Hello everyone, Today we have a patch for you all which will most likely be our last patch until most of the studio comes back from vacation around August, When we return from vacation we will resume stabilizing the Experimental branch to get it to a level where we are happy to release this to everyone in our Early Access branch.
We know there are some issues that are not addressed in this patch, performance issues across the board being a good example, which we know a lot of you have reported in our QA site, we have not forgotten about this nor about any of the other issues or bugs you have reported on the site and once we’re all back in full force we will go back to regularly patching.
In order for us to be able to really fix what is truly important for you all, please let us know any feedback you might have over at our QA site: https://questions.satisfactorygame.com/ We will be happy to read any posts from you all when we’re back from vacation.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you again soon everyone, Thank you all for enjoying our game and we hope you’re having fun with the Experimental release of Update 8 <3
BUG FIXES
Fixed Wall Outlets not snapping to Beams and Pillars
Fixed Wall Outlets not allowing 45 degree rotation
Fixed Blueprints saved over old Update 7 Blueprints having weird issues and crashing when the Blueprint contained Pipelines
Fixed crash when opening an empty Crash Site
Fixed being able to exit Locomotives while having the Train Menu UI open
Fixed the MAM UI closing after any research was completed
UI
Removed the legacy option for “Enable Gamepad Input” from the “Controls” submenu and removed leftover keybinds
To elaborate further on this change, This option did NOT mean that we had gamepad support, this has never been the case, it was some legacy leftover inputs from default UE4, we intentionally left those in as at the time, some players were using them alongside the custom controller configs on Steam to create controller layouts for the game.
In UE5, this option does nothing as a result of the Input System overhaul, there also were some leftover keybindings, I.E. Right Thumbstick look, which was not properly set up and would cause issues, so this would actually get in the way of anyone who is trying to properly set up a controller config via Steam or any other third party application.
Now these leftover inputs have been removed, so now you should be able to properly set up a custom controller configuration without any issues.
Existing custom controller configs will most likely need to be updated when moving from Update 7 to Update 8, but this was already the case, now it will just be smoother when trying to update these configs as there will be no leftover inputs that get in the way.
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 behavior 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
There is major performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared to Signs
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 v0.8.0.4
Hi Pioneers!
Hello everyone, here’s another patch addressing some more of the top issues we’ve gotten around to from the feedback we’ve gotten from you all
There’s something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you again soon everyone <3
BUG FIXES
Fixed a crash on startup for Dedicated Server when the server query port was set to a value that exceeded the maximum value of an int16
Fixed the “Enable Advanced Game Settings” checkbox still showing up on the Loading Menu even if the save already had Advanced Game Settings enabled
Fixed Advanced Game Settings being checked for all saves belonging to a session when checking it only in one save from the session, now it’s individual instead of applying to all
Fixed the customizer still consuming resources from inventory when No Build Cost was enabled
Fixed getting refunds for Customizer Materials and Patterns when No Build Cost is enabled (So your inventory does not fill up with things you don’t want)
Fixed a crash with the Customizer when using the Customization filter
Fixed the Max FPS option not allowing to set a custom value from the number properly and always displaying 0
Potentially fixed a crash related to conveyor belt holograms
Potentially fixed a crash when loading a save that might be affecting saves that have Geothermal power set up
Temporary fix for audio log spam on Dedicated Servers when using vehicles which would lead into clients being kicked out of the Server
UI
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
GAMEPLAY
Reduced the height at which the player hangs from the Zipline, this should help some cases where the player gets detached from the cable when ziplining down an incline due to bumping the Pioneer’s head
MODDING
Included .usmap file into the Community Resources
LOCALISATION
Fixed several text entries that were not possible to localize after the UE5 migration
Also excluded other texts and folders from improperly showing up in the localization files
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
There is major performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared to Signs
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 v0.8.0.3
Hi Pioneers!
Hello everyone, here’s another patch with some more fixes and goodies for you all so please take a look, there’s quite a few changes in this patch.
