Update 8 Known Issues and State of FICSMAS
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- Опубликовано: 5 окт 2024
- This week Snutt is talking about known issues in Update 8, what's coming in the next patch on Experimental, what's the state of Ficsmas, and give some info on the big sale going on at lizarddoggo.com/
⬇ Links and Info ⬇
Website + FAQ ‣ satisfactoryga...
NEW Community Wiki ‣ satisfactory.w...
⬇ Where to buy Satisfactory ⬇
Steam ‣ store.steampow...
Epic ‣ www.epicgames....
Humble Store ‣ www.humblebund...
⬇ Merch Stores ⬇
Heroic Replicas ‣ lizarddoggo.com/
⬇ Report bugs and make suggestions ⬇
questions.sati...
⬇ Social Media ⬇
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⬇ Community Managers ⬇
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⬇ Editor ⬇
Masonzero Gaming ► / @masonzerogaming
#Satisfactory is an FPS open-world factory building sim by #CoffeeStain Studios. You play as an engineer on an alien planet as part of the ‘Save The Day’ program - a program whose goal is to construct a massive machine for a mysterious purpose. Conquer nature, build multi-story factories, and automate to satisfaction! #update8
Can we add VERTICAL NUDGING to holograms? Nudging is one of the best features, but blueprints often don't default to the right vertical position. Maybe this could be a lower hanging fruit that would complete the awesomeness of nudging.
I second this heavily. It would really help any design that uses spliters or merges off the ground to be able to nudge stuff into the air. It would also be fantastic for catwalks it weird places.
Page up and down for vertical nudging would be good
This was asked on the latest live stream, the answer was that it is not likely to be coming unfortunately.
Lack of vertical nudging hurts so much when crafting a nice looking blueprint.
Use smart mod and press J
I love this game and it's devs. Thanks for existing.
I bought myself his game on Epic and on Steam, and gifted 4 copies. 100% worth it.
I love this game and it is devs too.
I love them both too.
I always start in the Dune Desert, because despite the description it's the easiest and most beginner friendly starting area, and the big thing I've noticed is that the collision meshes are broken all over the place. There are invisible walls, and areas you can clip through the terrain ALL OVER the dunes near the red rocks and around the waterfall mountains. And they're not hard to find at all, just walk around pressed up against the various outcroppings, and along the base of the mountain on every terrace. There're even places where the water inexplicably stops being water, such as along the base to the right just past where the hidden purple slug is at, and at the base of every tier of the waterfall.
I fell through an arch climbing for slug in the Northern Forest, so it might be systemic rather than regional.
I've found when you blow up the destructable rocks that block various areas of the map there is still an inivisble wall left over as well. New bug that wasnt there in update 7
Dunes have been great for me. Lots of wide flat open area for the super base. In fact in any advanced build I've seen on youtube or twitch they always make their big final base in the desert.
I feel like it's an issue with the new UE5 cliff mesh
^ this. Dune Desert has SO many broken meshes and I’ve clipped right under the terrain quite a few times.
Every year I vote for Satisfactory for the labor of love.
They surely deserve it. Other games that would also deserve it: Don't starve together, Terraria
Been such a tough call between this and DRG. But it fell on the Satisfactory side this year again.
It’s not out of EA yet so it’s not “released”, games like KSP 1 when it was still getting updates are examples that deserve that award
The game isn't out yet
I do it aswell, even though No Man's Sky would deserve it aswell.
I would just like to say, holding and nudging are amazing. love them. So much easier to get things to line up or just to see how things look together.
Holding, Nudging and the ability to deconstruct blueprints all at once are imo the most important thing added to this game. Blueprints are still a bit clunky, but they are way better than they use to be with the changes.
Thank you for everything you guys are doing at CSS! But a big thanks for being so transparent and open about the processes going on internally! You guys are the best!
The flickering from belts is because the new upscaling methods (FSR2, DLSS2, XeSS, TSR) all require motion vectors to work properly. They're all very clever temporal AA systems, and they need to know how objects are moving to get samples from previous frames moved to the right position, which they do using motion vectors. This is a very hard job, and is why there's so many competing upscalers right now.
