Satisfactory
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Satisfactory 1.0 Release Date
满意工厂 1.0 发布日期
Satisfactory is finally leaving Early Access and launching into 1.0 on
September 10th
!
满意版最终将于 9 月 10 日离开早期访问阶段,并正式推出 1.0 版本!



Players can look forward to plenty new features coming in 1.0, however, today we're happy to announce one of the most long awaited features,
You will finally be able to flush the toilet in the HUB
!!! Premium plumbing is now a reality, the HUB’s once trivial toilet has been updated with an advanced flushing mechanism, providing an extra luxurious worker experience for pioneers.
玩家们可以期待 1.0 版本中引入的许多新功能,然而,今天我们很高兴地宣布其中一个最期待已久的功能,您终于可以在中央枢纽冲水了!高级管道现已成为现实,中央枢纽中曾经无足轻重的马桶已经更新为先进的冲水机制,为开拓者提供更加豪华的工作体验。


I'm sure this is all the news you need to be excited for 1.0 but there's of course much more content coming. Much of it has yet to be revealed but let's summarize some of the changes we've revealed so far coming in 1.0.
我相信这些都是你需要为 1.0 感到兴奋的新闻,但当然还有更多内容即将推出。其中许多内容尚未揭露,但让我们总结一些我们迄今已经透露的即将在 1.0 版本中推出的变化。


WORLD UPDATES 世界更新
Several resource nodes have been added, altered, or removed on the world map, enabling new possibilities to tangle the most beautiful conveyor belt spaghetti to ever grace Planet MASSAGE-2(A-B)b. Even seasoned Pioneers may need to remove their helmets and scratch their heads over how to efficiently use all new resources available to them.
在世界地图上添加、修改或删除了几个资源节点,为在星球 MASSAGE-2(A-B)b 上编织最美丽的传送带意大利面提供了新的可能性。即使是经验丰富的先驱者们,也可能需要摘下头盔,为如何高效利用所有新资源而苦苦思索。


The bulk of specifically node reductions have happened in the Northern Forest, to encourage expansion from there once players progress into the later phases of the game. On the same note, nodes have been sprinkled throughout the map, placed where it makes geographical sense and to achieve a more even spread of resources. The main materials addressed are Caterium, Sulfur and Quartz.
具体节点的大部分减少发生在北部森林,以鼓励玩家在游戏后期进展时从那里扩展。同样,节点已经分布在整个地图上,放置在地理上有意义的位置,以实现资源更均匀的分布。主要涉及的材料是镍矿、硫磺和石英。


On top of this, nodes of Iron, Copper, Limestone as well as water Geysers have received the sprinkle treatment across the map, to help the income of basic resources wherever you raise a factory. Coal has also seen changes, with a slew of it being added in close vicinity to The Abyss, while also being removed in a couple spots on the map.
除此之外,铁、铜、石灰岩节点以及水间歇泉在地图各处都经过了撒布处理,有助于在您建造工厂的任何地方增加基础资源的收入。煤炭也有所变化,大量煤炭被添加到深渊附近,同时也在地图的某些位置被移除。


For full details on how resource nodes have changed, please refer to our node maps in the Satisfactory 1.0 Press Kit.
资源节点的详细变更信息,请参阅我们在《满意工厂》1.0 新闻发布包中的节点地图。




RECIPE UPDATES 食谱更新
1.0 also introduces changes made to recipe costs, to promote smoother transitions between phases and tiers especially later in the game, and to allow players to access tools, vehicles and other fun things for you to use while having fun working your bones off for FICSIT (just don’t tell your boss you enjoy your job!). We want to allow players to explore more varied means of exploration, optimization and better quality of life as they progress through Project Assembly.
1.0 版本还引入了对配方成本的更改,以促进游戏后期阶段和层次之间更平稳的过渡,允许玩家访问工具、车辆和其他有趣的东西,让您在为 FICSIT 辛勤工作时享受乐趣(只是不要告诉老板您喜欢这份工作!)。我们希望在玩家通过项目组装的过程中,能够探索更多种类的探索方式,优化和提高生活质量。


