Satisfactory cover
Satisfactory screenshot
Genre: Simulator, Strategy, Adventure, Indie

Satisfactory

Only 2 weeks left until 1.0 Releases!

Summer may soon be over, but for some of us, that end couldn’t come any faster.

In just over 2 weeks, what has been an 8-year long development process and 5-year journey through Early Access will end, and Satisfactory 1.0 will finally launch on September 10th. While this date does not mark the definitive end for the game’s development, it is certainly a colossal milestone for our team as much as for our community, and one worth celebrating fondly. Today, we want to dive into a few more details about what exactly it is we’ll be celebrating, so without further ado: helmets on, Pioneers (as if you have a choice).

PHASE 5 AND TIER 9





If you skipped physics back in school, now is the time to catch up. The main attraction of 1.0 will be the endgame, and we’re thrilled to finally be able to share that it comes in the form of a brand new fifth phase and ninth tier with a heavy focus on Quantum Technology! While many parts from earlier tiers will be relevant in progressing through phase 5, a bunch of new items are being added on top, almost all of them as complex to craft as their names are hard to articulate. With all these new toys available to you, your goal will be to give the Space Elevator one last run for its money and finish Project Assembly once and for all.

While we won’t share the juiciest details with you just yet, phase 5 is aimed to feel like a natural progression path continuing from phase 4, in terms of gameplay and advancements in technology. We’re also intending for it to add to the narrative beats coming in 1.0 (more on that very soon…), through many of the phase’s ongoing visuals and the logic behind how some of the machines operate. And as the icing on an ever more power consuming cake, we’ve also addressed some recurring feedback regarding a few things in the game. Perhaps the Mk.3 Miner was never the issue?

Finally, it is worth noting that with phase 5 introduced to the game, the no-longer-final phase 4 will have its requirements for completion relaxed. The previous requirements were placeholder and intentionally tuned to absurd numbers to deter people from completing it during Early Access, and that worked about as well as you’d expect considering the players we’re dealing with. The new requirements will be as follows: 500 Assembly Director Systems, 500 Magnetic Field Generators, 250 Thermal Propulsion Rockets and 100 Nuclear Pasta. FICSIT is expecting pristine performance, Pioneer.



NARRATIVE



In fact, more on that right now! The narrative of Satisfactory has been cooking in the oven for a long time. After receiving the initial wave of feedback from our first playtests, it was clear that players wanted a purpose as to why they were building all their factories and committing industrial takeover. Over the course of Early Access, however, we’ve chosen to not include a work-in-progress story in the game at all, to not show our hand early and reveal spoiler-y elements of the world before they are fully complete. Keeping the story under wraps has also allowed us to rethink how we approach it whenever it grew too big or ambitious, and to reiterate on it whenever we felt like a different style of storytelling in Satisfactory made sense.

So, let’s talk about what does make sense: the goal of the implementation of Satisfactory’s narrative is for it to be non-disruptive to the core gameplay loop, while leaving the world people have already gotten familiar with unchanged. Satisfactory is first and foremost a factory building game, and this narrative must fit that vision. Thus, there will not be any campaign mode to access from the main menu, nor a marked “main scenario” route to follow on your map etc., like players may expect from many other titles. There also won’t be any cutscenes that outright stop player movement or agency. There will be an ending to the game to work towards, but it won’t halt your building momentum or stop you from further progressing your factories in your session or save file - all gameplay elements will remain undisturbed.

Being this secretive about Satisfactory’s story for so many years has, naturally, also led to things changing about the narrative itself since its original conception. In fact, almost every detail we’ve teased about story specifics on various Socials has been changed. The broad strokes remain the same - Planet Massage-2(A-B) is still the same world you’ve come to know, and you’re still a Pioneer working for FICSIT. FICSIT itself has changed a lot, however, and characters such as Caterina Parks and Steve are no longer part of the game. Really, the only familiar aspect of FICSIT remaining is ADA, Vocaloid and all, because we’re not interested in finding out how fast our office will be torn to shreds (rightfully) by you all if ADA is ever removed.

Finally, Mercer Spheres and Somersloops, which we’ve labeled as story-related work-in-progress items in the past, will still have some connection to the narrative but their main purpose has been changed to also be related to factory building.

If you plan on experiencing the story together with others in multiplayer, it’s important to know that expository advancements that happen by completing milestones, phases or research are session wide. However, there are triggers in the world that also provide nearby Pioneers with exposition, and these will only be experienced by players in close enough proximity to these triggers when they are… well, triggered. If you’re not in the vicinity of these points when someone else approaches them, you will not experience that piece of narrative until you trigger that same element yourself, so go get exploring! 



ACHIEVEMENTS



Long requested, long awaited, long time coming, achievements will finally be a thing in Satisfactory as of 1.0! The list includes a healthy mix of achievements related to progression or milestones, with a nice chunk of exploratory ones and even a couple of memes thrown in as well. Make FICSIT raise their eyebrows - it may just be worth your time. 

