Satisfactory Modding

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Satisfactory Modding

Modding community for Satisfactory, the factory building and exploration game by Coffee Stain.

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I'm still despairing here

I did everything on the website but still there is this error. among others I have been trying for 5 hours to get it to work...
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Alpakit packaging fails with exit code 1

Hey, this is regarding the issue I'm having since yesterday: https://discord.com/channels/555424930502541343/1036634533077979146/1363919202460635276 Quick summary: When packaging SML or my mod, Alpakit fails the packaging with code 1. The only error I see is at the very top of the output logs "Le chemin d'accès spécifié est introuvable." which translates to "The specified path was not found.". As stated yesterday, this is probably linked to another problem I had back in october where I had the same message but with a different problem that I fixed by removing the pre build steps from the .uproject file (https://discord.com/channels/555424930502541343/1295089631238553784/1295092182968959036). I have no idea what causes this, especially since Satisfactory launches without any other issues and all the mods are correctly loaded. Should I just ignore this?...

Can you offset docking ?

I'm trying to dock with offset : i.e I would like to dock my train with the locomotive in the middle of the station instead of the head train station. There is an offset parameter when calling dock but it doesn't seem to be effective. Here is some code : ``` SUBSCRIBE_METHOD(AFGTrain::OnDriverEntered, [this](auto& scope, AFGTrain* self) { UE_LOG(LogTrainUnloadingOffsetModule, Verbose, TEXT("[TUO] Entered train."));...
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How to replace assets in the original game?

Hello, I am currently creating a mod to replace enemy models. I have tried writing code using Visual Studio and have also used some open-source mods to replace game resources. However, simply reassigning the asset locations in the blueprint seems to have no effect. I have seen that Almine's mod for replacing spider models works very well. How can I create asset replacement mods for this game?

Content Lib based Mod isnt working

Is suposed to work but its not. its supposed to be a recipie tweak to Digital Storage https://ficsit.app/mod/DigitalStorage ```json...
Solution:
Always Use CRLF Line Endings
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How to build a UI in Satisfactory style?

Hi! I’m working on a mod that uses a combinator-style building which opens a UI when pressing E. I want the UI to look like the native Satisfactory interface (dark background, orange buttons, close button ✕, etc.), but I’m building everything from scratch using UMG widgets — no SFUIKIT or templates. If anyone has advice or examples (preferably without dependencies), I’d really appreciate it! Specifically looking for help with:...

Fresh install with "Unknown specifier" errors up the wazoo!

Hello again, all! I just finished following most of the fresh install steps under getting started -- including a uninstall and restart from scratch since I thought maybe my copy of UE4 was somehow causing these same errors. (Spoiler: That didn't fix it! Oh well...) Anyway, not too sure what's causing this and didn't see any similar errors from other users when I searched the Discord. Here is my very first build output, attached. (Apparently it was too big and it made it an attachment automatically? Neat!) Anyway, if it does what it did before, I can double click any of these errors and it opens some kind of mini-compiler where it looked like it was trying to compile library modules for the various #included headers or something ... I can do it again if that helps, but it added a ton more errors every time I did. Any idea what's causing this? I made sure I have the right version of all of the required software -- even the optional VS extension. Thanks again, all!...
Solution:
OK... so if this works, looks like my main takeaways are: - Make sure to install the CLang Linux Dedicated Server Support files ... even if we aren't making dedicated server mods - Be sure to check that the platform is Win64 in the dropdown next to "Development Editor" - Be sure to grab v-66 for 1.0 (and it sounds like v-68 for 1.1, yeah?)...

Docker development container?

Hi, all! I've been discovering Docker over the last year or so at my new job and learned about an idea called a "Development Container" thru Gitlab. As I understand it, this concept can be used to create a ready-to-use development image that can be loaded up in Docker Desktop. And once it's loaded, all of the tools I've just manually downloaded (I'm starting my SF modding journey today!) could be ready to use. So in other words, new users would only have to download a single Docker image and it would have within a completed installation of Unreal, VS, Audiokinetic, SMM, the basic starter project, any other dependencies we might need, and an automatically mounted persistent volume that links back to a configurable location on the user's host storage. If that's true -- and assuming I've described that accurately -- that seems really useful! And it's not that the process is that difficult, I just thought being able to pull up VS Code right on GitHub was so awesome that I'd love to replicate the expedient experience here. Sooo... long story short, do we have that available somewhere? And if not, can I help make it? It's a bit beyond my grasp, but I'd love to do what I can to help if that kind of thing would be useful! (Side note -- I realize there are also questions of if are we allowed to have that kind of thing because of individual software license concerns and external sign-ups I just had to do with Epic, Wwise, Microsoft, etc to download everything the BeginnersGuide just asked me to get. However, I feel like these concerns can be answered with some kind of mTLS handshake between a authorization gate at wherever we post the development container image and the external parties. We could even make write kind of logic that opens a sign-up / login page to any site where the user's request was rejected, e.g. because they weren't already logged in...)...
Solution:
the biggest problem with this is that devcontainers are basically always linux images, and it is not currently possible to develop mods from linux. people are working on it though, keep an eye on #Linux mod development? on windows docker hosts at least, there are significant performance problems with the files being on the host machine storage, as opposed to being cloned in a volume you may also find this WIP tool interesting...

