Satisfactory Modding

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Satisfactory Modding

Modding community for Satisfactory, the factory building and exploration game by Coffee Stain.

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Wwise installer instructions in the documentation could use some clarification

So I ran into a problem when following the instructions for installing Wwise from the Audiokinetic launcher, and I believe a little clarification could help others like me not run into this problem. I should add that this is my first time doing mod development, so I am being extremely particular about following the precise wording of the instructions, since it was made to sound extremely important to do so, but when I got to the Wwise installer, the dropdowns mentioned in the documentation had s...

How to define building's collision hitbox?

I'm trying to add an end piece for catwalks (with railings from 3 sides). It finally works without crashing the game, but i can't enter the catwalk, the air part of it has a collision, i can walk on the air above the catwalk. And i can't figure out where i'm supposed to define the collision. Looking at default buildings didn't help, i don't see anything different there. I'm inheriting FGBuildable Walkway Lightweight, same as vanilla catwalks. By default there's un-editable BuildingMeshProxy (FGColored Instance Mesh) component inherited from C++, so i added another FGColored Instance Mesh and that's where i put my mesh. I selected Collision Presets to be BuildingMesh as vanilla catwalks have that. I tried enabling the checkbox Trace Complex on Move in my mesh component, but that didn't help. ...
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Error while dumping game assets

Hello, when I try to dump the game assets using the Asset Dumper Mod, the game always crashes after a few minutes while dumping the game assets. Around 1 GB is dumped in the AssetsDump folder. I've used the latest versions of Unreal Engine to package the AssetDump mod, the latest version of the AssetDump mod and the latest version of Satisfactory. I've removed all other mods from the game excepting AssetDump and SML. And I have executed the Quick Launch Script....

Unable to save Name based Session Settings

Iv been trying for a few days now, i got a edit test widget with an on text commited handler, that works fine to enter text and fire handler but i cant find out how to store the value on a Session Setting First i tried in BP, it looks correct but it wont store any value. then i moved my code to cpp using a UBlueprintFunctionLibrary so i could attach the debugger ...
Solution:
You do need a value selector, because it defines the default value, and allows configuring it for each setting
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looking for Mod Successor for "Feldartillerie"

I'm looking for a successor for my artillery mod because I can't find the time or desire to work on it anymore. Public Repo ist uploaded to https://github.com/TheWhiteShadow4/SatisArtillery Some parts are already updated, others are not. I can't say in detail what still needs to be done, the last update is 3 months old, but I'm available to answer any questions. ...
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Inserting new research nodes into basegame MAM trees? (ContentLib?)

I am just getting into modding for Satisfactory but have done basic modding for other games prior and have simple coding experience--however I'm more than happy to learn more! I'm looking to insert a single (1) node, so it seems silly to me to have it be in an isolated tree--hence wanting to ammend an existing one. I'd prefer to avoid having to patch over the entire MAM tree for compatibility and performance. I've been doing some digging and know that this is something that can be done with ContentLib, but the documentation notes the requisite to establish custom Research Trees (unsure where to start with that one) as well as noting a lack of testing and documentation for this feature in general. I would love some advice/guidance/support about good ways to dive into this! Also, if there are mods that already do this (I tried searching and couldn't find any easily) for their own purposes, let me know and I can dig into those to learn more about this process as well. Thank you!...

How to apply the primary/secondary colors to the meshes?

I've replaced the pioneer's mesh (and hid the original) to be able to play custom animations, and I'm also attaching custom equipment meshes to it. Equipment uses MM_FactoryBaked like the vanilla. But the painted colors are black. How to get the colors you set in the lockers? How to apply them to the custom equipment and the pioneer's mesh? Issue about the color: https://github.com/chriscavalluzzi/SuperPioneer/issues/35...

Same category

I would like to gather some of my mods in a single category But I get one category per mod, even if they are identical (copy-paste) How to do it? CDO?...
Solution:
Then you have to edit your mod's uplugin (can be done via Alpakit's Edit button) and you'd add another entry to the dependencies, referring to the new mod you just created
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Customization

How do I add my Builds and Recipes to Foundation Customizations? This way obviously doesn't work, yet I can find them in the respective maps. I think to use mBuildableMap, but I don't know how And just in blueprints please ...
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Error when packaging: Graph is linked to external private obect

Getting this error when trying to Alpakit Persistent Paintables. The file compiles just fine
Solution:
I just cleared out everything from the blueprint (it wasn't being used anymore) and it worked. Weird thing is I hadn't touched either of the blueprints in the error since the last time I packaged it

How to CDO edit a complex data type?