A common question we’ve received is if achievements will retroactively unlock on your current saves. The short answer is that they will unfortunately not. The long answer is that since 1.0 adds or changes something in almost every progression stage in the game, it’d quite frankly be very clunky and weird to attempt to spot where players have met the criteria for certain achievements, and if those criteria can be considered equal between Early Access and 1.0. On top of everything else that 1.0 alters in the game from its earliest stage, achievements could be yet another reason to make a replay of the game worth it!

ALT. RECIPES AND HARD DRIVES



We’ve changed how the acquisition of alt. recipes works in 1.0. Before 1.0, the system was disruptive to gameplay by how the MAM was essentially blocked while you had recipes pending to choose from. It was also quite unintuitive for newer players who might not know what alt. recipes they should’ve been going after and annoying for veteran players with its random factors.

In 1.0, there will be a separate tab in the MAM for hard drive research, where all drives you’ve acquired are listed. You can click between them as you’ve finished researching them, and thus freely hop between drives to inspect available alt. recipes without one drive blocking the next. On a certain drive, you’ll now have two recipes available instead of three, however you’ll be able to reroll the recipes shown to you once per drive, if neither of the initial recipes is a lucrative option. Rerolling a hard drive does render the first two recipes shown unavailable on that drive, however, so think carefully before hitting that button (at least I think it’s a button, it could be a lever)!

Furthermore, all recipes shown when researching or rerolling a hard drive will be recipes relevant to your current progression - you will only be able to see recipes that you can utilize. The reward pool will thus increase as you work further through tiers and phases. The number of hard drives in the world will also still be bigger than the amount of alt. recipes in the game, so it will be possible to unlock every alt. recipe there is! Have fun hunting!



AND MORE YET TO COME…



Do believe this simple Coffee Stainer when they say there’s still more to come. In fact, some beans won’t be spilled at all until the game is well in your own hands, but some processes just work best that way.

A question was recently asked within the office - “if you could go back to the start of development and relive it all, what would you do differently?” Putting aside the one guy who would’ve escaped everything to move to the mountains with only a fishing pole in hand, the most compelling answer was “well, nothing, really.” While the development of Satisfactory has been fun, challenging and at times turbulent, it has more than anything been an incredible learning process. We’ve been immensely proud of the game since its earliest stages, and we’ve trudged on with the deepest appreciation at how you all have received it. The rewards of this journey lie both in our personal growth and the fantastic people that have cared for our game along the way.

The trust in our process since the beginning allowed the game’s core to form. The application of lessons learned have shaped its shell going forward. And throwing the ball to you all’s court, and having it thrown back with added feedback, passion, critique, jokes and memes has allowed this game to come truly alive. Thus, I personally don’t think it’s an overstatement to say that revisiting the development process is not worth it in any scenario, first and foremost because of the risk of losing the genuinely fantastic Community that has flourished in and around Satisfactory thanks to the exchanges we’ve had with y’all with every iteration, misstep, goof and success we’ve experienced together.

So again, truly, thank you all. If there’s one thing you should take away from this spiel, here you go: 1.0 is our accomplishment.

Satisfactory 1.0 Release Date

Satisfactory is finally leaving Early Access and launching into 1.0 on September 10th!





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.

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.

WORLD UPDATES


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.

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.

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.

For full details on how resource nodes have changed, please refer to our node maps in the Satisfactory 1.0 Press Kit.



RECIPE UPDATES


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.

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!

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.

RESEARCH UPDATES


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.

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

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

GENERATOR UPDATES


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.

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.

FURTHER GAME OPTIMIZATION


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.

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.

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.

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.

IMPROVED DEDICATED SERVERS


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.

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.

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.

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.

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.

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.

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!

AND MUCH, MUCH MORE…


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.

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.

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!

YouTube: youtube.com/@CoffeeStainStudios
Twitter: twitter.com/satisfactoryAF/
Twitch: twitch.tv/coffeestainstudiosdevs
Facebook: facebook.com/SatisfactoryGame
TikTok: tiktok.com/@satisfactorygame
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Website: www.satisfactorygame.com

Update 8 Fixes v0.8.3.3

Hi Pioneers!

Hello again everyone, here’s one more patch before we all go on vacation for the holiday season

If there’s any unexpected issues as a result of this patch or any issues that we might be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

We hope you all have a great time, Thank you for enjoying our game <3




BUG FIXES

  • Fixed crash related to GPU Scene validate


UI

  • Fixed the shadow on the Reset Fuse lever being offset


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.3.2

Hi Pioneers!

Hello again everyone, Today we are moving over the previous patch released on Experimental as well as introducing two new changes, Aside from some very long requested QOL like the Invert look option also working for Vehicles and Trains, now you can also remove offline players out of vehicles by entering them yourself, as well as fixing another top mentioned issue on QA Site with the MAM research resetting when you closed the menu.

