satisfactorymodding / documentation Goto Github PK
View Code? Open in Web Editor NEWDocumentation for SML and Unreal modding.
Home Page: https://docs.ficsit.app
Documentation for SML and Unreal modding.
Home Page: https://docs.ficsit.app
Example case of mCompatibleItemDescriptors
https://discord.com/channels/555424930502541343/862002311579435028/1119137179919204352
ExampleMod and SML are also localized now in the starter project
https://discord.com/channels/555424930502541343/562722670974599227/1044365548722602005
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.
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:
>offscreen
command to the FAQ page, and redirect the command to this pageAdd 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
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 It is currently redirecting users to Conveyor Rendering, but that page is noted as out of date.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.
Great tutorial! Thank you!
Sound generation:
In-game message playing:
Kyrium shared some example code for this
https://discord.com/channels/555424930502541343/601030071221878784/957712385102184448
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 ?
Hi, the docs' First Simple Machine there's a paragraph that states:
Set the output component’s
direction
property to output and thetype
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 😕
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:
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:
If you point which branch it should go to I can make a pull request with these changes.
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.
The new link should be https://visualstudio.microsoft.com/vs/older-downloads/
Simple Machine is currently an item counter implementing custom grab logic with blueprint code.
A custom manufacturer tutorial might be longer but would cover more meaningful topics
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
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".
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.
PowerSuit Modules has examples for now
Look at game user settings file to find volume category names
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.
Also a page with links to open source mods that are good examples of various topics
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.
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
Allows git repos with multiple plugins in them to be within the plugins folder of an modding starter project repo.
The Asset Toolkit docs can probably be updated to mention this as well.
https://discord.com/channels/555424930502541343/1036634533077979146/1084261362294857809
I have tried to join the discord server, on the web and on github and all the links indicate that they are expired
Splitter logic optimization means they are no longer relevant
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).
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
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:
it should replace these bot commands:
>welcome
>newbie
>virus
Would it be possible to add a license to this project rather than for only the documentation itself?
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.