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documentation's Issues

Cannot find "M Interact Object"

On page "SimpleInteraction" there is stated
"The FGInteractWidget has the M Interact Object variable which represents the ...".

I created a blueprint class from FGInteractWidget besides buildable stuff.
But it does not show the "M Interact Object"-variable when I open it in the designer.
image

VS2019

Following the instructions with VS2022 doesn't work as the directory
C:\Program Files\Unreal Engine - CSS\Engine\Extras\UnrealVS\

only has:
VS2015
VS2017
VS2019

These are not compatible it seems with VS 2022.

Either a new plugin needs to be found or the user needs to be directed to install to VS2019 instead of VS2022 earlier in the tutorial.
VS2019 downloads exists here.
https://my.visualstudio.com/Downloads?q=Visual%20Studio%202019

I'm not sure if another plugin can be located so I reported an issue before editing the page as I didn't find anything when searching through the internet.

Move the discord's FAQ onto the docs as a page

Currently only Baine has the ability to edit the FAQ messages, so moving it to a docs page would give the community easier access to editing it. Let Robb/Baine know when done so the FAQ channel can be replaced with a link to the page.
https://discord.com/channels/555424930502541343/555515430681313300/1084897096181760001

Also, add:

  • directions from the >offscreen command to the FAQ page, and redirect the command to this page
  • "Can I add mods to a save I have already started played on for a while?
    It varies depending on the mod, but in general, yes. The mod should say on its mod page on ficsit.app if it can't be added to an in-progress game"

Replication docs page

Add docs note about multiplayer replication SML RCOs multicast not working because they're on controller -> not on every side, instead need to use a replicated subsystem or similar for this

Instructions Needed (Provided) for Getting Started's Create An Item Tutorial

I would like to recommend changes to the BeginnersGuide/SimpleMod/item.html page. It is currently redirecting users to Conveyor Rendering, but that page is noted as out of date. A far better and current link would be Development/Modeling/MainMaterials.html#_factory_baked_mm_factorybaked. If you want to include the some hand-holding steps, that would probably be useful too.

  1. Navigate to Content\FactoryGame\MasterMaterials
  2. Right-click on MM_FactoryBaked and select Create Material Instance
  3. Drag-drop the new MM_FactoryBaked_Inst into the folder with your mesh, and select Move Here
  4. Double-click the new MM_FactoryBaked_Inst
  5. Under Global Texture Parameter Values, enable Normal and set it to Tex_Doc-Item_N
  6. Enable Albedo and set it to Tex_Doc-Item_AB
  7. Enable ReflectionMap and set it to Tex_Doc-Item_MREO
  8. Double-click on your item mesh (from Mesh_Doc-Item in the example), and set the Material Slot Element 0 to MM_FactoryBaked_Inst.

Great tutorial! Thank you!

Implementing ADA messages

Sound generation:

  • How to view all existing base-game ADA messages (check crowdin or
  • Google TTS settings
  • Post processing settings
  • Advice for how to make ADA say common SF words the "right" way
  • Suggested volume level (dB) to be consistent with base game voicelines
  • Suggestions for how to capture audio without having to set up the google cloud account

In-game message playing:

  • Setting up message assets
  • Triggering messages in response to schematics via the story queue
  • How to trigger messages "manually"
  • Playing sounds in the ADA voice category
  • Maximum character length before the popup messages get cut off

Kyrium shared some example code for this
https://discord.com/channels/555424930502541343/601030071221878784/957712385102184448

Contributing guidelines

Hey guys, Thanks for the great work.

I'm currently tickering with SML for the first time, working on implementing a new Equipement in game.

The docs are currently very lackluster around that topic, are PR welcome ? If so, should we target develop or master ?

First Simple Machine: there's no "type" on output/input components

Hi, the docs' First Simple Machine there's a paragraph that states:

Set the output component’s direction property to output and the type to Item. Do the same for the input component, but change its direction property to input.

I searched carefully, but I couldn't find any type on output/input components 😕

https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/SimpleMod/machines/SimpleMachine.html#_create_the_machine

image

Add information on how to make SML working on Linux

After a bit of searching and asking in the Discord channel I figured out that what works (even if it's not all the functionality) is to:

  • do the manual installation
  • set the steam launch option for satisfactory to WINEDLLOVERRIDES="msdia140.dll,xinput1_3.dll=n,b" %command% (or the equivalent with lutrix/epic/whatever)

this is not terribly complicated for someone that is already doing the manual installation, so it'd be useful to have it mentioned there. Some things that could be mentioned:

  • mentioning that you're supposed to set an environment variable (so people who don't understand know what to google, and people who do get the idea)
  • the wine wiki entry on the WINEDLLOVERRIDES environment variable, to give context.

If you point which branch it should go to I can make a pull request with these changes.

Server Only Mods - Requesting improvement in documenting this data.json feature.

Currently the description of the 'remote_version' field is as follows.

Version number defined by your mod which is used for allowing different version of the mod to be playable with each other in multiplayer. You can think about it like a protocol version.

However, it is not noted that you can set this to * to accept any version. Which Archengius has clarified that for SML, a 'Server Side Mod' is a mod that accepts any version (where I'm assuming based on the wording that any also includes none).

Having this mentioned in the documentaion would be quite useful.

I was also going to originally suggesting adding a footnote about this somewhere other than the Uploading to SMR page as I doubt that is where anyone would look for info on it, However, I can't find a good page to suggest.

Replace Simple Machine with guide for creating a custom manufacturer

Simple Machine is currently an item counter implementing custom grab logic with blueprint code.

