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Satisfactory Steam Epic Crossplay
Satisfactory Save Game Location, Screenshot Folder
Satisfactory is an open world simulation strategy game run in Unreal Engine 4, that is played in first person perspective. Developed and published by Coffee Stain Studios, Satisfactory was first released for early access through Epic Games Store in March 2019 and is currently available on Microsoft Windows (PC).
Thrown into a mysterious planet, players will take on the role of an engineer to find and use tools, equipment and machinery to build factories that get increasingly challenging as the game progresses, with an end goal of linking the separate buildings together to ensure that the production line can be handled effectively.
With over 500,000 users accessing the early release, the game has been rated highly and has also been compared to Factorio, another construction game where players are similarly tasked with building a rocket.
Satisfactory Save Game Location
As Satisfactory game saves are saved locally on your computer, if you ever want to transfer them, back them up, or share them with friends, you'll need to know where they're located.
Thankfully, there's no rocket science involved in locating them: every installation saves them in the same place. The path for the Satisfactory save files folder is:
To quickly access this folder, just:
- Hit
WINDOWS
+R
on your keyboard to open the Run application - Paste
%LocalAppData%FactoryGameSavedSaveGames
in the text field - Hit
OK
, and there you will be inside the Satisfactory game saves folder!
Satisfactory Screenshot Location
So you've taken a screenshot in Satisfactory, but how do you actually access it? Well, that's what Save Location is here for. You can find all of your Satisfactory screenshots in the following folders:
OR
Just open up Run (press WINDOWS
+ R
), paste one of those paths into the text field, and hit OK
to open them up in File Explorer!
If the path doesn't exist, chances are, you've taken your screenshots via Steam (which is by default the F12
key). To locate these screenshots, see our Steam screenshots guide.
Satisfactory can be played in multiplayer, with up to four players officially supported, but with no hard player-limit see below.[1] The game is co-op only and there will be no PvP elements, although engineers can damage each other.[2] This means that HUB, M.A.M. and Space Elevator progress is shared among all players.
Cross-platform multiplayer is available across Steam and Epic Games.
- 1Hosting a session
- 2Joining a session
- 3Other options
- 3.2Temporary lag solution
Hosting a session[edit | edit source]
Currently, sessions can only be hosted by players. The session host cannot leave the session without disconnecting other players.
To start a multiplayer session, the host has to start an online session (a normal session like when playing in single-player, as long as the host has internet access and authentication servers are working normally) and then allow other players to join, or to invite those players (see sections below).
Session privacy[edit | edit source]
The following session privacy settings are available:
- Friends Only - Allows anyone in the host's client list to join the hosted session from the Join Game menu without invitation. This also allows Session ID to be used, regardless of friend list status.
- Private - Clients can only join the hosted session if invited using in-game invites. Attempting to join the session via Session ID will result in it not being found.
There are no plans for a 'Public' option, due to griefing concerns.[1]
Network configuration[edit | edit source]
It might be necessary to configure the network in some scenarios, notably on NAT: Strict, which disallows hosting sessions and allows joining sessions only on NAT: Open. Should both the host and client/s have NAT: Moderate or Open, joining sessions should be normally possible.
The game uses the following ports:
- 5222 TCP & UDP[citation needed]
- 6666 TCP & UDP[citation needed]
- 7777-7827 UDP[3]
Additionally, ensure Windows Firewall rules weren't refused when asked for permission.
Sessions with more than 4 players[edit | edit source]
For more than four players to be able to play in one session simultaneously, the game's config has to be edited.
The host has to navigate to %localappdata%FactoryGameSavedConfigWindowsNoEditorGame.ini
and add the following lines to the end of that file:
where REPLACE_WITH_NUMBER corresponds to the desired maximum amount of players.
Dedicated servers[edit | edit source]
Dedicated servers are currently being worked on at higher priority[4] with no set release date.[5]
Some information about them is already known:
- Time will not stop if there are no players on the server, therefore factories will keep on working.[6]
- However, the server (regardless of player activity) will need to be restarted every 24 or 48 hours, which might happen automatically.