In tiers 5 and 6, progress will no longer be gated by Heavy Modular Frames and Computers respectively - you can now progress through either tiers without these items. In the case of Heavy Modular Frames, manufacturing them becomes more relaxed by reducing the number of Encased Industrial Beams needed. Computers, meanwhile, no longer require Screws to be created, reducing the number of materials needed to manufacture them to three. A key takeaway from these example changes is that you may now unlock Trains without utilizing Heavy Modular Frames or Computers whatsoever!
在第 5 和第 6 层,进度不再受到重型模块框架和电脑的限制 - 现在可以在没有这些物品的情况下通过任一层进行进度。对于重型模块框架而言,通过减少所需的工业封闭梁数量,它们的制造变得更为轻松。而电脑则不再需要螺丝来制造,从而将制造所需的材料数量减少到三种。从这些示例变化中可以得出的关键点是,现在您可以在完全不使用重型模块框架或电脑的情况下解锁列车!


Another example of the relaxed requirements in the endgame is how players will interact with Supercomputers in 1.0, which will no longer be used to make Programmable Splitters or Geothermal Generators. Programmable Splitters will instead use AI Limiters, and Geothermal Generators will use Highspeed Connectors.
终局阶段放宽要求的另一个例子是在 1.0 版本中玩家与超级计算机的互动方式,超级计算机将不再用于制作可编程分流器或地热发电机。可编程分流器将改用 AI 限制器,地热发电机将采用高速连接器。


RESEARCH UPDATES 研究更新
Like the relaxed Recipes, changes are being made in several MAM Research trees to not have players face a huge spike in complexity and effort when moving between adjacent Tiers.
喜欢轻松的配方,正在对几个 MAM 研究树进行改动,以避免玩家在移动到相邻层级时面临复杂度和努力的巨大飙升。


Relaxing the harsh wall introduced by Supercomputers even further, they are no longer part of the Caterium MAM Tree. For explorations sake, Gas Masks are now unlocked
进一步放宽了由超级计算机引入的严格壁垒,它们不再是镓自动化制造树的一部分。为了探索的目的,现在可以解锁防毒面具。


through the Mycelia MAM Tree instead of in Tier 5, and the Jetpack will be available upon entering Tier 5 rather than needing Oil Processing completed first
通过菌丝体 MAM 树而不是在第 5 层,喷气背包将在进入第 5 层时可用,而不是需要先完成石油加工


GENERATOR UPDATES 发电机更新
Power issues could be strong causes for friction up till now, especially early-game, which we also mean to address in 1.0. Firstly, Biomass Burners now have an input for Conveyor Belts, letting you automate everything yielded by your relentless planetary deforestation. The hope with this change is that people can spend more time designing and building early game factories without being stopped regularly by the need to refill Burners manually.
电力问题直到现在都可能是摩擦的主要原因,特别是在早期游戏阶段,这也是我们在 1.0 版本中打算解决的问题。首先,生物质燃烧炉现在有一个输送带的输入,让您能够自动化处理所有由您无情的星球毁林产生的东西。这种改变的希望是,人们可以花更多时间设计和建造早期游戏工厂,而不必经常停下来手动填充燃烧炉。


Furthermore, in the late-game, Fuel Generators are seeing an increase in how much power they can produce, from 150MWh to 250MWh, or a roughly 67% increase. With this change, Fuel Generators will also consume proportionally more materials, but the additional power they provide should make them able to compete easier with Nuclear power now, which otherwise tends to overshadow the need for Fuel Generators.
此外,在晚期游戏中,燃料发电机的发电能力有所增加,从 150 兆瓦时增加到 250 兆瓦时,增加了约 67%。随着这一变化,燃料发电机的材料消耗也会相应增加,但它们提供的额外电力应使它们更容易与核电竞争,后者通常会掩盖对燃料发电机的需求。


FURTHER GAME OPTIMIZATION
进一步的游戏优化
Efforts to ensure a stable and consistent gaming experience with Satisfactory never cease. 1.0 has had a lot of time to simmer in UE5, and steps have been taken to further reduce stuttering, memory requirements, overly chunky computations and texture memory requirements. VRAM, DLSS/FSR, shadow rendering, level streaming, actors in the world and costs between different settings have all been optimized as well. Satisfactory has also been updated to support Unreal Engine 5.3.
确保《令人满意的工厂》稳定一致的游戏体验的努力从未停止。1.0 版本在 UE5 中有了充分的时间来优化,进一步减少了卡顿、内存需求、过度庞大的计算和纹理内存需求。VRAM、DLSS/FSR、阴影渲染、级别流、世界中的角色以及不同设置之间的成本都得到了优化。《令人满意的工厂》还更新以支持 Unreal Engine 5.3。