I'm trying to patch the rifle ammo descriptor file using ContentLib. I successfully modified simple fields like mMagazineSize, but the damage field is inside of mDamageTypesOnImpact field, which is an array of something that has a value selected from a dropdown and without a property name, and then inside of that there's a list of fields and mDamageAmount is one of those. How do i write a JSON patch to mod the damage field? I can do it in game using the Content Inspector mod, but i don't know how to do it in JSON patch. In docs there's no examples for such data types. ```json "Edits": [...
Solution:
Ha, what a coincidence! I was just browsing all mods at ficsit.app and found a mod that does exactly what i was trying to do yesterday here: https://ficsit.app/mod/UsefulTurboAmmo Turns out the correct way to patch that object inside of mDamageTypesOnImpact array is to patch that file separately. The name of that class can be seen from the editor, and after that you go and create another CDO patch and target class /Game/FactoryGame/Equipment/Rifle/Ammo/Desc_CartridgeChaos.Default__Desc_CartridgeChaos_C:BP_PointDamageType_Physical_C_0 and its property mDamageAmount....
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Can't open ExampleLevel Map

Now, I have a new error, when I try to open the ExampleLevel Map. I've installed and integrated Wwise into the Project and set the paths in UE settings correctly ``` Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 UnrealEditor_WwiseProjectDatabase!FWwiseDataStructureScopeLock::FWwiseDataStructureScopeLock() [E:\SatisfactoryM\SatisfactoryModLoader\Plugins\Wwise\Source\WwiseProjectDatabase\Private\Wwise\WwiseProjectDatabase.cpp:32]...
Solution:
if you have time, could you try cloning the 3.9.0 tag (commit 781e31e08c1ee1b2c60ceed2eb6350f82fc0bf53) and seeing if it still happens?

GUI Help

Is there any sort of inspection tool for the GUI? I'm trying to figure out what widget is being used for each item in the codex recipe list but I'm not having any luck
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Error while compiling FactoryGame

Hello, I want to compile the FactoryGame folder in VS 2022 like it's described in the documentation. But everytime when I click on "Build", this error occurs. How can I fix it?...
Solution:
Your Visual Studio NuGet package sources are not configured correctly. See this message chain: https://discord.com/channels/555424930502541343/1291910385577885757/1291935322409795707 -# Responding to missingnugetpackages triggered by @Robb (Busy)...
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SCS hooked component on PlayerState no longer saving correctly

seems like FreeSamples is broken now for dedicated server clients, not certain exactly when this happened, guessing 1.0? I'm saving data via a component added via SCS hooks on PlayerState. and I can confirm it's saving something, but it seems like after my player disconnects from the server, a new blank data component spawns for them and overwrites their old one before the save actually takes place, see logs in below message...
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Weaponry Mod

looking for ideas on weapons to make. fine with IRL weapons or fictional melee AND ranged nothing like nukes, duh Artillery cannons are a nuhuh...

Wall Set Steel Corner

I'm creating a mod with rounded corners, in which there will be a rounded Wall Set But I can't get it to snap to the foundation directly But it's possible to place it with 'H', or before placing the corner foundation I tested by removing the clearance of the foundation but without success...
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Modding animations for train stations

I'm trying to make train stations more compact and modular. I think I've figured out how to create the models and animations that I need - pics of my work so far included. I am not sure about how to get my modded freight station animated. It seems that animations state information for the base game freight station is described in FactoryGame/Buildable/Factory/Train/Station/BPA_TrainDockingStation.uasset but this file isn't included in the starter project so I'm not sure whether it can be modde...
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Maps/Game-Modes

I'm trying to make a small map as my first mod for satisfactory but when making a new level its blank as expected so I need some help getting lighting, fog and all that as well as how to get the assets to build the level with that aren't reference assets so I can actually see what im doing. Does anyone know how to do this stuff?

How to do config for per-player server-honored options

I think I understand the high-level difference between using Mod Configs and Mod Savegame Settings / Session Settings but I have a case that doesn't seem to fit either exactly right. I'm making the player's use distance and build gun range configurable and it seems pretty easy to do that in single player and not too bad to get global config using Mod Configs. But I'm pretty sure the actual distances/hit results are handled server-side which means, in a multiplayer scenario, either the server needs to have one TRUE config and it will ignore client settings (not only bad UX, but I don't see a clear way to edit Mod Configs on a dedicated server, at least not through the UI) or each client setting needs to get replicated to the server and honored individually. Is my only option to somehow replicate the client-side settings to the server? I think I could create a remote call object (RCO) that sent them to the server on config changes and then honor them there, but I want to be sure that's the right path....
Solution:
So, yes, that solution worked - I created an RCO to send updates to the server, subscribed to the OnPropertyValueChanged of each config value, and then sent updates via the RCO. It turns out it seems like not everything needed to be sent to the server but I still mirrored both config values locally and on the server to minimize risk of bugs. The GameWorldModule is a tiny bit funky and self-referential because I just didn't want to deal with adding more layers. But the mod itself is pretty simple so most of the code is scaffolding to get the config to work in almost pure C++. It's now open source if anybody wants an example: https://github.com/Epp-s-Satisfactory-Mods/LongReach...
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