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Similar to this post here: https://discord.com/channels/555424930502541343/1293169812347818036
However I only have a Mods folder, so the solution for me didn't work.
I'm getting the same error.
@SpookGameDev (Factory Props)
18 Replies
>debug
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in this channel.
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
This is on a dedicated server
not the client
So do i still do that?
Is the mod installed on the DS?
yes
I'm using the same profile for the dedi and the "steam" game installation
in SMM
It's not supposed to be, I removed DS support from the mod ages ago since it doesn't need to be installed there, only on the client.
That console output is from the dedi, not my computer.
oh. Got ya. Hmmm...
Well, i know its kind of an edge case, but like since i'm using the same profile for the dedi and the local install, is there any way you could add a check to your mod somewhere, that if its on a dedi server, and not a local installation that it just wont try to load?
That way I don't have to use two profiles for the dedi and the local?
I can look into it
Also, could you modify your description on your mod page saying to only install on the client? If it says it somewhere, i must have missed it, could you make it more noticable if thats the case?
Will do, I think I know why it's behaving weird, but I will need to do something on my end to rectify it.
Kk. Thanks for the quick response!
No problem, I will let you know when I have a new build ready.
I don't think client only mods are quite supported yet.
@Mircea (Area Actions) ?
They are
But you need to specify that in the mod properties
Releasing A Mod :: Satisfactory Modding Documentation
Once you consider that one of your mods is ready to be released, there’s a few extra steps to follow to ensure that it’s working...
There we go 🙂
Ah, I forgot to disable the
RequiredOnRemote
field.