In more detail, up until 1.0, Foliage used to have hitboxes which checked for collisions with vehicles constantly. This leads to a lot of computations happening all the time, everywhere in your vicinity, which could make performance drop significantly. Especially on Dedicated Servers, where up to 12GB of RAM could be occupied with most of it being non-stop collision checks. To combat this, vehicles in the world no longer destroy Foliage as you drive through it, which not only saves a ton of computational effort, but frankly also looks a lot better in the actual game.
在更详细的描述中,直到 1.0 版本,树叶以前会有碰撞框,不断地检测与车辆的碰撞。这导致大量的计算始终在您周围发生,可能显著降低性能。特别是在专用服务器上,多达 12GB 的 RAM 可能被占用,其中大部分都是不间断的碰撞检查。为了解决这个问题,世界中的车辆不再在你驾驶经过时摧毁树叶,这不仅节省了大量的计算工作,而且在实际游戏中看起来也更好。


If you’re a fan of belts and pipes, computations for these now happen in clusters of belts and pipes in the same vicinity, rather than for every individual one. This helps performance in especially bigger factories, where belts and pipes are used just about everywhere. We’re relying a lot more on your GPUs moving forwards for these computations of clusters, since GPUs are very fast and efficient even with more sizable calculations.
如果你喜欢传送带和管道,现在这些计算发生在传送带和管道的集群中,而不是每个单独的传送带或管道。这有助于特别是在更大的工厂中的性能,因为传送带和管道几乎无处不在。在今后的工作中,我们会更多地依赖你们的 GPU 来进行这些集群计算,因为 GPU 即使在更大的计算量下也非常快速和高效。


Continuing, many buildables players can't interact with are being changed to Lightweight Actors, or “data-only” objects. These actors include foundations, railings and so on, and what’s basically happening to them is that a lot of needless data is being trimmed off them, since these actors specifically were always meant to be aesthetic or non-interactable. Not loading all this extra, useless data for these actors will greatly help save, load and runtimes.
继续进行,许多无法与之交互的建筑物玩家正在被改变为轻量级角色,或称为“仅数据”对象。这些角色包括基础、栏杆等等,基本上发生的情况是它们身上的许多不必要的数据被修剪掉了,因为这些角色本来就是用来美观或者不可互动的。对于这些角色不再加载所有额外的、无用的数据将极大地有助于节省、加载和运行时间。


IMPROVED DEDICATED SERVERS
提升的专用服务器
Dedicated Servers are being spruced up proper for 1.0 and will no longer be considered experimental. Moving forward, they’ll be receiving a lot more frequent support in terms of bug-fixing and polishing, and we’ve also addressed many bugs that have been prevalent in Dedicated Servers for a while.
专用服务器正在为 1.0 版本进行适当的改进,不再被视为实验性质。未来,它们将会得到更频繁的支持,包括修复漏洞和优化,我们还解决了专用服务器长期存在的许多 bug。


First off, by having their distribution size decreased, Dedicated Servers will be a lot faster to download and install. The servers now only use a single port, for both UDP and TCP, namely port 7777, and they also bind properly to IPv4 and IPv6 simultaneously.
首先,通过减小其分发大小,专用服务器的下载和安装速度将会大大加快。现在服务器仅使用一个端口,同时支持 UDP 和 TCP,即端口 7777,并且能够正确绑定 IPv4 和 IPv6。


The server exe-file can now be run as both a window and console application. Some benefits of the console application include improved logging and the ability to run scripts.
服务器 exe 文件现在可以作为窗口应用程序和控制台应用程序运行。控制台应用程序的一些好处包括改进的日志记录和运行脚本的能力。


Dedicated Servers now also support TLS, where you can create certificates manually or have it automated when booting up the server. When attempting to connect to any given server, you’ll then be prompted to insert the certificate to ensure the server is legitimate.
专用服务器现在也支持 TLS,您可以在启动服务器时手动创建证书,也可以自动化此过程。当尝试连接到任何给定的服务器时,您将被提示插入证书以确保服务器的合法性。


