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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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.

Trying to export a model into Blender

Hey guys, i'm trying to import a model into blender. I've followed the guide to extract game files (https://docs.ficsit.app/satisfactory-modding/latest/Development/ExtractGameFiles.html), but when loading into blender, the model is low-poly. It might be an error on the importing, as i'm also not good with blender. What should i try?
Solution:
Okay, sorry about that, i used a LOD3 (which is low quality) instead of LOD0.
No description

FGRecipeManager::GetAllRecipes() always returns empty array for clients

Early and Free Blueprint Desingers scans all recipes to find one content-tagged in order to determine which to make free. This has to happen client side too, otherwise clients think the recipe costs more than it truly does. However, this function always seems to return nothing (no warnings) on clients, even waiting and trying again later. How else can clients get a full list of recipes? Or is there another approach that should be taken here? ``` [2025.06.16-02.48.16:186][149]LogEarlyAndFreeBlueprintDesigner: Warning: [/EarlyAndFreeBlueprintDesigner/RootGameWorld_EarlyAndFreeBlueprintDesigner]: 0 recipes returned? trying again later in load [2025.06.16-02.48.17:191][315]LogEarlyAndFreeBlueprintDesigner: Display: [/EarlyAndFreeBlueprintDesigner/RootGameWorld_EarlyAndFreeBlueprintDesigner]: # recipes to scan: 0...
Solution:
looks like mod content registry isn't empty for clients, so using that
No description

Crash when hooking player inventory widget appearing on the main menu

This one's a bit weird... - Custom Player Inventory's config widget has a player inventory widget for previewing purposes. - If I hook Construct using the new SML hooking system, it results in the attached crash when I visit the config from the main menu, no matter what the hook code is. - The crash doesn't happen from the game world (and the hook works correctly) - If I remove my hook, the player inventory widget alone doesn't crash the game from the main menu...

Request to Become a Mod Developer

Hi! I would like to become a Mod Developer, but I don't see the "Become a Mod Developer" button on my ficsit.app profile. Could you help me enable SDK access? My profile: https://ficsit.app/user/DPsWruHNfqe2K9
Thank you!...
Solution:
Creating an account on ficsit.app (SMR) is a good first step, but you will need to also "create a mod" I suggest starting here: The "SDK" or as we call it "SME" Satisfactory Modding Environment doesn't require someone to approve you. https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/index.html...

Extracting full source code

How can I get the full source code for certain game .cpp files? I want to learn more about the mechanics of saving blueprints by the blueprint designer and for that I want to see the full source code of FGBuildableBlueprintDesigner. I may also need to extract source code of other files.
Solution:
That's the neat part. You don't. CPP compilation is a one way process to turn human readable code into machine instructions. Using the headers, pdb files, and a decompiler like ADA or Ghidra you can figure out what those machine instructions are and attempt to map them onto human readable variables and functions. But you don't ever get the actual .cpp unless someone gives it to you....

the game always crash when people are building Splitters

I cannot figure out what is causing this.
Solution:

Wwise build error

Hi, I'm trying to build UEVR enhancements for 1.1. However I'm getting a strange error seemingly related to wwise. Visual studio manages to build the project completely, even after a clean. But when trying to Alpakit it fails. The mod has been updated to support 1.1 so it should compile properly. I'm also able to build the example mod fully so I'm really not sure what I have missed during the update process. Any suggestions would be appreciated. Thank you...
Solution:
Managed to fix it in a way. Ended up deleting the whole starter project and redoing setup. Clearly something in the cache was broken but not entirely sure what broke. Anyway it's no longer an issue for me, but not exactly a nice solution

Help Packaging The Example Mod

Running the Alphakit for the Example Mod results in the UE editor returning the follow error code LogAlpakit: Error: [Package ExampleMod] RunUAT.bat ERROR: Visual studio and/or AutomationTool.csproj was not found, nor was Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll. Can't run the automation tool. LogAlpakit: Display: [Package ExampleMod] BUILD FAILED LogAlpakit: Error: [Package ExampleMod] Packaging failed with ExitCode=1...
Solution:
Seems that was the issue, a corrupted ue editor. I think what happened was some type of issue arised because I installed a newer editor version ontop of the previous one. So what i had to do was uninstall the previous editor and reinstall the newer editor and thats what fixed the issue.

Bug with ResearchTree, Node with multiple parents is Unavailable

I found a bug in version 1.1 of my VanillaGreenHouse mod that wasn’t present before: The middle research node ( GreenHouse, the building) doesn’t unlock when I research one of its parent nodes, except for the 3rd one 😢 ....
Solution:
can confirm that the bug happens in vanilla, no ETA on a fix though

Cannot Buid With Alpakit

I do not know why i get this message but every mod i try to pack i get this error.
Solution:
Make sure your Alpakit CopyToGameDirectory points to the root install directory and not the FactoryGame subfolder -# Responding to alpakitinvalidcopydestination triggered by @Co5teL...

ToDo List Assistance

If anyone has a moment to assist researching Functions or Properties associated to the ToDo List. Here is what I know, there is a UFGShoppingListComponent and GetShoppingListObjects, experiments haven't netting anything, but that doesn't mean I was doing it right either. setToDoList has no noticable action taken, and I did check the AWESOME Shop just in case....
No description

Weird glitches in 1.1 unreal editor

I've finished setting up the tools for 1.1 mod dev, but when I open the .uproject (after integrating wwise, and compiling the project on VS) I get a small warning and no matter what I do the editor then goes crazy (see screenshots)
No description

Can't get ContentLib RecipePatches to work

I can't manage to get ContentLib RecipePatches to work, I tried to copy the example from the docs, but the recipe for Solid Biofuel stays unchanged. SchematicPatches work just fine (in fact I made the milestone for Solid Biofuel free so that I could test it). Here are the example given and the change I was trying to use (neither works) and the working Schematic. The path to the folder of the recipes is:...
Solution:
I just figured out the problem, when I created the file automatically it used LF instead of CLRF that it uses when I create it manually, that's why it failed and the issue was inperceptible.