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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Production of items without conveyor output

I want to create items via an assembler or something else, but without them actually coming out on a conveyor It is enough not to connect a conveyor but then how: 1/ Know the number of items waiting in the output stock? 2/ decrement the number of items in this stock? ...
Solution:
I downloaded the sources, in fact everything is in the GWM
No description

Replicated variable from Actor Component

I have a Blueprint Actor Component based on a custom cpp Actor Component I'm using with a SCS Hook. The component is set to replicate and it has 1 variable I set to replicate. I populate the variable in a Blueprint and access the variable in cpp. It works fine in Single Player or for a MP host, but when I set the variable on a client and try to access it from the server it is null. Is what I'm trying just not possible or am I missing something?...
Solution:
you can just use the Server-bound RPC directly on the component

Saving per-player data on a dedicated server

Does anybody have experience saving per-player data on a dedicated server? I have a SCS hook to attach my custom save data component to AFGPlayerState on construction and it all works perfectly for local gameplay. When I join my dedicated server, none of my player-specific data is restored. I have tried taking a local save file (that I have verified works locally) and loaded it with my dedicated server, but the data does not get restored. I have tried setting up the game in a known state ON the dedicated server and waiting for autosave/leaving the game to force a save (I verified it does), but on rejoin the data does not get restored, nor on server restart and rejoin. From parsing the save file, I can see that my custom component is referenced in the save file but NONE of my custom data is in the dedicated server save file (my custom properties are just stored as arrays of uint8s - nothing fancy). Through logging, I can see that the IFGSaveInterface functions I have overridden are invoked by the dedicated server. IFGSaveInterface::PreSaveGame_Implementation IS CALLED when I expect it to be and I can see that is has the correct data in memory, but that data doesn't get saved in the save file. I notice IFGSaveInterface::PostLoadGame_Implementation is called on server startup long before a player has even joined and acts like the player data is empty, which makes sense given that the save file data is empty, but I don't know what it thinks it's doing since there would/should(?) be no AFGPlayerState with no players connected, I assume?...
Solution:
Ok, I can confirm that the issue was fundamentally about network serialization. Once I expanded the enum, everything "just worked" the way I expected and I no longer need a SCS hook for custom per-player save data.

Input Action events

How can I use a vanilla input action event? I want to use this so I can do something every time a building is sampled but just adding it to the Game World event graph doesn't seem to work.
No description

Help with FOV scaling for custom model

I am working on importing a custom model into the game and I can't find a shader available in the games assets to reference that supports the FOV scaling and also supports panini maps. I need to be able to mask and thus localize the FOV scaling effect to the hands...
No description

Issues with AccessTransformer.ini. Cannot access protected member declared in class

Hey guys, I want to build my first mod in satisfactory. I have created some mods in other games and work as a software engineer. Just for you to assess my skills. I followed the modding tutorial on docs.ficsit.app. First of: The documentation is fantastic. I have learned a lot from this well-structured tutorial. Well done! However, I faced some issues on the c++ modding part. My goal is to hook on some function. For that, I used the source code from InfiniteZoop from @SirDigby {Mod Name} (Thank you!). ...
Solution:
FRIEND=

Can't build FactoryGame in VS

I'm new to satisfactory modding and after following through with the instructions and troubleshooting I'm still unable to get past the build step. It fails about 3 seconds in with a huge list of errors related to an inability to find any packages....
Solution:

Shapez Code Ideas

Hello, I'm throwing together a simple mod that is similar to shapez. I had the idea that it might be cool to stamp shapes out of larger shapes. To accomplish this instead of holding 4 base shapes, I'm using one that is split into four parts. This means I'll have 16 base shapes. I've attached a picture of what those 16 look like. Those 16, can then form layers of four... I've attached a few examples of that too. I like the idea that I could punch a Dimond out of a square for example. This inevitably leads to much more complexity compared with the original shapez basic shapes....
No description

