Hi Pioneers!
Here we go with another little patch while we are on summer downtime. Most notable change in this one is that players should now be entirely unable to join each other with different versions of the game. There will be an error message notifying you on what has gone wrong.
We also overhauled the Red Jungle, which can cause some problems if people have built a bunch of stuff in that area. But it looks better now, so that’s great, right? Gafgar, one of our programmers, also wrote a blog post on our latest network optimisations. If you want to know a little bit more about the work that goes into those aspects of the game, you can check it out here: https://www.satisfactorygame.com/blog
Hope you enjoy this little update! Let us know if we broke anything. PS: Most of us are still on vacation, so the office is fairly empty right now. It’s pretty cozy actually, but it means there are some bugs we can’t address yet, even if they are really annoying. We’ll be back at it with the whole team Soon™ <3
BUG FIXES
UI
FACTORY
WORLD
Hi Pioneers!
Again, a little patch to address some issues. Before this patch, players with different versions of the game were able to join each other, which caused some issues including crashes. If you can’t join your friends anymore, make sure you are on the same version. You can do that by checking the build number in the bottom right.
Also included are some minor fixes, some optimisation and the accumulative decrease of performance when using Trains should be fixed!
BUG FIXES
Clients can now interact with the vehicle fuel and inventory again
Fixed a crash that could occur when building a Train Platform/Station in between two other Platforms/Stations to connect them
Players with different versions of the game can’t join each other anymore (this was unintended and caused issues)
OPTIMISATION
Removed some debugging checks from Conveyor Belt network messages (should reduce network load)
Train particle effects that build up over time and result in decreased performance now get removed properly
Hey Pioneers!
We’re very few people left here at the office and even fewer next week. We’ve managed to do a small update anyways.
BUGS
• Clients can interact with inventories in buildings again. Vehicles still bugged though...
• More info gathering on conveyor crashes
Hey Pioneers!
We have a small hotfix incoming today with a potential fix for an annoying client crash.
TRAINS
• Added sound for steam when stopping
FACTORY
• Nuclear Power Plant now produces waste over time instead of just spitting them all out after a fuel rod is consumed
BUGS
• Fix for client crash related to foliage
• Clients should be able to see Hard Drives in Drop Pods again
Hey Pioneers!
Here it is. The update that brings you all the Tier 7 content and Trains! Get ready to build even bigger factories with 11 new parts, some of them among the most complex in the game so far, and haul large amounts of resources across the entire map via train cargo. :D
We’ve had this content on the Experimental build for a little while now and all the nasty bugs should be taken care off. There might still be new bugs popping up, but we’ll be patching the build over the next few weeks as necessary. We’re aware that the trains aren’t as smooth as we would like for clients, but we’ll continue improving them!
Hope you all will have a blast with this update! <3
NEW CONTENT
• Trains
Trains are unlockable in Tier 6. Now go and set up your next level resource transportation!
Set up a timetable for your trains and choose which freight cars should load or unload their cargo at each station.
Set up a locomotive at each end if you want it to be able to go back and forth between stations, or just build a loop instead.
Build extra locomotives if you’ve added too many freight cars for a single one
If you connect power to one station, all other stations along the line will be powered as well so no need for a long power pole connection to your outposts
• Tier 7
Nuclear Power. Take your power production to the next level with Nuclear Power Plants, but be wary of the radiation! You’ll also have to deal with the Nuclear Waste you are producing.
Craft a Hazmat Suit in the Workshop 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.
Speed up the mining with the Miner Mk.3
Transport things faster than ever with the Conveyor Belt Mk.5
We also added a few alternate recipes for the new content
Overall there are 12 new 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 Grassfields)
Added Bauxite, Uranium and Coal
Bamboo Fields (Plateau north of Grassfields)
Added Bauxite and Coal
Swamp (Northeast of Grassfields)
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 center 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
• Changing the Network Quality setting now requires a reload of the save or returning to the main menu before taking effect (this is to mitigate some issues and crashes related to changing Network Quality runtime)
• Adjusted the Conveyor Lift building clearance to build downwards more easily
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
• Changed several Conveyor Belt speeds:
Mk.4 450 to 480 items per minute
Mk.5 660 to 780 items per minute
• Mergers and Splitters are now stackable on even ground
FACTORY
• 8x1 Foundations added
• Nuclear Power Plant added
• Tweaked shadows on last LOD of Conveyor Belts
• New parts
Aluminium Ingot
Alclad Aluminium Sheet
Heat Sink
Radio Control Unit
Turbo Motor
Battery
Uranium Cell
Electromagnetic Control Rod
Nuclear Fuel Rod
Iodine Infused Filter
• Hazmat suit now craftable in workshop
WORLD
• Overhauled the Swamp visuals and gameplay (Northeast of Grassfields)
• Added Bamboo Fields area
• Added Red Jungle
• 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)
• Updated tons of environmental assets
WILDLIFE
• Added the Elite Stinger (spider-like creature). It is very prominent in the Red Jungle
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 Overlocking 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
• Optimised the green “Snakelegs” Tree (primarily used in the northern parts of Grass Fields
• Implemented some minor ways of offloading initial client load times
• Fixed some network related clamping on the Conveyors
• Fixed collisions and optimized lots of environment assets