- Linux support is wanted, but not yet confirmed, Windows is the initial platform they are being worked on for.[7]
- The release isn't linked to a major update, it will be released alongside just a patch in the experimental branch once ready.[4][8]
- Dedicated servers will not cost anything (meaning that the software itself will be free, but server providers will likely charge for their services).[9][10]
Joining a session[edit | edit source]
Join Game menu[edit | edit source]
Players can join online sessions of players in their friend list from the Join Game menu. As mentioned above, an invitation may or may not be required based on the session privacy setting. It is easy to join players on the same platform this way, to crossplay, Steam players must have linked their Epic account upon prompted.
Session ID[edit | edit source]
Every online session has a set Session ID. Anyone who has access to this ID can join the session, as long as its privacy is set to Friends Only (despite the name, neither user does actually have to be in each other's friend list on either Epic or Steam).
This ID is unique to each session and is reset once the game is quit to the main menu or entirely.
The session ID can be found by doing the following:
- Press Esc.
- In the menu, click on 'Manage Session', then click on 'Session Settings'.
- Here, the session ID can be edited or copied to the clipboard.
The host of the session can then share this session ID for both Epic and Steam players to be able to join the session.
Other options[edit | edit source]
Performance improvements[edit | edit source]
- Have the host and all clients choose
Network Quality: Ultra
in the options. - If experiencing high latency, try unchecking
Send Gameplay Data
in the options.
Temporary lag solution[edit | edit source]
There is a way to decrease rubber-banding at the cost of increasing bandwidth by adding the following lines to the game's config files found in %localappdata%FactoryGameSavedConfigWindowsNoEditor
.[11] Before adding the lines to the config files, ensure they aren't already in place but with different values if so, replace them instead of having duplicates.
By default, the game's maximum bandwidth appears to be throttled at 64 KB/s. By editing the config files, this limit is increased to 800 Mbit/s.
At lower-end machines or internet connections, use 480000
everywhere there is 104857600
, this sets the limit to 480 KB/s or ~3.66 Mbit/s.
This has to be done by all players (both the host and client/s) to have an effect. The increased bandwidth can be even five times as much as it was before, therefore a stable internet connection is required.
Engine.ini[edit | edit source]
This file should be set as 'read only' to prevent the game from overwriting it.
Game.ini[edit | edit source]
This file should be set as 'read only' to prevent the game from overwriting it.
Note: If increasing the bandwitdh to 480 kbit/s, set MinDynamicBandwidth to 200000
Scalability.ini[edit | edit source]
This file will be initially blank and has to be set as 'read only' to prevent the game from overwriting it.
Note: If increasing the bandwitdh to 480 kbit/s, set MinDynamicBandwidth to 200000
Trivia[edit | edit source]
- A total of 128 session participants is currently possible as a signed byte is used to track sessions, but Snutt had remarked that switching to an unsigned byte would enable up to 255 participants.[citation needed]
History[edit | edit source]
Due to the extensive length of multiplayer history, it was moved to a separate page.
References[edit | edit source]
- ↑ 1.01.1YouTube - Q&A #2: Satisfactory Multiplayer, mods, lizard doggo plushies, and more!
- ↑TechRaptor - Satisfactory Interview - Oscar Jilsén, Orbital Elevators, And The Nitty Gritty
- ↑Discord - #multiplayer-troubleshooting channel - Message of Jace
- ↑ 4.04.1YouTube - Update 4 news + FAN FORGE challenge!
- ↑YouTube - Q&A: Dedicated Servers?
- ↑YouTube - Q&A: How will time run on the Dedicated Servers?
- ↑YouTube - Q&A: Will Dedicated Servers run on Linux?
- ↑YouTube - Q&A: Dedicated Servers don't need to wait for an Update?
- ↑YouTube - Q&A: Are there server files when I want to host my own Dedicated Server?
- ↑YouTube - Q&A: Dedicated Servers don't need to wait for an Update?
- ↑Satisfactory Q&A - Temporary Multiplayer Lag Solution - At Own Risk
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