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This page is dedicated to all streams, sneak peeks, leaks, and videos that have been officially released by Coffee Stain Studios about upcoming updates. Content will be removed and added to this page as we see things added into the game and shown in leaks.

Update 5

Release date

October 26, 2021

Update 5 is planned to release on the Experimental branch on October 26, 2021, as revealed in a video uploaded on September 24, 2021.[U5 1] A general release window of fall 2021 was confirmed earlier.[U5 2]

On the January 26, 2021, Dev Stream, it was revealed that Update 5 is planned and the very least until 1.0.[U5 3]

Feature teasers or informational videos are expected to be uploaded weekly, in a similar fashion to Update 4.[U5 4]

Summary

  • Northern Forest overhaul, with new foliage but little to no terrain changes
  • Dune Desert minor terrain changes
  • Added many cosmetic structures, including roofs and beams, new wall, window, pillar and fence variants and walkways
  • Mass-build mode named Zooping, that allows up to 10 wall or floor structures to be built in a row (excluding factory machines or logistic structures)[U5 5]
  • Separation of clearance into soft and hard, allowing structures with soft clearance (e.g. Conveyor Belts) to be built freely through each other and structures with hard clearance (factory buildings)
  • Major improvements to motor vehicle automation, pre-calculated fuel consumption, better pathing system using splines, more reliable object avoidance with ghosting, copying and pasting recorded vehicle paths and a new Truck Station with 2 input and 2 output ports
  • Train signaling (using Block and Path Signals) and collisions, ability to set loaded and unloaded cargo type in Train Stations and set a wait duration and/or wait until full
  • Unreal Engine upgrade to 4.26, option to use DirectX 12 or Vulkan instead of the default DirectX 11

Buildings

New buildings and structures were introduced by a dev vlog uploaded on September 3, 2021.[U5 6] The features include:

  • New category in the build menu Q: Architecture
    • It contains 6 sub-categories: Frames, Roofs, Beams, Pillars, Attachments, and Walkways
  • New buildings:
    • Small Pillar
      • Size 4x4m, come with 3 varieties: Concrete, Metal, Frame for the middle pillar, with Small Pillar Base and Small Pillar Top
    • Large Pillar
      • Now with 2 more varieties: Concrete and Frame
      • Now renamed to Pillar Base, (*name of material) Pillar, Pillar Top
        • Pillar Base with protruding pillar part trimmed for seamless construction.
    • Fence
      • New varieties added: Railing and Barrier
        • Can be Quick Switched E
      • Is now 4 meters long on horizontal foundation edges and 8 meters long on slopes
      • Automatically switches to the sloped variant when placed on a slope
    • Roof
      • New material: Glass Roof, Metal Roof, FICSIT Roof
      • Varieties of slopes: Flat roof, Roof 1m, 2m, and 4m
    • Wall
      • New material: Wall Frame
      • New windows: Window Thin 8m x 4m 01 (Full Glass), Window Thin 8m x 4m 02 (Glass with thin hexagonal frame)
      • Angular Walls: 8m x 1m, 8m x 2m, 8m x 4m, 8m x 8m
        • Resemble a roof piece
      • Diagonal Wall: 1m, 2m, 4m, 8m
        • Match ramps of the same height
      • Shorter Wall: Basic Orange Wall 1m, the default 4m Wall is renamed to Basic Orange Wall
    • Foundations
      • New variants: Inverted Ramps
    • Beams
      • Beam Horizontal, Beam Connector
      • Beam Horizontal can be built between 2 points, similar to Power Lines
    • Walkways
      • Visually changed
      • Renamed to Catwalks

World

Biome changes in U5

Biome changes in Update 5

On July 31, 2021, a before/after video of the Northern Forest was uploaded. It includes new vegetation, prominent pine trees, harvestables, a previously-unseen cave design and more. The terrain changes are minimal, meaning that after the update, only (destructible) trees will reappear, and span the entirety of the Northern Forest, Maze Canyons and Lake Forest.[U5 4]