Changing language causes widget to disappear

Ok, here's a weird one. I've just added French to Infinite Nudge and when I switch to it the extra keybind hint bar I create doesn't show. It still works on English, though, and I verified the localization works elsewhere in the mod
Solution:
Turns out they fixed the keybind hint widget so it doesn't go offscreen, so I don't need to add an extra line myself. And just adding hints to the vanilla widget works in both languages
No description

Mod doesn't load after adding localization

I tried adding some localization to Infinite Nudge, just a few test strings, and now I'm getting the "Module cannot be loaded" error. The localization stuff was all I did. Am I missing something?
Solution:
Ok, this post was a false alarm
No description

Trains not triggering overlaps

I'm not sure when this changed, but trains are not triggering overlaps anymore in any channel. Has anybody else run into this problem? is there a solution?

Is it possible to override the properties of buildings, or can you only make new buildings?

if I want to make a mod to change the types of fuels that drones can use, do I have to make like a "Drone Port 2.0" that allows that (making a whole new building type) or is there a way to override that property of the stock drone port?

What do y'all think about this Conveyor Item Mesh Material

I am looking to color Conveyor Items using Vertex Coloring and threw this Material together to complete that task. I think this is less expensive then FactroyBaked, expecially because I am looking to re-color items. I do not have a lot of knowledge in this area tho, and would appreciate feedback.
No description

M Power info is not blueprint visible

I would like to use the original Power info, which I don't know how to delete, but it refuses For now I add another FGpower info to which I have access, but it is a duplicate How to use the basic one?...
Solution:
[AccessTransformers] BlueprintReadWrite=(Class="/Script/FactoryGame.FGBuildableFactory", Property="mPowerInfo")...
No description

Anyone know when ItemDesc Blueprints are loaded?

I am trying to dynamically create items using a set of base mesh's. In theory, I could create a new mesh, a new mesh descriptor... append a bunch of mesh descriptors to the new mesh descriptor. Then build the new mesh with the new descriptor. Subsequently I could in theory assign this to the conveyor mesh object of an itemdesc. I think I can do this to an instance of an itemdesc, so every item could in theory share that itemdesc. But I am floating the idea that for every unique item I should also have a unique ItemDesc. I think I can make them, but idk if I can register them....

Starter Project Error

Good morning! I am getting into this and have really appreciated the guide you all have built. It was pretty smooth sailing until I tried to build the starter project. I will attach the output screen below. Thank you for any advice!
Solution:
I think I found a fix: developercommunity.visualstudio.com/t/1710-not-supporting-the-UE5/10668890?sort=active It won't let me paste the hyperlink, but the section on a workaround fixed the problem for me. Hope it helps someone who sees similar....

Error Opening Project

Whenever I try to open FactoryGame.uproject it says "Plugin 'Wwise' failed to load because module 'Wwise' could not be loaded. There may be an operating system error or the module may not be properly set up" how do I fix this?

Error Compiling Project

Hello! When trying to compile the project, I get an error. It's a freshly cloned project from the master branch. Any ideas? Thanks!
Solution:
Yep, I apologize I forgot to update. I removed the engine and project and that fixed it.

How to place a cube without hanging on the sides of the foundations?

I want to put a cube on the foundations with all horizontal zoops and all vertical zoop To do this I use the FGBuildable Foundation Lightweight and I modified its Halo so that it works in all 6 directions The problem is that it snaps to the sides of the foundations too There are also Ramps and Roof but they are based on Holo_Foundation too - What are the parameters to modify to prevent snapping to the sides of the foundations?...

C++ Pass by reference

I am very familiar with C and Firmware development. I've dabbled in C++ but for higher level programming at a professional level I use Python and GoLang the most. Could someone take a second to explain how pass by reference works in this specific case? ```c++ bool GetStackFromIndex( const int32 idx, FInventoryStack& out_stack ) const;...
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