If you encounter any issues with this new update or if there’s anything we’re forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone, Thank you for enjoying our game <3

New fixes:

QOL

  • You can now enter occupied vehicles and kick out the driver if the driver is offline


BUG FIXES

  • Fixed pressing ESC to close the menu resetting MAM research, requiring you to spend additional time if you accidentally closed the menu


Previously on Experimental:

QOL

  • Invert look option now also works on Vehicles and Trains


UI

  • Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken

    • Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again



BUG FIXES

  • Potential fix to a crash related to ItemRegrow subsystem
  • Fixed CTRL Key getting stuck when building
  • Fixed bug where sampling buildings was not possible in some cases
  • Potential fix for Blueprint Sampling sometimes not working after loading a save
  • Fixed bug where Hand Mining would sometimes get stuck as client
  • Fixed Conveyor belts resetting to default customization when the belt was split
  • Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
  • Potential fix for a crash that would happen when switching between upscalers
  • Fixed Antialiasing always resetting to TAA


EOS

  • Fixed a bug that led to players loading into sessions while only partially logged into EOS


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.3.1

Hi Pioneers!
Hello again everyone, Today we have a patch for you with a bunch of fixes, This patch includes some very long requested QOL like the Invert look option also working for Vehicles and Trains, Crash and Bug Fixes and other goodies :)

In order to not disturb the experience for those who are currently enjoying the Early Access version, these fixes will stay on Experimental over the weekend, but if everything is stable, they will make it’s way to the Early Access version early next week

If you encounter any issues with this new update or if there’s anything we’re forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone, have a nice weekend <3

QOL

  • Invert look option now also works on Vehicles and Trains


UI

  • Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken

    • Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again



BUG FIXES

  • Potential fix to a crash related to ItemRegrow subsystem
  • Fixed CTRL Key getting stuck when building
  • Fixed bug where sampling buildings was not possible in some cases
  • Potential fix for Blueprint Sampling sometimes not working after loading a save
  • Fixed bug where Hand Mining would sometimes get stuck as client
  • Fixed Conveyor belts resetting to default customization when the belt was split
  • Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
  • Potential fix for a crash that would happen when switching between upscalers
  • Fixed Antialiasing always resetting to TAA


EOS

  • Fixed a bug that led to players loading into sessions while only partially logged into EOS


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 is now out on Early Access!

Hi Pioneers!

Today Update 8 is now available on the Early Access version of Satisfactory for everyone to try out and have fun with it! This update showcases the combined efforts of the studio over more than a year worth of work with both Unreal Engine 5 and Update 8 as a whole, so there are a LOT of changes that have happened since Update 7 released on Early Access.

We’ve spent the last few months trying our best to stabilize as much as we can so you all can have a good experience when Update 8 releases on Early Access, with that being said, It never hurts to BACK UP YOUR SAVES :)

If you are experiencing issues, want to give us some feedback, or just post any cool ideas you might have, please let us know over at our QA/Questions Site: https://questions.satisfactorygame.com/ We always enjoy reading all your comments after a big update like this

Our community manager Snutt has prepared a new video for you all which goes over what’s new in Update 8 so be sure to check it out

If you have been following along through Experimental, everything in this patch notes will be already known to you, as this build has little or no changes from the latest Experimental from last week, but you can still give them a look as there might be a new thing or two you didn’t know about

However, If you haven’t been keeping up with the patch releases at all, there are a LOT of new things to go through, so grab a snack/drink and let’s get started

Upgrading to Unreal Engine 5


With this come many reworks and updates of systems that should improve aspects of the game, We’ve put a lot of effort into stabilising the game and performance before the Early Access release, but there might very well be things that we’ve missed.

So again please back up your saves and let us know about any differences that you encounter while playing Update 8.

Jace talked about the upgrade in depth in one of our earliest Update 8 videos check it out for more info! : https://youtu.be/dY__x2dq7Sk

World partitioning


With world partitioning in UE5 the level streaming should be much more flexible compared to the tile-based system we used before, reducing hitches that you will have encountered where these tiles used to intersect.

Vehicle physics & sound overhaul


With UE5 comes an all-new physics simulation called Chaos, we’ve reworked our vehicles to use this instead of our previous implementation. The manual driving of vehicles has been redone and we made improvements in feel and usage of the different vehicles.
With this we also reworked all vehicle sounds, eliminating many issues and overall improving quality and consistency.

Enhanced Input System


A new system we switched to with Unreal Engine 5 is the Enhanced Input system. With this we implemented contextual key bindings in the options, allowing for much more granularity and control over your control scheme across different contexts like the build mode, driving vehicles, using equipment, etc.

Upscaling (DLSS, XeSS, FSR)


Added several upscalers for any hardware that supports them.

Anti-aliasing (TSR & FXAA)


We added a lightweight anti-aliasing method known as FXAA (Fast approximate anti-aliasing) which allows for better performance on lower end machines or for people that don’t like the effect that the previous default anti-aliasing technique had.

We also support TSR (Temporal Super Resolution) which is Epic’s implementation of upscaling technology combined with anti-aliasing. For user experience we added several presets: Performance, Balanced, Quality & Insanity.

Nanite


With Unreal Engine 5 comes Nanite, a new way of rendering complex meshes allowing for high visual quality. Due to complications we only decided to convert a part of our content to Nanite. Rocks, Cliffs and Conveyor items will be using Nanite for the time being.

