Patch 0.3.3.3

Update 3 Patch Notes: Now out on Early Access - v0.3.3.3 - Build 117050

The original post can be viewed on Satisfactory's Discord or Reddit.

=News= Hi Pioneers!

It is finally time, Update 3 is on Early Access! With it come pipes, fluid resources, the AWESOME Sink & Shop, Hyper Tubes, Dune Desert reworked as a new starting area, rebalancing the entire game, a bunch of optimisations, a whole lot of quality of life features, and so much more. These are probably the longest patch notes we’ve ever written for Satisfactory. Go check them out below and/or read more about Update 3 on our website.

https://update3.satisfactorygame.com/

All saves previously played on Early Access should load. Now, if you do load up an old save that hasn’t seen any of the Update 3 content yet, instead of starting a new game, proceed with caution. Due to the rebalance and recipe changes your existing factory buildings will either not produce parts or function below optimal efficiency. All generators other than Biomass and Geothermal require fluids now, so they won’t run until you set them up correctly. This means your factory will most likely not have any power on start-up.

We also did changes to the creature respawn system. They now respawn within 2-3 in game days if no powered factory building is nearby and they won’t despawn until you have killed them once. Those changes mean that all creatures killed in a pre-update 3 save will return once, even in factories. Any creature that has been removed once should not respawn again in powered factories. There are some edge cases of creatures stuck within Foundations that pop out of them at later times, so you might have to clean house a few times before they are all gone for good.

Any issues you still find on Early Access or feedback you have for us you can report via our questions site. We also reply and update status on issues that we are aware of and sometimes ask for more information, so keep an eye on issues you report or are interested in. You can find the questions site here:

https://questions.satisfactorygame.com/

Seeing so many people enjoy Update 3 on Experimental has been a blast. I hope all of you joining now on Early Access will have an amazing time with it as well. Looking forward to your feedback and reactions! <3

New Content
Pipes

Water Extractor

8 fluid resources

Water, Crude Oil, Heavy Oil Residue, Fuel, Turbofuel, Liquid Biofuel, Alumina Solution, Sulfuric Acid

Pipelines & Flow Indicators

Including normal and stackable poles for pipes and different building modes

Build modes can be cycled through while building by pressing or holding R

Pipe Pumps

Fluid Storages/Buffers

Fluid Packaging

Fluid Tanks for Trains & Fluid Freight Platform

Adjusted Oil Extractor, Fuel Generator, Oil Refinery to handle fluids

Coal Generator and Nuclear Power Plant now require Water to run

A.W.E.S.O.M.E. Sink & Shop

Sink your resources, get coupons and spend them on cool and sometimes useful features!

Factory Cart

New walls & foundations

Windows, glass foundations, foundation frames, pillars, and many more.

Wall attachments that can be placed on any wall

Conveyor poles, pipeline poles, power poles, Hyper Tubes

Hyper Tubes

Includes the Entrance & Hyper Tube buildables

Comes with an additional build mode for extra smooth curves

Overhauled Dune Desert visual & design as a new starting area

Visual overhaul of the area & three oasi

Complete resource & reward overhaul

Visual overhaul of the level parameter & vista

Crouch & Slide

Balancing
Space Elevator now requires specific parts for Project Assembly that cannot be handcrafted

Project Assembly Parts are: Smart Plating, Versatile Framework, Automated Wiring, Modular Engine, Adaptive Control Unit

Rebalanced the entire game

Some recipes of the Refinery now also produce by-products

Onboarding & Milestone cost and contents have been tweaked

Many building costs have been tweaked

Almost all recipes (including alternate recipes) have been adjusted

6 new parts have been added

Copper Sheet, Polymer Resin, Petroleum Coke, Uranium Pellet, Aluminum Scrap, Empty Canister

30 new alternate recipes have been added

Power & consumption of generators has been tweaked

Resource Deposits are far more likely to be MAM related resources

Moved all MAM related milestones out of the Hub and directly into the MAM

Consumable items now require the animation to finish before applying their healing. (And they finally play their animation if you only have one of them equipped)

Fall damage is a bit more linear now

Creatures now respawn after several in-game days if no powered factory is present around their spawn area

Creatures will no longer disappear without being killed

Optimization
Factory tick parallelization: Spreading out the factory tick over more cores if available. This can considerably improve factory performance, depending on the CPU

Memory optimizations

Disk space optimizations (the Experimental version should take up considerably less space than before)

Cleaned out & removed unnecessary foliage variants

Cached savefiles more often, to reduce the amount of disk access to remove hitches when using a mechanical HDD

Fixed so that Static Meshes placed in the world now can have a lower resolution shadow and nice LOD transition at the same time

