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!
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