Patch 0.1

== Intro ==
THIS IS HAPPENING! The game is now released and we are incredibly excited for you all to play Satisfactory. Here are some patch notes detailing the changes that went in since the Alpha Test Weekend. There is lots of new content in the Early Access version and there are likely more tweaks and fixes in this version than these patch notes cover.
Hope you all will be having an amazing time with the game!
== Features ==
* Unlocked Tiers 4 - 6
* Unlocked the Caterium Research Chain
* Added work-in-progress localisation to a number of languages
* Emotes ;)
== Balancing ==
* Rebalanced Steel: Steel Plate and Reinforced Steel Plate are now Steel Beam and Encased Industrial Beam (both have a different cost than before, Encased Industrial Beam requiring Concrete to produce)
* Rebalanced Heavy Modular Frame
* Rebalanced costs of Tiers 2 - 5
* Rebalanced costs of Caterium Milestones
* Moved Caterium research from Tiers 4 and 5 to Tiers 5 and 6
* Moved Object Scanner and Beacon to Hub Upgrade 5
* Moved Conveyor Belt Mk.3 and Storage Mk.2 from Tier 4 to Tier 5
* Tweaked Blade Runners: Sprint speed boost down to 50% from 75% and reduced the fall damage curve slightly
* Locked the Space Elevator Phase that opens up Tiers 7 and 8
* Tweaked Onboarding hints a little bit
* Xeno-Zapper damage increased by 25%
* Xeno-Basher damage increased by 40% and nerfed knockback and attack speed slightly
* Updated Somersloop and Mercer Sphere description names to convey they are work in progress and currently net no rewards
* Excluded research for Somersloop and Mercer Sphere
* Adjusted a few alternate recipes unlocked via the Hard Drive research
* Smaller tutorial flow fixes
* Players don't respawn with full health anymore
* Assembler now costs Modular Frames instead of Reinforced Iron Plates
* Changed the default chat key from T to Enter
== Bug fixes ==
* Fixed desync issues in multiplayer when dismantling wires connected to poles
* Fixed desync issues on landing pads that caused stutters
* Fixed issues with escape/main menu on different screen ratios
* Fixed FOV issues with edibles & intro sequence
* Fixed issue with Chainsaw normals
* Fixed vehicles getting stuck in the Truck Station
* Fixed that non-solid resources were hand-mineable
* Several crash fixes
* Fixed creatures making sounds after they die
* Fixed remaining focus issues
* Fixed buildings having no legs on client
* Fixed several spelling mistakes
* Fixed reversed normals on Stairs Left
* Fixed entire Parachute stack being consumed on use, now only consumes one Parachute
* Fixed Craft Bench / Equipment Workshop not being marked as occupied for clients when other players are using them
* Fixed material bugs when dismantling Conveyor Belts
* Gas damage is now applied to players in vehicles
* Fall damage is now applied to players in vehicles
* Fixed that players see their own player marker on Compass after respawning
* Fixed Dismantle Highlight and Collision bug
* Fixed that the mining animation doesn't continue playing when the player runs out of inventory space
* Fixed the sound bug on the Biomass Burners integrated into the Hub
* Fixed that jumping during the end animation of the Intro Sequence send the player flying back into space
* Fixed that entering water during Onboarding resets the key restrictions
* Fixed Beacon names not appearing on the Compass
* Lots of level bug fixes across the world
* Several subtitle, VO and spelling fixes
* Fixed holding space bar and Alt+Tab out of the game while crafting
* Fixed that Shift+Click sometimes needs to be pressed twice to function
* Fixed players not requipping their gear when they are revived
* Fixed FOV not affecting equipment VFX
* Fixed that manually inputting numbers for the To-Do list in the Build Menu overwrites the players selected hotkeys
* Fixed "Power Consumption" and "Power Production" being switched in the Generator and Manufacturing menus
* Fixed client health not regenerating
== Quality of Life ==
* Changed Death Crates to only disappear from the Compass when emptied
* Photo Mode now saves to Screenshots folder outside the Save Files folder
* Photo Mode UI visibility can now be toggled
* Added a notification for completing MAM research
* Double click now instantly equips equipment
* Added functionality to skip the Intro Sequence in the Escape menu
* Added ability to adjust options during and skip the Intro Sequence
* Added higher bandwidth options in the options menu
== Buildings ==
* Changed screen textures on the Hub & Space Elevator
* Custom build sound and animation sounds for the Space Elevator
* Added Space Elevator send-off sequence
== UI ==
* Increased item drop area in the Hub Milestone Menu
* More icon updates to buildings, resources & equipment
* Added damage direction indicator
* Tweaked take damage post process effect
* Portable Miner now has TWO buttons. Crazy.
