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.
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If you don't have any of your old setup still installed, you can just folow the docs from the beginning
>docs
Here is the modding documentation: https://docs.ficsit.app/
I'll get started with that for the time being.
Note to self: Continue from Downloading Engine Installation files.
(Slow Internet + Large files = I wait.)
I have to continue from this section https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/dependencies.html#_download_the_custom_engine
When we get Starlink installed within the next few days hopefully.
Required Software :: Satisfactory Modding Documentation
To get started with modding Satisfactory, you’ll need multiple other pieces of software installed first. Don’t worry, we’l...
Extra note to self: Continue the VS 2022 install download. (Visual Studio Installer > VS 2022 > Resume)
Ok, here we go. Got a git repo cloning, just about to start setting up the Starter Project.
I hit an issue in the middle of setup that is not covered by the Troubleshooting section...
Generating the VS files failed from the context menu, and the command line says it needs Windows SDK. Is there any specific version it wants for this, or just any?
If more info about the command output is needed, this is what I've got:
I've gone and assumed any version works, and tried the command again.
when you installed the visual studio components, did you manually select them, or import the installer configuration?
I think this step would be related to that
Manual.
I did find everything it wanted.
Currently building the FactoryGame solution file.
And I am finally opening the .uproject in UE.
And I hit an issue.
So I've got to the point in the learning sequence where the Docs has me create a very basic mod with the RootGameWorld_ModName object and attempt to package and launch the game...
I've set SMM to a blank profile, (since SMM is set up for my Steam Install, and I wish to test my mod standalone for this) and was able to Package the mod, but in the process of launching the game after the Alpakit step yielded a missing dependency error being that my mod wants SML...
Upon trying to package my mod and SML through Alpakit, the build fails on SML.
Copy the log here
Alpakit Log:
This error means that clang is not installed (or if you did, you might have to restart your PC, because it changed environment variables, and windows is pretty annoying with updating that)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/dependencies.html#ClangToolchain
You could also disable building for Linux Server in Alpakit for now, but it is expected that all mods support both client and server (both OSes), unless they are incompatible with it, so you should fix your clang for building for linux
-# Responding to
platformlinuxrequired
triggered by @Azrefrisk DreemurrI thought the Docs said Clang was optional?
Guess I'll go back and find Clang.
What portion said it was optional? That is no longer that case and should be updated
So I'm looking at the available downloads... which one should I use? I notice the latest one is for UE 5.3, but recommends an OS that I'm not running.
Will it still work on Windows?
I should really open my eyes.
Ok, let's try this again.
Just so I know for later, since I can't find a mention of this on the Docs, does SML have to be repackaged every time I want to test my mod, or is it packaged once for first-time, and then good to go?
SML only needs to be repackaged when SML changes, same with your mod
So in the future, as long as SML is still the same, I only need to click the Alpakit button next to my mod to test it.
indeed
And if SML updates, there's a section of the Docs for that process? I saw some mentions of it during first-time setup.
Also, the "green" select button mentioned during the creation of
RootGameWorld_ModName
is not green in the latest UE Editor. It seems it is blue.This section here.
And the current editor screen shows:
yup
yeah there are a few outdated screenshots, we focused on updating the ones where the content (not just the styling) changed
To replicate the Docs in the new editor would look something like this, just not with my mod's world object there under the tooltip.
I had no idea just how many
.cpp
files SML had...
It's still packaging.We got an empty functional mod!
Ok... that's odd. My custom item renders fine when dropped in-world, but seems to have lost its material on the conveyor.
you need to mark use on instanced static meshes in the material or something
I'll check for that in the morning.