Panakotta00 / FicsIt-Networks

Control, Monitor, Manage and Automate your Satisfactory.
https://ficsit.app/mod/FicsItNetworks
GNU General Public License v3.0
170 stars 53 forks source link
modification satisfactory satisfactory-community satisfactory-game-mod unreal-engine

FicsIt-Networks

FicsIt-Networks allows you to control, mointor, manage and automate each process of your factory by providing a network system and programmable computers, aswell as other I/O. It is inspired by OpenComputers.

If you want to learn more: please visit the Documentation or the SMR Mod page

Development Versions

If you want to test the mod and so help with development, we would reccomend you to join the FicsIt-Networks Discord Server and contact one of the mod developers for a more in depth help. Testing means, it would not be a good idea to use the mod in your normal game state, testing means testing the mod in its own world to make sure every features works as intended.

You can download the latest builds:

[ Latest Stable Version ]  [ Development Versions ]

To install it, simply download the FicsItNetworks-Windows.zip artifact and extract the contents of it into the <sf installation>/FactoryGame/Mods/FicsItNetworks folder. It has to be this exact path and folder name! Extract it in a way, so the .uplugin-File is located within this folder.

Features

Build from Scratch

  1. Setup the Mod-Development Environment for Satisfactory Modding. More info can be found in the SMR Docs.
  2. Now you have to clone this repository recursively into the Mods folder of the Satisfactory Modloader repository folder you cloned in the setup process.
  3. Apply the SML_Patch.patch file using git apply to the Satisfactory Modloader Repository folder. This will add simple changes to the header files that are necessary for FicsIt-Networks to build properly.
  4. Now you can build FicsIt-Networks like any other Satisfactory Mod using your build tool of choice or Alpakit.

FicsIt-Networks relies on a slightly custom version of Eris for Lua 5.4 to run Lua code and persistency. The changes only apply to C++ compiler support and persistency adjustments. The dependency will be built together with the normal mod, so you only have to ensure the submodule is cloned properly.

Contributors