There’s something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you again soon everyone <3
BUG FIXES
Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint
This may also fix sinking/incorrectly rotated foundations in some scenarios
Fixed the parachute visuals on conveyor belts or when dropped
Fixed the camera for the Factory Cart, it was incorrectly set so it would clip drastically when indoors
WORLD
Fixed collision being missing in some Coral
A few parts near the coastline of Rocky Desert are now more complete in terms of foliage and world design
Fixed some issues with the Gas Pillar effects in a few areas of Dune Desert and Spire Coast, also fixed some locations in Titan Forest leading towards Desert Canyon
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
GAMEPLAY
Removed the option to purchase Parachutes from the Awesome Shop now that it is no longer a consumable item
Toned down the new parachute recipe
Minor updates to the descriptions of the Jetpack and Fuels to match the new Jetpack changes
Fixed the wording for the Priority Power Switch description to match the UI
Fixed the FICSIT Blueprints milestone not showing the Blueprint Designer in the unlock list
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 behavior 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
There is major performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared to Signs
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
Max FPS option is visually stuck at 0 regardless of selection, the FPS cap does still work however, so this is merely cosmetic
The Global Illumination option might show blank and prevent you from changing it if you were using Cinematic before it was removed in yesterday’s update, you can work around this by using the “Reset to Default” button, it should let you change the setting normally afterwards, Do note that this will reset all other Video settings to default
Update 8 Fixes v0.8.0.2
Hi Pioneers!
Hello everyone, today here’s a smaller patch that hopefully has some big impact for a lot of you, We did some optimisation improvements that we want to try out, a fix for being unable to place water extractors on the water that was fixed, and some localisation updates.
If we’re forgetting about something important or if we’ve introduced new issues, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will look into it ASAP
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you again soon everyone <3
OPTIMISATION
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
Cleaned up major log spam that affected loading
BUG FIXES
Fixed being unable to place Water extractors in the recently fixed Water that was previously missing, they should now work as intended
LOCALISATION
Updated all languages with the latest translations
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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
There is major performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared to Signs
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
Max FPS option is visually stuck at 0 regardless of selection, the FPS cap does still work however, so this is merely cosmetic
The Global Illumination option might show blank and prevent you from changing it if you were using Cinematic before it was removed in yesterday’s update, you can work around this by using the “Reset to Default” button, it should let you change the setting normally afterwards, Do note that this will reset all other Video settings to default
Update 8 Fixes v0.8.0.1
Hi Pioneers!
Hello everyone, we’re happy to be here again with another Experimental release, this update has a lot of intricacies to it due to the upgrade to Unreal Engine 5 so we’re going to try to address some of the bigger issues you’re all encountering before we leave for vacation, so for today here’s some fixes, we’re still reading all your feedback so please keep it coming, we really appreciate it.
If we’re forgetting about something important or if we’ve introduced new issues, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will look into it ASAP
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you around everyone <3
PERFORMANCE
Removed “Cinematic” Global Illumination preset due to the fact that VRAM does not get flushed correctly, which would lead to severe performance loss until the game is restarted.
Renamed TSR “Insanity” Preset to “No downscaling” and added Tooltips clarifying their purpose
Performance (Performance over quality, Some rendering artifacts)
Balanced (Performance and quality focused)
Quality (Quality Focused)
No Downscaling (Only Anti aliasing, not recommended!)
BUG FIXES
Fixed issues with players being unable to slide under conveyor belts
Fixed collision issues on blue/purple trees in Southern Forest
Potentially fixed all issues with missing water in the world
Fixed FOV scaling issues for equipment, now it should properly update without having to unequip and re-equip the equipment
Potentially fixed a crash that would happen when opening the keybinds menu
Fixed a crash when trying to upgrade a splitter/merger
The train scheduler has been reverted back to a stable version, some work in progress accidentally got into update 8. This caused problems in some path signal setups. Problems such as allowing a train to enter a path block without the exit being clear.
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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 > 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
There is major performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared to Signs
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 on Experimental!
Hi Pioneers!
Since you’re reading this, Update 8 is now out on Experimental for you all to try and let us know what you think. We’ve put in great effort to stabilise the game before it gets out to you, but with a major engine upgrade there are always extra chances for issues to occur. So, while you hopefully enjoy all the new goodies, keep an eye out for bugs and problems and most importantly: BACK UP YOUR SAVES! Better to be safe than sorry with this one. Now let’s move on to content.
