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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FGBuildable Lightweight

Most of my FGBuildable are Lightweight. But I couldn't figure out which AccessTransformer to use to access the BuildingMeshProxy, so I added a FGColoredInstanceMeshProxy, and it works fine. Except it generates warning and error lines in debug mode. How can I fix this? ...
No description

custom building has a bigger hitbox than itself or its "bounding boxes"

title - after some touching it feels like a rougher version of the actual shape - how fix?
Solution:
when viewing the mesh asset in Unreal, you can use the display modes to show the collision hull. the one it auto generated for you is probably causing these problems. I think you can make one manually in that same view, but it's still weird that it gave you one like this

Get current biome of a character

I struggle to find some example of how to get a biome name or its id. The game reports the current biome of a player in a log file and to steam's rich presence system but i can't figure out what functions i should call to get that info.
Ultimately i want to get a biome not of a player but of a lizard doggo when it spawns. But i welcome any tips and suggestions on this matter....
Solution:
Never used it, but maybe try UFGMapAreaTexture::GetMapAreaForWorldLocation

Error during first compilation

So... here i am again. I'm on the step of Project compilation for the setup (https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_project_compilation) And here the errors i get. And for the Output (i join the txt file if needed to)...
Solution:
seems like your visual studio compiler may be too new, docs say 14.34 and you have 14.43 according to the logs
No description

Making a dummy project for unreal engine 5.5.4 shipped game(not satisfactory)

Hello I need some help creating a dummy project for a unreal engine 5.5.4 game like I said in the title. I have got ue asset toolkit to build for this version in unreal engine the part that stumps me is loading the plugin into the game to actually make an asset dump. I don't think I can just inject the plugins dll through a generic dll injector and I don't think I can do what the wiki suggests which is package It as a mod with alpakit and load it with satisfactory mod loader as this isnt satisfa...

Trouble installing UE-CSS-editior

Hello, i'm trying to get into satisfactory modding but for now, i'm stuck in the firsts steps of the install process. I follow the guide on https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/dependencies.html but I'm stuck on the Custom Engine part. The path indicated in the error message is indeed the path to my folder where are placed the three downloaded files...
Solution:
Ok, found the problem. For reference the path to the folder was too long and windows don't like that...
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I'm still despairing here

I did everything on the website but still there is this error. among others I have been trying for 5 hours to get it to work...
No description

Alpakit packaging fails with exit code 1

Hey, this is regarding the issue I'm having since yesterday: https://discord.com/channels/555424930502541343/1036634533077979146/1363919202460635276 Quick summary: When packaging SML or my mod, Alpakit fails the packaging with code 1. The only error I see is at the very top of the output logs "Le chemin d'accès spécifié est introuvable." which translates to "The specified path was not found.". As stated yesterday, this is probably linked to another problem I had back in october where I had the same message but with a different problem that I fixed by removing the pre build steps from the .uproject file (https://discord.com/channels/555424930502541343/1295089631238553784/1295092182968959036). I have no idea what causes this, especially since Satisfactory launches without any other issues and all the mods are correctly loaded. Should I just ignore this?...

Can you offset docking ?

I'm trying to dock with offset : i.e I would like to dock my train with the locomotive in the middle of the station instead of the head train station. There is an offset parameter when calling dock but it doesn't seem to be effective. Here is some code : ``` SUBSCRIBE_METHOD(AFGTrain::OnDriverEntered, [this](auto& scope, AFGTrain* self) { UE_LOG(LogTrainUnloadingOffsetModule, Verbose, TEXT("[TUO] Entered train."));...
No description

How to replace assets in the original game?

Hello, I am currently creating a mod to replace enemy models. I have tried writing code using Visual Studio and have also used some open-source mods to replace game resources. However, simply reassigning the asset locations in the blueprint seems to have no effect. I have seen that Almine's mod for replacing spider models works very well. How can I create asset replacement mods for this game?

Content Lib based Mod isnt working

Is suposed to work but its not. its supposed to be a recipie tweak to Digital Storage https://ficsit.app/mod/DigitalStorage ```json...
Solution:
Always Use CRLF Line Endings
No description

How to build a UI in Satisfactory style?

Hi! I’m working on a mod that uses a combinator-style building which opens a UI when pressing E. I want the UI to look like the native Satisfactory interface (dark background, orange buttons, close button ✕, etc.), but I’m building everything from scratch using UMG widgets — no SFUIKIT or templates. If anyone has advice or examples (preferably without dependencies), I’d really appreciate it! Specifically looking for help with:...

