Satisfactory Experimental Everything you need to know! | Explosives, Quartz, Sulphur, Explorer
I'm still giving away 2 Satisfactory Keys!
Details in the link below: https://gleam.io/KJWys/jd-gives-away-6-satisfactory-keys
Buy Satisfactory here: https://goo.gl/B94zCq
use creator tag: JD-PLAYS
Patch Notes:
NEW FEATURES
• Added the Conveyor Lift (currently with placeholder visuals)
- Rebuild or build a new factory with Mk.1 - 4 of the vertical Conveyor Belt!
• Added the Quartz Research
- New Parts and Recipes: Quartz Crystal, Crystal Oscillator
- Explorer Vehicle: The vehicle currently best suited for traversal
- Ingame Map: Enjoy revealing the game map via exploration and the Radar Tower
• Added the Sulfur Research
- New Parts and Recipes: Sulfur, Gunpowder, Explosives, Ammunition
- Nobelisk Detonator: Blow up trees, bushes, rocks, creatures and friends
- Rifle Mk.1: An automatic rifle for the purpose of Pioneer safety
BALANCING
• Added several new alternate Recipes
• Alternate recipes can no longer be hand crafted
• Moved all Oil Nodes in the Dune Desert (northeast corner of the map) west to the Spire Coast
• Adjusted purity of Oil Nodes in the Desert Canyons east and west of the Northern Forest
• Fabric recipe now requires Biomass instead of Leaves
• Fixed the milestone cost of the Alternate Heavy Modular Frame
• Clearance adjustments for several buildings to fit more snugly
- Splitter and Merger
- Smelter, Constructor and Assembler
- Miners and Oil Pumps
- A few others
• Adjusted the cost of the Programmable and Smart Splitter
• Adjusted the cost of Caterium Milestones 2 and 3
• Added Alien Organs research after Alien Carapace (making it possible to turn Alien Organs into Medicinal Inhalers)
• Adjusted the cost of making Medicinal Inhalers (more Mycelia, less Nuts)
• Greatly increased the amount of parts around Crash Sites for new games
• Reduced Caterium Ore required to make Caterium Ingots from 4 to 3
• Reduced the Quickwire cost of Quickwire alternate recipes
• Increased Power Pole Mk.2 & 3 connections by 1 and 2 respectively
• Increased the parts cost of some Buildings and Equipment
- Generators: Fuel Generator, Geothermal Generator
- Production Buildings: Manufacturer, Miner Mk.2, Oil Pump, Oil Refinery
- Equipment: Xeno Basher, Jetpack, Gas Mask
• Tweaked the Rebar Gun damage
• Increased the duration that a Gas Mask Filter lasts
• Beacons can now be built in the Manufacturer
• Power Shards can no longer be used as fuel
BUG FIXES
• Fixed rounding of power numbers
• Some VO message fixes
• Fixed that sorting the Inventory when in a building menu making the resource pick-up HUD appear
• Fixed that the Vehicle gas throttle isn’t active while standing still (no more spinning tires when standing still)
• Fixed playtime showing up wrong in the Load Menu
• Fixed some Crash Sites that didn’t have costs / rewards
• Fixed a focus issue to enable players to exit a menu via escape after closing an in-menu popup
• Fixed that trying to place a Conveyor Belt with a Pole on the seam between two foundations caused a “Floor is too steep” warning (bye bye, sweet meme)
• Fixed that changing a sound volume, exiting the options menu and going back to apply resets the audio settings
• Fixed a bug with the cost of Conveyor Belts and Power Lines not updating correctly while building
• Fixed the Hub upgrade effect to be visible for both client and server
• Fixed so the Hub upgrade effect doesn’t trigger when joining as client
• Fixed the duplicate mesh in the Hub Biomass Burners
• Fixed that the player character and creatures no longer receive projected decals
• Fixed the Gas Mask sound not triggering after entering Gas for the first time
• Fixed that players can receive duplicate rewards from the Harddrive Research
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How to find me?
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