I am sure this would be easy for most folks...
... but I have no idea where to start.
I am desperate to 'Invert' the 'Tilted Concave Wall (4m/8m)'.
So that I can complete this build to my satisfaction.
...
Solution:
Thank you all for the replies.
The easiest answer turned out to be 'Infinite Nudge'.
I didn't realise the mod allowed for vertical rotation....

Issue with the UE asset diff/merge-Tool with Git
Hi I'm currently folowing this guide so git can recognise UE assets when I want to merge my branches https://gist.github.com/Panakotta00/c90d1017b89b4853e8b97d13501b2e62
when I'm runing this first script in power shell it execute correctily at first, UE start loading and the crash with this an error message :
Erroneous editor command: -diff ...
Solution:
Turn out I wasn't suppost to exectute any powershell script by myself
If everything is done correctly git will do it when merging...
Adding pictures to mod page?
How can i do that? I just see the button for uploading the logo.
Btw, i just uploaded my mod "Factory Spawner" 🙂...
Solution:
Ah, it is done by markdown syntax. You have to upload the images somewhere and insert the link then in the mod page.
Spiral Stair - Server
This mod works fine in single player mode, but not when I'm in server admin mode. (Linux)
There's no change when clicking the barrier visibility icon, or when switching left-right using the widget ('E').
The logs, however, correctly display the status of the 'ShowRailing' and 'Left-Right' variables.
So it's at the 'Visibility' and 'Set Static Mesh' nodes that it's not working.
...
Solution:
so I think the first step here is to make them not replicated, which means clients should properly try to run them locally when their RepNotify fires

Smooth shading help
Yet another person asking for help with vertex normals. Even though my quads are flat, I'm getting seams as if it's two triangles. I've messed around with the normal stuff (Weighted normals, data transfer from high poly mesh to my lower poly mesh, set individual normals by face) but nothing I do seems to work.
Video shows what's wrong better than a screenshot: https://www.youtube.com/watch?v=4oOgrEkFOV4...

Session Setting
I've never used this feature and would like more information.
I read the documentation and looked at the example.
But I didn't find all the available elements.
Is it possible to play a sound in this interface after selecting it from a list or clicking a button?
...
Solution:
Is it possible to play a sound in this interface after selecting it from a list or clicking a button?yes via creating a custom value editor widget...
Setup
Hi
I went through the tutorial to setup the dev environment.
I'm at the setp where I can complie the SML with alpakit mod and I get this errore message multipule time in the alpakit log and cause the compilation to fail at the end.
C:\Mod satis\SatisfactoryModLoader\Plugins\Wwise\ThirdParty\include\AK\AkPlatforms.h(60,11): fatal error: 'AK/SoundEngine/Platforms/Linux/AkTypes.h' file not found...
Solution:
(Known crash
WwiseMissingLinuxFiles
) Your development environment is missing the Wwise files to compile for linux. Make sure to follow the steps here to get them and regenerate the wwise project.
https://docs.ficsit.app/satisfactory-modding/latest/Development/UpdatingFromSml36.html#_new_wwise_deployment_platform
-# Responding to wwisemissinglinuxfiles
triggered by @capitaine pachat...alpakit Exit code 25
command line overrides: ChecksInShipping: True (default: false); LinkType: Modular (default: Modular)
LogAlpakit: Display: [Package RecipeHycore] FactoryServer: Building with command line overrides: ChecksInShipping: True (default: false); LinkType: Modular (default: Modular)
LogAlpakit: Display: [Package RecipeHycore] FactoryShared: Building with command line overrides: ChecksInShipping: True (default: false); LinkType: Modular (default: Modular)
LogAlpakit: Display: [Package RecipeHycore] Cleaning Stage Directory: D:\SatisfactoryModLoader-3.11.3\SatisfactoryModLoader-3.11.3\Mods\RecipeHycore\Saved\StagedBuilds\LinuxServer
LogAlpakit: Display: [Package RecipeHycore] Cleaning Stage Directory: D:\SatisfactoryModLoader-3.11.3\SatisfactoryModLoader-3.11.3\Mods\RecipeHycore\Saved\StagedBuilds\WindowsServer...

