[color=var(--posttitletextcolor)]更新3補丁說明:搶先體驗(EXPERIMENTAL)-v0.3-內部版本114192
嗨,先鋒! 在這裡,實驗版中備受追捧的Update 3!在我告訴您任何相關信息之前,您可能需要查看我們為此製作的預告片。或直接跳到補丁說明中,做任何讓您高興的事情!同時提醒您,由於我們進行了大量更改,因此所有您現有的工廠都必須在此版本的遊戲中進行重大重構。 現在,讓我們來看看我們為您帶來的好處。自從人們開始請求管道以來,我們就開玩笑了很多,但現在他們終於參與其中了!他們給滿意度帶來的變化是重大的。您可以在補丁說明中找到所有詳細信息,其中包含大量資源,構建更改,構建附加功能等。 我們還為您提供了一種節省您多餘資源並通過AWESOME Sink&Store獲得回報的方法,我們在發布此版本的視頻中都已經對它們進行了介紹。 還添加了一種全新的旅行方式:Hypertubes。有了他們,您就可以在工廠和遊戲世界中為先鋒建立旅行路線。 我們已經揭示的另一個重大變化是將沙丘沙漠改建為新的起跑區。這是一個實驗,因為我們是為更有經驗的玩家設計的,所以讓我們知道您的想法! 除了新內容外,整個遊戲都得到了重新平衡,以解決隨著時間的推移我們一直在收集的問題。總體而言,我們對遊戲進行了很多修復和調整,在後台進行了一些工作,並進行了許多明顯的改進。我在這裡沒有太多詳細信息,因此請查看補丁說明以獲取更多詳細信息。 由於大量的更改和新功能,您可能會發現很多新問題。我們完全專注於修復此版本,因此請確保通過我們的問題網站向我們報告所有發現的內容,並幫助我們為“搶先體驗”做好準備。說到問題站點:我們現在有一個新的問題!它目前處於測試階段,我們將不斷更新和改進它。通過這個新站點,我們希望改善我們與社區之間在此處發布的所有錯誤和建議之間的溝通。舊站點仍可作為存檔使用,因此將保存該站點上的所有信息。 我們一直在研究此更新已有一段時間,我們非常高興您能玩它!希望大家都喜歡我們為您製作的作品<3
新內容 管子 抽水機 8流體資源 管道和流量指示器 包括用於管道和不同建築模式的普通桿和可堆疊桿 按住R可以在構建時循環切換構建模式
管道泵 液體儲存/緩衝液 流體包裝 火車油箱 調整後的抽油機,燃料發生器,煉油廠來處理流體 燃煤發電廠和核電站現在需要水來運行
很棒的水槽和商店 超管 包括入口和Hypertube可建造物 帶有額外的構建模式,可提供額外的平滑曲線
大修沙丘沙漠的視覺和設計作為新的起點 對該區域和三個綠洲進行視覺大修 完整的資源和獎勵檢修 目視檢查水平參數和遠景
蹲伏
平衡 優化 工廠報價並行化:如果可用,將工廠報價擴展到更多內核上。根據CPU,這可以大大提高工廠性能 內存優化 磁盤空間優化(實驗版應比以前佔用更少的空間) 清除並去除不必要的樹葉變體 緩存的保存文件的使用頻率更高,以減少使用機械硬盤驅動器時移除掛鉤的磁盤訪問量 已修復,現在放置在世界中的StaticMeshes可以同時具有較低的res陰影和良好的lod過渡 優化了傳送帶上的碰撞形狀,減少了uObject的數量,並在達到極限之前允許更大的工廠 修復了試圖將輸送帶放置超過允許限制的性能問題
生活質量 新增了從新遊戲菜單中跳過“入職”並從第1層開始的功能 建築物現在可以直接捕捉到其他建築物的淨空。可以在設置中關閉/調整 從輸送機或管道構建支撐桿時,現在可以調整支撐桿的高度和旋轉度 現在,在放置輸送機時,您可以看到附近建築物的淨空 建築中的干擾間隙現在以紅色突出顯示 現在,在狹窄空間內連接輸送機應該更容易一些 使用Ctrl +單擊以在庫存之間移動所有相同類型的堆疊 建造電力線時放置的電力桿,輸送機桿和管道支撐現在可以卡在基礎網格上 現在,玩家可以在超頻時設置每分鐘的比例而不是百分比 遊戲現在會保存並連續運行24小時後自動重新啟動,以防止在此之後可能發生的各種錯誤 現在,當資源無法容納到庫存中時,大規模拆除建築物將創建一個單獨的箱子,而不是每個可拆除建築物的一個箱子 瞄準工作台時,現在將概述工作台,而不是整個車輛 玩家現在應該可以跳出水面
聯網 新增了中繼服務器支持,這意味著如果您無法通過NAT穿通連接,我們將通過第三方服務器中繼數據,從而允許連接,但需要額外的ping操作 連接超時從60秒降低到30秒 現在可以在客戶端上模擬構建模式,這將提高響應速度和準確性 如果客戶端和服務器之間存在很大的滯後,則構建的可構建對象將為客戶端留下未完成的全息圖
用戶界面 將MAM UI重構為研究樹 更改默認鍵綁定 在“新遊戲”菜單中更新了起始區域圖片 現在,製造用戶界面(構造者,組裝者,製造商等)以類似於工藝台的類別顯示所有配方 在託管/連接遊戲時添加了新的彈出窗口,這些將為您提供有關連接過程中發生的情況的反饋 這些彈出窗口現在使您可以在遊戲設置過程中在其他幾個階段失敗的情況下創建離線遊戲 添加了彈出窗口,在加載較新/較舊的保存時可能會警告您,但可能不完全支持 在庫存項目上方添加了“相關項目”部分,您可以在其中查看您當前與之交互的UI中庫存中的項目是否可用/上下文 對象掃描儀已更新屏幕圖形。它不再僅僅依靠聲音。 現在,您可以從主菜單中跳過Drop Pod場景和入門。 在構建管道時,可以在構建模式下按R鍵以在不同的構建樣式之間切換。 “拆分堆棧”菜單不再佔用所有鼠標輸入。在庫存中的某個項目上按住鼠標右鍵仍會打開菜單,但是一旦菜單打開,您就不再需要按住鼠標右鍵來導航菜單。
廠 世界 設定 玩家角色 資源 BUG修復 應該解決沙漠峽谷中間歇泉的放置問題,導致在嘗試建造時導致“地板太陡” 現在,在傳送帶上運行時,玩家角色可獲得正確的速度 玩家角色在傳送帶上靜止不動時實際上靜止不動(用於播放跑步動畫) 解決了客戶能夠將能源以外的資源用於發電機或卡車加油站的固定問題 客戶現在可以訪問貨運平台庫存 其他玩家的全息圖在客戶端上的口吃不多 傳送帶現在可以正確投射陰影 加入/重生期間阻止玩家輸入,這可能會導致錯誤和崩潰 在不同的FOV設置下,對象掃描器上的文本將不再消失 客戶現在可以在駕駛火車時啟動自動駕駛儀和對接 電源電路電子郵件不再是佔位符文本 集線器現在可以正確捕捉到其他建築物,而沒有像終端一樣的單個零件以錯誤的位置結束 加載遊戲後,建築物上的“ NEW”彈出窗口不再重置 在拆分堆棧UI處於活動狀態時移動庫存中的項目不再影響拆分編號 拆分堆棧UI不能再堆疊在其自身之上 將不是最大大小的堆棧拆分為0不再刪除它們。也不再可能將堆棧拆分為0 “問題已解決。” – 2019年G2提交。沒人會知道這實際上是做什麼的 刪除了貨運車輛的某些平移,該平移導致對接期間未對準 游泳不再鎖E 進入車輛,加載遊戲等時,玩家的生命值不再重置為3個方塊 修復了所有可構建樣條曲線上的反轉法線 解決了分離器/合併器減慢更快的傳送帶上的物料的問題 修復了建築物捕捉不會覆蓋基礎上的網格捕捉的問題,確保放置在基礎上的建築物始終與網格對齊 修復了通過熱欄開始構建時會顯示建築物淨空的問題 修復了與指南針小部件有關的崩潰 輸送機升降機現在可以正確顯示附近的間隙 修復了HUB梯子後面丟失的碰撞 固定的傳送帶有時在分離器/合併器前面有傳送桿時無法連接 待辦事項清單清除後不再設置為“ N / A” 固定的傳送帶升降機即使在靠近多個建築物的情況下即使將它們旋轉後,也將其發送到錯誤的方向 直接連接到合併器/分離器的固定式輸送機升降機無法正確折斷 固定發電機斷開電源線後仍在消耗燃料 資源管理器上的工作台更好地碰撞 現在,您會看到庫存不足時無法從傳送帶上拾取物品的原因 現在,本地播放器(和設備)會遮擋輪廓
