Install Instructions
- Don't manually install this! Use the Satisfactory Mod Manager!
For Users
- In multiplayer, clients now check what mods are installed on the host and will block joining if required mods are missing on the server.
- The existing
RequiredOnRemote
andRemoteVersionRange
uplugin fields control this behavior. - Note: It is still not possible to join a server with SML as a client without SML.
- The existing
- Update unlocked research trees on world load (#286)
- Previously, modded research trees could end up locked if you had already unlocked their prerequisites before installing the mod
- Fixed alignment of SML version number text in the main menu and pause menu
For Mod Developers
Mod developers, be sure to read the guide we wrote to help you update your mods and modding environment!
https://docs.ficsit.app/satisfactory-modding/latest/Development/UpdatingToNewVersions.html
- Updated project:
- Content stubs to CL382498
- Headers to CL383729
- SML Functionality
- Only mark vanilla content as EGameObjectRegistrationFlags::BuiltIn, fixing schematic registration failure when mods CDO edit vanilla schematics to on modded schematics (#319)
- Hooking
- Reworked BlueprintHookManager to better-prevent hooks from corrupting the code or each other (#320)
- Extended BlueprintHookManager functionality, additional code comment documentation (#325) (e0988f5)
- NativeHookManager: Add more "explicit" hook macros (#303)
- These changes affect mods using some old BlueprintHookManager features, see the updating guide for more info.
- Fixed SML Item tooltip feature adding to the header section instead of the description section (#304)
- Support for automatically executing Unreal console commands on game launch using Unreal Engine's
ExecCmds
launch argument (#330)
- Example Mod
- Editor utilities and functionality
- Alpakit
Full Changelog: v3.8.0...v3.9.0