Satisfactory Update 7 Patch Notes, Satisfactory Patch 0.7.0.0 Blueprints, Equipment, Bug Fixes, And More
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Satisfactory Update 7 Patch Notes

On November 15, 2022, this patch was released. It represents Update 7’s first patch.

On Steam, Reddit, Discord, and the official website of Satisfactory, the original post is accessible.

You’ll get to enjoy several more nuggets along with Blueprints, which are perhaps the most eagerly awaited addition to this release. Additionally, we’ve balanced overclocking and coupon generation, introduced a conveyor ceiling attachment, and added new Creature antagonism modes. The complete information is provided below.

Click Here- Satisfactory Patch 0.7.0.0 Patch Notes

Satisfactory Update 7 Patch Notes Today

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 we fixed some bugs and worked on system changes and improvements under the hood. Lots of good stuff.

Satisfactory Patch 0.7.0.0 Patch Notes

BLUEPRINTS

FACTORY

EQUIPMENT

CREATURES

QUALITY OF LIFE

BALANCING

  • 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

  • Overhauled Pioneer name tags (has this already been released?)

  • 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

OPTIMISATION

BUG FIXES

KNOWN ISSUES

Satisfactory Game Info

Swedish video game studio Coffee Stain Studios produced the manufacturing simulation game titled Satisfactory. It is an open-world exploration and factory-building 3D first-person game. With only a few tools, the player, a pioneer, is dumped on an alien planet and must mine the planet’s natural resources in order to build progressively complex factories that will automate all resource requirements. The basic objective is to construct a space elevator and start delivering FICSIT Inc., the employer of the player, with a growing number and complexity of components for unspecified uses. These exports open up new structures that enable the subsequent export.

Satisfactory Gameplay

A factory complex for FICSIT is to be built on the planet in order to “colonize” it, and the player assumes the role of an engineer who has been dispatched there with that mission. The Grasslands, the Rocky Desert, the Dune Desert, and the Northern Forest are the player’s options for the first location. This decision impacts the early-game resources the player has access to as well as the amount of flat ground that is readily available for construction. The player can, however, relocate to any other location on the map at any moment. After landing, the player must salvage the landing pod in order to obtain materials for building the Hub, which will serve as the starting point for the majority of other development.

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