The Dune Desert will receive minor changes, but are landscape-based. The changes affect the "wall" separating the Spire Coast, making it less barren, dunes in the north-eastern part of the biome, where a crater will now be, the eastern portion with minor changes, and a prominent large rock in the middle of the Dune Desert.[U5 4]

The changes to these two biomes are considered final with no plans to change them until at least 1.0.[U5 4]

Caves all around the world will be overhauled with a brand new look, initially seen in the Northern Forest teaser. By the update's release, not all caves will be done. The intent is to unify caves as they are considered a biome as well.[U5 4]

In one tweet by the official Satisfactory account, it was vaguely teased that Update 5 will have something to do with exploration.[U5 7]

Gameplay

Build modes were teased in a video uploaded one June 18, 2021, explaining it means building will become easier.[U5 8] A group build mode named Zooping was introduced in a video from September 9, 2021. It allows foundations, ramps, walls, roofs, fences/railings, pillars and beams to be mass constructed in a row of ten. It is enabled by pressing R while in Build Mode.[U5 6] Zooping will work horizontally and vertically, it also allows for the placement of multiple stackable poles at the same time.[U5 9] Zooping was named for the onomatopoeia made by game director Mark when building Ladders.[U5 10][U5 11]

Building encroachment will be separated into Soft and Hard Clearance. All buildings with functionality (production buildings, resource extractors, power generators, Power Switches, Power Poles, The HUB, MAM, etc.) will have Hard Clearance, while factory buildables and cosmetic building pieces, as well as Conveyor Belts and Pipelines will have Soft Clearance.[U5 12][U5 13] Buildings with Hard Clearance cannot intersect each other in any way, but buildings with Soft Clearance can intersect each other and buildings with Hard Clearance. Some buildings with hard clearance will also get complex clearance, allowing buildings with hard clearance to be built within the hitbox.[U5 14] This allows, for example, Walkways or Pipelines to be built through the Coal Generator's tall boundary due to its chimney, or Conveyor Belts to go through the Particle Accelerator.[U5 6] The shortcuts bar has got 2 new icons, one icon is for the quick search bar/calculator, the other is for an unknown feature, it has the icon of a paint brush. Pillars can now be built and snapped to Railways allowing them to act as supports. Walkways, renamed to Catwalks, now snap to machines where the pioneer can walk, for example the top of the Constructor.[U5 15] Placing foundations while snapping to other foundations will also be easier with the ability to rotate in increments of 45°, even smaller increments are achievable when holding Ctrl.[U5 16] Stairs are now not locked to specific angles while snapping to each other.[U5 17] It will also now be possible to build ramps diagonally without the use of foundations or double ramps, the zoop build mode will also be able to do this.[U5 18] Conveyor Belts will now snap to inputs and outputs of machines, while building Conveyor Splitters, Conveyor Mergers and Pipeline Junction Crosses off of existing Pipelines or Conveyor Belts they will also snap to machine inputs and outputs.[U5 19] While building Conveyor Belts you will also be able to snap to the origin of the belt, allowing for straight belts without foundations.[U5 20] Hologram colors can now be changed independently.[U5 21]

Vehicles

Motor vehicles

Motor vehicle automation will receive major improvements.[U5 22]

  • The Truck Station will have 2 inputs and 2 outputs, a more clearly labelled fuel input, and new UI
    • Now displays fuel consumption per minute, maximum throughput and actual throughput (transfer rate)
  • Vehicles will follow recorded paths better as smooth splines will be made between each point (in the current system, vehicles drive straight to the next point, ignoring other points and not turning smoothly)
  • If a vehicle gets stuck on its route, it may 'ghost' (phase through terrain and structures) where it needs to go
  • Fuel consumption will be pre-calculated for the whole round trip
    • Vehicles will not depart from the Truck Station until enough fuel is provided
    • Should the vehicle get stuck on the route, it will not consume any more fuel than it was calculated to use
    • It appears the required fuel is calculated in MJ, allowing Nuclear Fuel Rods or possibly other high-energy items to be conserved and used in multiple round trips
    • This means vehicle routes have to be closed loops to function
  • Routes can be copied by saving them once recorded and loading in another vehicle
    • This only works in the same kind of vehicle, e.g. Explorer routes can only be copied into other Explorers, not Tractors or Trucks etc.
  • Truck Stations placed on existing routes will adjust the route slightly to allow the vehicle to stop there without the need to re-record