Optimized collision shapes on Conveyor Belts which reduces the number of uObjects and allows for larger factories before the limit is reached

Fixed performance issues when trying to place Conveyor Belts longer than the allowed limit

Quality of Life
Different stackable poles can now be stacked with each other

Added the ability to skip Onboarding from the new game menu and start with Tier 1

Buildings can now snap directly to other building clearances. This can be turned off/adjusted in the settings

Conveyor Poles & Pipeline Supports height and rotation can now be tweaked when building them from a Conveyor or Pipeline

While placing Conveyors you can now see the clearance of nearby buildings

While in Dismantle or Build mode you can now switch to any placed Factory Building by hovering over it and pressing the middle mouse button

Interfering clearances while building are now highlighted red

Miners and Power Poles can now be upgraded the same way as Conveyor Belts

Connecting Conveyors in close spaces should be a little easier now

Move all stacks of the same type between inventories with Ctrl + click

Power Poles, Conveyor Poles & Pipeline Support placed when building Power Lines now snap to the foundation grid

Players can now set part per minute when Overclocking instead of the only percentage

The game now saves and restarts automatically after running for 24 hours consecutively to prevent all sorts of bugs that can occur after that time

Mass dismantling buildings now creates a single crate when the resources don’t fit into the inventory, instead of a crate per buildable dismantled

When aiming at the workbench on a vehicle, only the workbench is outlined, and not the entire vehicle

Players should be able to jump out of the water now

Splitters and Mergers now snap onto Conveyor endpoints and directly onto Conveyor Poles as well

NETWORKING

Added relay server support, this means that if you can’t connect with NAT punch-through, we will relay the data through a third-party server, allowing connection at the cost of additional ping

Lowered connection timeout from 60s to 30s

Build modes are now simulated on client, which should result in improved responsiveness and accuracy

Constructed buildables will leave a pending hologram on construction for clients if there is significant lag between client and server

UI
Refactored the M.A.M. UI into research trees

Changed default key bindings

Scan = V

Flashlight = B

Added Crouch = C

Updated starting area pictures in the New Game menu

Manufacturing UIs (Constructor, Assembler, Manufacturer, etc.) now display all recipes in categories similar to the Craft Bench

Added new popups when hosting/connecting to games, these will give you feedback about what happens during connection process

These popups will now allow you to create offline games when failing in a few more stages during game setup

Added popups that warn you when loading newer/older saves that might or might not be fully supported

Added “relevant items” section over the inventory items, where you can see if the items you have in your inventory are usable/contextual in the UI you’re currently interacting with

Object Scanner has updated screen graphics. It no longer relies just on sound.

The Split Stack menu no longer takes all mouse input. Holding right mouse on an item in an inventory still opens the menu, however you no longer need to hold right mouse in order to navigate the menu once it’s open.

Changed the text on “Send feedback” button in the escape menu to “Go to feedback site”

Craft Bench categories now properly remember if they are collapsed or not

Added a hover over effect to the Inventory trash slot when dropping parts there

Added icon for Geysers

Changed the main menu scene

Updated the look of the “Add to To-Do List” menu

Added “Add to To-Do List” functionality to the Codex

Minor tweak to the Geothermal Generator menu

Codex now standardly opens the recipe tab instead of the messages tab

When opening the Codex the search bar now has focus to make finding recipes faster

Updated and optimized VFX for the scan effect on resource nodes

Factory
Tweaks to overall Factory materials & look

Manufacturer got a new model, animations & VFX

Craft Bench got a new model

Equipment Workshop got a new model

Made foundations colorable

Improved & optimized the Fuel Generator mesh

Clearance tweaks for Foundry, Constructor & Smelter

Jump Pads now affect creatures and physics objects like vehicles. Game changer.

Updated VFX for the Smelter and Coal Generator

Tweaks, optimization and polish for many older resources and parts

Polished some of the wall textures

Smoke on factory buildings now doesn’t go through objects anymore on VFX quality settings Medium to Ultra (doesn’t work yet on the Nuclear Power Plant and Refinery)

Polished some Wall, Doorway and Conveyor meshes

Updated several factory building VFX

Optimized the Space Elevator mesh

New mesh for Power Poles Mk.1, Mk.2 and Mk.3

New mesh for the Personal Storage Box

World
Implemented a new proximity ambience system (currently only visual effects for Dune Desert)

Skysphere improvements

Improved clouds

Light shafts have been enabled

More advanced lighting and post-processing have been added to the Dune Desert (we will add those to more areas as we continue working on the world)

Tweaked the suns rotation around the level to improve lighting

Added lakes to Grass Fields to support gameplay changes

Red Jungle, gameplay and reward adjustments

Bamboo Fields, gameplay and reward adjustments

Tweaked mesh and colours for the Limestone resource node

Tweaked Limestone deposit textures to match the resource node better

Replaced dead tree trunks around the world with new meshes

Tweaked moss textures

Updated and optimized the Geyser idle and burst VFX

Quartz resource deposits now have their own mesh and material

Tweaks to the LODs, materials and textures of boulders, pebbles and rubble

Settings
Added experimental HUD scaling.

