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
[previewyoutube=HdVTLGD4bbA;full][/previewyoutube]
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:
[code] %LOCALAPPDATA%\FactoryGame\Saved\SaveGames\ [/code]
Without further ado, Here’s the highlights of 1.2:
Weather
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:
Weather presets
- Default
- Dry
- The Great MASSAGE-2 (AB)b
- Clear
- Raining Kittens and Puppies
- Extreme
World settings
- Visor effect raindrops on/off
- Rain Post processing on/off
- Thunder on/off
- Added fog density slider [list]
- Found in Options > Video > Advanced
- Controls the density of the cosmetic fog related to the new weather settings, this is separate from the fog in the world map
Unreal Engine 5.6.1
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 boardController
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
- Rebindable keybindings for controller
Vehicle paths rework
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 usesVehicle suspension improvements
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 Station and Truck
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
Creative Mode
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 freelyGame Modes
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
[b]Cost Multipliers[/b]
- Space Elevator Deliverable Cost Multipliers [list]
- 0.25
- 0.50
- 0.75
- 1 (Default)
- 2
- 5
- 10
- 25
- 50
- 100
- Recipe Parts Cost Multiplier [list]
- 0.25
- 0.50
- 0.75
- 1 (Default)
- 1.25
- 1.50
- 1.75
- 2
- Power Consumption Multiplier [list]
- 0.25
- 0.50
- 1 (Default)
- 0.75
- 2
- 5
- Resource Node Randomization[list]
- Default
- Random
- Basic Resource Rich
- Advanced Resource Rich
- Fossil Fuel Rich
- Resource Node Purity [list]
- Default
- All Pure
- Mostly Pure
- Average
- Mostly Impure
- All Impure
- Random
- World Seed [list]
- 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
Photo Mode has gotten a few new upgrades this time around, with a few new upgrades- One new colour filter [list]
- “I know what you are”
- “Blueprint”
Selfie Mode
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 ModeSPWN
Another new buildable reminiscent of common day facilities built for maximum efficiency at the workplace, it allows you to change your spawn location ONLY after washing your hands inside of it
Unlockable as a part of the Alien Technology MAM Research tree
[b]Alien Technology[/b]
- SPWN[list]
- 1 Mercer Sphere
- 11 SAM Fluctuator
- 20 Steel Pipe
Daisy chaining
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 Alien Technology MAM Research tree [b]Caterium[/b]- Upgraded Power Connectors[list]
- 15 Computer
- 50 High Speed Connector
- 500 Quickwire
New buildables
We also have two new buildable pieces to allow for further customization when factory building- Pipeline T-Junction[list]
- Unlocked as a part of the Tier 3 – Coal Power Milestone
- Cross Beam[list]
- Unlocked as a part of the Beam Expansion Pack in the AWESOME Shop
Real pause menu
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
Quality of Life
As usual with every update, we also have plenty of QOL upgrades all across the board- Console Parity
- Options Menu
- Hologram rotation mode
- Static
- Spawn Facing Player
- Always Face Player
- Relative Rotation to Player[list]
- Parallel
- Perpendicular
- Left handed train signals[list]
- Sampling a left handed signal will now correctly give a left handed signal instead of a default right handed signal
- Manta art update
- Signs[list]
- 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
