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:Jump to 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...
11 Replies
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
Tier Overflow Lib - SMR
Extend the game by adding a scroller to the list of tiers. Allows modders to add new tiers beyond the default limit and unlock.
context for (3), for a long time the Satisfactory Plus overhaul mod introduced new ores and left the vanilla ones inaccessible, but they eventually swapped it so that their new ores replaced the vanilla ones, because many mods still expected the vanilla ones to exist
oh thanks so much
sorry to bother, but can you help me find the mod that adds nodes that you mentioned in 2.? Thanks!
Rex is me, I am currently adding something to ExampleMod in that regard. But you basically want to do this (1st picture) in a game world module. The level to spawn is something you have to create, but it only needs to have a
BP_ResourceNode
actor. I'm using a subclass of BP_ResourceNode
I made, the main thing is to call Init Resource
(3rd picture) to have the node work properly. You also need to add a static mesh component to interact with the node (I am using a similar thing here to spawn copies of the conveyor mesh). If you want, you can also add a sphere collision component to make it easier to target the resource node (default settings should work, just adjust the size and offset).
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BTW, the level you create will be pitch black. Switch the viewport to "unlit" to be able to see things. In my case, I had to use Play In Editor to light up the place because my thing spawns the mesh instances at runtime.
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Ohh so once I do this it will automatically populate the game world with that resource node?
depends on what you mean by "automatically populate"... you still have to define the node positions yourself in the level instance you create
Ohhhhh yeah
Ok thanks so much
the assets and code Rex screenshotted are in here: https://github.com/satisfactorymodding/SatisfactoryModLoader/pull/335
GitHub
ExampleMod: resource node with sublevel by Th3Fanbus · Pull Request...
Add a custom resource with a resource node. Add this resource node to the world using sublevels (level instances).
Also fix a few things about the CDO edit example since it was getting a bit in the...
The "Load Level Instance" node is where you set the position of the node