Added directional subtitles.

Added high contrast mode for compass and hotbar (opacity slider).

Added the option to toggle large or small inventory slots.

Added an option for contact shadows

Added an option to adjust camera feedback on the Hypertubes

Added an option to turn direct snapping to buildings off and on

Localization
Updated all localization files with the latest translations

Player Character
Rework of jump sounds

Resources
New mesh for Compacted Coal

New mesh for the Turbo Motor

New texture for the Turbo Fuel

New mesh for the solid Biofuel

Tweaks for ore resource meshes

Hazmat suit now has a proper mesh when dropped and in the description

Bug Fixes
Geyser placement issue in Desert Canyons resulting in ‘Floor is too steep’ when trying to build should be fixed

Player characters now get the right speed when running on Conveyor Belts

Player characters actually stand still when standing still on Conveyor Belts (used to play running animation)

Fixed issue with clients being able to resources other than energy sources into Generators or the fuel slot of the Truck Station

Clients can now access freight platform inventory

Holograms for other players don’t stutter as much on client

Conveyor belts now properly cast shadows

Blocked player input during join / respawn which could result in bugs & crashes

The text on the Object Scanner will no longer disappear on different FOV settings

Clients can now initiate autopilot and docking while driving trains

Power Circuit E-Mail is no longer placeholder text

Hub now properly snaps to other buildings without individual parts like the Terminal ending up in a wrong position

”NEW” pop-up on buildings doesn’t reset anymore whenever a game is loaded

Moving items in inventory while the split stack UI is active doesn’t affect the split number anymore

Split stack UI cannot be stacked on top of itself anymore

Splitting stacks by 0 that aren’t max size doesn’t delete them anymore. It’s also not possible to split stacks by 0 anymore

”Squigglies fixed.” – Submitted by G2, 2019. No one will ever know what this actually did

Removed some unit translation of the Freight Car that caused misalignment during docking

Swimming no longer locks E

Player health no longer resets to 3 blocks when entering vehicles, loading the game, etc

Fixed inverted normals on all buildable splines

Fixed issue with splitters/mergers slowing down items on the faster conveyor belts

Fixed that building snapping will not override the grid snapping on foundations, ensuring that buildings placed on foundations are always aligned with the grid

Fixed that building clearances are displayed when starting to build via the hotbar

Fixed crash related to compass widgets

Conveyor Lifts now display nearby clearances properly

Fixed the missing collision behind the ladder of the HUB

Fixed conveyor belts sometimes being unable to be connected to Splitters/Mergers when there is a conveyor pole in front of them

To-Do List no longer gets set to "N/A" when cleared

Fixed Conveyor lifts sending items to the incorrect direction even after they were rotated when in close proximity to multiple buildings

Fixed Conveyor lifts not snapping properly when connected directly to Mergers/Splitters

Fixed Generators still consuming fuel after disconnecting the power cable

Better collision for the workbench on explorer

You now see the reason why you can’t pick up items from the conveyor belts when you inventory is full

Local player (and equipment) now occludes the outlines

The Overclocking target should now take the purity of extractors into consideration

Fixed z-fighting on the factory legs placed with buildings

Fixed z-fighting on the Foundry

“Mark all as read” in Codex should now work on tutorial messages as well

Fixed Oil Refinery position

Chainsaw now consumes fuel on client

Repositioned the Ladder on the Assembler to the correct position

New items in Inventory notifications should not show anymore when moving resources around in the Inventory

Fixed some minor aliasing issues on compass icons

Clients can now open Crash Sites that require power

Crash Sites that require power now say MW instead of MWh

Production time tooltip should now display correctly on Generators, Manufacturers & Extractors

Power Shards can now properly be inserted in Generators, Extractors and Production buildings via shift click

Number of items in a Power Shard slot should now show correctly when filling all of them via ctrl click

The Craft bench can no longer be dismantled when occupied

Fixed that some options were excluded from translations

Overclocking UI now updates for client without having to open and close the menu

Miners no longer have a startup time when loading a saved game

Stackable Poles can no longer be placed inside of each other

Nuclear Power Plants are now usable by client players