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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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)....
No description

Can't make replacing Power Shards in all recipes and schematics (with exceptions) work

I'm currently making a mod which adds synthetic Power Shards as a separate item, which means that I need to not replace vanilla ones in almost all recipes and schematics, but also make lists of exceptions to them and make it so that other modders could add exceptions into those lists. I simply have been unable to ensure that every recipe and schematic were going to get parsed regardless of what Lifecycle Event I launch edits on. AS an example, I alter CDOs of Waste Shielding Plus, but they only get recognized until loading saves for the second time sine launching the game. And list of exceptions doesn't get updated regardless of anything. I'm rather desparate so I ask for assistance. No C++ code https://github.com/AniViRus/SyntheticOverclocking...

why does the mod lie, i can't upload a new version of my mod

what the title says, also noticed the game version doesnt match, and sml version
Solution:
i selected the wrong folder
No description

I just finished my first building. Feedback?

This is a small little building that is placed directly on the output of a miner. I would appreciate feedback, does it look like it belongs on the miner?
No description

Is it possible to stack normal decals?

I have a 9-square UV map for a normal. In the center square, I wanted to put the ficsyt logo. However, because the Ficsyt part of the normal map has transparency, it causes a weird seam. I then tried to put the fixsyt logo over the 9-square so the center of the 9-square would have its normals applied, but it doesn't show in Unreal. Is there anything I can do?
Solution:
I got it working. I don't know what specifically was causing it, (it might be because the face was rotated 0.01 degrees), I just duplicated and extracted the face I wanted it to project on. Then I did Mesh->Normals->SetFromFaces to get rid of vertex normal weights. Now I can overlay normal decals.
No description

Game crashes trying to load Engine plugin as mod when compiled via Alpakit

Solution:
Though, it seems while I couldn't find anything in the files for the plugin pointing to it's existence, it seems to exist somewhere? I changed the Module (as in, made a new module in the plugin with a difference name, and then just moved over the actual CPP source files), compiling that got it to work?

Anyone know why im getting this error

LogInit: Display: LogAccessTransformers: Error: Could not resolve property for BlueprintReadWrite /Script/FactoryGame.FGSchematicManager:mAvailableSchematics requested by MAMTips: Could not find property /Script/FactoryGame.FGSchematicManager:mAvailableSchematics
LogInit: Display: LogAccessTransformers: Error: Could not resolve property for BlueprintReadWrite /Script/FactoryGame.FGSchematicManager:mAvailableSchematics requested by MAMTips: Could not find property /Script/FactoryGame.FGSchematicManager:mAvailableSchematics
Solution:
I see you're also in the AP server, if by chance you're trying to make a custom build, it currently does not need MAM Enhancer because I haven't updated it

interactable buildable widget not working

Im trying to make a widget appear by setting the mInteractWidgetClass to the widget, but when i press E ingame on the buildable nothing happens. i have no clue why, nor how to make it work. I have mIsUseable set to true.
Solution:
lmao it was cus i was too lazy to update the unreal engine to the latest provided by sml

Can't find AlienGlow material

I'm trying to create a window that glows purple, like the Dimensional Uploader. In Blender, I assigned a material to the faces, but none of the four materials in the starter project associated with the Dimensional Uploader apply the glow. I used FModel to get a copy of the actual Dimensional Uploader model and directly copied the faces of the window over my model. I then assigned the material FModel says it has. It still just shows a grid texture in-game. What can I do to fix this?
Solution:
If unsure, try adding a static mesh component to the buildable using that mesh and materials
No description

Unused friend access transformer error

I keep getting error : Unused friend access transformer AFGHoverpack -> FNoHoverPackDriftModule requested by NoHoverPackDrift when trying to build but I'm certain it is in use. I'm also sure the spellings are correct. I don't know what else to try.
Solution:
Gosh dangit, you were right. I was missing caps on the Pack. Does this really need to be case-sensitive?