Lumen


Lumen is a Global Illumination system that improves lighting and reflections. This new rendering feature will make the world and factory more grounded which can result in more intense & realistic scenes.
We decided to have Lumen disabled by default even on the ultra-preset due to its high demand on the hardware. There are several scalability options to make Lumen perform well on most hardware.
When using Lumen, we recommend running with an up-scaler enabled on the “Performance” preset and Lumen on Medium or High due to the minimum quality difference.

Blueprint improvements


There were a number of improvements you’ve requested and that we still wanted to make, which should significantly improve using them
Jace talks a about the new features coming to Blueprints in this video: https://youtu.be/ZDN_b6TX5gg

Dismantling


We’ve added a Blueprint dismantle mode that you can toggle with ‘R’ by default while in the regular dismantle mode. With this you can dismantle an entire Blueprint at once!

Building


Blueprints now have a directional indicator in their hologram making it easier to place them in the correct rotation. We also implemented Quick Switch for Blueprints, allowing you to quickly toggle through Blueprints by pressing or holding ‘E’, without leaving the build mode.

Nudging


We’ve also added a Nudge Mode for all buildables and Blueprints! Pressing the H key will lock the current hologram in place, so you can move around freely to check its placement from different directions. From there you are then able to nudge the hologram around to adjust the placement by using the arrow keys before building it. You can also hold CTRL when Nudging to move the building in half steps for easier fine tuning.

Changes to the world


We didn’t make any changes to resource nodes this time around and any terrain changes we’ve done are minor, so your factories should be safe

To get an overview on what’s changed you can watch this video covering it in more detail: https://youtu.be/6X4jqMUtCwI

Visuals


Titan Forest and Red Jungle have received the most significant overhaul for their foliage, visual and sound effects, as well as lighting.

Many areas have received more polish, those being the Abyss Cliffs, Rocky Desert, Grass Fields, Northern Forest, Dune Desert, Eastern Dune Forest, Spire Coast, and some of the caves as well.

We also updated and improved the vista around the world, which has a huge impact on the look and feel of the areas at the edge on the map. With this one we are not fully done yet, but it is certainly an upgrade, and are excited for you to see the direction it is taking.

Gameplay


We are adding two new variants to the Hogs: The Cliff Hog and Nuclear Hog! They are the most menacing members of their family, defending their territory with devastating charges, and in case of the Nuclear Hog, also radiation.

We’ve also polished and updated placements of creatures, hazards, and collectables in many areas of the world, Such as Titan Forest, Red Jungle, Spire Coast, Grass Fields, Northern Forest, Dune Desert, Eastern Dune Forest, Crater Lakes, Western Beaches, Abyss Cliffs, Coin Tree Forest and most of their sub areas.

Atmosphere


In terms of lighting, we’ve done full passes over all starting areas; Grass Fields, Rocky Desert, Northern Forest and Dune Desert, the Titan Forest, Red Jungle and Spire Coast to elevate their look and feel further and fix existing issues.
You can find all the details in the patch notes below!

Advanced Game Settings


We are adding a number of settings that will allow you to customise your experience quite heavily. These Advanced Game Settings can alter the experience drastically, you can either enable them when creating a new game or when loading a save from the main menu.

There is a full list of all new settings in the detailed patch notes below, but they include things such as Flight Mode, No Build Cost, Set Starting Tier, and No Stinger Mode fully removing the spidery Stinger enemy from the game.
Here is our video covering all of this in detail: https://youtu.be/T2lOiHtygVM

Priority Power Switch & Power Tower


You can watch Jace talk about them in this video: https://youtu.be/v4mbNy3gt7c

The Priority Power Switch allows you to organise sections of your power grid into different priorities. So, if your power would fail the Priority Power Switches turn off in order of their set priority, shutting of the parts of your factory gated behind them until there is enough power available for the remainder of your grid to keep running.

They can also be switched off and on remotely from any other Priority Power Switch, allowing you to remotely control which parts of your factory are running.

The Power Tower is a large building allowing you to connect power lines over longer distances. It comes in two versions, one with a ladder and platform that make them and excellent combination with the Zipline, and one version without for a cleaner look.

Quality of life and other improvements


You can check out this video we made on all these other improvements coming with Update 8: https://youtu.be/9jDBEpAlS2s

And check out the written section for Quality of life in the patch notes further below, it contains many new improvements that came alongside Update 8 Experimental, so they are not featured in the videos above, but should be very welcome additions!

Destructible Gas Pillars


With Update 8 you’ll be able to blow up Gas Pillars using the Nobelisk! We’ve been wanting to add this for a while, and it is finally in the game. After unlocking Nobelisks you won’t have to worry anymore about odd Gas Pillars disrupting how you can build your factories.

Jetpack fuels


The Jetpack can now use a selection of fuels with different burn rates and acceleration. Thanks to this the Jetpack can be used before automating fuel with Solid Biofuel, and in the late game you can even use Turbofuel which has unparalleled acceleration.

Parachute


This feature has received some changes to make it a viable tool in the early to mid-game. For one, the Parachute no longer gets consumed when used, so you can now make one and use it for as long as you want.

It now has a standard and sprint speed which match the Bladerunner speeds. Of course, it also retains its signature function of preventing fall damage in any dicey situations you might find yourself in.

