News Liste Satisfactory

Satisfactory 1.1 Out now!
Satisfactory
10.06.25 15:02 Community Announcements
Hi Pioneers!

Hello again everyone! The wait for 1.1 to reach the stable version is finally over and you can now start downloading and enjoy the 1.1 Update and all of its new features!

It’s no exaggeration to say this update includes more than a year worth of work from both our team and our partner Fishlabs ( https://fishlabs.de ) who have been working on the preparation for the Console versions as well as Controller Support with our blessing and collaboration, which is now available on PC as well

As usual, our patch notes are pretty long this time around as well, so grab a snack and get comfy reading while you wait for the download to finish

Special thanks for all of you who were part of Experimental and provided us with all your excellent feedback so we could polish up the Update as best as we could <3

New features:



Controller support


We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported

To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply

And if you’re playing on a Steam Deck, you will be happy to know that the game will recognize you’re running Steam OS and will default to Controller so things should work out of the box now

Photo Mode


There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings

Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer

There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios

You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around



Crash Site Dismantling


You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so

Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything



Personnel Elevator


To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator

Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design

You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads



Advanced Game Settings


No Fuel setting


The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles

Trains


Buffer Stops


We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work

To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through.



Quality Of Life


Left-handed Path and Block Signals


Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active



Railways rework


Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

Hide HUD on Vehicles


Photo Mode does not support vehicles for now, but in the meantime you can still get some nice screenshots with the new option to hide all HUD while riding a vehicle

Buildings


Logistics



Conveyor Wall Hole


New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization.
A big improvement compared to the existing Conveyor walls with a fixed placement for connections



Conveyor Lifts - Splitter and Merger support


The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds

Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds



Priority Merger


This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first

There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully




Conveyor Throughput Monitor


A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results

You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory



Quality Of Life



Pipeline Build Modes



Straight


After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement



Curved


Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup

Transport


Hypertubes



Hypertube Junctions


Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support

Once placed, it allows you to connect a hypertube to its 3 different paths

When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through



Hypertube Branch


Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape

Useful for connecting existing hypertube networks to newly built ones

It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction

Architecture


New Architectural Pieces



There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop

New Beams:


  • H-Beam
  • Shelf Beam
  • Round Concrete Beam
  • Braided Cable (it’s a beam)
  • Braided Cable Cluster (it’s also a beam)


New Misc.:


  • Roll-Up Gate (FICSIT, Concrete, Steel)
  • Road Barrier Corner
  • Basic Shelf Unit
  • Large Vent
  • Large Fan



Quality Of Life


Automatic connections of Conveyor, Pipes and Railways in Blueprints


There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out

When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram



Flashlight now works while inside Hypertubes


Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

Drone movement and pathing improvements


Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

Conveyor poles and Pipeline supports now have soft clearance


This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

Nudging can now be done vertically as well


Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down



Removed max distance limit on Nudging


You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging

Visual Improvements


Falling Trees


Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects



Spore & Gas Pillar VFX


Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

Explosive Rebar and Nobelisk VFX


Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

Power Slugs VFX


Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

Audio Improvements


Dynamic occlusion system for foundations and walls


Factory sounds will now be occluded and muffled if they are behind walls or other obstacles
Different buildings will also change the way the sounds occlude, for example glass or metal.

Audio indoor detection system and local acoustic context


Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well

Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.

Voice Chat Attenuation


Now has different strength levels adjustable in settings
Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies


Narrative


We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions

Localisation


With 1.1, we have also updated all the translations for both our official and community translated languages

For this update, Ukrainian has also now been added as an officially translated language, Thanks to our friends at UnlocTeam for the Ukrainian localization!

Modding


Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

Dedicated Server - Port Forwarding Updates


If you Host a dedicated server, you should read the next block as many new improvements have been added to allow for extra flexibility since the last update

We have updated the Port Allocation Strategy in Reliable Messaging

New features:

Explicit Port Configuration


A new -ReliablePort= command-line parameter allows explicit port selection.

The value must be an integer between 0 and 65535.

If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.

Default and Configurable Port Ranges



The following settings in Engine.ini control port allocation:

[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8888
PortRangeLength=512
ExternalPortRangeBegin=-1

The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).

By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.

Client Awareness & NAT Handling


Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.
To address this, the server now communicates the listening port to clients during the initial handshake.
If external port remapping is used, the server must be aware of the external port via:
The ExternalPortRangeBegin config setting (for remapped ranges).
The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).

Server Host Requirements (TL;DR)


If hosting a single server, port 8888 TCP must be open by default.
If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
The server will attempt up to 512 ports before failing (configurable).
If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
Logging is in place to help server maintainers verify the allocated ports.

Bug Fixes


There are many bugfixes that we could not properly do during 1.0 which were tested in experimental and will now carry over to 1.1

Some of the most important ones include, we did some major improvements to our Foliage Replication system, Lightweight Buildables system and Customizer, which you can read in further detail over here:

https://store.steampowered.com/news/app/526870/view/512951942084822988?l=english
https://store.steampowered.com/news/app/526870/view/498313608291156664?l=english

You can also watch a video from Mikael about it:

https://youtu.be/Z3UtGdftZbc

But even if you don’t, you should notice some significant performance improvements if you’ve had a big save over the years as well as a smoother multiplayer experience

We have been working hard on stabilizing the update through our Experimental release, but as always, if we forgot about something or if you’re encountering something we didn’t see before, please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day

Thank you for reading all the way until here, we really appreciate everyone's continued support over the years, hope you all enjoy the update


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Release:19.03.2019 Genre: Aufbaustrategie Entwickler: Coffee Stain Studios Vertrieb:keine Infos Engine: Unreal Engine 5 Kopierschutz:keine Infos Franchise:keine Infos
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