Crafting
The crafting system used by Satisfactory is relatively straightforward and easy to add your own recipes to.
Recipes (FGRecipe)
Describing recipes for the workbench, buildgun or other machines works
through the usage of the native FGRecipe
class.
Recipes allow you to describe what items and how many you need to deliver
to get the given items with the given amounts.
It is important to note that buildgun recipes are also described by FGRecipe
,
so if you want to add a new building to the buildgun,
you’ll need to create a new FGRecipe
class
with proper default values and then register the recipe.
Satisfactory uses a recipe manager to register and store all recipes there are. Whether you want to add a normal workbench recipe or a smelting recipe, just create a recipe with your desired descriptors and amounts and then let it register in the manager. The machines get their information from this manager so they can give the player a proper choice of what they can craft and what not. To determine this, if a machine is capable of crafting this recipe, you will need to pass an object type implementing the “Crafter” interface.
-
- M Display Name
-
If you want to define a name for your recipe, check this and type the name in.
-
- M Ingredients
-
This is an array of structs, each of which contains the information of one crafting component. Together, the array forms the input items for the recipe.
-
- M Manufacturing Duration
-
This determines the time it takes for a machine to process this recipe.
-
- M Manual Manufacturing Multiplier
-
If you want to use the same recipe for machines and the craft bench, with this value you can define how much longer the crafting of this recipe should take longer in the craft bench.
-
- M Produced In
-
Here we need to select the machine that can use the recipe.
-
- M Product
-
This is again an array of structs containing information regarding the item types and amounts that form the output of the recipe.