Fail to generate build files on fresh install

On main branch of satisfactory mod loader. Right click on uproject --> Generate visual studio code Error ...

trying to add a custom alternate recipe to a default milestone

i added my alternate recipes with their recipes and schematics, then linked the schematics to schematic_5-1 which should represent the tier 5, 1st milestone following the example mod steps, but after loading this and testing, it does not appear at all. i was looking into contentlib but i read its for overwriting information so i didnt think that suited my goals. i added a photo for one of my schematics and recipes as well. i spent the past three days trying to figure it out and figured it would be better to ask for some guidance at this point lol...
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How to use copy and paste with blueprints?

I would like to use it on walls and windows to which I have added parameters

Playing ADA's messages

In the end of this guide it says:
The SML team is working on patches to enable Wwise to function properly in the editor. Until this system is implemented it is not possible to play message audio in game through normal means - you will have to come up with your own workaround.
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/AdaMessages.html#_importing_audio_to_the_editor Is it an outdated remark? As far as i understand, Wwise integration now works with the modding project. ...

What is the "correct" way to write to a .json file from a mod?

Hey, i'm currently working on a mod that dumps a bunch of Information from the game into a .json file, since the communityDocs do not include all the information i need, so i'll be creating an entirely different file. The problem is: I'm not sure what to use for JSON (De-)Serialization, i thought about using nlohmann json But quickly realized that that is not a great idea, it would conflict with any other mod that also uses it... Is there a well documented library or some satisfactory docs page that i can orient myself on? i've seen JsonStructs, but i'm not sure if that is what i should be using (no documentation and seems to be more of a tool specificially for ContentLib)...

Asset Generator

I asset Dump all the Game/FactoryGame from Satisfactory, i generated all inside the SML but the buildings have invisible parts, somehow the materials are changing places ... i do not know how to fix this.
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Adjust volume of a custom Boombox tape

I added a custom boombox tape with the help of this guide: https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/Audio.html
It works, but music plays at maximum volume and doesn't react to the volume slider. So i set up an audio bus, assigned my songs to this bus, created an RTPC parameter, linked bus' volume to that parameter and created an AK Game Parameter in Unreal for that RTPC. ...
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Creating FGInventoryItems with state (FGDynamicStruct) from data

looking into using the "new" item state system that replaced state actors in 1.0. I want to add an item to the player's inventory from just incoming data, no pre-existing item/equipment/et.c, that has some state data pre-filled (in this case, Text). the data is important so I can't just have the deployed item actor come up with a new value from blank itself on spawn. ideally the solution would be blueprint only since the mod doesn't have any c++ yet. the only way I can see to do this right now is by making an Inventory Item using the manual make from item class, then either:...

Adding my own buttons to BPW_MapMenu

I'm looking for some help from somebody who knows about UI/widget modding. I am attempting to add some buttons to the BPW_MapMenu hierarchy. Specifically, the map menu has the "Show Stamps on Map" checkbox button at the bottom and I'm trying to add some of my own buttons alongside it. I've attached an unreal editor screenshot of the hierarchy I'm talking about, with the button I'm trying to create siblings for highlighted. My approach has been to create a UVerticalBox containing my button (starting with one) and add it to the [Overlay] widget, so the vbox is itself a sibling to the mShowStampsButton. But nothing I added to the vbox shows up. I am inexperienced with UI programming, so I don't know if I'm doing something wrong or just falling into common pitfalls. Here's some code to show what I'm doing: ```cpp...
Solution:
To recap the solution, rather than piece together widgets in C++, I made the whole widget in UE and then used Bind on BP Function: Construct to find and insert the widget at runtime, but only because widget blueprint hooks didn't work (the widget only got inserted on the first map screen open... there's a quirk there that somebody might want to sort out... I'd do it if I had more time right now). Then I had to sort out button layout and alignment, which yeshjho helped with.
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Trying to access game meshes with FModel.

I tried following the steps on this guide https://docs.ficsit.app/satisfactory-modding/latest/Development/ExtractGameFiles.html on how to extract game meshes from the game, but it didnt seem to work. I had at first discovered the fact that I needed to use Unreal 5_3 on my own, which allowed me to view the files in general. However, many files are missing from the lists, which can be seen in the screenshot below where I am viewing the FICSIT foundation folder, where there should be far more pieces than are actually present. I tried following the other steps, like inserting the custom versions information, and providing the directory to the Local Mapping Directory (.usmap) file but this did not help....
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Need help with Blueprint/C++ of custom resource extractor

I have been working on a custom version of miner which outputs a fixed resource and requires additional input in form of a catalyst resource consumed per production cycle. The issues are: - Input Inventory and input connection component dsn't work at all, I have dug through a lot of info on this server and nothing has worked in the end - Setting custom resource to the output in OnExtractableResourceSet doesn't work at all - Overriding FactoryTick_Producing works only partially, production cycle float gets iterated but nothing comes out of the output - As an extra I wasn't able to figure out what can/should be done in Blueprint if needed at all, can't fully understand from modding starter project guide...
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