Oh boy, did we say this was a smaller update again? Well, it seems we’ve overshot the target a little bit and are now looking at a big package of additions, changes, and quality of life improvements coming out with Update 8!
There are two new buildings joining the line-up, the Power Tower, and Priority Power Switch. The Titan Forest has gotten a new look, we’ve done updates to atmosphere and lighting, and worked on polishing many other biomes in terms of gameplay and/or visuals. Advanced Game Settings are coming to the game, allowing you to experiment and enjoy Satisfactory with less restrictions than before – if you wish. Blueprints have gotten some major improvements in how you can build with them, and we’ve added several other improvements that we’ll describe in more detail below. We also reworked a number of our systems in conjunction with the engine upgrade to make things run more smoothly for you.
Find things you love? Things you hate? Tell us about any bugs, issues, and feedback you have on our Questions Site: https://questions.satisfactorygame.com/
We’ve hit some roadblocks on the way to this release, but we’re very excited to have you finally play it. Hope you all have a great time, be safe, and best wishes from the team! <3
Upgrading to Unreal Engine 5
The bulk of our work on Update 8 has been the engine upgrade. With this come many reworks and updates of systems that should improve aspects of the game, but it all being new also means that new issues can be hiding in lots of places as well. We’ve put a lot of effort into stabilising the game and performance before Experimental release, but there has been lots of ground to cover and this combined with the fact that you all are playing on a vast array of differing hardware means there might very well be things that we’ve missed. So again, come our usual reminders: please back up your saves beforehand and let us know about any differences that you encounter, good or bad, while playing Update 8.
Below are the most relevant details on what this engine upgrade means for Satisfactory, but if you’ve got some time on your hands Jace talked about the upgrade in depth in one of our earliest Update 8 related videos:
World partitioning
This is the new system in Unreal Engine 5 for streaming parts of the world in and out, and we’ve switched to it entirely. The base line for you is that with world partitioning the level streaming should be much more flexible compared to the tile-based system we used before, reducing hitches that you will have encountered at specific parts of the world where these tiles used to intersect.
Vehicle physics & sound overhaul
With UE5 comes an all-new physics simulation called Chaos, and we’ve reworked our vehicles to use this instead of our previous implementation. There should be little to no changes when it comes to vehicle automation, but the manual driving of vehicles has been redone and we made improvements in feel and usage of the different vehicles. From our own tests we feel it is an upgrade overall, but we are curious to hear what you think after playing with them!
With this we also reworked all vehicle sounds, eliminating many issues we couldn’t easily resolve in our old implementation, overall improving quality and consistency.
Enhanced Input System Another new system that 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.
Using the Enhanced Input system has also made it easier for us to fix bugs related to inputs. While the migration to the new system created some short-term issues, we have done an extensive pass to ensure all inputs work as intended. But there is always the possibility that you run into an issue that we have missed, in which case you can let us know on our questions site.
Anti-aliasing (TSR & FXAA)
For scalability options we added a lightweight anti-aliasing method known as FXAA (Fast approximate anti-aliasing) which would allow for better performance on lower end machines or for people that don’t like the effect that the previous default anti-aliasing technique had.
Next to that we setup our content to work with 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.
Note, this doesn’t mean we won't support other Upscaling technologies in the future.
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 TSR enabled on the “Performance” preset and Lumen on Medium or High due to the minimum quality difference. Next to that if you want the high-quality bounce light but not the reflections you can disable the Lumen Reflections in the video settings.
Blueprint improvements
The main feature of our last update is getting some additional love in this one as well. These were a number of improvements you’ve requested and that we still wanted to make, which should significantly improve using Blueprints in Satisfactory. Since a lot changed here, we are closing the old posts on our Questions Site and are curious for you all to submit some fresh feedback after playing with all these changes. Jace talks a little about this, and mostly about the new features coming to Blueprints in this video.
Dismantling
Before Update 8 Blueprints were very tedious to dismantle after being placed. Now 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, significantly reducing the effort to get rid of Blueprints that are misplaced or no longer useful!
Building
To improve building with Blueprints we’ve added several useful features. 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, a feature we’ve already had for regular buildables, allowing you to quickly toggle through Blueprints in the same sub-category by pressing or holding ‘E’, without leaving the build mode.
