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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Stuck on SML Unreal project

Hi. I have a small knowledge in coding and the guides i found are scattered or outdated. I got SatisfactoryModLoader-master and unzipped it, tried to open it with unreal engine 5.3.2 but wwise plugins were missing, those integrations only exists for 5.4 and above so i disabled it and then it didnt load in. I'm trying to make a mod to swap out the player character, i converted a rigged model to fbx from what i can tell i need to go into the unrelal engine project of modloader and finish it there but i can't open the project file....
Solution:
the docs walk through how to get it and integrate wwise with the specific old version SF uses

Code 6 Issue

so I wanted to get into Satisfactory Modding but get punched in the Face when trying to Build FactoryGame for the first time. Pretty much followed the Docs to the tea. heres the Log, its rlly short since it basically fails like 2 seconds into the build:...
Solution:
default options from game dev and c++ desktop workload + additionally: MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.34-17.4)(Out of Support) .NET 6.0 Runtime (Out of support)...

Anyone know how to edit the nodes of a Research Tree using just ContentLib?

I would like to remove a node from a Research Tree in the MAM. I'd also like to add a new node too. Is it possible to do this with a CDO using just ContentLib? Note: One day i'll look into how to use a full modding environment but for now I'm just using ContentLib....
Solution:
you should really use this if you're working with trees though, the headache is not worth it https://docs.ficsit.app/satisfactory-modding/latest/Development/EditorTools/SMLEditor/ResearchTreeEditor.html...

Compiler Warning C4668 - "__has_feature" is not defined as a preprocessor macro

Happening when I build FactoryGame, full build output is attached:
Solution:
Error fixed, do make sure you have all the correct Visual Studio Dependencies installed as FICSIT-Fred mentions above

Using Phase Completion For Recipe Unlock

I have two recipes I want to unlock / become visible when Phase 5 of the Space Elevator is completed, but despite my best efforts I am a bit lost on how to make this work. I've done as much digging for info as I could and found discussions on how to unlock recipes with tiers and vanilla milestones, but nothing on phases. Is this possible, and if it is, how can I go about it?

Help Needed: Adding a Flip Button to Build Menu & Detecting Clicks

Hi everyone! I'm very new to Unreal Engine and modding, so I'm still learning. I want to add a simple button to Satisfactory's build menu that lets players flip conveyors, splitters, and mergers by 180°. Could someone please explain: - How to add the button to the build menu UI? (Do I need to modify an existing widget or create a new one?) - How to detect when it's clicked? (Which class or subsystem should I use to handle the input?)...
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Help Jevla get set up, UE failing download

Cross post from Ficsit Labs, more info incoming!
Solution:
I had the same problem too. I fixed it by taking my laptop to my WiFi router and connecting it directly with an Ethernet cable. It might be some kind of WiFi issue—I'm not completely sure.

Persistent Download Issues with Unreal Engine CSS Editor Files

Dear Satisfactory Mod Developer Team, I hope you're doing well. I’ve been trying for several days to install the Unreal Engine CSS Editor files for Satisfactory, specifically: - UnrealEngine-CSS-Editor-Win64-1.bin - UnrealEngine-CSS-Editor-Win64-2.bin ...
Solution:
For licensing reasons we have to host the downloads somewhere that the GitHub auth controls. Could you try downloading it from a different device or over a different internet connection (ex. Public hotspot)?
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MAM tree common to several mods

My next mod will be composed of several mods (like my Architecture+ mod). Items will be unlockable via a tree in the MAM. In the base mod (01), there will be the main tree. In the following mods (02, 03, etc.), I would like to be able to add items to the main tree of the base mod (01). The following mods will of course have mod 01 as a dependency...

Enabling Unreal engine plugins?

Hi all, I want to play around with building a Satisfactory mod that uses midi. It looks like Unreal Engine has a plugin system and a Midi plugin - https://dev.epicgames.com/documentation/en-us/unreal-engine/midi-in-unreal-engine However, when I try to enable this, I get an error that the plugin isn't compatible with the version of the engine and I need to rebuild it. I haven't figured out how to do that. The Satisfactory modding tutorials I've done so far have been absolutely fantastic. However, I haven't found one that covers enabling other UE plugins....

Can anyone send me any info or tutorials they have on map making for Satisfactory?

