Plugin Setup and Game World Module
To get started with our mod, we’ll need to make a new Unreal plugin. Every mod you make should be a separate Unreal plugin.
Since SML3.0, mods are now Unreal plugins, and their loading is handled by Unreal itself.
First off, we’ll need to create the Unreal Plugin for our mod.
You can do this by clicking
New Plugin →
Content Only Plugin in the Unreal Editor.
The name of your plugin must be your mod’s
For this documentation example, you can use
DocMod as the mod reference.
When you start on your own mod, you will have to create a new plugin
with a mod reference other than this.
Be sure to read the notes on Mod References if you have not yet done so. It is critical that your mod reference follows these format rules.
You can fill out the Descriptor Data, or leave it blank, as we can edit that later.
Leave "Show Content Directory" checked and press
Your new plugin should now appear at the bottom of the plugins list in the Project > Other category. Hooray! You might have to scroll a bit to find it.
Edit… to edit more of your mod’s plugin settings.
Here, you can fill out some additional details for your mod.
Since we’re working on an example mod right now,
most of these fields are not relevant to us.
You should be sure to set
which sorts your mod to appear with other mods
in the Modding section of the Plugins list.
Note that if you give your mod an icon image here, you’ll have to follow a few extra steps for it to show up in game.
These fields will be explained further when you prepare to upload your mod for others to use.
Creating your plugin will create a plugin workspace folder under
You might need to click on
View Options →
Show Plugins Content
in a Content Browser to view the contents of your mod in the Unreal Editor.
You can find your mod in the
<Your Mod Reference> Content
subfolder of the Content Browser root folder.
This folder is where you will be putting most of the assets (models, blueprints, textures, etc.) that your mod uses.
If you want to Open Source your mod,
or simply want to use a version control system like Git,
the mod’s plugin folder (containing the
Using version control is essential for collaborating on a mod with others, it helps write patch notes when you release an update, and you can use it to go back to previous versions of your files if something breaks.
If you work on multiple mods, you only need one full project setup (which can be the cloned SatisfactoryModLoader repository) and each mod that you make will be a plugin in this project setup. The plugin’s folder would be the version control repository for that mod.
If, for some reason, you want the editor or game to not load your plugin,
simply change the extension of your uplugin file to
This is helpful when updating your mods later.
If your uplugin file was previously
Now that we’ve created our plugin, we must create a starting point from which everything else gets invoked. If we don’t have one, then our mod’s content will never be added to the game during loading! In our case, the starting point will be a Game World Module.
If you’re interested learning about the other types of Modules and how the content loading system works, you can read more on the Mod Modules system page.
Within your mod’s content folder,
right click and select
Blueprint Class under
Create Basic Asset.
Click the triangle to close the Common Classes section,
and click the other triangle to expand the All Classes section.
GameWorldModule into the search box.
Once it comes up, select it and press the green Select button to create the blueprint.
Make sure that you select
Root doesn’t do anything on its own,
but helps to identify it if you decide to add more GameWorld modules later.
By giving it a name that includes the mod reference,
it becomes easier to identify in crash logs
and helps you tell the modules of different mods apart in the editor.
You will be able to register recipes and other content using this module.
Next, double click on the module to open up its blueprint settings.
To make sure that SML automatically detects and loads our module,
we must be sure to mark that it is the Root Module via the
Root Module details field.
Make sure that you mark your new Module as the Root via the blueprint details field! There can be one Root module per type (Instance, GameWorld, MenuWorld). If you don’t do this, the module will be silently ignored, and the content you create later won’t be loaded. This mistake won’t be apparent until you have some content to test later.
If you’d like to learn more about root modules, you can read about it on the Mod Modules system page. Otherwise, let’s get on to creating our first modded content - a custom recipe!