Trains

Train collisions will be added, trains will be able to crash into each other and derail from the Railway. To prevent this, rail Signals have to be set up.[U5 3]

  • Two types of Signals: Block and Path Signals.[U5 23]
    • Block Signals divide the track into blocks, which are sections between 2 or more Signals; if any part of a train is in a block, the Block Signal will turn red and incoming trains will have to wait for the first train to leave
    • Path Signals allow multiple trains to pass through a single block as long as their paths don't intersect, as well as ensure the following block is free to prevent trains backing up within the intersecting block
    • Train Signals will work with overlapping train tracks[U5 24]
      • Tracks detect if they intersect each other using their hitboxes rather than relying on being connected, forming a block shared between all intersecting railways
    • Both types of Signals have these common properties:
      • Attach to the edges of Railways
      • Show red/green when set up properly and flash warning signs when not
      • Can be interacted with to show errors
      • Make Railways one-directional, displaying a red wrong way sign on their back, unless built on both sides of the track
      • Cost 2 Steel Beam Steel Beams and 1 Circuit Board Circuit Board to construct[U5 25][U5 26]
  • Trains may crash into each other, causing the carriages to unjoin and derail
    • Trains can crash into each other in such interections where tracks aren't connected but do intersect; however, they will not collide with terrain[U5 27]
    • After a crash, trains can simply be re-railed by approaching any Locomotive or Freight car of the train and pressing E, or interacting by a hologram of the train which appears where the train was before derailment, useful when a crash occurs above a ravine or the void[U5 28]
    • There is no explosion during a train collision, cargo nor timetable data isn't lost
  • The Freight Platform will have a new UI displaying average throughput and a simplified load/unload switch[U5 29]
  • The timetable UI will receive a complete rework[U5 30]
    • Timetables can be set up dragging stations from a list, showing the world map next to the list menu
    • Timetable changes can be discarded rather than being always applied when the menu is closed
  • Stop Settings feature will be added to the timetable menu, which sets the behavior of a train visiting a selected station using the following two settings:[U5 31]
    • Wait until all Freight Cars are fully loaded or unloaded and/or to wait for a set amount of time
    • Only load or unload selected item types
  • Possibly added vehicle recoloring
    • Freight Cars with both the default theme[U5 32] and a silvey-gray theme[U5 33] appear in the video, implying they can be recolored
  • Likely added a way to switch railway switches while riding a Locomotive
    • For a split-second, it appears a list of possible keypresses appears while riding a Locomotive, similar to those currently under the build menu and inventory; one of the listed keypresses is "Switch Intersection Path" with A/D
Train Controls U5 Preview

New train controls in Update 5

Update 6

Release date

Either:

  • March 8 or March 9 (year unknown); The date was revealed on the August 10, 2021, Dev Stream, although Jace was likely joking.[U6 1]
  • Never (skipping to Update 7)[U6 2][U6 3]

DLC

Toilet Flushing

So far, there has been only one DLC confirmed, which would introduce flushing of the toilet in the HUB.[DLC 1] It will cost $1, the release date is not known.[DLC 2][DLC 3][DLC 4] A related Toilet Paper DLC was also hinted at.[DLC 5]

1.0

Story

Biome changes

Biome changes after U5

Biome changes planned after Update 5

Biome changes U5 through release

Biome changes planned up until 1.0

The following changes are planned after Update 5:

  • The Spire Coast biome will be completely reworked as a new biome.[1.0 10] It was later confirmed this is planned before 1.0, and spans the Desert Canyons biome as well.[1.0 11]
  • The Red Jungle, Swamp, Abyss Cliffs, Titan Forest and Desert Canyons will receive "mild to significant foliage changes" and "landscape changes that MAY impact factory"[1.0 11]
  • The rest of the world will only receive minor polish only[1.0 11]

