Argual
Argual
SMSatisfactory Modding
Created by Argual on 11/22/2024 in #help-developing-mods
Referencing assets in other mods
Hi, how can create a mod that references assets from other mods? Is it possible to do this without access to the original mod source? Specifically I would like to create a compatibility mod for my fluid mod that includes recipes where the output or ingredient would be a fluid from another mod like Ficsit Farming or Refined Power. I can determine the asset paths using FModel, even their properties, and I assume I should be able to create placeholders like in the starter project, but I do not know how. A nice bonus would be if I could do this without creating a separate mod and conditionally register the recipes/schematics if the mods are present. I am interested in solutions not involving C++ :)
15 replies
SMSatisfactory Modding
Created by Argual on 10/27/2024 in #help-developing-mods
Give and Take away schematic based on session option
Is it possible to give access to and take away a possibly already unlocked schematic based on session (mod savegame setting) value? I wish to make some schematics not available when disabled in mod settings. I would prefer if the players would lose access to the unlocked schematic if the setting is toggled during play. I registered the appropriate listeners in the world module, I just don't know how I can give and take away a schematic in the event graph, which nodes to use.
15 replies
SMSatisfactory Modding
Created by Argual on 10/20/2024 in #help-developing-mods
Model animation gets choppy from small distance
Hi, I made some pumping animation for a model, and in-game it gets choppy and low quality when I get farther from the machine. I am new to UE, so i am guessing this is some LOD-like feature, but other animations in the game do not get low quality this close to the machine. I am using an animation blueprint with a state machine. Idle state is no animation, producing state is pumping. It should have a transation when starting up or stopping. State is determined by whether the machine is producing. My main problem is the animation quality dropping real fast as getting farther, a more minor problem is that the transitions do not play, in fact there is no animation at all when the machine is not producing, it just freezes. I would like to stay away from C++ and work only with blueprints when I can. Any help is much appreciated <3
72 replies