I'm looking to learn Map making for Satisfactory and willing to take on whatever level of difficulty it is to make a map. I have some very cool idea's for a map mod and really want to bring them to life so any and all info on map development would be greatly appreciated.

Build failed

I'm currently trying to set up modding for satisfactory, following the guide step by step. Now I'm at compiling the starter project (https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_project_compilation) and it just... failes. No idea why, I get an exit code 1. Here the full Error message: LogExit: Exiting....
Solution:
Did you integrate Wwise properly? ``` D:\Satisfactory Modding\Satisfactory Mod Loader\Plugins\AbstractInstance\Source\AbstractInstance\Public\InstanceData.h(92): Error: Unable to find 'class', 'delegate', 'enum', or 'struct' with name 'AkInstancedMeshType' D:\Satisfactory Modding\Satisfactory Mod Loader\Plugins\AbstractInstance\Source\AbstractInstance\Public\AbstractInstanceManager.h(83): Error: Unable to find 'class', 'delegate', 'enum', or 'struct' with name 'UAkInstancedGeometryComponent' D:\Satisfactory Modding\Satisfactory Mod Loader\Source\FactoryGame\Public\FGAudioMeteringSubsystem.h(13): Error: Unable to find 'struct' with name 'FAkBusMeteringInfo'...

Need help to find variables

I am trying to build a mod modifying the Production amplifier (the thing that use Somersloop) and I need help to find where this is located. Could somone help me please ? I connot find how to find them with the help of the fiscit app.
Solution:
It's mProductionShardSlotSize in the build part of the factory.

Missing Animation on PowerStorage

Moin and Hello, I am currently reworking my energy storage mod. I use the base game power storage and anjusted the recepie and power configuration. Somehow the animations got missing. I reused the files from starter project. Has anyone more information about the animation system or a clue what i am missing. Thanks in advance!...
Solution:
Child blueprint is the way to go

What should I NOT do to avoid breaking saves?

Wondering if there's a common save game pitfall listing of things to avoid bugs due to changes in future versions of a mod? Things like renaming types or their fields.

Want to make a custom player model mod

How do i make a mod that adds a custom player model to use instead of the base pioneer model?
Solution:

How do decorators work on buildables?

I tried creating a subclass to DecoTemplate, creating attachment point components in it, configured to Default w/ APT_Pillar, and assignedthe class to my buildable. My buildable's hologram is the generic buildable hologram that is editor configurable and I have attachment point snapping enabled. Yet in game there's no effect. My object doesn't snap to an instance of itself via attachment points like a pillar does. Am I missing something? Also fwiw I am setting up attachment point transforms in m...

The Wilds: A Satisfactory Mod – Discussion Hub

A space to explore ideas, feasibility, and development paths for this ambitious gameplay overhaul.

The problem of overlaying decals

Hello everyone! I'm making a mod with decals and have encountered a problem with their overlay. When one decal overlaps another, they don't blend together, but simply cover each other. DBuffer is disabled in the game, so this method doesn't work. I tried spawning meshes with an offset, but that's not it either. Has anyone already solved the problem of blending dynamic decals without DBuffer? Maybe through Render Target or a complex material?
Solution:
I was planning on making these exact parts, which is why I already have some of this set up. But this is how I would do it. The part should a FGBuildableFactoryBuilding, set up as a lightwieght, using FGGenericHologram. This will give you the most snapping options on walls and foundations, catwalks, ect. There should be a single plane mesh, uv mapped to 0-1, using a material similar to this one. The index changes which pattern is being used. You could make individual material instances for each part, using the correct index, or you could try to set this using custom data (preferred but would probably require cpp since pattern ID's are ONLY applied to FGBuidableFoundations). The material itself is in the Deferred Decal domain....

Trying to remove line on asphalt textures

hi, i am trying to remove the line on the center of asphalt foundations. It is driving me nuts... Other then working myself through the tutorial mod from the documentation i have no experience modding satisfactory. So far i have used FMod to check the texture files. Using the ficsit textures as reference, it should be the left edge of the top half causing the issue. But i have not really found anything clearly causing it, in any of the texture files. I also compared the ramp _BC file, as the line is not present on ramps, but the difference is really small if there at all. Are there other places, apart from the texture file, that would be worth a look for finding the cause? And am I correct with my assumption, that it would be the left edge, top half of the texture? (if yes, i might try and modify the texture slightly, to see if it makes any difference)....
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