Today it’s the release of our first content update since leaving early access, and the developers would like to introduce you all to their newest features with our 1.1 update! This update is available on the Experimental version of the game, so before trying it out, it’s always good to BACKUP YOUR SAVES.
This is how you can access the Experimental version:
- Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental
- Epic: Go to your library and download the Experimental version
Why Experimental?
Since the 1.0 release, we have wanted to continue delivering a stable experience on the default version of the game. Using experimental allows us to polish everything up some more before releasing it to everyone and potentially include some side effects that might affect the current experience.
Also, as usual, this update is quite big in terms of changes, as we’ve been working alongside Fishlabs (https://fishlabs.de) for a few years now. They have designed and implemented controller support in preparation for the Console release (yes, Satisfactory is coming to consoles, if you didn’t know already) with our blessing and collaboration.
This update includes many years worth of work so as usual, if you find anything unexpected or something that was working before suddenly does not work anymore, please let us know over at our QA Site https://questions.satisfactorygame.com/. Your posts are incredibly helpful and your feedback is always appreciated. But for now let’s dive into the new content <3.
Today it’s the release of our first content update since leaving early access and we would like to introduce you all to our newest features with our 1.1 update!
This update is available right now on the Experimental version of the game, so before trying it out it’s always good to BACKUP YOUR SAVES
This is how you can access the Experimental version:
- Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental
- Epic: Go to your library and download the Experimental version
Why Experimental?
Since the 1.0 release, we want to continue delivering a stable experience on the default version of the game
Using experimental allows us to polish everything up some more before releasing it to everyone and potentially including some side effects which might affect the current experience
Also, as usual this update is quite big in terms of changes as we’ve been working alongside with Fishlabs (https://fishlabs.de) for a few years now
They have designed and implemented the controller support in preparation for the Console release (Yes, Satisfactory is coming to consoles if you didn’t know already) with our blessing and collaboration
This update includes many years worth of work so as usual, if you find anything unexpected or something that was working before suddenly does not work anymore, please let us know over at our QA Site https://questions.satisfactorygame.com/
Your posts are incredibly helpful and your feedback is always appreciated, But for now let’s dive into the new content <3
1.1 New features:
Controller support
We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported
To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply
Photo Mode
There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings
Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer
There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios
You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around
Crash Site Dismantling
You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so
Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything
Personnel Elevator
To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator
Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design
You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads
Advanced Game Settings
No Fuel setting
The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles
Trains
Buffer Stops
We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work
To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through
QOL
Left-handed Path and Block Signals
Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active
Railways rework
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever
Buildings
Logistics
Conveyor Wall Hole
New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization.
A big improvement compared to the existing Conveyor walls with a fixed placement for connections
Conveyor Lifts – Splitter and Merger support
The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds
Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds
Priority Merger
This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first
There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully
Conveyor Throughput Monitor
A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results
You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory
QOL
Pipeline Build Modes
Straight
After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement
Curved
Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup
Transport
Hypertubes
Hypertube Junctions
Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support
Once placed, it allows you to connect a hypertube to its 3 different paths
When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through
Hypertube Branch
Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape
Useful for connecting existing hypertube networks to newly built ones
It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction
Architecture
New Architectural Pieces
There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop
New Beams:
- H-Beam
- Shelf Beam
- Round Concrete Beam
- Braided Cable (it’s a beam)
- Braided Cable Cluster (it’s also a beam)
New Misc.:
- Roll-Up Gate (FICSIT, Concrete, Steel)
- Road Barrier Corner
- Basic Shelf Unit
- Large Vent
- Large Fan
QOL
Automatic connections of Conveyor, Pipes and Railways in Blueprints
There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out
When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram
Flashlight now works while inside Hypertubes
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility
Drone movement and pathing improvements
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes
Conveyor poles and Pipeline supports now have soft clearance
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables
Nudging can now be done vertically as well
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down
Removed max distance limit on Nudging
You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging
Visual Improvements
Falling Trees
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects
Spore & Gas Pillar VFX
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look
Explosive Rebar and Nobelisk VFX
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well
Power Slugs VFX
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards
Audio Improvements
Dynamic occlusion system for foundations and walls
Factory sounds will now be occluded and muffled if they are behind walls or other obstacles
Different buildings will also change the way the sounds occlude, for example glass or metal.
Audio indoor detection system and local acoustic context
Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well
Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.
Voice Chat Attenuation
Now has different strength levels adjustable in settings
Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies
Narrative
We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions
Bug Fixes
There are many bugfixes that we could not properly do during 1.0 as well as improvements that are currently being tested in experimental, which will carry over to 1.1
For more info on the changes that will carry over from current Experimental please check the links below:
Dedicated Server – Port Forwarding Updates
If you have Host a dedicated server, you should definitely give the next block a read as many new improvements have been added to allow for extra flexibility since the last update on Experimental
We have updated the Port Allocation Strategy in Reliable Messaging
New features:
Explicit Port Configuration
- A new -ReliablePort= command-line parameter allows explicit port selection.
- The value must be an integer between 0 and 65535.
- If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable
Default and Configurable Port Ranges
The following settings in Engine.ini control port allocation:
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8888
PortRangeLength=512
ExternalPortRangeBegin=-1
- The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).
- By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.
Client Awareness & NAT Handling
- Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.
- To address this, the server now communicates the listening port to clients during the initial handshake.
- If external port remapping is used, the server must be aware of the external port via:
- The ExternalPortRangeBegin config setting (for remapped ranges).
- The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).
Server Host Requirements (TL;DR)
- If hosting a single server, port 8888 TCP must be open by default.
- If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
- The server will attempt up to 512 ports before failing (configurable).
- If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
- Logging is in place to help server maintainers verify the allocated ports.