We’ve also added a Nudge Mode for all buildables! Using it 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, if necessary, before building it. While this feature is available for all buildables, it is particularly useful for Blueprints and other large buildings.
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. In Update 8 we instead polished a number of areas in terms of visuals, atmosphere, and gameplay elements. Lots of work has gone into all of this, so to get an overview on what’s changed you can read the next parts below and/or look at this video covering it in a little more detail.
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, 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
In terms of gameplay in the world, 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, Crater Lakes, Western Beaches, Abyss Cliffs, Coin Tree Forest, Dune Desert, Northern Forest and most of their sub areas. We also did a preliminary pass of Bamboo Fields and Rocky Desert as well to prepare them for Experimental Release, though there may still be changes on them in the future.
Atmosphere
It was time for us to take a look at lighting and sound in the world, both with the upgrade to Unreal Engine 5 and just in general to polish things up and get rid of lingering issues. 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. When it comes to sound improvements and clean-up in the world, we’ve passed all the same areas and several more. 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 when it comes to removing restrictions inherent to Satisfactory. These Advanced Game Settings can alter the experience drastically, so you can either enable them when creating a new game or when converting your existing save to using these settings when loading a save from the main menu. Jace talks about all this, the different modes, and their implications in another one of our videos: There is also a full list of all new settings in the detailed patch notes below, but to give you an idea, they include things such as Flight Mode making traversal and building freely a non-issue, No Build Cost which means buildables no longer need the required items to be built, Set Starting Tier allowing you to start a new game with everything up to that point unlocked and some resources to get started quickly, and No Stinger Mode fully removing the spidery Stinger enemy from the game.
Many of these settings change restrictions that are part of what makes Satisfactory what it is, but we also know that people find their fun in games in different ways, and we wanted to give you the option to experiment with that and find out how you enjoy Satisfactory the most.
Priority Power Switch & Power Tower
Both of these features can make a significant change in how you set up your power grid. We’ve got a summary for what they can do below, or you can watch Jace talk about them in this video: 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.
While they are great to prevent full power outages, 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
It wouldn’t be our usual updates if there weren’t several miscellaneous improvements to features and quality of life for Satisfactory included in the Update, so let’s take a quick look at these as well!
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, and we balanced it to be an excellent tool for making longer jumps while exploring and traversing your factory. 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
Some really nifty improvements have come in for our Conveyors and Pipes as well. 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 Update 8 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 edge case, improving the build interaction further.
Dismantle Filter
We’ve added a filter to the Dismantle Mode where you can hover over a specific type of building, such as a Constructor, 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, such as Foundations.
You can switch the filter freely while dismantling, and it works with both the new Blueprint Dismantle Mode and Mass Dismantle!
If you already want to see all these features in action before trying them yourself, Jace goes over all of these in this video:
Patch Notes
FACTORY
Added the Power Tower and Power Tower Platform
• Unlocked in Tier 4: Expanded Power Infrastructure
Added the Priority Power Switch
• Unlocked in MAM: Caterium
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
Added support for using different fuel types in the Jetpack
Jetpack can now refuel while the player is on a Zipline
Parachute changes
• 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 changes
• 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).
Weapon balancing
• 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
Added 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
Added 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 balancing
• Reduce 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
QUALITY OF LIFE
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
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
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
Somersloops and Mercer Spheres can no longer be deleted in the inventory
Made the automatic power connections when building Power Lines context sensitive, copying the same type of pole the Power Line was initially connected to
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.
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
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
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
Added functionality to change the preferred fuel of equipped Jetpack in inventory window
Improved UI memory usage
Added UI for selecting Dismantle Modes
Added Dark Mode for the A.W.E.S.O.M.E. Shop
Added Quick Switch functionality to Blueprints
Rewrote descriptions for video and graphical settings to be clearer to understand
Updated the credits :D
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
• 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
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.
KNOWN ISSUES
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
Performance loss when running out of VRAM
Lights don’t behave correctly in Lumen compared with Signs
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 7 Fixes v0.7.1.1
Hi Pioneers!