  • Not really a common use case
  • Bad for performance (should do in C++ instead)
  • Current example has crashing problems that are probably threading related
  • Hologram is broken for it

A custom manufacturer tutorial might be longer but would cover more meaningful topics

Practical example multiplayer guide

A Getting Started style of example that covers using RCOs to support multiplayer functionality.

Perhaps a machine with a widget that clients can open and cause values to change on the server with

First Simple Machine Information Correction

On the page "First Simple Machine", when creating the connectors, the page says, "Set the output component’s direction property to output and the type to Item." I believe "type to Item" should be changed to "Connector to Conveyor".

Google is caching outdated version 1.0.2 in search results

See this discussion in #smr-dev on the Discord: https://discord.com/channels/555424930502541343/830842478956642354/1072025195621130341

Seems like this may need to be fixed by the DNS owner?

Possible helpful links from that discussion:

When I personally try rebuilding the docs from that far back on my machine, 1.0.2 suffers from this issue, but it doesn't seem to happen on any other branch, nor do I see where Antora is actually deciding what to fill the canonical link field with.

Dediserver guide for mod creators

  • what VS targets to build for to have dedi support
  • how to list your mod as having dedisupport on SMR (but I think this should happen automatically based on what build targets you uploaded?)
  • how to build just shipping/dev editor for your own testing so you don't recompile dediserver every single time you build a test version and don't need it
  • an explanation of how dediservers differs from regular multiplayer (stuff like "everyone playing is a client" and "really important to make sure you get your multiplayer code working right, because if it 'just works for the host' that means it won't work for anyone in mp")

Can't build the docs

I get the following error while building the docs:

artemachka@artemachka-VirtualBox:~/Satisfactory/Documentation$ yarn run build
yarn run v1.22.17
$ antora antora-playbook.yml --clean --fetch
[clone] https://github.com/satisfactorymodding/Documentation.git [####################################################################################################]
[clone] https://github.com/CoderDE/FicsIt-Networks.git [####################################################################################################]
[clone] https://git.hostxtra.co.uk/publicrefinedrd/refinedrddocs.git [####################################################################################################]
[clone] https://github.com/Feyko/Tweaker.git [####################################################################################################]
[clone] https://github.com/porisius/FicsitRemoteMonitoring.git [####################################################################################################]
[clone] https://github.com/Kyri123/KMods-Docs.git [####################################################################################################]
[clone] https://github.com/budak7273/ContentLib_Documentation.git [####################################################################################################]
error: Duplicate nav in Development@ficsitremotemonitoring: modules/ROOT/nav.adoc
1: docs/modules/ROOT/nav.adoc in https://github.com/porisius/FicsitRemoteMonitoring.git (ref: dev)
2: docs/modules/ROOT/nav.adoc in https://github.com/porisius/FicsitRemoteMonitoring.git (ref: main)

Add the --stacktrace option to see the cause.
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.

I guess it is connected to this commit. After reverting the commit I was able to successfully build the docs.

More information about Bootstrapper's pre-launch-debug log and the missing symbol warnings.

Request: More information in the docs about the pre-launch-debug log provided by the Bootstrapper and the information it provides. Specifically in relation to Missing Symbols information it provides and how to go about determinating which symbol is missing.

Reason: While trying to develop a multithreaded TCP server in my mod, missing symbols were causing UE to close without presenting an exception or logging an error. Unfortunately, due to Visual Studio freezing when loading the FactoryGame symbols, Debugging via VS was not possible. After discovering that there was a log file for the boostrapper which lists these missing symbols and specifically states they are missing, I was able to determine that missing symbols were the issue.

The warning on the C++ Modding page, while being sufficent to explain what to do when you know you have a missing symbol, Unfortunately there is nothing to tell you where to look to determine if a missing symbol is the reason for the issue. And currently, there is no mention of the pre-launch-debug log file anywhere in the docs.

Quality of Life Mods (Typo)

The note section at the header of this page reads:

'This page serves as a temporary solution until the Mog Tags system is implemented on the Mod Repository.'

and should read Mod Tags

Buildable

Hi all,
just finished the "Buildable" Tutorial and found out:
When adding the Descriptor, you have to add a fitting Subcategory to the Build Category, or the recipe will not appear in the Build Menu for the build gun (you can only find it with the Search function).

New launch arguments

Unsure if this is in SML3.5 or not. From Arch:

-noexceptionhandler (UE added) - Disables main SEH exception handler. That prevents crash reporter from catching SEH exceptions (namely, access violation), and allows the debugger to handle them instead.
-WaitForDebugger (UE added, SML handled in Shipping builds) - Waits for the debugger to attach at the start of the game. In shipping that would be during SML initialization, otherwise it would be inside of the engine loop.
-BreakIntoDebuggerOnErrorAndEnsure (SML added) - Makes failed ensures and checks break into the debugger if it is attached.

https://discord.com/channels/555424930502541343/562722670974599227/1044561843559075900

"Welcome to the Community" guide

Currently this info is spread across a bunch of discord bot commands and outdated ficsit.app guides that can't be edited by the community.

It should cover:

  • Navigating SMR
  • How to download SMM
  • Walk through using SMM to install a mod
  • SMM and mods are safe as long as you download them from ficsit.app, even though the computer may warn about running it, we just don't pay for a certificate (see the >virus Fred command)

it should replace these bot commands:
>welcome
>newbie
>virus

License

Would it be possible to add a license to this project rather than for only the documentation itself?

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