=========================================================================================================== Hi Pioneers! Here it is, the long sought-after Update 3 out on Experimental! Before I tell you anything about it, you might want to check out the trailer we made for it. Or just jump straight into the patch notes, do whatever makes you happy! Also, a reminder that all your existing factories will have to be majorly refactored in this version of the game, due to the amount of changes we have made. And now, let’s take a look at what we’ve got for you. We’ve joked a lot about Pipes ever since people started requesting them, but now they are finally in the game! And the changes they introduce to Satisfactory are significant. You can find all the details in the patch notes, it’s a whole lot of resources, building changes, building additions, and more. We’ve also added a way for you to sink your excess resources and get something in return via the A.W.E.S.O.M.E. Sink & Store, which we both teased already in the videos leading up to this release. A brand-new travel method has been added as well: Hypertubes. With them you can build traveling routes for your Pioneer through the factory and game world. Another large change that we already revealed is the rework of the Dune Desert into a new starting area. This is a bit of an experiment, since we designed it for more experienced players, so let us know what you think! Apart from the new content, the entire game received a rebalance to address issues we’ve been collecting over time. And we did a whole lot of fixes and tweaks to the game in general, some work under the hood and many adjustments that should be visible improvements. There is too much for me to go into detail here, so check out the patch notes for more details. Due to the sheer amount of changes and new features, it’s possible that you will find quite a few new issues. We are fully focused on fixing this version up, so make sure to report everything you find to us through our questions site and help us get it ready for Early Access. And speaking of the questions site: We have a new one out now! It is currently in a beta phase and we will update and improve it as we go. With the new site we want to improve communication between us and the community on all the bugs and suggestions that are being posted there. The old site is still available as an archive so all information on there is saved. We’ve been working on this update for a while and we are incredibly excited for you to play it! Hope you all will enjoy what we’ve made for you <3
NEW CONTENT BALANCING Space Elevator now requires specific parts for Project Assembly that cannot be handcrafted Project Assembly Parts are: Smart Plating, Versatile Framework, Automated Wiring, Modular Engine, Adaptive Control Unit
Rebalanced the entire game Some recipes of the Refinery now also produce by-products Onboarding & Milestone cost and contents have been tweaked Many building costs have been tweaked Almost all recipes (including alternate recipes) have been adjusted 6 new parts have been added Copper Sheet, Polymer Resin, Petroleum Coke, Uranium Pellet, Aluminum Scrap, Empty Canister 30 new alternate recipes have been added Power & consumption of generators has been tweaked
Resource Deposits are far more likely to be MAM related resources Moved all MAM related milestones out of the Hub and directly into the MAM
