Experimental Update 1.2 – v1.2.1.0

Experimental Update 1.2 – v1.2.1.0

Greetings, Pioneers!

It has been a pleasure watching the community engage with the 1.2 Update on the Experimental branch. We deeply appreciate the comprehensive feedback and bug reports you have submitted. Thanks to your diligence, we have a fresh collection of refinements and fixes ready for you today.

If you are interested in testing the 1.2 Experimental Update, you can get started by following the instructions below. Important: Please ensure you backup your save files before proceeding to prevent any potential loss of progress.

You can archive your saves and blueprints by copying the folders found here:
%LocalAppData%\FactoryGame\Saved\SaveGames\-YOUR ID-
%LocalAppData%\FactoryGame\Saved\SaveGames\blueprints

Accessing the Experimental Version on Steam:

  • Right-click Satisfactory in your Library.
  • Navigate to Properties > Betas.
  • Select experimental from the dropdown menu.
  • Close the menu, and the update will begin downloading automatically.

Accessing the Experimental Version on Epic Games Store:

  • Locate “Satisfactory Experimental” within your Library.
  • Install it as a standalone entry (it is managed separately from the main game).

If this patch introduces new complications or obstacles to your gameplay, please report them via our QA Site. Our team monitors your contributions daily.

Thank you for the incredible reception to this update. We will see you in the next one!

PHOTO MODE

  • Introduced a Fog Density slider, located under Image > Effect Settings.

WEATHER

  • Adjusted the “Extreme” weather preset to allow precipitation to trigger earlier in a gameplay session.

BUG FIXES

  • Resolved an issue where audio would loop indefinitely when rapidly entering decoupled camera mode in Photo Mode.
  • Corrected the Basic Shelf Unit to ensure it is now “zoopable.”
  • Rectified unintended zooping configurations for Automated and Roll-Up Gates.
  • Fixed a crash occurring when placing Blueprints containing Hypertube junctions.
  • Addressed a bug where mouse sensitivity would reset upon restarting the application.
  • Implemented a potential fix for Preferred Fuel icons appearing erroneously on non-fuel inventory items.
  • Resolved instances where the “Z” key failed to function correctly as an action key.
  • Fixed an issue where previously placed Customizer patterns would occasionally rotate when loading legacy saves into version 1.2.
  • Restored a missing Limestone node in the Rocky Desert.

USER INTERFACE

  • Fixed a bug where the “Cancel” button incorrectly functioned as “Confirm” while loading saves.
  • Relocated the “Dynamic Input Switching” toggle to Controls > Select Controls > Dynamic.
  • Standardized keybinding behavior for toggling ADA presentations.
  • Ensured the search function within Programmable Splitter menus remains functional while using Dynamic input.
  • Resolved focus loss issues within the Vehicle Menu when Dynamic input is active.
  • Restored the missing “Confirm” button in the World Seed menu.
  • Corrected a typographical error in the Resource Node Purity description.
  • Fixed a selection error in Creative Mode where the first search result in the “Select Items to Give” menu was occasionally unresponsive.
  • Addressed an issue where hiding the HUD and then exiting Build mode caused HUD elements to remain invisible until Build mode was cycled again.
  • Fixed the “Remove All” functionality for Player Crates in Multiplayer sessions.

CONTROLLER INTEGRATION

  • Fixed a visual clipping issue in the Adjust Target Rate UI when using a controller.
  • Resolved a bug where the Power Shard UI tooltip would remain on screen unexpectedly.
  • Corrected D-pad responsiveness in Photo Mode; inputs now register correctly in Decoupled or Dolly modes without requiring a long press.
  • Added the missing “Remove All” button prompt for Player Crates when utilizing a controller.
  • Eliminated a redundant “Exit Vehicle” binding on the B/Circle button that conflicted with the default X/Square binding.

TECHNICAL ART

  • Resolved Level of Detail (LOD) inconsistencies on Pipeline T-Junctions.
  • Refined cloud coloration for better visual fidelity.
  • Fixed build animations and LOD transitions for Beams and Barriers.

Source