Conveyor belt items and machine animations don't seem to be passing along motion vectors, so all of these upscalers have NO idea what's going on; to them, objects are vanishing and reappearing inches away, which causes all of that fuzzing, flickering and blurring.
The system you have for rendering conveyor belt items is probably heinously complicated so I have no idea how easy this will be to fix.
That's what I was thinking, those sort of problems shouldn't happen with proper motion vectors. I don't remember the name of the software that allows you to see graphics api calls and textures. It could allow us to check and post a real bug report.
we are supplying motion vectors. you should've seen how bad it looked before. :P
@@CoffeeStainStudiosa montage would be fun!
Fortunately we have the ceiling conveyors and the foundation holes. I don't have to look at the flickering too often or it would be driving me crazy.
This, very much this is the issue for the AA. In Unreal Engine at the moment the default way is to render motion vectors in the BasePass. In order to quickly test if the objects are correctly rendered use the "visualizetexture SceneVelocity" console command. You can also in the editor use the visualize temporal upscaler option (Either Show -> Visualize ->Temporal Upscaler, or by typing "show visualizetemporalupscaler" to toggle. Either way the goal is to make sure that all independently moving objects are showing up in the SceneVelocity texture during the basepass rendering. So inside the BasePassPixelShader there is a define called: WRITES_VELOCITY_TO_GBUFFER which needs to be set to true. In order to write correct data you needd to then ensure that you provide both the ScreenPosition and the PrevScreenPosition. I think the basic code already adds the camera motion blur here. All later passes expect that if something outputs velocities it does both output the Camera blur as well in a combined way. So if it looks right when the camera is still but goes wrong when you move the camera its likely that.
As is custom the warnings come after the spells:
1. Adding velocities to the GBuffer output incurs a small performance penalty in outputting a second value and calculating the previous world position at some point. Which in your case "could" be quite simple by just evaluating the spline you are on at an earlier time (but nothing in unreal is ever that simple). The performance overhead should be fairly minor from the top of my head. It should be way less than 1ms and might not actually be measureable without specialized tools.
2. Adding proper velocities to items on top of the belts will now make them subject to motion blur (if motion blur is enabled). So there will be a slight visual difference to before and you might need to adjust the motion blur strength to avoid all objects on belts looking too blurred constantly.
I understand why machine animations reduce in fidelity/speed when further away but I wish this could be configured manually like the LOD setting as it feels very aggressive in how much it reduces the animation quality over short distances
Absolutely, it's quite terrible and unnecessary
I'd be very surprised if that wasn't high on the list of things that need fixing after the engine update, but that list apparently has been enormous and you have to keep in mind that Coffee Stain Studios is only like thirty people.
@@coboldelphi I disagree that it’s unnecessary. Skinned mesh animations are quite performance intensive more so in parts of a mesh that interpolate between multiple bones (like the bendy pipes on a packager or the floppy ears of a lizard doggo) and especially in the quantities you will find in this game.
Ramping the quality down aggressively with distance makes sense, it still should be adjustable for computers that can handle it though.
Kind of funny how when you're following an automated truck, and if you get too far away the wheel animation stops.
Always a good day when an update video drops :)
Just such incredibly good communication. Don't think I've ever seen such a straight forward no nonsense attitude from another game studio. Keep up the good work.
Quality of life fixes with splitters and wall/ceiling mounted pipes/belts are so great!
I love the blooper at the end of the vid. LOL, Snutt!! Thanks guys, love y'all :D
First time playing since Update 5. Very impressed with how far things have come. Keep it up!
Please look at fixing ultrawide as soon as you can! one of the most important things for me
They won't because I'm sure they don't use it (like every developer). The game is literally becoming more buggy and losing features, just another scummy group of devs
What is you issue?
I play on 21:9 and I never had any problems as far as I'm aware
Agreed!
@LimpRichard They're cleaning up the codebase, tightening everything and when the infra is set up better, they will pick momentum back up again.
It's inconsiderate to say they are scummy just because they have a game plan which ultimately aims to improve the product...
@@LimpRichardWhat's your problem?
Guess it is good to hear that the issue with Maintain Y-Axis is acknowledged, seeing how every single report about this setting not working properly since its introduction (required toggling off and on every single time you started the game) went ignored.
