Satisfactory Modding Documentation

website·Indexed 33 days ago

https://docs.ficsit.app/

Comprehensive guides and technical documentation for modding Satisfactory, covering versions 2.0.0 through v3.4.1. Includes beginner tutorials for creating items, buildables, and machines, as well as advanced topics such as C++ modding, Unreal Engine plugin setup, Save Game state management, and the use of Access Transformers.

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What's inside Satisfactory

  1. Overview of Deanorium Reactor Core

    The Deanorium Reactor Core is a high-efficiency fuel component used in Micro or Modular Reactors for late-game power generation. It provides high energy density (1,200,000 MJ per core) and produces no radioactive waste. It is unlocked in HUB Tier 7 via Refined Power Mk4 research.
  2. Overview of the Abstract Instance system

    v3.11.3
    The Abstract Instance system is designed to reduce the number of UObjects used by static buildings (such as walls and foundations) to improve game performance. It is suitable for any building component that does not require complex gameplay interaction. Because these instances are managed by a singleton manager rather than individual actors, standard actor-based interactions (like line traces) require a resolution step to identify the actual building owner.
  3. Overview of Satisfactory's Enhanced Input System

    Satisfactory uses a data-driven Enhanced Input System based on Unreal Engine 5. It utilizes Input Action assets (defining what can be done) and Input Mapping Context assets (grouping actions and defining triggers). Satisfactory extends this system to automatically detect mod keybinds in the game's settings menu and integrate them with base-game contexts based on priority.
  4. Overview of the Content Tag Registry

    v3.11.3
    Introduced in SML3.8, the Content Tag Registry is a Game Instance Subsystem that manages Gameplay Tag Containers at a per-class level. It uses Unreal Engine's hierarchical FName tag system to allow mods to interact with assets (like item descriptors) without requiring hard dependencies. Tags themselves do not trigger behavior but are used by other systems to control logic.
  5. Overview of Satisfactory modding capabilities for beginners

    When creating a first mod in Satisfactory, developers can implement various game elements including:

    • Core registration functions to integrate the mod with the game.
    • Custom recipes (e.g., modifying item production ratios).
    • HUB Milestones to unlock specific recipes.
    • New items (e.g., custom 3D models like a 'Doc Item').
    • Buildable objects compatible with the Customizer for coloring.
    • Functional machines that consume power and track item throughput.
    • Power-generating buildings (e.g., Solar Panels) with time-of-day logic.

    Note: Adding new items, buildings, or enemies typically requires 3D modeling knowledge using tools like Blender, Meshmixer, or Maya.

  6. Overview of Satisfactory Modding tools for users

    v3.7.0

    Users can install and manage Satisfactory mods using the following tools:

    • Satisfactory Mod Repository (SMR): The primary collection of mods available at ficsit.app. Content is tested for malware before approval.
    • Satisfactory Mod Manager (SMM): A tool that automates the installation of mods, their dependencies, and the required mod loader by connecting directly to SMR.
  7. Overview of creating a simple Satisfactory mod

    v3.7.0
    To create a basic mod in Satisfactory, you will need to implement several core components: registration functions to link the mod to the game, custom recipes (e.g., converting Leaves to Wood), HUB Milestones for unlocking content, new items (such as a 'Doc Item' TV), paintable buildable objects, and functional machines that can consume power and track item throughput. Note that adding new items, buildings, or enemies typically requires 3D modeling knowledge using tools like Blender, Meshmixer, or Maya.
  8. Overview of the FicsIt-Networks Virtual File System

    FicsIt-Networks implements a virtual UNIX-like filesystem consisting of nodes (Files, Folders, or other types). The system supports mounting devices (such as tmpfs for memory-only storage or disk drives) to the root filesystem tree. Accessing files outside this virtual filesystem will cause the Lua runtime to crash.