
AutoLink
Blueprints can tile and most entities will automatically link to any existing incoming/outgoing connections.
Beschreibung
AutoLink leaves core gameplay fully intact but attempts to remove artificial/unintuitive building limitations. With AutoLink, the method or order in which you build things should not matter. Blueprints can tile and anything with conveyor, pipeline, railroad, or hypertube connections will automatically link to existing connections that are already touching. As an example, if a conveyor belt ends precisely at a factory input, they should be linked regardless of what was made first or made manually or made with a blueprint.
"But wait", you say, "didn't Satisfactory add an Auto-Connect blueprint mode in 1.1?". Indeed! And it's an amazing feature that you should use all the time - it's perfectly compatible with AutoLink and does things AutoLink cannot. Unfortunately, there are still many cases where the game does not automatically connect things that should be connected, so I plan to maintain AutoLink for the time being.
Please note that AutoLink does NOT construct free entities for you - it will not bridge connection gaps or build power lines!
Here's a quick demonstration video: https://youtu.be/mzlV3Hu37aQ
Where does AutoLink help? All over the place:
- You can build tileable blueprints. When you place a blueprint, its connections will automatically link to existing connections that are properly aligned and touching (though power lines between blueprints still need to be wired up yourself).
- When you have constructed and wired up a merger/splitter, but realize it was rotated incorrectly. Instead of having to disassemble it plus all the belts and then rebuilding everything, just rebuild the splitter/merger in the correct orientation.
- When you disassemble a structure and realize you shouldn't have, it will automatically link to the existing connections upon reconstruction.
- Sometimes you have to build a conveyor lift going to/from the side of a belt to snap a splitter/merger to the correct location on said belt - if the splitter/merger is the correct distance, it will now connect. No need to remake the lift to force attachment or build it far enough away to squeeze a belt between.
- If you want to upgrade a miner but need to use the portable miner inside it to complete the upgrade, you won't have to re-make the belts (and clear the ore from the belts out of your inventory) after you deconstruct it and build the upgraded version.
- Bugs! I encountered a bug where buildings in a blueprint were not getting power and the building power terminal said it was full even though there were no visible power lines to the buildings. The fix was to disassemble and reassemble the buildings - without a mod, this means redoing all the connections, too.
Please report any bugs at: https://github.com/Epp-s-Satisfactory-Mods/AutoLink/issues
My QoL mods try to improve the game's user experience without drastically altering gameplay. Check them all out at https://ficsit.app/user/2WMLC615MzZpaL
Big thanks to the Satisfactory Modding discord and especially the very patient members of the #help-writing-ue-cpp channel, particularly Rex and Archengius!
Special thanks to bpforest for creating the mod icon - https://bpforest.com/
Versionen
AutoLink auf dem Server installieren
Satisfactory Server bestellen
Bestelle einen Satisfactory Server mit mindestens 4 GB RAM (6 GB empfohlen). Bei Multiplayer: +1 GB pro 4 Spieler.
Mod installieren
Öffne den Mod-Manager im Dashboard und suche nach "AutoLink ". Installations-Dependencies werden automatisch mitinstalliert.
Server neu starten
Starte den Server neu, damit die Mod geladen wird. Spieler müssen die Mod ebenfalls lokal installiert haben.
Häufige Fragen
AutoLink funktioniert nicht nach Update – was tun?
Nach einem Satisfactory-Update müssen Mods aktualisiert werden. Prüfe auf ficsit.app, ob AutoLink bereits für die neue Game-Version aktualisiert wurde. Bei Mado Hosting: Öffne den Mod-Manager und klicke "Alle aktualisieren". Wenn die Mod noch nicht aktualisiert ist, entferne sie temporär, damit der Server startet.
AutoLink verursacht Crashes im Multiplayer – Lösung
Häufigste Ursache: alle Spieler müssen exakt die gleiche Mod-Version installiert haben. Prüfe in den Server-Logs nach "ModMismatch" oder "Version Conflict". Stelle sicher, dass alle Spieler AutoLink v0.10.3 und den gleichen SML verwenden. Bei Mado Hosting laufen Satisfactory Server mit 6 GB RAM für stabile Multiplayer-Performance.
Ist AutoLink mit anderen Satisfactory Mods kompatibel?
AutoLink nutzt den Satisfactory Mod Loader (SML). Generell sind SML-basierte Mods untereinander kompatibel, aber Mods die gleiche Game-Systeme ändern, können Konflikte verursachen. Teste neue Mod-Kombinationen am besten auf einem Backup-Save. Im Mado Dashboard werden bekannte Konflikte automatisch erkannt und du wirst gewarnt.
AutoLink Server mieten
Spiele AutoLink auf deinem eigenen Satisfactory Server mit Mod-Support.
Mod Informationen
- Ersteller
- Epp, Nidere
- Neueste Version
- v0.10.3
- Erstellt am
- 11. Oktober 2024
- Zuletzt aktualisiert
- 22. August 2026
- Quellcode
- GitHub →