionally, with a brand-new system to support it, rain will also now be occluded by most buildables, foundations and walls, and both visuals and audio will be impacted by this creating a much more atmospheric experience all around your factories and world You can also tweak the frequency and intensity of Rain in the new World settings tab in the Options Menu The World settings menu includes:
Default
Dry
The Great MASSAGE-2 (AB)b
Clear
Raining Kittens and Puppies
Extreme
Rain Post processing on/off
Thunder on/off
Fog Density Slider
Added fog density slider
Found in Options > Video > Advanced
Controls the density of the fog in the map
If you missed it from the previous experimental from a month ago, we’ve also upgraded our Unreal Engine version to 5.6.1, bringing performance improvements all across the board
Since we launched Controller support on PC with 1.0 and later polished further again with the Console release we’ve received various feedback about functionality that you all would like to have, so once again we’ve closely collaborated with the help of the awesome folks at Fishlabs ( https://fishlabs.de/ ) and some of your suggestions are now part of 1.2, such as:
Dynamic Gamepad Swap
You can now seamlessly switch from Mouse and Keyboard to Controller without having to change them in the options menu each with the new “Dynamic Gamepad Swap” Option in the Controls tab in the options menu Whenever you press a button or key on your Controller or Keyboard, the game will now adjust on the fly to whatever you’re using Of course, if you would prefer to avoid accidentally changing your input methods, you can still select only Keyboard and Mouse or Controller exclusively if you disable the Dynamic Swap
Rebindable keybindings for controller
We’ve seen that due to personal preferences or accessibility reasons it would help a lot of you to be able to tweak the existing controller configuration With this update most Controller bindings can now be rebound in the Options menu in the Keybindings tab, if you can’t find the settings, please remember that these can only be accessed while using a controller
Vehicle path automation has been completely remade from the ground up with an entirely new system, old automated Vehicle routes should continue to work as-is, but from now on you will be able to place down Vehicle Paths from the Transport tab from the Build Menu by using the build gun, and then placing the Vehicle on top of the Path itself, similar to how Trains currently work with Railways and Locomotives Straight build mode for Vehicle paths is available too and so are individual paths for each type of vehicle if you want to really customize your paths further UI has also been changed to fit with the new system, showing available Vehicle Stations and Routes accessible when entering any Vehicle and opening the Vehicle Menu Vehicle path colors can also be customized from the Options Menu, in the User Interface tab for your preferences or accessibility uses
Manual driving has been improved as well on top of the self-driving controls, so not only automation will be improved but driving around and exploring the world should be more enjoyable as well!
Fluid Stations and Fluid Trucks are now in the game! This allows for an alternative way to transport and store fluids across long distances, all the new changes to vehicle paths and improvements also apply to them Both the Station and Truck have a Capacity of 3200 m3 in their internal storage Unlocked in Tier 5 as part of the usual Logistics Mk.4 Milestone
With 1.2 we have now renamed the old Advanced Game Settings Menu into Creative Mode, the functionality remains the same as before, disabling achievements and enabling many settings so you can have options to build around freely
We’re also introducing a brand-new menu for Game Modes, available only when creating a New Game, Game Modes do not disable achievements, and will allow you to enjoy Satisfactory in new ways compared to a regular playthrough with the introduction of Cost Multipliers and World Randomization All of the settings below can be adjusted individually independently of each other, and once active they cannot be turned off forever for that save, any settings active on this save will also apply during multiplayer sessions
Cost Multipliers
Space Elevator Deliverable Cost Multipliers
0.25
0.50
0.75
1 (Default)
2
5
10
25
50
100
Recipe Parts Cost Multiplier
0.25
0.50
0.75
1 (Default)
1.25
1.50
1.75
2
Power Consumption Multiplier
0.25
0.50
0.75
1 (Default)
2
5
World Randomization
Resource Node Randomization
Default
Random
Basic Resource Rich
Advanced Resource Rich
Fossil Fuel Rich
Resource Node Purity
Default
All Pure
Mostly Pure
Average
Mostly Impure
All Impure
Random
World Seed
Shows the current world seed so you can share it with friends, currently other settings have to be manually matched on top of sharing the seed
Default world seed for a vanilla game is 0
Photo Mode has gotten a few new upgrades this time around, with a few new upgrades
One new colour filter
“I know what you are”
One new effect filter
“Blueprint”
All photo mode poses also have new variants for when the pioneer is using a hover pack
We also have a brand-new Camera mode aside from First Person and Decoupled for the Photo Mode You now have access to Selfie Mode, with a Selfie style camera for the Pioneer with support for its own set of poses, arm and head rotation, new cropping settings to mimic cell phone aspect ratios and all the settings and the usual image filters you know from the regular Photo Mode
