Satisfactory Update 8 Early Access Release Date, Changes, Console Commands, Gameplay and More

Satisfactory Update 8 Early Access Release Date

As of now, there is no official information regarding the exact release date for the early access version of Satisfactory Update 8. However, players can get a taste of what’s to come as Update 8 is already available on the Experimental branch starting from June 13, 2023. This means that gamers who are eager to try out the new features and improvements can access them in this testing phase. 

Keep an eye on official announcements from the developers for updates on when the full early access release date will be revealed. In the meantime, you can explore the changes and enhancements introduced in Update 8 by accessing the Experimental branch.

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Satisfactory Update 8 Changes

Satisfactory Update 8 brings significant enhancements to the game. It introduces the Power Tower and Priority Power Switch, expanding power infrastructure. Advanced game settings grant players creative options, including flight and god modes. Equipment upgrades enable jetpacks to use various fuels and refuel while ziplining. Parachutes no longer deplete, offering a sprint mode.

Ziplines now auto-connect to power lines. Creature additions and balancing, alongside vehicle improvements, enhance gameplay. World updates, quality-of-life improvements, and UI upgrades provide a smoother experience. Balancing adjustments, UI enhancements, system optimizations, and bug fixes complete the patch, making Update 8 a comprehensive and exciting addition to the Satisfactory experience.

TRENDING

Satisfactory Update 8 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

• 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).

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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
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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
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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.

Satisfactory Update 8 Console Commands

As of now, there are no console commands available for Satisfactory Update 8. Console commands, which typically allow players to access special features or cheats in the game, have not been introduced in this update.

Players will need to rely on the standard gameplay and features provided by the game without the option to use console commands for various purposes like debugging or altering gameplay elements.

Satisfactory

Satisfactory is a video game where you play as a pioneer on an alien planet. In the game, you start with just a few tools and your main job is to gather natural resources from the planet. With these resources, you build factories to automate the production of various items. 

Your ultimate goal is to construct a space elevator and supply your company, called FICSIT Inc., with increasingly complex components. As you export more goods, you unlock new buildings and technologies to make even more advanced products.

The game was released for early access in March 2019 and later on Steam in June 2020. It features cross-platform multiplayer, allowing players to cooperate and build together. Satisfactory is often compared to Factorio, as it shares the concept of factory building, but it’s played in a 3D first-person perspective. The game’s world is pre-generated and identical for all players, set on an alien planet called “Massage-2(A-B)b,” with a playable area spanning 30 square kilometers.

Satisfactory Gameplay

Satisfactory is a game where you step into the shoes of an engineer tasked with building a complex factory on an alien planet for a company called FICSIT. You begin by choosing a starting location from four options, affecting the resources you can access and the building space available. Your main objective is to construct a base called the HUB, which serves as your central point for expanding your factory.

In the game, you learn how to mine and process basic materials like iron and copper, which are used to build your factory. Satisfactory uses a tier system, with eight tiers, each unlocking more advanced materials and equipment as you progress. Automation is a key part of the game; you aim to create a factory that can produce items without your constant input.

While building your factory, you’ll also face challenges like hostile creatures and hazardous environments. You can use weapons and vehicles to explore and defend yourself. In addition, blueprints were introduced to help streamline large-scale construction. Ultimately, your goal is to create a highly automated factory and deliver essential parts to a space elevator.

Satisfactory Trailer

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