Fresh install with "Unknown specifier" errors up the wazoo!

Hello again, all! I just finished following most of the fresh install steps under getting started -- including a uninstall and restart from scratch since I thought maybe my copy of UE4 was somehow causing these same errors. (Spoiler: That didn't fix it! Oh well...) Anyway, not too sure what's causing this and didn't see any similar errors from other users when I searched the Discord. Here is my very first build output, attached. (Apparently it was too big and it made it an attachment automatically? Neat!) Anyway, if it does what it did before, I can double click any of these errors and it opens some kind of mini-compiler where it looked like it was trying to compile library modules for the various #included headers or something ... I can do it again if that helps, but it added a ton more errors every time I did. Any idea what's causing this? I made sure I have the right version of all of the required software -- even the optional VS extension. Thanks again, all!...
Solution:
OK... so if this works, looks like my main takeaways are: - Make sure to install the CLang Linux Dedicated Server Support files ... even if we aren't making dedicated server mods - Be sure to check that the platform is Win64 in the dropdown next to "Development Editor" - Be sure to grab v-66 for 1.0 (and it sounds like v-68 for 1.1, yeah?)...

Docker development container?

Hi, all! I've been discovering Docker over the last year or so at my new job and learned about an idea called a "Development Container" thru Gitlab. As I understand it, this concept can be used to create a ready-to-use development image that can be loaded up in Docker Desktop. And once it's loaded, all of the tools I've just manually downloaded (I'm starting my SF modding journey today!) could be ready to use. So in other words, new users would only have to download a single Docker image and it would have within a completed installation of Unreal, VS, Audiokinetic, SMM, the basic starter project, any other dependencies we might need, and an automatically mounted persistent volume that links back to a configurable location on the user's host storage. If that's true -- and assuming I've described that accurately -- that seems really useful! And it's not that the process is that difficult, I just thought being able to pull up VS Code right on GitHub was so awesome that I'd love to replicate the expedient experience here. Sooo... long story short, do we have that available somewhere? And if not, can I help make it? It's a bit beyond my grasp, but I'd love to do what I can to help if that kind of thing would be useful! (Side note -- I realize there are also questions of if are we allowed to have that kind of thing because of individual software license concerns and external sign-ups I just had to do with Epic, Wwise, Microsoft, etc to download everything the BeginnersGuide just asked me to get. However, I feel like these concerns can be answered with some kind of mTLS handshake between a authorization gate at wherever we post the development container image and the external parties. We could even make write kind of logic that opens a sign-up / login page to any site where the user's request was rejected, e.g. because they weren't already logged in...)...
Solution:
the biggest problem with this is that devcontainers are basically always linux images, and it is not currently possible to develop mods from linux. people are working on it though, keep an eye on #Linux mod development? on windows docker hosts at least, there are significant performance problems with the files being on the host machine storage, as opposed to being cloned in a volume you may also find this WIP tool interesting...

Fail to generate build files on fresh install

On main branch of satisfactory mod loader. Right click on uproject --> Generate visual studio code Error ...

trying to add a custom alternate recipe to a default milestone

i added my alternate recipes with their recipes and schematics, then linked the schematics to schematic_5-1 which should represent the tier 5, 1st milestone following the example mod steps, but after loading this and testing, it does not appear at all. i was looking into contentlib but i read its for overwriting information so i didnt think that suited my goals. i added a photo for one of my schematics and recipes as well. i spent the past three days trying to figure it out and figured it would be better to ask for some guidance at this point lol...
No description

How to use copy and paste with blueprints?

I would like to use it on walls and windows to which I have added parameters

Playing ADA's messages

In the end of this guide it says:
The SML team is working on patches to enable Wwise to function properly in the editor. Until this system is implemented it is not possible to play message audio in game through normal means - you will have to come up with your own workaround.
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/AdaMessages.html#_importing_audio_to_the_editor Is it an outdated remark? As far as i understand, Wwise integration now works with the modding project. ...

What is the "correct" way to write to a .json file from a mod?

Hey, i'm currently working on a mod that dumps a bunch of Information from the game into a .json file, since the communityDocs do not include all the information i need, so i'll be creating an entirely different file. The problem is: I'm not sure what to use for JSON (De-)Serialization, i thought about using nlohmann json But quickly realized that that is not a great idea, it would conflict with any other mod that also uses it... Is there a well documented library or some satisfactory docs page that i can orient myself on? i've seen JsonStructs, but i'm not sure if that is what i should be using (no documentation and seems to be more of a tool specificially for ContentLib)...
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