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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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...

Mod Configuration Not Appearing in UI

I have done my very best to follow the wiki guide and copy what ExampleMod does to get configuration options to show up in the Mods menu. I have even installed ExampleMod and verified that its config options show up. My mod refuses to display the mod options I have configured in the Mods menu, even though I have registered the mod config class with my root instance module. I have checked the log and see it reporting that it has loaded my mod's configuration, but they don't show up in the Mods menu: ```[2025.01.26-06.30.06:988][ 0]LogSatisfactoryModLoader: Registering configuration /LongReach/LongReachConfiguration.LongReachConfiguration_C [2025.01.26-06.30.06:988][ 0]LogConfigManager: Display: Successfully loaded configuration from ../../../FactoryGame/Configs/LongReach/Interaction.cfg [2025.01.26-06.30.06:988][ 0]LogConfigManager: Display: Refreshing configuration file ../../../FactoryGame/Configs/LongReach/Interaction.cfg...
Solution:
did you try leaving this field empty?
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C++ hook attach code in Mod Module not running

I have been trying to get this simple function hook to work but I can't figure out why it isn't working. ``` cpp #pragma once #include "Module/GameInstanceModule.h"...
Solution:
```cpp UTPRRootGameWorldModule::UTPRRootGameWorldModule() { bRootModule = true; }...

Help needed getting started with modding with C++

I've coded in C++ with unreal before... but it's been a while... So I wanted to get into it again since the trains lacking any decent pathfinding was bothering me. However... I can't for the life of me figure out how to get the C++ part of modding working. blueprints worked fine... but when I generated a new mod for bp + C++ I was unable to get any C++ classes working.
Solution:

C++ Content folder not showing up

I just made a new blueprint/C++ mod project using the alpakit dev tool. However, I don't see any C++ Classes folder in my content browser. I've followed all steps from the C++ setup tutorial.
Solution:
i think it shows up as soon as you add your first cpp class

Implications of texture Mip Gen Settings, Compression Settings, Mip Gen Settings

I'm reviewing some of the textures in SML and ExampleMod and comparing their settings to base-game assets in preparation for putting them in an FGIconLibrary in example mod. Some vanilla assets that I expected to have similar settings didn't. For example, HUB schematic icon /Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/TradingPost/UI/SchematicIcons/OldIcons/SchematicIcon_Hub_3.SchematicIcon_Hub_3' has compression setting UserInterface2D but Power Storage building icon /Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/PowerStorage/UI/IconDesc_PowerStorage_512.IconDesc_PowerStorage_512' has Default, and the bp designer mk3 icon also has UserInterface2D. Assembler, Blender, are also Default. I plan to update ExampleMod's schematic icons and item icons to UI Streamable and UserInterface2D compression based on this info - Is there a quick reference modders could use for deciding what to set their texture settings to?...

Beginner modding FModel.

Hello everyone. First of all, a thousand apologies if I do not publish in the right place and for my English. It is not my native language. I wanted to try modding on Satisfactory by translating other mods and making a reskin of the whales. I thought I understood that FMmodel was the tool I needed....
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Alternate Recipe dependency requirements

I have a mod with many alternate recipes, and couldn't find a way to "gate-lock" certain alternate recipes behind the tires they're unlocked in, for example, in the base game you don't get alternate recipes for Aluminum, until you have access to bauxite, however, atm, for my mod you can get aluminum alternate recipes in tier 1. How would I go about resolving this?
Solution:
Make a schematic that has a dependency on another schematic. Eg. Schematic_Alternate_ElectroAluminumScrap:

Adding content (not in docs?)

I'm trying to change some of the base content: 1. Adding/modifying the existing space elevator phases 2. Adding custom ore nodes to the existing map 3. Removing parts/recipes? idk if it is possible to do that though I tried looking through the files but i don't seem to get any idea on how to do these three things. thanks a lot in advance...
Solution:
1. Adding phases is not trivial. I think someone put out a library mod to help with that, search "phase" 2. There should be some discussion around this in the discord. There are a number of ways but the most optimal way is not quite working yet. I think the current best way is using sublevels. Rex would know more. I think there is an open source mod that adds a biomass node or something you could look at 3. Possible but not generally a good idea because other mods probably use those parts. Modify the schematics that grant the recipes for the parts...

Gamepad Analog Inputs

With a PS4 gamepad controller I can't get any analog input (-1.0 to 1.0) from the thumbsticks. In the Steam controller mappings I've set the thumbsticks to the joystick mode. For Enhanced Input: I've spawned an actor, enabled the input on it, added an input context with a high priority, removed all other input contexts, but only the keyboard/mouse events are getting through....

Best method to override existing FGMessages (ADA/Alien Lines) ?

I’m creating a Mod to replace the English voice lines with localized German voices. Currently I’m using a simple “pak hack” (RemapDirectories ) to replace the .wem files, the audio files that Wwise creates, which are stored in .pak files, not .utocs. However, I also need to adjust the subtitle timings and the actual subtitles (many translations are sub-optimal), which are stored via FGMessages within .utoc-containers. Finally, it would probably also be easier to use my own sound events instead of adapting the .wem files to the existing events, so in effect I would probably exchange most of the FGMessage’s content. I’m wondering which technique would be the best to do that. CDO manipulation I’m unsure if CDO’s even exist for DataAssets like the FGMessages and also, I’m wondering if CDO manipulation would eventually lead to all dialogue audio being held permanently in memory (not sure how Wwise would handle this if all FGMessages were loaded). ...

Returning Aspiring Modder, no clue where to get started.

For starters, I'm still trying to figure out where I'm meant to find the latest files to set up the Modding Environment. I keep hearing of the Starter Project, but no clue where to find it. Last time I tried to get into Modding, I had to go through all kinds of hoops with UE4 editor things. Beyond that, I'm trying to start (hopefully) somewhat simple by adding a fluid/packaged fluid set....

check if the main menu is open

I want to show/hide my own HUD overlay based on whether the game's main menu is open while in a save. I found a "Is in Main Menu" bp function, but it always returns true, although I'm not sure what World Context to give it anyway.

Wwise does not show correct version

kinda stuck. already checked uproject file, it is correct association
Solution:
Isn't 2022.1.10.8393 the same version the docs list?
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github desktop is failing to clone the branch

gives me this error, do not know what to do. cloning the master project branch
Solution:
well thx for the advice. guess ill try moving my labtop next to the router for an hour and doing that
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