OPTIMISATION Factory tick parallelisation: Spreading out the factory tick over more cores if available. This can considerably improve factory performance, depending on the CPU Memory optimisations Disk space optimisations (the Experimental version should take up considerably less space than before) Cleaned out & removed unnecessary foliage variants Cached savefiles more often, to reduce the amount of disk access to remove hitches when using a mechanical HDD Fixed so that StaticMeshes placed in the world now can have a lower res shadow and nice lod transition at the same time Optimised collision shapes on Conveyor Belts which reduces the amount of uObjects and allows for larger factories before the limit is reached Fixed performance issues when trying to place Conveyor Belts longer than the allowed limit
QUALITY OF LIFE Added the ability to skip Onboarding from the new game menu and start with Tier 1 Buildings can now snap directly to other building clearances. This can be turned off/adjusted in the settings Conveyor Poles & Pipeline Supports height and rotation can now be tweaked when building them from a Conveyor or Pipeline While placing Conveyors you can now see the clearance of nearby buildings Interfering clearances while building are now highlighted red Connecting Conveyors in close spaces should be a little easier now Move all stacks of the same type between inventories with Ctrl + click Power Poles, Conveyor Poles & Pipeline Support placed when building Power Lines now snap to the foundation grid Players can now set part per minute when Overclocking instead of only percentage The game now saves and restarts automatically after running for 24 hours consecutively to prevent all sorts of bugs that can occur under after that time Mass dismantling buildings now creates a single crate when the resources don’t fit into the inventory, instead of a crate per buildable dismantled When aiming at the workbench, now the workbench is outlined, and not the entire vehicle Players should be able to jump out of water now
NETWORKING Added relay server support, this means that if you can’t connect with NAT punch-through, we will relay the data through a third-party server, allowing connection at the cost of additional ping Lowered connection timeout from 60s to 30s Build modes are now simulated on client, which should result in improved responsiveness and accuracy Constructed buildables will leave a pending hologram on construction for clients if there is significant lag between client and server
UI Refactored the M.A.M. UI into research trees Changed default key bindings Scan = V Flashlight = B Added Crouch = C
Updated starting area pictures in the New Game menu Manufacturing UIs (Constructor, Assembler, Manufacturer, etc.) now display all recipes in categories similar to the Craft Bench Added new popups when hosting/connecting to games, these will give you feedback about what happens during connection process These popups will now allow you to create offline games when failing in a few more stages during game setup Added popups that warn you when loading newer/older saves that might or might not be fully supported Added “relevant items” section over the inventory items, where you can see if the items you have in your inventory are usable/contextual in the UI you’re currently interacting with Object Scanner has updated screen graphics. It no longer relies just on sound. You can now skip the drop pod scene and onboarding from the main menu. You can press R while in build mode to toggle between different build styles when building Pipes. The Split Stack menu no longer takes all mouse input. Holding right mouse on an item in an inventory still opens the menu, however you no longer need to hold right mouse in order to navigate the menu once it’s open.
