Hi Pioneers!
We’re reopening the Experimental branch today with a handful of improvements. The most significant change is a complete refactor of spline collision handling: conveyor belts, pipelines and hypertubes will now only generate collision when a player is nearby. This should reduce memory overhead for large saves that use many of these components.
Because this update alters core collision behavior, it may produce unexpected effects in both Singleplayer and Multiplayer/Dedicated Server environments. For that reason we’re rolling it out to Experimental first so we can identify and address any issues before promoting it to the stable build.
If you encounter any unusual behavior after this update, please report it on our QA site so we can investigate: questions.satisfactorygame.com. We review player reports every day.
See you all again soon <3
Optimization
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Refactored spline collision
- This change affects conveyor belts, pipelines and hypertubes: collision checks are now proximity-driven to improve memory efficiency on large saves.
Bug fixes
- Fixed an issue where the “Let’s see what’s out there” achievement failed to unlock when the game was played in languages other than English.
- Resolved a crash that occurred when loading saves containing conveyor belts created by blueprint auto-connect during the 1.1 Experimental window that were not functioning correctly and had not been re-saved.
- Fixed a null-pointer crash triggered by a discrepancy between items picked up on the client and the server.
Steam Deck
- Fixed controller support not working with the Server Manager.
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Verified support:
- First-time install now correctly supports Steam Deck’s built-in controls during initial setup (including Microsoft Visual C++ Runtime prompts).
- Steam Deck’s onboard controls remain available even when an external controller is connected.