Unfortunately however, it does mean I won't be playing the game anymore anytime soon. Dropping from 32:9 to more conventional aspect ratios feels so limited once you're used to ultrawide. I've tried it and I just don't find it enjoyable anymore for games that use a first or third person perspective.
I get that stuff needs to be prioritised though and that 32:9 players form a bit of a niche. So good luck with the further development and hopefully I'll get to enjoy Satisfactory again somewhere in the future!
there is a big issue a lot of people like myself have been getting is that fps gets worse the longer u play in one session on the save, reloading the save can fix that, feels like memory leaks to me
I'm not sure if anyone has mentioned it, but since the update, if your factory looses power, when it comes back on there seem to be 'ghost images' of parts on the belts. It looks like the belts are full, but they aren't. Pushing new items through the belts fixes it after the power outage though, but sometimes it makes it hard to see if all the lines are running because the old 'ghost images' are visible.
Not just if you lose power. It when a belt becomes "empty" for any reason.
I’ve found this happens quite often if you feed a machine via an industrial storage, as well
5:04 is where he talks about it. So they know.
I think that the new vehicle camera, which doesn't go through stuff wasn't much of an upgrade ( for example, my railway has pillars with lights above the rails on it, I discovered that the train camera doesn't like having a structure around the vehicle, every passing through one of the structures makes the camera do some useless movements, mostly when the roof is made out of frame foundations, so I think it would be better to let the camera go through stuff rather than watch how it constantly moves.
or add a setting to it )
I built my first tunnel after I got 8 so didn't know that was a new thing, every time it goes under one of the horizontal pillars it zooms in then back out then back in for the next one, we just need a first person camera for trains to fix that.
I believe there's still a number of rendering issues, some of which result in accessiblity issues such as rapid flickering. I've had a bug report on the questions site since Update 8 dropped on experimental for one of these - "SPECIFIC CONCRETE WALLS FLICKERING 'TRANSPARENT' - RENDERING CERTAIN LOD ITEMS BEHIND THEM - Experimental: 268809"
Me and my buddy have played the game for about 2 years give or take now, and we play for a good couple weeks/month real hard, then come back when theres a new update, We came back to the game 3 days ago to play the new Update 8 and holy cow. The game feels so much more complete and the QOL + New features is awesome and greatly appreciated. We're both having a lot of fun with this new update. One thing I have noticed is that when you fresh boot the game, No matter if you're using the join ID or getting a steam invite will work to join the friends game, But if you close it and reboot it, You can join either way first try. You know about the rest of the bugs but thats one we have noticed so far. Thank you for the continued updates and we will continue playing and talking about it with other friends!
Haven't gotten to play much of 8 yet but we did find out that on multiplayer if the other person is using the scanner you can hear it no matter where they are. It was pretty funny to hear my husband trying to find a slug with no luck.
Thanks Snutt Helps alot!!
Not forgetting the rest of the wonderful dev team
One issue I'm having is the pipes becoming invisible.
free FPS!
when open and looking at the end of the pipe?
@@fishtail2616 nah just straight up invisible even if you're standing away from it. You can still walk on top of them even though they're invisible.
You don’t have enough (V)RAM the same thing happens to me
I’m having the same issue, was hoping he would mention it.
I’m also having an issue where long railway sections appear broken, like there are gaps in it, but the trains pass over it fine
Was at a shopping mall the other day , and it had ficsmas decorations everwhere . This game is really catching on!
I'm happy to hear the issues that you guys recognize and have on the TODO list, but I'd love to hear the more pressing issues or what you are prioritizing working on.
All the vehicles work so much better... PLEASE DO NOT ADJUST THE CYBER TRUCK!! It drifts so beautifully now..
Does it still go flying when you drop it on a jump pad? I may need to load up my popcorn machine and check all is well...
It does! Boy does it still fly! lol
@@BLAndrew575- XD excellent...
The explorer borders on unusable at this point.
@@mattsmith2656
No, it doesn't.
