Auto Supports
Just wondering if there are plans in the works to make this a multiplayer mod?
Really enjoying this mod as I am usually a floating platform kinda builder because I could never be bothered with manually adding supports and all the work. So thanks for a great mod 🙂
Really enjoying this mod as I am usually a floating platform kinda builder because I could never be bothered with manually adding supports and all the work. So thanks for a great mod 🙂
33 Replies
>mod auto supports
Fred Mod Search™
Auto Supports
Provides buildables for automatically building support structures.
EA: :white_check_mark:
Note: Build 416835
EXP: :white_check_mark:
Note: 1.1
Last Updated <t:1753365051:R>
Created by Kyle Albert
If this isn't the mod you were looking for, try a different spelling.
@Storm
(pretty sure that's the right one? 😅 )
Thanks wasn't sure of Discord username
I don't have experience with unreal multiplayer so it would take me much longer
I'm not sure yet. I'm currently not playing MP but would like to learn how to accomplish it at some point.
Ahh cool was just curious as most of my play is in a 2 player game with a buddy. But its been a great mod for my solo game I really love it.
>docsearch multiplayer
This is the best result I got from the SMD :
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/Multiplayer.html
Multiplayer :: Satisfactory Modding Documentation
Although not all mods need special code to handle multiplayer, it’s important to create your mods with multiplayer in mind. Adding s...
You will proooobably only need an rco to bring the settings in the UI from client to server? Depends on how the building calls happen
Hi. I hope you can help me. I installed your mod, watched the video, and read the mod page. But I can not get the mod to work. The build button never lights up. I don't know what I am doing wrong. Thanks!
You need to have at least one part selected and enough room to build it in the build direction and enough supplies to build it
I think there’s still some issues with the hints showing up
Are you trying to build parts from mods by chance?
Check the build direction and make sure it’s not facing the ground. Like if the “Bottom” face of the cube is in the ground and you select “Bottom” as the build direction, you’re building into the ground. In that case you’d want to select “Top”
might be useful to add tooltips that say why the button is disabled when you hover it (although it sounds like your hints system might already do that?)
Yeah I’m reusing the construct disqualifiers but there’s still some cases that prevent building that don’t have disqualifiers, like if the part doesn’t have a clearance box or a size of 0
I’ll probably patch it soon once I get time
If it still doesn’t work after trying what I mentioned can you take a screenshot?
I am playing in Creative Sandbox, so I have build costs turned off. Could that be interfering?
No it should account for that
Screenshot would be helpful otherwise it’s a bit hard to diagnose. Logs too if you know how to get them.
Here are two screen shots. When I place the cube on the underneath side, it shows TOP as the bottom.


Is it just this placement or have other placements failed? Also does it look like the distance from that foundation to the ground is about 3 4m foundations tall (12m)?
I think I might know what's going on. I hit this once myself. Looking into it.
Thanks!!.
Does not matter where or how high.
Can you try v1.2.0? I fixed some cases in small spaces with certain configurations.
Installed 1.2.0 but still no good. I have tried small places, large places, placing the cube on the ground and on the ceiling. I still see that when placed on ceiling the side locations are still upside down (same as in my screen shot)
can you send logs? make sure you at least open the dialog when the build button isn't clickable
>debug
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels!
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
Are you doing "no build cost" through advanced gameplay settings? Or is it a mod?
wondering if it could be some type of cross mod interference if not a single build is working. So far I haven't heard any other major bug reports.
I am using this mod with the AGS No Build Cost setting works fine for me... Sounds more like a mod conflict. Or perhaps using another mods buildable which I know some from SS doesn't work.
Is that a vanilla foundation you placed it on or is that some foundation from a mod like SS? The trace for available space is supposed to ignore hits within a single unit, so I'm wondering if that part either has snap points that clip within more than 1 unit inside of it or has some other collision setup, and thus it is then blocking anything from being built.
The foundations are all vanilla in the images. I also tried it pointing down to the ground with no foundations.
At this point I need the logs. It will probably uncover something.
Automated responses for MartyS2112 (828395786542252082)
Key Details for SMMDebug-2025-08-03-09-28-09.zip
Outdated mods found!
FicsIt-Networks can be updated to
1.1.2
Auto Supports can be updated to 1.2.0
Container Screens and more can be updated to 1.0.32
Update these mods, there may be fixes for your issue in doing so.Already got rid of Ficsit Network and the other 2 mods are current (have been)
Hmm, I don't see log entries for the trace the cube does. Can you load the game, open the cube dialog when the "build" button is grayed out when it shouldnt be, exit game, and try to send logs again? I see log entries for AutoSupports mod, but none pertaining to the tracing.
NoClearance
mod might be doing it. If it overwrites the clearance of vanilla items with size = 0, then there's no way for auto supports to figure out how many to build because it uses that as the size rather than getting the detail from the 3d model.
Not sure how that mod works. If it turns red/invalid placements into yellow/warnings, then that would be the ideal behavior so it doesn't taint mods that might rely on that data. If it does something like change the dimensions to 0 or call "ResetClearanceData", that would cause the issue. With the 1.2.0 update, do you at least see an orange box under the dialog that says one of the parts is invalid?It was NO CLEARANCE. I disabled the mod and now AutoSupport works with no issue! Thanks for getting to bottom of this!!
At least the cause is figured out! Not sure how I feel about this one. Maybe I should have went with using the 3d model bbox instead of the clearance data, but I also feel like the clearance data taint is asking for trouble. Wonder if the
NoClearance
mod could instead just change "Block" responses to be "Soft" instead of messing with size data. I'll list this mod as incompatible for now and potentially look into changing my impl.
Oh, hah in the mod description of NoClearance (https://ficsit.app/mod/NoClearance), they state to prefer exactly what I just thought: https://ficsit.app/mod/UniversalSoftClearance