Conveyor and Pipe building


You now have an automatic starting pole if you don’t start building from an existing connection such as a pole or input/output. This means that when selecting to build a Conveyor or Pipe you can put down a pole with your first click and drag the Conveyor/Pipe out from there as usual!

Before it was sometimes impossible to build a pole because its initial starting position was invalid, even if you would be able to make it a valid placement after adjusting the height of the pole. We have now moved this validity check to the final placement of the pole to fix this.

Dismantle Filter


We’ve added a filter to the Dismantle Mode where you can hover over a specific type of building and select it to your dismantle filter. While remaining in Dismantle Mode you will only highlight the selected type of building for dismantling, making it much easier to dismantle specific parts of your factory while avoiding removing the other parts you want to keep by accident.

You can switch the filter freely while dismantling, and it works with both the new Blueprint Dismantle Mode and Mass Dismantle!

Patch Notes



ENGINE

  • Unreal Engine Upgraded to 5.2.1


ONLINE INTEGRATION / EOS

  • Online Integration has been reworked, some parts of it will still change (WIP)


UPSCALING / VISUALS

  • Added Nvidia DLSS as a selectable Upscaling method
  • Added Intel XeSS 1.2 as a selectable Upscaling method
  • Added FSR 2
  • Added Upscaling method settings
    • You can select between TSR, DLSS or XeSS under this drop down when your hardware supports it

  • Fixed Lumen for buildable lights. Fixed apply customization data to also apply extra data.
    • You will need to reload your save if Lumen was not enabled in order for this to work

  • Added Lumen boost to materials


AUTO DETECT SETTINGS

  • Auto Detect Settings (Experimental)

    • When starting the game, your video settings should now be automatically detected and set up to recommended Video settings for your system
    • If you’ve never changed a setting before, a new default might be applied to it
    • If you manually change an option, it will not be overwritten automatically on startup, but you can still manually force ALL settings be autodetected by clicking on the “Auto Detect Settings” button in the options menu in the Video section



FACTORY

  • Added the Power Tower and Power Tower Platform

    • Unlocked in Tier 4: Expanded Power Infrastructure
    • Has gradual 45 degree rotation on foundations

  • Added the Priority Power Switch

    • Unlocked in MAM: Caterium
    • Has gradual 45 degree rotation on foundations
    • Power Switches can be upgraded to Priority Power Switches and vice versa
    • There are buttons for turning entire priority groups on and off in the Priority Power Switch



ADVANCED GAME SETTINGS

  • Added several Advanced Game Settings that can be enabled when starting a new game or loading a save from the main menu:

    • Flight mode: Player can fly
    • God mode: Player takes no damage (will still die from leaving the map)
    • Give items: Player can add items to their inventory
    • No build cost: Buildables cost nothing to build
    • No unlock cost: Unlocks cost nothing to unlock
    • Unlock alternative recipes instantly: Alternate recipes unlock as soon as all requirements are met (removes need for Hard Drives)
    • No power: Buildings don’t consume power
    • Set starting tier: The session will start at the selected Tier and players will receive a starting set of items
    • Set game phase: Unlocks all phases before
    • Unlock all Tiers/MAM/Shop/Phases: Unlocks everything in the selected progression branch
    • Respawn settings: Player can set what they keep on them when respawning (everything, only equipped items, nothing)
    • Disable arachnid creatures: Disables the spawning of Stingers in the session



EQUIPMENT

  • Jetpack

    • Added support for using different fuel types in the Jetpack

      • Solid Biofuel
      • Liquid Biofuel
      • Fuel
      • Turbo Fuel
      • Jetpack can now refuel while the player is on a Zipline


  • Parachute

    • The Parachute is no longer consumed after usage and the stack size is now 1, making it function the same as other back slot equipment, such as the Jetpack
    • Added a Sprint Mode to the Parachute, allowing for slow and fast movement
    • Increased the maximum speed and descending speed, allowing for improved gliding


  • Zipline

    • The Zipline now automatically connects to the next Power Line while ziplining on Power Towers and ceiling connections

      • This will not work if the angle between the Power Lines exceeds 60 degrees
      • If the Zipline can move along more than one Power Line the direction can be controlled by looking at the desired direction or by holding the directional movement input

    • Reduced maximum Zipline Sprint Speed to 100 km/h (due to the previous maximum speed being too high for the world loading)
    • Increased the Zipline Sprint acceleration to be nearly instant
    • The Zipline can now be toggled on/off by pressing the secondary equipment input (RMB by default), which allows ziplining without needing to hold down the primary equipment input (LMB by default)


  • Weapons

    • Fire rate and damage balancing done to the Homing Rifle ammo
    • Weapon spread and damage balancing done to the Turbo Rifle ammo
    • Minor damage reductions on Iron, Stun, and Explosive Rebar ammo



CREATURES

  • Cliff Hog

    • Higher health, damage, size, and speed relative to the Alpha Hog
    • Basic Hog Charge attack, with increased speed and damage
    • New Rock Throw attack, which launches a rock at a distant or unreachable target
    • New Plow Charge attack, which continually pushes and deals damage to the target