Feels way smoother now.
so far i love the new vehicle tweaks but something i have noticed is that when a truck or explorer gets stuck on a road barrier, they have zero torque. if one wheel slips off a foundation, it is nearly impossible to get back on the foundations. this is especially annoying with elevated highways
I love the new update content and new visuals. Big issue that doesnt wreck the game though is floating rocks, walk through walls all over the place that wasnt there in Update 7. Keep up the good work smashing bugs! This game is awesome.
A suggestion for multiplayer:
Once we grant access to our friend to our save, in future startups let them see that we are playing it and let them join.
Of course we should be notified that they joined and have the ability to revoke the access.
It’s great seeing your team actively communicate with the player base. You don’t see that a lot now adays. Keep it up we are all excited for the future of the game.
The only bug I've had is that I repeatedly start in a new body; not every tine, but frequently.
Initially I found the previous one, but now I've found that I can just reload the last save (from immediately before I quit the last time) - and it works fine, I'm back where I was.
Bug that was in ver7 that's still in ver8 is parking vehicles in tunnels.
If you walk away from a vehicle parked in a tunnel, when you come back it will be stuck in the nether in the roof of the cave and you cannot retrieve it (this doesn't affect AI controlled vehicles that are out of render range).
Approaching a cave too fast in the Explorer can cause you fall through the terrain mesh too. Essentially, you have entered the cave before the cave mesh has loaded and you fall into the nether.
I love update 8. This game is 10/10. Especially when you play with others
Hey Snut can you guys add a page with a bunch of stats for example how many items per minute for each item, how many machines of each type, how many meters of conveyor belt you have and maybe a stat that calculates your overall efficiency for your entire system. I think that would be really cool, thanks.
I really hope controller support is added. KBM mapping is no replacement for native support, and sometimes I get carpal tunnel issues that makes it hard for me to play on KBM
Do you use the Steam thing?
The thingamajig?
@@Jocraft2039 that's an example of kbm mapping
Would you consider making a native Linux version once you migrate to Vulkan?
I'm pretty sure they stated they won't divert resources towards a native build, but they'll try and maintain compatibility through proton
@@ZeraphZen it doesnt work through proton for me!
Been playing since Update 3. The state of Update 8 has just pushed me to not play again til 1.0 Launch. Need to figure out the LOD and performance. Finish the tiers. Fully support and do whatever is needed for Lumen. The point of the UE5 Update was for longevity.
Love the game, patiently waiting for official launch.
I’ve also noticed that some items spawned at wreckage doesn’t visually match what the item is, I had found some cable and it used the circuit board asset, as well as a few things declined visually with the move to Unreal 5, on the more positive side my friend and I also noticed performance improvements, me being on a mid level laptop I was getting about 70 fps but I used to get 50 at best with unreal 4, haven’t had the chance to play the update much, but as a GD student I understand the difficulties that come with moving to a new engine and I must say that I am beyond impressed with how well you have handled this game and all the difficulties that come with it, you guys have made one of my all-time favorite games and it’s better than what AAA developers have been making as of late, you are all much more efficient and far more dedicated to the quality of your game rather than the income it provides, keep up the good work, we look forward to what is in store for this game’s future
Literally just finished playing update 8 on ultrawide and to be honest I didn’t notice anything overly broken.
But I also got ultrawide after update 8 dropped so maybe I just don’t know what I’m missing.
I used an ultra wide too and didn't notice anything terrible. I didn't have an ultra wide before update 8, so maybe i, too, just don't know what I'm missing. 😂
My 960GTX is happy you left DirectX11 option there. Thx!
I'm not using upscaling and the issue I've had with belts is ghost pieces being left behind or sections where there are items but they don't show up. As far as I've seen this has only happened on belts with items that are backed up and not moving.
I've barely touched my main save since last FICSMAS, so I have to figure out what to do with all the extra tree toppers I'll be making. 😁
This kind of development communication is outstanding
There some minor graphics bugs ive found but overall the update is fantastic. One example is the smaller poison gas animation from gas columns dont disappear when you destory them, another is fuzzing of items on belts
10:12 - It is glorious to see a sudden spike in "Most viewed" at this part xD
Big fan! I miss your buddy, you had a great chemistry. But I’m glad that you stuck around snutt! We would be lost without you!