Hello everyone, we’re glad you’re all enjoying the update, here’s some fixes to hopefully solve some issues some people are having before we at the office go on our FICSMAS holiday :)
From our side, things seem to be decently stable with this release, but if we’re missing something please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will try to address it ASAP.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you around everyone, hope you all have a great holiday <3
BUG FIXES
Fixed a very rare crash related to the build effect while building Blueprints
Fixed the To-Do list showing 0’s on recipes and crashing the game while trying to edit it sometimes when reloading a save
Fixed being able to place Coal generators at the edge of Blueprints and still have them hook to power
Fixed being unable to upgrade FICSMAS Power Lights
Fixed Clients not being able to place Power Poles off a Power Cable in the Blueprint Designer
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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 > 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.
If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
-d3d11
-DX11
-d3d12
-DX12
-vulkan
Update 7 is out on Early Access!
Hi Pioneers!
Update 7 is now available on Early Access, so in here we are again going over all the content of the Update in detail for those of you who haven’t followed the Experimental releases. The most fun and convenient way to get all the highlights is our patch notes video that you can watch here:
For those of you trying out the new content for the first time, and those of you that might have ongoing issues from the Experimental release, you can let us know about your thoughts on our Questions Site as usual: https://questions.satisfactorygame.com/
Blueprints are the biggest addition to the game coming with Update 7, but keep in mind we are not entirely done with them yet. For Update 7 this is what we can share with you, and we are looking forward to your feedback and what you make with them in Early Access before we finalise the feature in a later Update down the line.
Hope all of you have a fantastic time with the new content and a wonderful FICSMAS <3
Blueprints
The Blueprint Designer
In this brand-new building you will be able to design, adjust, and save Blueprints for use in your factory. Anything that fits inside the confines of the Designer (4 by 4 Foundations and 8 Walls in height) you will be able to build with a single click as a Blueprint.
Building Blueprints
Any Blueprint you save in the designer is added to the Blueprints Build Menu Tab, which you can organise as you see fit. From there you can select it like any other building or add it to your Hotbar. Blueprints have some unique build modes of their own, one focused on detailed control and the other on snapping with other Blueprints.
Creature Game Modes
Passive and Retaliating
These are the two new modes we added for Creature hostility which allow you to adjust how to interact with the combat aspect of Satisfactory. If you do want to fight, but want more control over the when and how, the Retaliating mode is for you. Creatures will only attack you if you attack them first, and this works per single creature. So, if you want to fight a group of Hogs or other creatures one after the other, you can do that now.
Passive mode is exactly what it says: All creatures will remain passive, no matter if you attack them or not. If you want to enjoy Satisfactory without the action aspects, Passive mode gets the job done.
You can set your preferred Creature hostility in the Escape Menu under ‘Advanced Gameplay Settings’.
In the future
This is mostly what we have in mind for allowing you to customise your experience with Creatures. In the future we are planning to implement more game modes that allow you to adjust how you play Satisfactory. But that is for after Update 7.
Overclocking
We’ve talked a bunch about Overclocking before and we are finally making some changes to it. If you don’t know, the Overclocking mechanic allows you to make buildings produce parts faster at an exponential power cost or produce slower while consuming exponentially less power. The basic mechanic of Overclocking remains largely unchanged, but we’ve lowered the exponential power cost change. This means that Overclocking is less expensive than it was before, and Underclocking is not quite as cheap. Generators are the only exception to this rule: They Over- and Underclock completely linear.
Other content
And of course, there is some more. Conveyor Ceiling Mounts are new, with the addition of contextual switching between relevant buildables when aiming at a wall, ceiling, or floor. This works for both Conveyor and Pipe attachments. The Zipline has a sprinting mode that allows you to go dangerously fast at your own risk and you can now name your favourite Lizard Doggos to let all the other ones know where they stand. Of course, we also fixed some bugs and worked on system changes and improvements under the hood.
