How to apply the primary/secondary colors to the meshes?
I've replaced the pioneer's mesh (and hid the original) to be able to play custom animations, and I'm also attaching custom equipment meshes to it. Equipment uses MM_FactoryBaked like the vanilla.
But the painted colors are black. How to get the colors you set in the lockers? How to apply them to the custom equipment and the pioneer's mesh?
Issue about the color: https://github.com/chriscavalluzzi/SuperPioneer/issues/35...
Same category
I would like to gather some of my mods in a single category
But I get one category per mod, even if they are identical (copy-paste)
How to do it? CDO?...
Solution:
Then you have to edit your mod's
uplugin
(can be done via Alpakit's Edit button) and you'd add another entry to the dependencies, referring to the new mod you just created
Customization
How do I add my Builds and Recipes to Foundation Customizations?
This way obviously doesn't work, yet I can find them in the respective maps.
I think to use mBuildableMap, but I don't know how
And just in blueprints please
...

Error when packaging: Graph is linked to external private obect
Getting this error when trying to Alpakit Persistent Paintables. The file compiles just fine
Solution:
I just cleared out everything from the blueprint (it wasn't being used anymore) and it worked. Weird thing is I hadn't touched either of the blueprints in the error since the last time I packaged it
How to CDO edit a complex data type?
I'm trying to patch the rifle ammo descriptor file using ContentLib. I successfully modified simple fields like
mMagazineSize
, but the damage field is inside of mDamageTypesOnImpact
field, which is an array of something that has a value selected from a dropdown and without a property name, and then inside of that there's a list of fields and mDamageAmount
is one of those. How do i write a JSON patch to mod the damage field?
I can do it in game using the Content Inspector mod, but i don't know how to do it in JSON patch. In docs there's no examples for such data types.
```json
"Edits": [...Solution:
Ha, what a coincidence! I was just browsing all mods at ficsit.app and found a mod that does exactly what i was trying to do yesterday here: https://ficsit.app/mod/UsefulTurboAmmo
Turns out the correct way to patch that object inside of
mDamageTypesOnImpact
array is to patch that file separately. The name of that class can be seen from the editor, and after that you go and create another CDO patch and target class /Game/FactoryGame/Equipment/Rifle/Ammo/Desc_CartridgeChaos.Default__Desc_CartridgeChaos_C:BP_PointDamageType_Physical_C_0
and its property mDamageAmount
....
Can't open ExampleLevel Map
Now, I have a new error, when I try to open the ExampleLevel Map. I've installed and integrated Wwise into the Project and set the paths in UE settings correctly
```
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_WwiseProjectDatabase!FWwiseDataStructureScopeLock::FWwiseDataStructureScopeLock() [E:\SatisfactoryM\SatisfactoryModLoader\Plugins\Wwise\Source\WwiseProjectDatabase\Private\Wwise\WwiseProjectDatabase.cpp:32]...
Solution:
if you have time, could you try cloning the
3.9.0
tag (commit 781e31e08c1ee1b2c60ceed2eb6350f82fc0bf53
) and seeing if it still happens?GUI Help
Is there any sort of inspection tool for the GUI? I'm trying to figure out what widget is being used for each item in the codex recipe list but I'm not having any luck

Error while compiling FactoryGame
Hello,
I want to compile the FactoryGame folder in VS 2022 like it's described in the documentation.
But everytime when I click on "Build", this error occurs.
How can I fix it?...
Solution:
Your Visual Studio NuGet package sources are not configured correctly. See this message chain: https://discord.com/channels/555424930502541343/1291910385577885757/1291935322409795707
-# Responding to
missingnugetpackages
triggered by @Robb (Busy)...
SCS hooked component on PlayerState no longer saving correctly
seems like FreeSamples is broken now for dedicated server clients, not certain exactly when this happened, guessing 1.0?
I'm saving data via a component added via SCS hooks on PlayerState. and I can confirm it's saving something, but it seems like after my player disconnects from the server, a new blank data component spawns for them and overwrites their old one before the save actually takes place, see logs in below message...

Weaponry Mod
looking for ideas on weapons to make.
fine with IRL weapons or fictional
melee AND ranged
nothing like nukes, duh
Artillery cannons are a nuhuh...
Wall Set Steel Corner
I'm creating a mod with rounded corners, in which there will be a rounded Wall Set
But I can't get it to snap to the foundation directly
But it's possible to place it with 'H', or before placing the corner foundation
I tested by removing the clearance of the foundation but without success...