A buddy and I have been playing the update 8 experimental patch and have been having a blast but have ran into a few issues, some of which were mentioned in this video but not all.
- My friend hosts and I experience the hypertube bug a lot. It doesn't happen all the time but it probably happens more than not. My pov gets stuck at either the entrance or exit of the hypertube and kinda glitches back and forth while I travel through it
- I shot my friend with a stun rebar and his ragdolled body fell through several floors and the ground into the void, killing him. Luckily his inventory spawned on the ground he fell through
- Tractors and other vehicles you aren't driving visually glitch around a lot, both driven by other players and automated. Doesn't seem to actually effect efficiency, just visual latency?
- Enemies often get themselves stuck inside the terrain or launch themselves off cliffs
- When trying to place fluid pipes on placed structures it can occasionally snap at a 90 degree angle. Fixed by switching buildables, friend hasn't encountered this
- Some bits of terrain have wonky collision, you slide off of or fall through many arches, mostly those on the smaller side. Trees, logs, and debris also have collision issues for me, attempting to jump on them causes my pov to rubber band and I occasionally fall through them
- Likely not a bug but an oversight on my part. Learned this game hates launching on a regular ol' HDD, was taking around 10 minutes to load into the main menu and I was timing out trying to join my friend's session. Moved the game files to my SSD and it launches fine, didn't encounter this before this patch though
- Tim (aka Bean / The Space Giraffe-Tick-Penguin-Whale Thing) managed to get himself stuck on top of our hub and occasionally slants like he's possessed by the ghost of Michael Jackson. Honestly please don't fix this one he's just vibing on his (extended) FICSIT mandated break
Loving the game guys, keep up all the amazing work
In my project I am using the LocalPlayer class to change the AspectRatioConstraint method (maintain Y axis fov) and that still works fine, though epic did add the option to override this on a per-camera basis to the camera object itself, as well as changing the FOV property on the camera to be explicitly horizontal FOV and then doing recalculation internally when needed for maintainYfov
thanks Snutt! Helps a lot!
Got distracted by the Rocket League shirt.
Friend of mine and I were playing right before the release of the update, and we were both stunned just by the graphic changes alone, but arent far enough along to take advantage of the power coupling or towers.
One issue me and my friends have is that the new update (while performing great) utilizes a lot more resources than before.
My 3090 and 7800X3D are always at 80-90% utilization on a new save file, even when capping the game to 60 FPS.
That's really odd. Update 7 didn't have that.
I didn't expect UE5 to be that demanding without changing settings (Lumen deactivated). My real life power consumption increased by ~100W.
Looks freaking great tho.
I don't understand why folks are having problems with their high-end cards, and my 1050 Ti just chugs along. I just let NVIDIA GeForce Experience optimize all my games, and don't have problems.
Its because unreal 5 takes full advantage of RTX cards. Older games dont utilize all of the cores. You can switch the game back to directx 11 in the settings if it really bothers you.
@@ostlandr That's my point. My friend with an 1080 has close to the same performance at the same utilization.
Your vehicle slippery or handling performance is improved when you first get in the vehicle, press the breaks. This resets the slip frequency on the vehicle. This is only needed once when you first start the game session. Restarting or reloading resets the slip frequency, and you'll need to press the breaks once. That's all.
I’m seeing the flicker on the belts too.
У найпохмуріші часи ця гра допомагала (і допомагає досі) зберігати залишки здорового глузду. Дякую Вам за те що Ви є!
Усім добра та котиків)
Love the new jetpack idea, only problem if you have biomass and packaged fuel it will use the biomass first, will be great if you can select the fuel type the jetpack must use, same like your rifle you can choose wht ammo to use
When you have the jetpack equipped, select the little gear on the icon, and you can select which type of fuel the jetpack will used first!
In the current state of the game, hardly anyone would complain if you left early access. The fact that this still doesn't happen shows how seriously you take all of this and how ambitious your goals are. It's so comforting to see that there are still people who do really good work and don't just make an easy life for themselves. Especially at a time when “Fntastic” games are being released that do exactly the opposite. Thank you for your dedication and for making us a really great game!
3:30 maybe something like Modern Warfare 2 (the 2020 one) which had an automatic restart, can be used to get around that.
