A new Satisfactory update 8 details released for on PC players. According to the official Satisfactory patch notes, the latest update adds a long list of bug fixes and gameplay changes. In addition, Satisfactory patch 8 also adds several new Advanced Game Settings.
Since the last Satisfactory patch, players are experiencing problems with the game. Today’s Satisfactory patch 8 will fix a few of these issues.
Check out more details below.
Satisfactory Patch 8 Notes – June 13, 2023
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
- Solid Biofuel
- Liquid Biofuel
- Fuel
- Turbo Fuel
- 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
• 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 Cliff Hog
- 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 😀
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
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