Modding animations for train stations
I'm trying to make train stations more compact and modular. I think I've figured out how to create the models and animations that I need - pics of my work so far included. I am not sure about how to get my modded freight station animated. It seems that animations state information for the base game freight station is described in
FactoryGame/Buildable/Factory/Train/Station/BPA_TrainDockingStation.uasset
but this file isn't included in the starter project so I'm not sure whether it can be modde...
Maps/Game-Modes
I'm trying to make a small map as my first mod for satisfactory but when making a new level its blank as expected so I need some help getting lighting, fog and all that as well as how to get the assets to build the level with that aren't reference assets so I can actually see what im doing. Does anyone know how to do this stuff?
How to do config for per-player server-honored options
I think I understand the high-level difference between using Mod Configs and Mod Savegame Settings / Session Settings but I have a case that doesn't seem to fit either exactly right.
I'm making the player's use distance and build gun range configurable and it seems pretty easy to do that in single player and not too bad to get global config using Mod Configs. But I'm pretty sure the actual distances/hit results are handled server-side which means, in a multiplayer scenario, either the server needs to have one TRUE config and it will ignore client settings (not only bad UX, but I don't see a clear way to edit Mod Configs on a dedicated server, at least not through the UI) or each client setting needs to get replicated to the server and honored individually. Is my only option to somehow replicate the client-side settings to the server?
I think I could create a remote call object (RCO) that sent them to the server on config changes and then honor them there, but I want to be sure that's the right path....
Solution:
So, yes, that solution worked - I created an RCO to send updates to the server, subscribed to the OnPropertyValueChanged of each config value, and then sent updates via the RCO. It turns out it seems like not everything needed to be sent to the server but I still mirrored both config values locally and on the server to minimize risk of bugs. The GameWorldModule is a tiny bit funky and self-referential because I just didn't want to deal with adding more layers. But the mod itself is pretty simple so most of the code is scaffolding to get the config to work in almost pure C++.
It's now open source if anybody wants an example: https://github.com/Epp-s-Satisfactory-Mods/LongReach...
Mod Configuration Not Appearing in UI
I have done my very best to follow the wiki guide and copy what ExampleMod does to get configuration options to show up in the Mods menu. I have even installed ExampleMod and verified that its config options show up. My mod refuses to display the mod options I have configured in the Mods menu, even though I have registered the mod config class with my root instance module. I have checked the log and see it reporting that it has loaded my mod's configuration, but they don't show up in the Mods menu:
```[2025.01.26-06.30.06:988][ 0]LogSatisfactoryModLoader: Registering configuration /LongReach/LongReachConfiguration.LongReachConfiguration_C
[2025.01.26-06.30.06:988][ 0]LogConfigManager: Display: Successfully loaded configuration from ../../../FactoryGame/Configs/LongReach/Interaction.cfg
[2025.01.26-06.30.06:988][ 0]LogConfigManager: Display: Refreshing configuration file ../../../FactoryGame/Configs/LongReach/Interaction.cfg...
Solution:
did you try leaving this field empty?

C++ hook attach code in Mod Module not running
I have been trying to get this simple function hook to work but I can't figure out why it isn't working.
``` cpp
#pragma once
#include "Module/GameInstanceModule.h"...
Solution:
```cpp
UTPRRootGameWorldModule::UTPRRootGameWorldModule()
{
bRootModule = true;
}...
Help needed getting started with modding with C++
I've coded in C++ with unreal before... but it's been a while... So I wanted to get into it again since the trains lacking any decent pathfinding was bothering me. However... I can't for the life of me figure out how to get the C++ part of modding working. blueprints worked fine... but when I generated a new mod for bp + C++ I was unable to get any C++ classes working.
Solution:
C++ Content folder not showing up
I just made a new blueprint/C++ mod project using the alpakit dev tool. However, I don't see any C++ Classes folder in my content browser. I've followed all steps from the C++ setup tutorial.
Solution:
i think it shows up as soon as you add your first cpp class
Implications of texture Mip Gen Settings, Compression Settings, Mip Gen Settings
I'm reviewing some of the textures in SML and ExampleMod and comparing their settings to base-game assets in preparation for putting them in an FGIconLibrary in example mod. Some vanilla assets that I expected to have similar settings didn't. For example, HUB schematic icon
/Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/TradingPost/UI/SchematicIcons/OldIcons/SchematicIcon_Hub_3.SchematicIcon_Hub_3'
has compression setting UserInterface2D but Power Storage building icon /Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/PowerStorage/UI/IconDesc_PowerStorage_512.IconDesc_PowerStorage_512'
has Default, and the bp designer mk3 icon also has UserInterface2D. Assembler, Blender, are also Default.
I plan to update ExampleMod's schematic icons and item icons to UI Streamable
and UserInterface2D
compression based on this info
- Is there a quick reference modders could use for deciding what to set their texture settings to?...Beginner modding FModel.
Hello everyone. First of all, a thousand apologies if I do not publish in the right place and for my English. It is not my native language.
I wanted to try modding on Satisfactory by translating other mods and making a reskin of the whales.
I thought I understood that FMmodel was the tool I needed....