So that when a new patch has been installed the first time satisfactory just restarts automatically.
As a super-ultrawide user I am glad I didn't bother to try and play update 8... it would have been really disappointing to wait all that time downloading/installing it just to see the FOV form my monitor being completely broken.
I am enjoying update 8 so far even if I do get the magic flickering coveyors!
The one thing I majorly dislike though is how the Explorer is pretty broken and can't do exploring anymore.
It's as if the tyres have very little grip and can't climb anything remotely difficult or stepped edges.
Also the suspension doesn't seem to go squish and do suspension stuff properly any more which also hurts performance of the vehicle.
Final small issue is wheels slightly faling into terrain but that's not a big deal, would much rather the grip is mended so I can do exploring again
I hope you guys prioritize fixing the phantom items on belts, because that's really misleading when troubleshooting a production line. If belts show full when they're actually empty, it's a lot harder to figure out where the problems are, and you end up having to click on dozens of machines to figure out what's missing from the chain.
A game developer talking about known bugs and giving tips to fix them... that sounds so basic and yet it is so rare in the gaming landscape - thanks a lot CoffeeStain Studios, you are a such a role model for this industry !
Thanks for the info on the belts.
I heard pretty much all my issues mentioned except for the gas emitting rocks leaving behind the gassy spewing animations even after being destroyed. The gas is gone but the spewing fume particle thingies are still appearing at places that got destroyed. It's a minor visual glitch, just figured I'd mention it. I do hope you fix the blurry conveyor belt items from the resolution though, it looks so terrible and makes it very hard to see how many items are actually there, especially with darker materials like rubber. It's a motion blur that still blurs even with motion blur disabled, which is a bit of a pain.
Do make sure to enjoy your holidays though! The update was great, so you guys earned a rest.
Please please please get around to looking at the Super Ultrawide support. Thanks Coffee Stain!
I dislike the changes in the explorer, but I sorta got used to it. Good luck when y'all get around to giving it further tweaks. It sticks under belts too easily.
I figured the blurring on the super fast belts was intentional, but I'll try the other graphics modes.
Playing with Controller is so much fun did some times. I started Steam in Big picture mode linked it up with my iPad over Steamlink and connected my Controller to my iPad via BT it worked well with nearly no delay.
Thanks Snutt, helps a lot!
Devs, thank you for a great game! One suggestion though: add an option to turn off grid snapping when placing objects onto foundations. It's great when trying to line up machines, but when trying to place decorative items, whether stock or modded, it gets in the way and makes those decorations look unnatural. I want to be able to place a statue or a rug not in dead center of a foundation, but maybe a bit askew and to the side, etc.
I've had an issue with the indicators on pipes misbehaving, being slightly to the side of the pipe they're supposed to be on... it looks like the pipe is being rendered bent in a way that was not intended. Also, lightposts and low clearances over rails and hypertubes seems to make the camera twitchy... it'd be a nice thing to get a fix for this
In the long term, a first person view option for things that are now currently forced third person, such as hypertubes, vehicles and trains, would be awesome. As would allowing your gas mask to work while you are in a truck or on a tractor. As would a passenger car for trains to allow you to carry multiplayers in a train without making it "oops, all locomotives"
iv still not taken my tree down since the first ficsmas :D , keep up the good work on the game im injoying it :D
I love the fact that there's always a bunch of big content updates that are all actually fun. However, since U8, the game's performance on my PC sucks a$$; I used to be able to play on high/ultra graphics setting without many issues, but now I can barely play on low/medium without having to play below 30fps.
Edit: I also noticed a bug that happens whenever you create a new world, your character just falls through the drop pod thingy and falls on the ground, taking a bunch of fall damage. it doesn't affect the rest of the game, but it's just really strange
The vehicle feedback: add real drift
You were always able to drift with space
For me, I've been getting more crashes since update 8. I'll see how the suggested fixes work.
The new update is so great. Y'all deserve to celebrate. Definitely ran into some of the more common bugs, but I'll take everyone of them for the joy of hopping in a hypertube and not having the speed skates glitch!
