In the complex world of Satisfactory, where efficiency and optimization are fundamental, knowing how to access the command console can be an invaluable tool for players. Learning to use commands can not only help you solve problems and optimize your gaming experience, but also provides the freedom to experiment according to their needs and desires. Changing parameters such as brightness or the amount of fog that you want to have in your game. Start your advancement to the system on your own Satisfactory server.
If your keyboard does not have the tilde (~) key, you can change the key to access the console as follows:
Remember that you can place the key that suits you best instead of F6, always avoiding combinations like ctrl, shift, alt, or any key that already has a use within the game.
Here’s a list of commands you can use once you’ve accessed the console, including some that appear in autocomplete – but don’t actually work or cause problems. These commands are divided into two types: Non-Debug and Debug. It’s important to make this distinction because Debug commands often cause issues with the game’s functionality, so if you decide to use them, we recommend saving your game beforehand.
These commands primarily focus on graphical and lighting aspects.
ToggleDebugOverlay [0/1] Displays a window with various debug info SaveWithNewSessionName [name] Saves the current session under a new session name, separating it in the “Load Game” menu.N/A
Command | Description | Default |
---|---|---|
?(without pressing enter) | Shows a complete list of all commands, some with brief explanations. There are 2296 commands in total as of Patch 0.3.3.5, though not all of them are available as a public user. Green commands: Executable as a public user, alteration possible Purple commands: Executable as administrator (possibly accessible by commands like “Admin” and/or “AdminLogin”), but some have been made accessible for public users, could be host in a multiplayer game Grey commands: Only readable |
N/A |
materialFlowAnalysis recipeName[FString] | This command can be used to find the items required per second for all craftable items in the game. To use the command, type “materialFlowAnalysis” (not case sensitive) and then type in the item name you wish to find out about (this is case sensitive). The ‘name’ of the item, or ‘FString’, shall follow the exact string as indicated in the individual item’s Blueprint Path, which can be found in the infobox of each item on its respective page. | N/A |
Gamma [number] | Changes the gamma (brightness) level. | 2.2 |
Pause | Pauses the game, enter the command again to continue playing. | N/A |
r.Atmosphere [0/1] | Activates/deactivates the atmosphere. | 1 |
r.Fog [0/1] | Activates/deactivates the fog. | 1 |
r.ViewDistanceScale | Sets the render distance of things like trees/foliage/rocks. Value is multiplicative* | 1 |
foliage.LODDistanceScale | Controls how are higher quality LOD models being shown further out. It primarily affects foliage and buildings and can have a major impact on performance, but can make the game look better. Set this to higher values to increase the distance (recommended high is 5). | 1 |
r.Shadow.DistanceScale | Sets the render distance of shadows cast by objects. Value is multiplicative* | 1 |
r.ScreenPercentage [percent] | Sets internal resolution scale. It can be used together with r.TemporalAA.Upsampling set to 1 to get a “fake” full resolution image achieved with temporal anti-aliasing (TAA). This can improve performance a lot. | 100 |
r.TemporalAACurrentFrameWeight [number] | Range 0-1. Sets the impact of the current internal frame on the final image. Set this to a low value e.g. 0.05 for better anti-aliasing or better upsampling at the cost of more artifacts (especially smearing) in motion. Also, increase r.TemporalAASamples to something larger like 16 when using low values. | 0.2 |
r.TemporalAAFilterSize | Sets the spread of the TAA samples. Use values below 1 like 0.25 to sharpen the image (only works if r.TemporalAASamples > 6). | 1 |
r.TemporalAASamples [number] | Sets the number of samples to use for TAA. Set this to 2 – 5 to reduce jitter. | 8 |
r.Tonemapper.Sharpen [number] | Sets the amount of a simple sharpen filter. | 0 |
r.StaticMeshLODDistanceScale [number] | Controls the level of detail (LOD) for static meshes. Set this to 0 to improve graphics but possibly decrease performance, or higher than 1 to make it significantly worse. | 1 |
r.LandscapeLODBias [number] | Fixes terrain geometry in the far distance. Set this to -2 or -3 to improve graphics but possibly decrease performance. | 0 |
Grass.densityscale [number] | Sets the grass density. 0 disables it entirely, values between 0 and 1 reduce it, and values over 1 increase it. | 1 |
pool.light.count [number] | Sets the amount of lights to render. | ? |
pool.light.lightshaft.count [number] | Sets the amount of light shafts to render. | ? |
Stat FPS | Activates Unreal Engine 4’s built-in FPS counter, all command fields are non-case-sensitive. The FPS counter will work in all environments, even on loading screens or the main menu. | N/A |
Stat Levels | From the description: “Displays level streaming info”. | N/A |