FACTORY Tweaks to overall Factory materials & look Manufacturer got a new model, animations & VFX Craft Bench got a new model Equipment Workshop got a new model Made foundations colorable Improved & optimised the Fuel Generator mesh Clearance tweaks for Foundry, Constructor & Smelter Jump Pads now affect creatures and physics objects like vehicles. Game changer.
WORLD Implemented a new proximity ambience system (currently only visual effects for Dune Desert) Tweaked the suns rotation around the level to improve lighting Added lakes to Grass Fields to support gameplay changes Red Jungle, gameplay and reward adjustments Bamboo Fields, gameplay and reward adjustments Tweaked mesh and colours for the Limestone resource node Tweaked Limestone deposit textures to match the resource node better
SETTINGS Added experimental HUD scaling. Added directional subtitles. Added high contrast mode for compass and hotbar (opacity slider). Added the option to toggle large or small inventory slots. Added an option for contact shadows Added an option to adjust camera feedback on the Hypertubes Added an option to turn direct snapping to buildings off and on
PLAYER CHARACTER RESOURCES New mesh for Compacted Coal New mesh for the Turbo Motor New texture for the Turbo Fuel New mesh for the solid Biofuel Tweaks for ore resource meshes Hazmat suit now has a proper mesh when dropped and in the description
BUG FIXES Geyser placement issue in Desert Canyons resulting in ‘Floor is too steep’ when trying to build should be fixed Player characters now get the right speed when running on Conveyor Belts Player characters actually stand still when standing still on Conveyor Belts (used to play running animation) Fixed issue with clients being able to resources other than energy sources into Generators or the fuel slot of the Truck Station Clients can now access freight platform inventory Holograms for other players don’t stutter as much on client Conveyor belts now properly cast shadows Blocked player input during join / respawn which could result in bugs & crashes The text on the Object Scanner will no longer disappear on different FOV settings Clients can now initiate autopilot and docking while driving trains Power Circuit E-Mail is no longer placeholder text Hub now properly snaps to other buildings without individual parts like the Terminal ending up in a wrong position ”NEW” pop-up on buildings doesn’t reset anymore whenever a game is loaded Moving items in inventory while the split stack UI is active doesn’t affect the split number anymore Split stack UI cannot be stacked on top of itself anymore Splitting stacks by 0 that aren’t max size doesn’t delete them anymore. It’s also not possible to split stacks by 0 anymore ”Squigglies fixed.” – Submitted by G2, 2019. No one will ever know what this actually did Removed some unit translation of the Freight Car that caused misalignment during docking Swimming no longer locks E Player health no longer resets to 3 blocks when entering vehicles, loading the game, etc Fixed inverted normals on all buildable splines Fixed issue with splitters/mergers slowing down items on the faster conveyor belts Fixed that building snapping will not override the grid snapping on foundations, ensuring that buildings placed on foundations are always aligned with the grid Fixed that building clearances are displayed when starting to build via the hotbar Fixed crash related to compass widgets Conveyor Lifts now display nearby clearances properly Fixed the missing collision behind the ladder of the HUB Fixed conveyor belts sometimes being unable to be connected to Splitters/Mergers when there is a conveyor pole in front of them To-Do List no longer gets set to "N/A" when cleared Fixed Conveyor lifts sending items to the incorrect direction even after they were rotated when in close proximity to multiple buildings Fixed Conveyor lifts not snapping properly when connected directly to Mergers/Splitters Fixed Generators still consuming fuel after disconnecting the power cable Better collision for the workbench on explorer You now see the reason why you can’t pick up items from the conveyor belts when you inventory is full Local player (and equipment) now occludes the outlines ===========================================================================================
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