I just bought the game the other day for a friend, and I because of how genuine and sincere the update 8 video was . As a new player I wish that with the chain- saw, we as players could turn it on or off using right mouse button. It's very weird to be an always on type of item/ tool, if fuel is available for it in a player inventory, and I also wish some things, such as it using solid biofuel, was more clear in the first place. Nonetheless, phenomenal experience so far and LOVING the game!
We want more history for this game... you are taking a fucking eternity to go further!!!!
200 km/h Cyberwagon? I love it
After almost two years I have now finally come back to the game. I love the changes you made gameplay wise! Started a new save a few days ago, maybe I can make it further through this time. :)
Love the game, biggest problem I had with the update is my trucks will somehow load from a truck stop its not close too or even ment to load from. I just rework the route and make the truck travel farther from the unintended truck stop and it works for me
You missed one of the biggest bugs in multiplayer. If you shoot someone depending on biome there is a high likelihood you fall thru the terrain when you ragdoll and loss all your inventory. This has happen to different people and seems to happen the most around the oil biomes
Happened multiple times in my 3 person play through. Ragdolling my friends with the rebar gun was fun, but I can't do it anymore.
Amazing quality of life updates in 8 -- crossing my fingers you guys can tackle the multiplayer issues that arose with this update.
Best community management I have witnessed so far. Keep up the good work!
Thx Snutt, helps a lot. :)
Thus kind of comunication is awsome, it feel like we are closer to the dev team thanks !
A small visual bug i encountered is that when you use the "twirl it" emote, the building gun is not aligned with your hand. It spins in the air.
On the green energy side of things y’all talked about a year ago solar could work now that there are batteries but to balance it out would be a bit difficult, could possibly work just for the early game with low quantity of power
The biggest issue I currently have is that rocks just don't have proper collisions lol
only 2 issues i have with the update is how the buggy is almost impossible to steer. it spin out at the slightest uneven terrain.
also belts running from storage still show as full even when they have run out of items .
I just joined this game..... and HOLY COW 🐄 this game has a HUGE community.
Since we now have gamemodes and advanced gamesettings, will we see an "eternal FicsMas" setting now? Also with toggleable giftdrops, pretty please? I Would love it.
Update 8 has been gr8 so far! Thanks for all of the content! Excited to continue checking out the performance boosts
I switched from Intel XeSS to AMD FSR and that fixed the flickering belts and aliasing problems.
I've not had any of the issues you mention. The game has only crashed on me once. Mid-range machine: 11th Gen I7, 16 GB Ram, RTX3060Ti. Once I got my head around the 3D environment, it's become my favorite game. Great job and thanks for the updates. I usually start in the Northern Forest, at that great spot with the 4 pure iron nodes, west of the 2 Easter Island heads guarding the caterium. 😀
I'll poke around in setting when I'm able to get back in the game but I hope there's still a way to map analog movement because I really like using that with my Cyborg
Hey! Great update! I am in the camp that lost some FPS despite good hardware. It isn't super egregious but it was quite a hit. Areas that I was getting 90-100 are now down at 60-70. I do use mods though and mod implementation could certainly cause a chunk of that. Overall I am very pleased with U8. I know you folks had one hell of a time getting it stable and I appreciate your hard work. Thanks for making an awesome game
Imagine a dev talking about bugs like this, wow! Take all the time you need guys.
There's a sort order bug with water and poison clouds.
I'm dealing with three bugs in Update 8 so far:
1. If I'm impatient and start clicking as soon as Satisfactory opens, nine times out of ten it crashes (yeah I'm impatient a lot). No mods installed, the error doesn't seem to be related to Video. It says "Access Denied". If I'm patient and allow the game to complete loading for a few seconds, then I can usually start up my save no problem.
2. If I'm using a blueprint from another user and it has them, I'm allowed to create items I haven't yet unlocked in the AWESOME shop. Maybe even the Tech Tree. I haven't tested for that.
3. This one has been going on for a while: I'm still unable to paint Conveyor Wall x2 and Conveyor Wall x3.
Thank you for the update, Team!
I wait so long for new spaceelevator tiers. Please add some cool shit for the SAM erz and for the artifacts that don´t have any use rightnow. Otherwise a hotkey for switching between jetpack and hover backpack would be very handy. Love this game so much :)