  • Nuclear Hog

    • Higher health, damage, size, and speed relative to the Cliff Hog
    • Basic Hog Charge attack, with increased speed and damage
    • New Rock Throw attack, which launches a rock at a distant or unreachable target
    • New Plow Charge attack, which continually pushes and deals damage to the target
    • Passive Radiation Damage area of effect

  • Creature health and damage balancing

    • Reduced the health of Small Desert and Aquatic Spitters from 30 to 20
    • Increased health of Alpha Forest Spitter from 60 to 80



VEHICLES

  • Moved vehicle physics to using Chaos
  • Overhauled all vehicle sounds
  • Improved the manual driving of all vehicles
  • Reworked all vehicle trunks visually simplifying the animation and adding a new sound
  • Added functionality for vehicles to deal damage to creatures by hitting them

    • Damage dealt is relative to vehicle speed and size



WORLD

  • Gas Pillars can now be destroyed by explosives such as the Nobelisk
  • Titan Forest

    • Major overhaul of the area and foliage
    • Updated creature, hazard, and reward placements
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Red Jungle

    • Major overhaul of the area and foliage
    • Updated creature, hazard, and reward placements
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Rocky Desert

    • Polished foliage assets and placement
    • Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Grass Fields

    • Polished foliage assets and placement, also for the Grass Crater and Snake Tree Forest Sub biomes
    • Updated creature, hazard, and reward placements
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Northern Forest

    • Updated creature, hazard, and reward placements
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Dune Desert

    • Updated creature, hazard, and reward placements
    • Improved lighting and atmosphere in the area
    • Improved sound in the area

  • Abyss Cliffs

    • Polished foliage placement and replaced old assets
    • Added creature, hazard, and reward placements
    • Preliminary sound improvements in the area

  • Eastern Dune Forest

    • Polished foliage placement, landscape painting, and the Coin Forest sub biome
    • Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
    • Preliminary sound improvements in the area

  • Crater Lakes

    • Updated creature, hazard, and reward placements
    • Preliminary sound improvements in the area

  • Western Beaches

    • Updated creature, hazard, and reward placements
    • Preliminary sound improvements in the area

  • Spire Coast

    • Updated creature, hazard, and reward placements
    • Overhauled lighting and atmosphere in the area
    • Overhauled sound in the area

  • Bamboo Fields

    • Some changes to foliage have been made, but there are more changes we intend to make later to fix any remaining issues
    • Improved sound in the area

  • Added the new prototype of the world perimeter, which we will continue working on in the future
  • Overhauled the look and gameplay of several caves
  • Fixed collision being missing in some Coral


AUDIO

  • Some ambience tweaks to Red Jungle sound effects
  • Some ambience tweaks to Spire Coast sound effects
  • Changed the audio for the waterfalls in Dune Desert Canyon
  • General tweaks to waterfall sound effects


QUALITY OF LIFE

  • Nudging

    • Added the ability to lock a hologram in place with ‘H’ by default while in Build Mode, allowing players to inspect the placement before building
    • Added the ability to nudge a locked hologram with the arrow keys by default, allowing players to adjust the placement before building
    • Holding CTRL when Nudging will now nudge in half steps




  • Blueprints

    • Added a directional indicator to the Blueprint hologram
    • Added a Blueprints Dismantle Mode that can be switched on in the regular Dismantle Mode, allowing an entire Blueprint to be dismantled at once
    • Added Quick Switch functionality to Blueprints, allowing the player to quickly switch between Blueprints in the same sub-category
    • Added Sample functionality to Blueprints (can only be sampled when in Blueprint Dismantle Mode)
    • Added a Dismantle Filter to the Dismantle Mode, allowing the player to select a specific buildable to dismantle and ignore all other buildables
    • Pillars can partially intersect the edges of the blueprint designer again



  • Hotbar

    • Hotbar system has been reworked
    • Added a way to save the current hologram into the hotbar by pressing ALT+Shortcut key combination
    • You can now swap the Hotbar scroll direction in the “Controls” menu in the Options menu (Clockwise and Counterclockwise)



  • Conveyor Lifts

    • Quick Switch is now supported when building them
    • Added automatic placement of a Conveyor or Pipe pole when not building a Belt or Pipe from an existing connection point
    • Changed the Quick Switching of Conveyor Belt, Lift, and Pipe Mk.’s to no longer revert back to the first placement step
    • Moved validation check for building Conveyors and Pipes to final placement step



  • Zipline

    • Increased Zipline sprint acceleration. It should be easier to tell that sprint mode is turned on now due to the more direct change in speed
    • Zipline path selection now works vertically too
    • Additional improvements to try and mitigate cases where you get disconnected from ziplining when ziplining on an incline



  • Power Lines

    • Made the automatic power connections when building Power Lines context sensitive, copying the same type of pole the Power Line was initially connected to
    • Holding CTRL when building a wire off another wire now aligns the new Pole to the original one



  • Splitters/Mergers

    • Added the option to upgrade Splitters (regular, Smart, Programmable) by holding CTRL (default input) while aiming any Splitter variant hologram at any other already build Splitter variant
    • Can also be upgraded to each other (Splitter to Merger and viceversa) as long as only the main input and output is connected



