Patch 0.1.5

EXPERIMENTAL CONTENT UPDATE This version was released on April 30, 2019. The original post can be viewed on the official site, as well as on Satisfactory's Discord and Reddit

Intro
Patch Notes: Early Access (EXPERIMENTAL) v0.1.5 Build 98202

Hello Pioneers!

As promised, the Experimental Build is now available to everyone who has purchased the game. It will show up as an extra library item additionally to the Satisfactory Early Access.

It includes some nifty features that we want you to try out and give us feedback on, such as the Conveyor Lifts and the new research chains Quartz and Sulphur.

Keep in mind that this version is more unstable than our other releases, so consider backing up any saves you want to try with it before loading them up in the Experimental build.

Hope you all enjoy the new features and fixes! Share your feedback and the bugs you are experiencing on the questions site:

https://questions.satisfactorygame.com/

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: Sulfur, Gunpowder, 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) west to the Spire Coast

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

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

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

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)

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

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

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

Landscape and visual adjustments in several locations

Rocky Desert, Northern Forest, Desert Canyons, Dune Desert, Titan Forest, Red Bamboo Fields

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