Mod Support?
I developed the Waste Shielding mod for the game, and part of that is new parts and new alt recipes. It would be lovely to have those processes accessable in your wonderful program! Reading the .uplugin to extract the data can be done programmatically. I have no idea how it'd have to interact with your existing codebase, however.
This would, of course, work for any mod, not just mine.
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Comments4
greenskye
Feb 12
While you can add/adjust the recipes yourself via editing game_data.json, this method is pretty tedious and it’s hard to maintain or share your work with others.
Ideally Modeler would simply pull this info from Satisfactory itself like suggested above, but if that’s not feasible, then another approach would be reworking things so users can share supplemental game_data.json files. Then the mod author, or a dedicated fan, can implement modeler support for a mod and other users can simply download their file to add that mod to Modeler. Maybe you could even add Steam workshop support for this (not sure if software can use that)
I’ve had someone share their file with me and it was pretty painful copying out the relevant work they put in and integrating it with mods that didn’t overlap theirs. I can’t even add comments to help organize the file. A better method to compartmentalize mod additions would go a long way.
Βαγγέλης Ζώης
Oct 3, 2025
I would like to also support this, and add that it could be a function that pulls them on demand and creates a new json file in <SFModelerDir>\game_data\<mod-id>.json
That should make the management of the modded content simple as well, by adding a top-level key like this: {“Enabled”:”true/false”}
Thomas Defrance
Sep 2, 2025
You can already quite easily manually add any recipe, item and building into Satisfactory Modeler, but reading it from mods directly could be quite useful.
serjevski
Nov 23, 2025
How can I add custom recipe to Modeler? I didn’t find the way :(