Stat Unit | Activating it shows a small readout of various statistics including Frame time (1000/Frame time = FPS), Game time (1000/Game time = UPS), Draw time (unknown), GPU time (unknown), RHIT time (unknown) and whether or not DynRes is supported (use unknown). | N/A |
Suicide | Has the same effect as using the Respawn option from the Esc in-game menu. | N/A |
t.MaxFPS [number] | Sets the maximum framerate to any value, other than the options in video settings. 0 makes the framerate unlimited. | 0 |
FOV [number] | Sets field of view to the entered value, however, values over 150 can become unstable and glitches will occur. The FOV can be changed by a slider in the game’s option, but this console command allows to set it to any value beyond the slider. | N/A |
Remember that using these commands is unstable and may either perform no action or cause issues with the game’s functionality. Activating any of these commands will display the following information in the top left corner (unless otherwise indicated):
To activate them, you’ll need to input the following line and change the text found between < >:
ShowDebug <DebugType> [FName]
Debug Command | Description |
---|---|
AI | Use unknown. Presumably shows information regarding enemies and/or automated vehicles near the player. |
AKAUDIOSOURCES | Shows the number of active audio sources + other information. Execute again to show default information. |
ANIMATION | Use unknown. Presumably shows information regarding what frame of an animation is being played, the name of the animation, etc. |
BONES | Use unknown. Presumably shows information regarding bone connections and their orientation in non-static models. |
CAMERA | Shows extra information about the camera position underneath default information. |
CIRCUITS | Shows information regarding any power networks (circuits) in the world including; the number of circuits, ID(s), and information about the circuits including; components, power produced, the power consumed, and fuse status. Execute again to show default information. |
COLLISION | Unknown. Presumably shows collision information. |
FACTORY | Shows the number of player-built structures (not including vehicles) in order from most to least. |
FACTORYCONNNECTIONS | Use Unknown. Notes: Causes extreme lag, use at own risk. Execute again to show default information. |
FORCEFEEDBACK | Shows information about current force feedback values and what is contributing to that calculation underneath default information. |
INPUT | Shows information about which input method is currently being used (keyboard/mouse) which key is being used, the input value of the input, and the time the input has been executed. It also shows information about the input stack. All of this information is shown underneath the default information. |
NET | Use unknown. Presumably used to show multiplayer connection info. |
NONE | Shows only default information, hiding the rest. |
PHYSICS | Shows information about; Current player velocity components, total player speed in cm/s, total player speed (2D), acceleration experienced by the player, and other physics-related information. This is all shown underneath default information. |
POWER | Use unknown. Note: Causes lag, use at your own risk. |
RADIATION | Shows information related to the radioactivity subsystem including; Number of radiation sources, emitters and levels of radiation emitted, and player exposure level. Execute again to show default information. |
RADIATIONSPHERES | Presumably shows spheres where radiation would begin to affect the player. Execute again to show default information. |
Hides all debug information, including default information. | |
SIGNIFICANCEMANAGER | Shows information on the significance of sounds currently being played and their volume relative to each other. |
TRACKS | Shows information on the railroad subsystem on tracks, such as track segments and blocks, divided into graphs (graphs are loops or stretches of tracks). Execute again to show default information. |
TRAINCOUPLERS | Does not work. |
TRAINSCHEDULER | Shows train scheduling information. |
TRAINSIGNALS | Shows Train Signal and block information, such as what the entry signal is, whether a block is defined by Path or Block signals, reservation requests, what train is in the block etc. |
TRAINS | Shows information about all existing trains (weight, pulling force, braking force, power usage, slave and master etc.). Execute again to show default information. |
VEHICLE | Shows information on the vehicle the player is currently in including speed, steering angle, throttle information, whether or not the brake is on, current gear, engine RPM, drag force being experienced, and physics information about each wheel on the vehicle. |
WEAPON | Use unknown. Presumably shows information regarding held weapons/tools. |
The following commands appear in the console autocomplete list but have not worked, even in early access:
Thanks to these console commands, we can access a game without limitations and with all the features we want – although the commands that work perfectly are mainly graphical in nature. This can greatly help us enjoy our game in the best possible way. Keep in mind that Debug commands help us delve deeper into certain game characteristics, but currently most of them cause more problems than solutions. Dive in and explore all the commands on your own Satisfactory server!