Patch Notes
BLUEPRINTS
Added the Blueprint Designer to Tier 4
Added Blueprints tab to the Build Menu
FACTORY
Added Conveyor Ceiling Attachment to the Awesome Shop
Reworked the Build Effect
EQUIPMENT
Added sprinting functionality for the Zipline
CREATURES
Added Creature hostility modes that can be set in Advanced Game Settings in the Escape Menu
Regular: Creatures attack and investigate players based on vision and hearing
Retaliate: Creatures attack players after being attacked themselves
Passive: Creatures never attack players
Lizard Doggos can now be named in the interact menu after they’ve been tamed
QUALITY OF LIFE
Conveyor and Pipe poles now contextually switch between floor, wall and ceiling attachments based on where the player aims while building
Some improvements / fixes for foundation snapping
Ladder hologram now works with the “Build in One Click” setting
To-Do List should now handle alternate recipe names and multi-product recipes better
Added feedback when trying to save color picker presets with the same name as an already existing preset
BALANCING
The water requirement of Nuclear Power Plants has been reduced from 300 to 240
Alien DNA Capsules can now be sunk in the Awesome Sink, generating Coupons separately from other parts
Reduced the energy cost of Overclocking production buildings (including Extractors) to a lower exponent
Made overclocking of power generators match the operating rate with the clock speed
Reduced vertical foundation snapping grid size from 200 to 100
UI
Updated the game credits
Implemented double click functionality for Save and Load Game
Build Mode now prioritises showing missing costs while building
Added option to only show missing cost when in Build Mode
Added a new submenu called Multiplayer Settings to the Escape Menu and moved Manage Session/Manage Invites there
Added a cancel button to “Add new server” popup in the Server Manager
Added a search bar to the multiplayer list in the Join Game menu
Added support for hiding some HUD elements. Can be toggled on and off in the options menu
Added feedback when trying to save colour picker presets with the same name as an already existing preset
OPTIMISATION
We’ve optimised things, but they’re secrets
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
BUG FIXES
Fixed a throughput issue that occurred during variable frame rates on high-speed Conveyor Belts
Fixed Tilted Corner walls not having soft clearance
Rewrote Splitter/Merger code to make it better
Fixed items not moving when reaching the end of a Conveyor Belt segment
Train lights should now update correctly when a train loses power
Train lights should now restore properly to the correct location after derailment
Fixed issue where rotation would reset after upgrading a buildable
Fixed issues related to Lights
Fixed issues related to Rain
Fixed an issue where icons would show up blank after Holstering equipment that uses fuel
Fixed it being too hard to snap to Conveyor Floor Holes
Fixed Conveyor Lift hologram rotation resetting for the second segment after snapping to a Floor hole
Fixed having to click twice on Foundations, Walls and Roof Material filters in order for the Apply Material to Hotbar buildings button to be displayed
Fixed Plutonium Waste and Organic Data Capsule being missing from Programmable/Smart Splitters
Several smaller fixes have been made in general
KNOWN ISSUES
1. A reminder for people who have been having issues with unexpected crashes on start-up 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...
This may or may not redownload a large number of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
2. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
3. If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
-d3d11
-DX11
-d3d12
-DX12
-vulkan
Update 7 Fixes v0.7.0.8
Hi Pioneers!
Hello everyone, here’s a few more fixes for you all, some more on the way as well but we wanted you all to have these at least for now :)
If we’re forgetting some super important stuff or anything you might find very annoying, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again very soon <3
BUG FIXES
Fixed hologram clearance showing up in the Blueprint build effect
Fixed issue with semi empty Conveyor belts entering stall mode while not allowed
Fixed “No Power” warning missing on Miners
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 behavior 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 > 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.
If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
-d3d11
-DX11
-d3d12
-DX12
-vulkan
Update 7 v0.7.0.7
Hi Pioneers!
Hello everyone, here’s a bonus round of fixes, if you missed yesterday’s patch notes please take a look at them as they have a lot more stuff in them.
Hopefully this finally addresses most of the issues we’ve been having since the Experimental release but as always If we’re forgetting some super important stuff or anything you might find very annoying, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again soon, Hope you all have a great weekend <3
BUG FIXES
Fixed being unable to save Blueprints in sessions with names with empty spaces
Temporary fixes to Blueprint snapping in Foundations, this should make it so Blueprints no longer sink in-between foundations
Fixed Plutonium Waste and Organic Data Capsule being missing from Programmable/Smart Splitters
Potentially fixed throughput issues on Conveyor belts in variable framerates
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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 > 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.
There might be a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, we’re working on them
If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.