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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Project no longer builds

IT fails with this error:
10>C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): Error C4668 : '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
10>C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): Error C4067 : unexpected tokens following preprocessor directive - expected a newline
10>C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): Error C4668 : '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
10>C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): Error C4067 : unexpected tokens following preprocessor directive - expected a newline
...
Solution:
If the one in the docs doesn't have support anymore, use v14.36-17.6

Getting error while packaging mod

I'm trying to package my mod to release the first version but I'm getting an error that prevents the build. Here it is:

Making a fleshed out, custom map

I'm learning how to mod in my freetime, but my end goal is to make an entire custom map. Essentially making this post to wonder if anyone would be interested in trying this out?...

Build Effect making Decal Material DefaultMaterial

Problem Building effect appears on the main material index [0] but not the decals [1] or subsequent Indexes...
No description

Moving Meshes at Runtime

Moving this here as it's still a blocker for me and I guess it's more complicated as the more general UE modding server suggested coming back here to ask again - Do you have to change anything else meshes to update? E.g. setting visibility off and on again, or disabling/re-enabling collision? When updating node location, such as using ```cpp ResourceNode->SetActorLocation(NodeData.Location);...

Randomization Logic

I'm trying to lay down good logic for randomization that makes sense, and wonder if I've made some oversights in my planning. I know there are efficiency optimizations that can be done, but wrapping my head around this one by itself has already bent my brains into a pretzel so that will come later. Variables: ```ProcessedResourceNodes ...

Widget recipe selection.

I've been digging through the widget nodes. I havent been able to figure out a good method to generate a list of recipes used by a building type. The manufacturing widget does this with a stubbed function. Is there a way to call down into that function perhaps? The best I've come up with so far is to grab a list of recipes from each category, and then cycle through the recipes and filter by which are buildable by class of type self.
It might be better to write that up as a subsystem or cache it somehow... ...

Struct not serializing to savefile

Fixing all my rookie mistakes, there's still issues with serialization/de-serialization of more complex data structures it seems. Attaching debugger to PreSaveGame and PostLoadGame it's clear that they're present on save but not present on load ```cpp void AResourceRouletteSubsystem::PreSaveGame_Implementation(int32 SaveVersion, int32 GameVersion) {...
Solution:
In case you haven't solved this yet, the uproperties in the struct must be marked as savegame too
No description

Multicast function didn't actually update the property on the client side

I have a multicast function in a BlueprintSCSHook actor component: ```cpp UFUNCTION(BlueprintCallable,NetMulticast,Reliable, Category = "Infinite Spline") void SetLength(); ...
Solution:
I mean when you are playing in the game client and someone joins you (no dedicated server involved) this table (unrelated to the issue) shows the "types" of multiplayer

UE5 Modelling help

Hi, i am trying to add the plugin for modeling assets inside the editor (instead of going back and forth thru blender) but once i enabled and restart i get following. Can somone help ?
No description

Terminal for drones

I am creating a system of drones (and robots) that will perform a multitude of tasks I have the idea of ​​a hub that will manage several drones and that will be powered by several types of fuel I want to reproduce the same system as for the drone station Several fuels can enter and be consumed to generate energy So I need to know what resource goes into determining the power...
Solution:
Finally, the Bio Burner will do the trick!
No description

Animation Help

So I made this entire crucible building in blender. After a bunch of research and animating this thing three different ways five different times... I finally got it into UE. I landed on, one armature, with 11 bones. 1 for the sliding car, 1 for the vertical motion, one for the crucible. 2 for the front and 2 for the back chains. 2 for a bezle curve for the front chain and 2 for a bezle curve for the back chain. The chains themselves are made with array modifiers which change the length bas...
No description

Wwise installation issues?

Im following the guide to get my modding environment set up and im attempting to add wwise to my starter project. My issue comes up in this part of the documentation in the attached picture. The guide tells me to modify wwise if im missing anything and wwise is saying im missing "Windows_vc140". however when i click on "Modify Wwise" i see no way to install that sdk. Ive tried clicking though the modify step several times but that only removed the previous apple dependency. What am i missing?
Solution:
very old launcher
No description

Unexpected crash after mod deletion

I made a mod for testing the Modding of Satisfactory. After im ready with all i create a new one (the real one 😉 ) and deleted my test mod from the games mod folder. After i loaded my test savegame i got a crash (see image below). I just made Static Meshes. Nothing special. I hope this is helpfull because the docs says that every object from a mod which is not there anymore will be automatically removed from the savegame/world....
No description

Override dismantle event

I want to add some custom dismantle logic but when I add handling for the dismantle event, the machine is no longer destroyed. I tried to get the parent Buildable Actor and call Dismantle on that, but that didn't help. How do I make sure that default logic is executed even if I override the event handling?
Solution:
Right click the red node, and look for an option that says "add call to parent function"
No description

Change resource node behavior (or miner?)

How could one change the output mined in a node? My idea is to make a miner in a iron node, for example, ocasionally output limestone in the middle of the iron ores.

Instant replication

I guessing that almost ALL important replicable objects / actors in game replicating while client is loading to server. But my own objects are not replicates while loading, only after and not too fast (also I need to move character / camera for faster replication). I using these params for replication, but this is doesn't help: ```cpp bReplicates = true; bAlwaysRelevant = true;...

New Building with ContentLib

Trying to learn how to mod with ContentLib. New item and new recipe work as a charm. New building, nope. I dont know what I'm doing wrong. As the documentation states the only difference is I should use "BP_BuildGun" I tried to exacly copy and paste the item example, just changing this bit (and the product amount to 1), still no go....
Solution:
contentlib can't define new buildings, there are too many other assets required to make that happen. are you talking about adding a recipe for an existing building?
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