Another new buildable reminiscent of common day facilities built for maximum efficiency at the workplace Unlockable as a part of the Alien Technology MAM Research tree
Alien Technology
SPWN
1 Mercer Sphere
11 SAM Fluctuator
20 Steel Pipe
This new MAM Unlock allows 2 power connections to be made to the same building and lets you connect buildings to each other allowing power to flow from building to building as a part of the power grid, instead of the usual pole to building setup Unlockable as a part of the Caterium MAM Research tree Caterium
Upgraded Power Connectors
15 Computer
50 High Speed Connector
500 Quickwire
We also have two new buildable pieces to allow for further customization when factory building
Pipeline T-Junction
Unlocked as a part of the Tier 3 – Coal Power Milestone
Cross Beam
Unlocked as a part of the Beam Expansion Pack in the AWESOME Shop
There’s a new option, enabled by default, where pressing ESC to bring up the Pause menu will actually pause the game logic as well so you no longer have to worry about creatures sneaking up on you while you go grab a snack after long hours of hard factory work
Only available in Single Player, will be disabled in Multiplayer sessions
As usual with every update, we also have plenty of QOL upgrades all across the board
Console Parity
All the changes that have come from the Console version, including bugfixes are now part of the PC version as of this 1.2 Update
Options Menu
We’ve done a full pass of the Options menu and all settings and creating consistency with the terminology and values
Hologram rotation mode
Found in Options > Controls, with this option you can change what the default rotation is when holograms are created by the buildgun, you can choose between:
Static
Spawn Facing Player
Always Face Player
As well as control what is the relative rotation to the player, between:
Relative Rotation to Player
Parallel
Perpendicular
Left handed train signals
Sampling a left handed signal will now correctly give a left handed signal instead of a default right handed signal
Manta art update
The Flying Manta has gotten a new visual overhaul
Signs
After several years of seeing you all use signs as lights and building thousands of them we finally caved in, Signs can now be zooped :)
Additionally, zooped signs on the ground will have a pole attached to them
Hi Pioneers! Today we are doing a small but necessary hotfix from our side for the current Experimental, there’s no new major fixes or additions, but this will help with our current way of parsing crash reports so we can better address more crashes in the future If you haven’t yet but are interested in giving the Experimental version a try remember to BACKUP YOUR SAVE before trying it to avoid losing any of your progress You can backup your save by copying the folders in:
C:Users\\\AppDataLocalFactoryGameSavedSaveGames\\\
To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental Then exit this menu and the experimental version will start downloading for you To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually If you run into any new issues when trying the latest Experimental, please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts are extremely valuable for us and we read them every day Thank you for your support and feedback during this Experimental, See you next time <3 HOTFIX
Hi Pioneers! Today we’re reopening Experimental once again, this time with major changes across the board, so as always remember to BACKUP YOUR SAVE before trying it to avoid losing any of your progress You can backup your save by copying the folders in:
C:\\Users\\\\\AppData\\Local\\FactoryGame\\Saved\\SaveGames\\\
To access the Experimental version on Steam: Right click Satisfactory on your library > Properties > Game Versions & Betas > experimental Then exit this menu and the experimental version will start downloading for you To access the Experimental version on Epic: In your Library, search for “Satisfactory Experimental” and install it, it’s a separate entry from the default version so you need to download it individually For this Experimental release, one of the big changes is that we’ve upgraded our Unreal Engine version all the way to 5.6.1 which as usual with engine upgrades, alongside many improvements it might also bring in unexpected bugs or other unexpected behaviour The other big change is that all the other changes that have been done for the Console version will now finally be available for PC users here on Experimental, this includes hundreds of improvements, bug fixes, controller polish and quality of life upgrades and localization updates! This experimental is very big in terms of how much work has been put into it, so as always we’re focused on maintaining an enjoyable experience for all of you, so if you find any new issues or there’s anything you think we should fix please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day There might be a few things from the last few patches from the latest live version that might not be present in this version, as all of this has been developed in parallel over the past year (yes, before the console release even!) but before this experimental version moves to the default version of Satisfactory, all of these improvements will make it back and be consolidated into one version again, so don’t worry Hope you enjoy trying out this experimental, we appreciate your feedback and support, it will help us make the game better for everyone Thank you for your support, See you all next time <3
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Satisfactory, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Satisfactory statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.