When booting up a Dedicated Server, you’ll now be introduced to the Unreal console which more clearly displays important information about your server, such as server status or uptime. The main benefit of this console, however, is its built-in terminal which allows you to type in valid server commands in real time. Logging is also smooth in the Unreal console, with its own input box dedicated to logging and filtering.
启动专用服务器时,您现在将进入虚幻控制台,该控制台更清晰地显示有关服务器的重要信息,如服务器状态或正常运行时间。然而,该控制台的主要优点是其内置终端,允许您实时输入有效的服务器命令。虚幻控制台中的日志记录也非常顺畅,具有专门用于日志记录和过滤的输入框。


In 1.0, you will be able to set up Advanced Game Settings for Dedicated Servers in the actual game’s own main menu. On top of the usual settings, you also have new options for auto-save intervals, opting in to send game data to us or deciding your network quality, among other things. If you are the server admin, you may now also download the server save data directly from this menu. Furthermore, the server notifies all clients that it is about to save, letting users know that it may undergo heavy workloads etc.
在 1.0 版本中,您将能够在游戏的主菜单中为专用服务器设置高级游戏设置。除了常规设置外,您还可以选择新的选项,如自动保存间隔、选择是否向我们发送游戏数据以及决定您的网络质量等。如果您是服务器管理员,现在还可以直接从此菜单下载服务器保存数据。此外,服务器会通知所有客户端即将进行保存,让用户知道可能会有大量工作负载等情况。


Finally, we’ve implemented support for an HTTP API which can handle HTTP request methods between the server and the client. This means it will be possible to develop external applications that can talk directly to the server and send HTTP requests to them directly. Documentations for this API will be released in the future, but we cannot wait to see how this makes your use of Dedicated Servers extend even further beyond what they currently are!
最后,我们已经实现了对 HTTP API 的支持,可以处理服务器和客户端之间的 HTTP 请求方法。这意味着可以开发外部应用程序,直接与服务器通信并直接发送 HTTP 请求给它们。关于这个 API 的文档将在未来发布,但我们迫不及待地想看到这将如何进一步拓展您对专用服务器使用的可能性,超越目前的应用范围!


AND MUCH, MUCH MORE… 和许多,许多更多…
We’ve had players actively participating in our closed Beta for its runtime, and the feedback we’ve received has been very positive. This is reassuring, seeing as there are still many more changes and additions to the game in 1.0 that are quite wild, and honestly could’ve swung the pendulum hard in any direction. While keeping dialogues open with testers, we’ve discussed the points they’ve made together with our own thoughts and intentions, and made changes where it made sense, and keep on doing so.
我们在封闭测试期间有许多玩家积极参与,收到的反馈非常积极。这令人欣慰,因为在 1.0 版本中,游戏还有许多变化和新增内容,这些内容非常激进,老实说可能会让游戏发展方向发生很大变化。我们与测试人员保持沟通,讨论他们提出的观点以及我们自己的想法和意图,有意义的地方我们进行了修改,并将继续如此。


From the start, this project could not have been taken this far without all of you. So, seriously, thank you. For all the feedback, discussions, active daily chats about everything Satisfactory, hanging out, cheering us on, telling us off when we’ve done goofed, bearing with us when the going’s been slow or silent, and last but certainly not least, playing the game. Knowing you all have been buzzing for Satisfactory for all this time has made the progress all the easier, and all the more fun. Make no mistake - this is as much your game as it is ours, and we wouldn’t want it any other way.
从一开始,没有你们大家的支持,这个项目无法走到现在这一步。所以,真的,非常感谢你们。感谢所有的反馈、讨论、关于《Satisfactory》的日常活跃聊天、一起度过的时光、为我们加油打气、在我们犯错时指出问题、在进展缓慢或沉默时与我们同舟共济,最后但同样重要的是,感谢你们玩这个游戏。知道你们一直对《Satisfactory》充满期待,使得我们的进展更加顺利,也更加有趣。毫无疑问,这款游戏不仅仅是我们的,也是你们的,我们也不希望有任何改变。


Stay tuned for more news related to 1.0 in the near future! We still have many exciting things to share with you all leading up the release in September!
请继续关注与 1.0 相关的更多新闻!我们在 9 月份发布之前还有许多令人兴奋的事情要与大家分享!


YouTube: youtube.com/@CoffeeStainStudios
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Twitter: twitter.com/satisfactoryAF/
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Website: www.satisfactorygame.com
网站:www.satisfactorygame.com
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