Patch Notes: Early Access - v0.3.3.3 – Build 117050. This patch was released on March 11, 2020. It is the last patch of Update 3 development, bringing its features to the stable branch.
The original post can be viewed on Satisfactory's official website, as well as Discord and Reddit.
Intro[]
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
- 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
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
- 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
- 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 MAM 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
Localisation[]
- 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