Configuring Overclock Widget for custom manufacturing UI

So, I have been making Lithium mod for a long time and the only thing I couldn't get is how to properly set up Overclock widget. My resource extractor has a custom widget which, as expected, includes overclocking. What I have issues with is that it doesn't react to hotkeys when trying to move shards from overclock slot to player's inventory (dragging shards with works as expected). This works for extractor's other slots like input and output slots. And I have implemented DropInventorySlotStack so resources can be dropped from player's inventory to all buildable's slots - input, output, overclock. I have found one more place where it was present in. In 1.0 if you tried to do the same in manufacturer UI before setting a recipe same would happen. But not in 1.1...
Solution:
After setting Overclock Widget's buildable factory you need to clear MoveStack bindings and create a new one related to moving stacks and bind it to mentioned stack move event

Belt Speed Test

i need some volunteers to test this mod and tell me what is the max speed you can get with stable flow on this test belt this mod is for testing purpose i share the source and alpakit version it include a belt (test belt) and a Miner (test miner) unlock at tier 1 (one iron plate) an configurable speed in main menu...
Solution:
Hmm Using Riva Tuner to track FPS I am at 120 FPS with out mod and with mod and belt speed running at 10000 items/m I am loosing between 40 and 60 frames per second.
No description

Is building dynamic programmaticly created blueprints possible?

I'm looking programmatically spawn a bunch of buildable at once (no build gun). I want to behave like a blueprint (blueprint dismantle, build effects) but not actually backed by a blueprint. Anyone know if this is a feasible thing? I'm thinking I have to create an instance of an AFGBlueprintHologram and add a bunch of manually positioned child holograms and then construct the blueprint hologram at the end. I also saw AFGBlueprintProxy and wondering if I need to manually construct that or if it's automatically created by a blueprint hologram... So far I've been able to individually spawn holograms and construct them (although I couldn't figure out how to get the build effects to play first yet), and that works, but now I want to containerize it....

Can't generate VS files when installing NogsBPs

Hey, so I don't really know what I'm doing. I'm trying to make a mod and part of it is editing/adding nodes to a MAM tree and I saw NogsBPs makes this easier, but when I try to generate VS files after installing it I get this error. I installed JsonStructs too and it works fine with just that plugin.

Hypertube - junctions and branches

Been head scratching for like 6hrs. I need a hand So to clarify its my first time modding this game. My knowledge on C++ is shaky at best, but I understand the fundementals. I want to hook into the hypertube junction and branch code/functions to basically say when a player presses A or D on their keyboard while in a hypertube and are coming upto a junction, depending on the key pressed, they will either go down the left channel, or the right channel respectively. ...

Where can I find the code for the weapons, specifically functionality

What is want to do is rework the weapons completely, the animations will stay but I want to mess with the attack speed, damage, and over all feel of the weapons. Thanks in advance!

How do i get the fuel item for a generator

Im new to modding, and im instancing a new blueprint under "Build Generator Fuel" but want to get the current fuel under the buildable, my current setup is shown in the image, but instead of the name of the fuel (or path) i get /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_GeneratorRad_C_2147469156.FuelInventory | FuelInventory. I would also like to know if there is a less "taxing" method, like an event that fires when a different fuel is inputted. My end goal is to make a buildable that changes power output based on the fuel type, but im taking it one step at a time. i also have no idea how to code c++. (if c++ is like python, then i know some python)...
Solution:
Try Get Current Fuel Class as generators have 1 slot for fuel and 1 slot for "supplemental" i.e. water
No description

Help with Custom Vehicles...

Currently trying to build a mod that adds hoverboards as an alternative pioneer transport, the problem I am currently facing is implementing the Vehicle itself, do I use one of the base blueprints (i.e. FGDriveablePawn) or just build it from UE's built-in Pawn Class? Still fairly new to all this and unfortunately I can't see any vehicle documentation within docs.ficsit.app...
Solution:
Ok it looks like your first problem is that you're trying to call on functions in your BP that you haven't set up to exist

Adding smoke emitter on object

I've been trying to make a small decoration mod that adds a variant of the new fan buildable. It's supposed to emit smoke, but the Development Guide doesn't really cover that so if anyone could point me in the right direction, I'd really appreciate it.