There will not be a snow biome in the game.[1.0 12]

Unspecified

Coffee Stain are looking into revamping the tutorial and very beginning of the game to provide a much easier entry into the game, and to bring in more people to the game and not scare them.[Unspecified 1] They specifically asked for the community to provide them with ideas and their own thoughts on how this could be accomplished in the future.[Unspecified 1]

The main issue with only one type of fuel being possible with equipment (i.e. the Jetpack can only use Packaged Fuel) is because of an issue with the UI and the engine. They cannot create an efficient way for the game to select which fuel type at which time in your inventory for the Jetpack to use. Snutt has confirmed that it will be in the game eventually.[Unspecified 2]

Dedicated servers

Dedicated servers are being worked on, but it has previously been an issue with finding dedicated individuals to work on it.[Dedicated servers 1]

Jace referred to the developer job for dedicated servers as "in Harry Potter- the Dark Arts class, the teachers never last more than a year."[Dedicated servers 2]

References


Update 5

  1. YouTube - Coffee Stain - Satisfactory Update 5 Release Date (Experimental) & some extra info
  2. YouTube - June 18th, 2021 video - Q&A: When is Update 5 coming
  3. 3.0 3.1 Twitch - January 26th, 2021 Livestream - Q&A: How many updates til 1.0 + train collisions when?
  4. 4.0 4.1 4.2 4.3 4.4 YouTube - Coffee Stain - Everything you need to know about the Update 5 Map Changes (and more)
  5. YouTube - September 7th, 2021 Livestream - Q&A: What can be Zooped?
  6. 6.0 6.1 6.2 YouTube - Coffee Stain - Dev Vlog: New Build Pieces and Build System changes coming to Update 5
  7. Twitter - @SatisfactoryAF - July 6th, 2020 - LEAK!!
  8. YouTube - June 18th, 2021 video - Jace Talk: Build Modes in Update 5
  9. Youtube - October 15th, 2021 video - Vertical and horizontal zooping
  10. YouTube - September 7th, 2021 Livestream - Q&A: Why did you go with the term "Zoop", what were the other possibilities?
  11. YouTube - September 7th, 2021 Livestream - Q&A: Where's the term "Zoop" come from?
  12. YouTube - September 7th, 2021 Livestream - Q&A: Why is Power Pole considered Hard Clearance?
  13. YouTube - September 7th, 2021 Livestream - Q&A: Will Splitters & Mergers have Soft or Hard Clearance?
  14. Youtube - October 15th, 2021 - Complex clearance
  15. Youtube - October 15th, 2021 - snapping walkways to buildings
  16. Youtube - October 15th, 2021 - Additional rotations for snapping foundations
  17. Youtube - October 15th, 2021 - More freedom with stairs
  18. Youtube - October 15th, 2021 - Ramp snapping improvements
  19. Youtube - October 15th, 2021 - Input/Output snapping
  20. Youtube - October 15th, 2021 - Straight conveyor belts and pipes
  21. Youtube, October 15th, 2021 - Modify hologram colors
  22. YouTube - Coffee Stain - Changes to Truck Station and Vehicle Automation coming in Update 5
  23. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more (Signals - Introduction)
  24. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more (Are intersecting tracks supported?)
  25. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Block Signal cost
  26. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Path Signal Cost
  27. Twitch - CoffeeStainStudiosDevs - Trains will not collide with terrain
  28. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Repairing de-railed trains
  29. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Freight Station UI Changes
  30. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Train Timetable UI Changes
  31. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - New "Stop Settings" Feature
  32. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more -Default theme Freight Car
  33. YouTube - Coffee Stain - Update 5 Trains Collisions, Signals, New "Stop Settings" & more - Gray theme Freight Car

Update 6

1.0

Unspecified

DLC

Dedicated servers

History


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