  • Hypertubes

    • Implemented network correction and smoothing for remote players moving in Hypertubes, This should make the movement inside hypertubes much smoother and prevent any kind of desync, this is also enabled for Clients
    • Fixed character getting too much acceleration when braking while going downhill
    • Fixed hypertube attachments incorrectly building when attaching them in a section of a hypertube
    • Hypertube Entrances can now be nudged
    • Hypertube entrances now work correctly when they are built directly on top of a floor hole




  • Input System

    • Added an “Auto release sprint” option when Hold to sprint is off, this option is off by default. This makes it so whenever your movement stops, the sprint key is automatically released so you have to press it again to start sprinting



  • Hand Miner

    • Can now be Tap E to Mine (Toggle) or Hold E to Mine, depending on how long the button is held
    • Fixed a couple of issues with mining lingering around when walking away from the node



  • Signs

    • Improved snapping for signs, they can now snap to foundation sides and ceilings and can be rotated more freely.
    • Changed signs to use the same snapping logic for walls and foundations
    • Removed restrictions for snapping signs to pillars, they can now snap to any side at any time
    • When snapping a sign to a foundation, ceiling or floor, you can now hold CTRL to lay the sign down flat, otherwise it will use the pole support



  • Build Gun / Dismantle Gun

    • When trying to dismantle invalid buildables they will now redirect to the valid dismantlable (I.E. Like the Integrated train tracks or the Sub Buildings of the Hub, they will now dismantle the Train Station and the entire Hub respectively)
    • The Build Gun now remembers its last used dismantle mode, such as blueprint dismantle, so you no longer need to switch to it every time the Build Gun is brought up



MODDING

  • Included .usmap file into the Community Resources


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


BALANCING

  • Changed the Parachute recipe to only produce 1 at a time and increased the cost of a single Parachute
  • Removed the option to purchase Parachutes from the AWESOME Shop now that it is no longer a consumable item
  • Added a new milestone to Tier 4: ‘Expanded Power Infrastructure’

    • Moved the Power Storage unlock to Tier 4: Expanded Power Infrastructure
    • Added the Power Tower and Power Tower Platform to Tier 4: Expanded Power Infrastructure

  • Renamed the Tier 6 milestone ‘Expanded Power Infrastructure’ to ‘Logistics Mk.4’
  • Moved the location of the Power Poles Mk.3 unlock in the MAM: Caterium research tree

    • Reduced the High-Speed Connector cost of the Power Poles Mk.3 research from 100 to 50

  • Added the Priority Power Switch unlock to the MAM: Caterium research tree


INVENTORY

  • Somersloops and Mercer Spheres can no longer be deleted from the inventory


UI

  • Updated UI to work with the new UE5 Input System
  • Re-worked the options menus and key binding menu
  • Added a search bar in the options and key binding menu
  • Re-worked the main menu and new game menu
  • Reworked the multiplayer menus (WIP)
  • Added functionality to change the preferred fuel of equipped Jetpack in inventory window
  • Improved UI memory usage
  • Added Dark Mode for the A.W.E.S.O.M.E. Shop
  • Rewrote descriptions for video and graphical settings to be clearer to understand
  • Added a button to the new Wiki to the Social Media buttons in the main menu and rearranged the buttons
  • Made the Experimental Label bit more transparent and less bright red to help prevent OLED Burn-in


PLAYER CHARACTER

  • The player character now respawns with the equipment that was equipped on death still equipped
  • Reworked and improved the player character footstep sounds


SYSTEMS

  • Overhauled the foliage system to be compatible with Unreal Engine 5
  • Some adjustments in the power system, no changes should be noticeable during play
  • Migrated all inputs to the new Enhanced Input System


OPTIMIZATION

  • Optimized the save system to decrease saving time on larger saves by roughly 80-90%
  • Optimized significance manager to be ISPC accelerated
  • Converted to World Partitioning (Work in progress)
  • Deprecated World composition implementation
  • Added streaming scalability for foliage streaming cells

    • Foliage cells can now be loaded from different ranges

      • Near, Default, Far, Cinematic


  • Optimized Signs

    • Signs will now share when same configuration is found
    • Emissive only signs are handled in a more performant way

  • Re-implemented conveyor rendering system to work well with Nanite
  • Added TSR

    • Added TSR Presets:

      • Performance (60% Screen percentage)
      • Balanced (75% Screen percentage)
      • Quality (90% Screen percentage)
      • Insanity (100% Screen percentage)

  • Added Lumen

    • Added Lumen Scalability
    • Added Lumen Reflections Scalability

  • Improved DirectX12 Stability
  • Improved Vulkan Stability
  • Deprecated/Soft Removed DirectX 11

    • Note you can still run on DirectX 11 but without Nanite or Lumen.
    • We cannot promise the same quality as on DirectX 12 or Vulkan.