Optional Dependencies
How does one go about implementing support for optional dependencies?
With c++ code, I assume I can't import header files from said mod, as that wouldn't work if it doesn't exist.
If this is the case, how can I go about editing some value on some object from that mod, if I can't import any type data for the mod?
Are preprocessor directive the way to do this? If so what do I to test if a mod exists with them?...
adding player model (CharacterReplacer)
I am up to the part shown in the screenshot, and whenever I try to open the UE editor, it fails to compile and tells me to manually do it, which is where I am lost because i cannot find it in the Visual studio.
I also could not find the UE version for the CharacterReplacer mod.
And if I delete CharacterReplacer from the mods folder everything else works....

Newbie wanting to simply modify portable miner stats.
Hey I just want to make a simple mod that aims to modify the portable miner stats, like change it's max storage capacity, mining speed, etc. I'm just unsure where to start, would appreciate some help.
Overwriting schematics
I completed the basic tutorial, still not sure how to override the numbers of the MAM tech tree. I see the placeholders which from what I understood cant be changed or changes wont show up in game; so you have to create them, but how do you link it to override the research already there?
The game module ... could not be loaded.
New to modding Satis and was trying to setup my local develop environment. I was following the online documentation and succeded in building FactoryGame. But when I try to open the Starter Project, but then it throws the following error:
Plugin 'OnlineIntegration' failed to load because module 'OnlineIntegration' could not be loaded. There may be an operating system error or the module may not be properly set up.
When I disable this plugin, I get the following error:
The game module 'FactoryGame' could not be loaded. There may be an operating system error, the module may not be properly set up, or a plugin which has been included into the build has not been turned on.
...Solution:
Okay, so it works 😛 the only thing I did different this time is the GIT clone
Total newbie wanting to design a structure pack
So, I've followed the docs up to the counter section as I don't really think anything beyond the counter is applicable to what I'm interested in doing. My main interest is creating a pack of building blocks similar to what is offered in Structural Solutions > SS Concrete.
I've never done any kind of modding before, never used UE5 or Blender, but I have everything installed.
So, I've spent the last 5 hours or so trying to implement a simple wall, no special textures or anything, just an accurately sized, 8mx4m wall....

Interaction on doors
I'm creating new doors with new animations
How do I interact like with vanilla doors?
I activated
M Is Usable
checkbox, but I don't know how to change the wording. ?...
Level Instances in Satisfactory 1.1 - can it work?
how well do level instances work inside satisfactory? since world partitions and so on? cause i wanted to try out something but im unsure if it will even work properly due to world partition vs level instance. Someone told me it would be more of a flip of the coin whether or not having a level instance inside an already loaded level using world partition would be working.
Asset Dumper Unknown Bytecode 0x0C on /Game/FactoryGame/Buildable/-Shared/WorkBench/BPW_MAM
Trying to dump all assets, mainly because I want to be able to see all the textures and materials in the editor, so I've followed the docs here https://docs.ficsit.app/satisfactory-modding/latest/CommunityResources/AssetToolkit.html
When running the dump I get this is the log:
```
[2025.08.18-15.48.00:240][ 42]LogAssetDumper: Display: Serializing asset /Game/FactoryGame/Buildable/-Shared/WorkBench/BPW_MAM...
Solution:
Not to familiar with C++ and/or the asset format, but I seem to have fixed it by adding this to the switch in AkismetBytecodeDisassemblerJson.cpp
```
case EX_NothingInt32:
ReadInt(ScriptIndex);...
UE CSS editor 1.bin download error
Hello everyone, after some time I had decided to start making some mods just to make the game feel different and try some changes myself. I was following all the modding documentation, but i got stuck at downloading the custom UE engine, specifically the bin.1.
I've tried restarting, clearing caches, but nothing seems to work. it gets to around 95% and then stops. at first it sais network error, but restarting it does' nt do anithing and it sais unknown server error and to try reaching the server administartor.
If you have any tips on how to solve their truly welcomed....
Solution:
Try using a download manager
Can't Access Blueprint Hologram Components - Need Help Modifying Conveyors/Splitters
Dear Satisfactory Modding Team,
I'm trying to create a mod that allows rotating blueprint holograms and modifying their conveyor components (belts, splitters, mergers). However, I'm consistently getting "No hologram found" errors when trying to access the hologram through the build gun.
What I've tried:
- Accessing via mCurrentBuildGunState → mHologram...