Satisfactory Arachnophobia Mode and Creature Settings

How to turn on Arachnophobia Mode, what it replaces spiders with, and the other creature options that let you play without combat interruptions.

PATCH 1.2.3.1 UPDATED 2026-08-10 NEW

Satisfactory has spiders, they move fast, and they appear in caves where you cannot see them coming. If that is a problem for you, the game has a supported answer and using it is not playing wrong.

Turning on Arachnophobia Mode

It is in Options, under gameplay settings, and it can be toggled at any time — including mid-session, from inside a cave, when you have just discovered you need it.

What it does: replaces the spider model with a static cat photo. The creature still exists, still moves, still attacks. Only the appearance changes.

That design choice is deliberate and it works well for most people. The thing that triggers arachnophobia is the visual, particularly the movement of the legs, and removing it leaves a hostile creature that is merely annoying rather than distressing.

Two caveats worth knowing before you rely on it:

The sound is unchanged. Spiders still make spider noises. If audio is part of what bothers you, turn creature sounds down as well.

The replacement is startling in its own way. A cat photo sliding toward you at speed is odd, and some players find it funnier than calming. It is still a large improvement over the alternative.

Turning hostile creatures off entirely

If the issue is combat rather than spiders specifically, 1.2’s Game Modes menu includes creature settings, and among them the option to disable hostile creatures.

This is worth considering seriously rather than treating as a concession. Satisfactory is a factory game with combat attached, not a combat game. The creatures exist to make exploration slightly risky, and turning them off costs you very little:

  • No production mechanic depends on them. Nothing you need to build requires killing anything.
  • Alien remains still exist as items, obtainable through other means, so the MAM research chains that use them are not blocked.
  • Exploration becomes purely about terrain, which is the part most people enjoy anyway.

If you have found yourself avoiding a resource node because of what patrols near it, that is the setting fighting your enjoyment rather than adding to it.

What the creature settings affect

The options cover hostile creature presence and behaviour. What they do not change:

  • Passive creatures remain. Lizard Doggos are unaffected, which matters because tamed doggos are a renewable Power Slug source.
  • Resource distribution is unchanged. Turning creatures off does not alter node placement or purity.
  • The world is otherwise identical. No areas become inaccessible or trivial beyond the removal of the creatures themselves.

Achievements

Changing creature settings through the advanced options disables achievements for that save, as all advanced settings do. Arachnophobia Mode is an accessibility option rather than an advanced game setting, so it does not affect achievements.

That distinction is worth knowing. If you want spiders gone and achievements intact, Arachnophobia Mode alone does the job. If you want combat gone entirely, that is an advanced setting and it costs you achievements on that save.

The usual workaround applies: keep one save for achievement hunting and another for comfortable play. There is no limit on saves.

Dealing with creatures without changing settings

If you would rather not adjust anything, the practical measures in order of effort:

Build on foundations, raised. Most hostile creatures cannot path onto an elevated platform. A factory floor one foundation above ground level is effectively safe.

Carry a Rebar Gun. It handles most things at range, which removes the surprise element that makes cave encounters unpleasant.

Learn the spawn points. Creatures respawn at fixed locations. A spot that ambushed you once will do it again, and routing around it permanently is often easier than clearing it repeatedly.

Use a vehicle in open terrain. Most ground creatures cannot keep up.

Caves specifically

Caves are where the discomfort concentrates: enclosed, dark, and full of things that move at you. Two habits make them tolerable.

Light them. Placing a few lights as you go turns an ambush corridor into a room you can see.

Do not go in for nothing. Check what the cave actually contains before committing. If it is a slug you do not need yet, it will still be there later.

What each hostile creature actually does

Knowing what is coming makes most encounters manageable without changing any settings.

Spitters attack at range with an acid projectile. They are the most common hostile creature and the one you will meet first. They telegraph the shot, so moving sideways usually avoids it entirely.

Hogs charge. They are slow to turn, which means circling works and running in a straight line does not. Larger variants appear later and hit considerably harder.

Stingers are the spiders. Fast, they climb, and they appear in caves and dark corners. This is the one Arachnophobia Mode is for.

Flying creatures are mostly a nuisance rather than a threat and can be ignored while you get on with something else.

The general shape: nothing in this game hunts you across the map. Creatures are territorial and stay near their spawn. If something is attacking you, you walked into its area, and walking back out ends the encounter.

Building somewhere hostile

If a resource node you want has creatures around it, you have three workable options that do not involve changing settings.

Clear and build immediately. Creatures respawn, but a factory floor raised on foundations is not somewhere they can reach. Clear once, build up, and the problem is permanent solved.

Route around the spawn. Put the entrance to your outpost on the far side. You will be arriving by vehicle or hypertube anyway.

Bring a Rebar Gun and stop treating it as a fight. Ranged, cheap ammunition, and it removes the surprise element that makes these encounters unpleasant rather than trivial.

Common mistakes

Assuming Arachnophobia Mode is a mod. It is a built-in accessibility option, present since long before 1.2.

Not knowing it can be toggled mid-game. You do not have to restart or plan ahead.

Turning off achievements unnecessarily. Arachnophobia Mode does not cost achievements; the broader creature settings do.

Enduring the game as-is out of principle. The options exist because the developers expected people to use them.

See also

Sources

  • Satisfactory community wiki, Options and Creatures pages — Arachnophobia Mode behaviour and hostile creature settings
  • Satisfactory community wiki, Patch 1.2.0.0 page — Game Modes menu reorganisation in 1.2