  • Minor optimizations for the Conveyor tick
  • Resolved issues where signs ticked when not needed, This should improve GPU bandwidth and improve CPU performance in saves with a big quantity of Signs built
  • Enabled Skip draw when shader isn't done compiling, this should help reduce rendering hitches
  • Disabled overlap caching to reduce consistent chaos performance loss.
  • General Chaos memory optimizations
  • Optimized physic scene handling for foliage, should reduce hitches when level streaming.
  • Optimized logic to determine if an entity is near a factory.
  • Refactored sign system for optimal performance.
  • Improved consistency with backgrounds between signs sizes.
  • Parallelized post processing blending.
  • Chaos memory optimizations
  • Texture memory optimizations
  • Mesh memory optimizations
  • Enabled virtual textures for HLODs
  • Updated HLODs to use virtual textures.
  • Enabled PSO caching
  • Removed legacy assets


BUG FIXES

  • Fixed a potential bug with drone queue processing
  • Fixed shadow flickering
  • Fixed so trains do not have to wait 2 seconds for pathfinding (a cooldown) when loading a save. This fixed a case where a train could take a wrong turn on load if it was close enough to a switch.
  • Fixed FOV scaling issues for equipment, now it should properly update without having to unequip and re-equip the equipment
  • Fixed the parachute visuals on conveyor belts or when dropped
  • Fixed a bug where drones would sometimes consume batteries multiple times when starting a new trip, especially when the player is far away
  • Fixed Jetpack (Spacebar) Getting stuck
  • You can now more easily pick up items dropped in resource nodes
  • Potential fix for foliage not being removed when playing as Client in both regular Multiplayer and Dedicated Server
  • You can now more easily interact with Electric Locomotives and Freight Carts when they are docked on a Train Station
  • Some improvements to Pipe SFX causing hitches/stuttering in factories with a lot of Refineries/Blenders built

Update 8 Fixes v0.8.2.9

Hi Pioneers!

Hello again everyone, Here’s another patch with a variety of fixes and improvements such as fixing another legacy issue where targeting Electric Locomotives/Freight Carts inside a Train Station was more difficult than it should be, Jetpack fuel selection not working correctly, Improvements with hitching/stuttering around Refineries/Blenders/Pipes fixing and more!

We’re are currently looking out for any issues we might be forgetting about as we’re feeling in a more stable situation with Update 8 as a whole, so if there’s anything important that you think should be fixed ASAP please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone, have a nice weekend <3

EOS

  • Added a popup to inform when an online session could not be created and that you are about to continue offline
  • You can retry the sign-in process by restarting the game


BUG FIXES

  • Fixed incorrect text when mining resource nodes
  • Fixed conveyor belts being able to be built in invalid shapes by using Nudge
  • Fixed a bug where Packaged Liquid Biofuel could not be selected in the Jetpack until Packaged Turbofuel is unlocked
  • You can now more easily interact with Electric Locomotives and Freight Carts when they are docked on a Train Station
  • Fixed Graphics Preset option always showing “Custom” on some hardware configurations that did not support some of the options
  • Some improvements to Pipe SFX causing hitches/stuttering in factories with a lot of Refineries/Blenders built


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.2.8

Hi Pioneers!

Hello again everyone, Here’s a few more fixes that we think benefit a lot of players like the potential fix for foliage respawning infinitely for clients, crash fixes and addressing a legacy issue, you can now pick up dropped items through resource nodes.

Some issues might persist after this patch, so if things have gotten worse or improved please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone <3

BUG FIXES
  • You can now more easily pick up items dropped in resource nodes
  • Potential fix for foliage not being removed when playing as Client in both regular Multiplayer and Dedicated Server
  • Potential fix for more EOS shutdown crashes
  • Fixed SFX playback priorities for Conveyor Belts


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.2.7

Hi Pioneers!

Hello again everyone, Here’s a patch with some potential fixes to some issues we’ve seen reported frequently

Please keep in mind that these issues are quite big and not very easy to fix, there is a chance that some issues might persist after this patch, so if things have gotten worse or improved please let us know over at our QA Site: https://questions.satisfactorygame.com/ Your input is always appreciated

See you again soon everyone <3

BUG FIXES

  • Potential fix to a bug that made most pickupables/interactables respawn after reloading a save
  • Potential fix to some major log spam on Dedicated Server on Linux
  • Fixed some duplicate entries on the key rebind menu
  • Potential fix for power towers mixing up which connections to connect previous wires when upgrading them
  • Removed a deprecated MAM research and Walls from being available
  • Fixed several crashes related to EOS
  • Fixed some log spam related to Gas Pillars
  • Potentially fixed remaining EOS timeout issues in multiplayer


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.2.6

Hi Pioneers!

Hello again everyone, Here’s a new patch with a few more changes, some fixes for EOS/Multiplayer connectivity, crash fixes, localisation updates and FSR improvements

If you’re still experiencing issues with this new update or if we’ve made things better, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day

See you again soon everyone <3

EOS
  • Potential fix to leftover connectivity issues


BUG FIXES
  • Fixed a crash related to item pickup
  • Potentially fixed a crash related to the Radar Tower


OPTIMISATION
  • Applied a series of patches to the rendered recommended by AMD that should improve FSR Performance
  • Tweaked scalability for better eye adaptation on lower quality
  • Improved LODing distances on Snake Trees


LOCALISATION
  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...

    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0