* Improved email notifications
* Disabled the Hotbar when interaction UI is visible
* Changed Space Elevator Phase names
* Tweaked and restyled pick-up animation on HUD
* Restyled ingame Chat
* Restyled Newsfeed
* New Colour Gun UI
* Added Gas Mask HUD feedback
* Added smoke to Hub launch button
* Added player Health Bar to Vehicle HUD
* Added sound to taking pictures in Photo Mode
* New Milestone Unlocked HUD animations
* Adding text to show power consumption in the Power Graph
* Added option to set motion blur
* Reworked Options Menu functionality
* Added an icon to Overclocking in the Milestone Menu
* Made some tweaks to the Main Menu
* Added some feedback on player NAT type
== World ==
* Green Kapok tree collision improvements
* Full environment pass on Blue Crater (oil area east of Grassfields)
* Gameplay pass on Blue Crater
* Increased culling distance for creatures
* Added last LODs for boulders in Grassfields and tweaked their culling distance
* Updated pebble visuals
* Updated caves across the map
* Added perimeter gas VFX for gas pillars in Grassfields
* Ambient sound polish on world
* Added a bunch of new foliage pick-up sounds
* Started on visual improvements for cliffs (partial update)
* Added sounds for resource deposits being destroyed
* Tweaks and fixes to Dawn and Dusk
* Tweaks and fixes to the skysphere
* Made one of the planets circling the world slightly bigger
* Adjusted fog and lighting in Rocky Desert and Northern Forest and several other areas
* Added a special pick-up sound for the Slugs, Mercer Sphere and Somersloop
* Increased distance field shadow render distance
* Pimped cliff tops in Western Dune Forest (west of Grassfields)
* Culling distance and LOD fixes in several areas
== Wildlife ==
* Increased culling distance for wildlife
* Added bouncy functionality for the Space Giraffe-Tick-Penguin-Whale Thing
* Adjustment to small Spitter aggro behaviour and combat
* Small tweaks to Small Spitter projectile attack
* Adjustment to Hog behaviour
* Tweaked Hog behaviour to prevent them from running off ledges on their own
* Tweaked step height for Spitters, Hogs & Space Giraffe
* Added collision to the Giant Flying Manta
* Improved Stinger (spider-like enemy) movement and small Stinger attacks
* Added fall damage curves to all relevant alien creatures
* Small tweaks to Alpha Hog roar reach
* Alpha Hog can no longer be staggered while charging
* Tweaked Hog & Spitter falling and take damage animations
* Reworked Flying Baby Crab behaviour
* Increased Stinger spawn times during night
== Player character ==
* Tweaked sprint and swim first person animations
== Vehicles ==
* Increased simulation distance for vehicles
* Added honk to Vehicles
* Tweaks to Truck sounds
* Made more foliage destructible by Vehicles
== Onboarding ==
* Tweaks to the Intro Sequence
== Equipment and resources ==
* Fixed dropped equipment meshes for Chainsaw & Rebar Gun
* Rebar Gun projectiles now ragdoll and launch players
* Added ability to hit players with the Xeno-Zapper etc.
* Sound fixes to Xeno-Zapper and Basher
* Added flashlight sounds
* Fixed LODs for Chainsaw
* Tweaked Rebar Gun projectile VFX
* Added new mesh for Fabric
* Added third person Jetpack animation
* Added first person Jetpack animation
* Added sounds for the Parachute
* Added camera shake on weapons
== Optimisation ==
* Better looking LODs and skeletal mesh culling
* Optimized resource items
* And a few other optimizations!
de:Patch 0.1