
Satisfactory Content Forge
Zero-code YAML editing and creation of Satisfactory content recipes, items, buildings, tags and more.
Beschreibung
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---
KDataForge lets you rebalance and create Satisfactory game content (recipes, items, buildings, gameplay tags, and more) with plain YAML files, no code or editor required.
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<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">What Is KDataForge?</strong></td></tr></table>
KDataForge is a reflection-based runtime content editor. Drop `.yml` files into `<GameFolder>/FactoryGame/DataForge/` and it applies them at startup: no C++, no Blueprint, no cooking. It can edit any reflected property on any class default object or data asset, register gameplay tags, generate entirely new items/buildings/recipes/schematics, and patch spawned actors live.
Full grammar, examples for every document type, and task-oriented tutorials live in the [documentation](https://docs.k-mods.com/kdataforge/).
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<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">YAML-Driven Editing</strong></td></tr></table>
- Edit any reflected property on any class default object: numbers, texts, arrays, maps, structs, object references
- 22 property operations: `set`, `multiply`, `clamp`, `append`, `remove`, `sort`, `copy`, and more
- Target class defaults, single data assets, or all assets of a class at once
- Reference classes by their short name (e.g. `Desc_Water`) instead of the full asset path
- Conditional documents: apply only for certain game versions, installed mods, or existing classes
- Trace every applied change with debug logging: per file (`debug: true`), per pack, or globally (`KDF.Debug 1` / `-KDFDebug`), each op logged with its before/after values
<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Content Creation</strong></td></tr></table>
- Create new items, resources, buildings, recipes, schematics, research trees and unlocks from YAML: no editor, no cooking
- Generated content is savegame-stable: deterministic id-based classes plus a tombstone manifest mean your saves load cleanly even after packs change or disappear
- Rename ids safely with pack `redirects:` so old saves keep working
- Register existing classes (e.g. hidden schematics from other mods) without generating anything
- Go beyond the preset types with `type: class`: generate a class from any parent (equipment descriptors, categories, other mods' classes, …), C++ or Blueprint
- Ship your own 2D images (PNG/JPG/TGA/BMP) in a pack and use them as item or building icons: loaded at runtime, no cooking
<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Gameplay Tags & Runtime Actor Patches</strong></td></tr></table>
- Register new gameplay tags at runtime from YAML; add/remove/clear tags on any tag container property
- `applyToSpawnedActors: true` re-applies your values to every actor instance the moment it spawns: even values that saves or archetypes would normally override
<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Content Packs & Session Loading</strong></td></tr></table>
- Group files into packs with a `pack.yml` manifest (name, version, priority, dependencies) for deterministic load order across packs and files
- DataForge YAML is loaded once during session initialization; restart the session after changing files
- `/kdf report` prints a full load report with warnings and errors
- Broken files never block loading: you get warnings instead
<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Mod Integration</strong></td></tr></table>
- Create real PrimaryDataAsset instances from YAML: e.g. new KAPI cleaner items or RefinedR&D boiler/heater/turbine data assets
- Edit any mod's existing data assets with plain `cdo` documents (single asset, all assets of a class, or by gameplay tag)
- Create or edit curves with `type: curve`: `UCurveFloat` and `UCurveVector`, including interpolation, tangents, defaults, and extrapolation
- Auto-rescan: KAPI and RefinedR&D (RefinedPower / FicsitFarming) are notified after the initial load, without KDataForge requiring those mods
<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Chat & Console Commands</strong></td></tr></table>
| Command | Where | Effect |
| -------------------------------- | ----------------------------------- | ------------------------------------------------------------------------------------------------------- |
| `/kdf report` | chat | Prints the load report: packs, applied documents, ops, warnings, errors |
| `/kdf editor` | chat (host) | Toggles the in-game editor: browse content, edit properties live, undo/redo, and export changes to YAML |
| `/kdf debug on\|off` | chat | Flips global debug logging (same switch as `KDF.Debug`); bare `/kdf debug` toggles the current state |
| `KDF.Editor` | console | Same as `/kdf editor` |
| `KDF.Debug 1` | console (or `-KDFDebug`) | Global debug logging: one `[KDF DEBUG]` line per applied op, including editor edits |
| `KDF.ApplyToAssets [PathFilter]` | console (UE editor builds only) | Applies loaded YAML directly onto editor assets and marks packages dirty |
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<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Technical</strong></td></tr></table>
- Reflection-based property engine: supports every reflectable UObject property type, including Blueprint structs and PrimaryDataAssets
- Fixed stage pipeline (tags → assets → localization → CDO changes → content → validation)
- Vanilla value snapshots power editor diffs, undo support, and changes-only export
- Extensible C++/Blueprint handler API for other mods (`IKDFDataEditorHandler`)
- Dedicated server compatible
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<table width="100%" cellpadding="0" cellspacing="0"><tr><td style="background:#e8a202;padding:6px 14px;border-radius:6px 6px 0 0;border:none"><strong style="color:#1a1a2e;font-size:18px">Requirements</strong></td></tr></table>
| Dependency | Link |
| ---------- | ---------------------------------------- |
| SML | [ficsit.app](https://ficsit.app/mod/SML) |
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<strong style="color:#e8a202;font-size:14px">Questions, bugs, or suggestions?</strong><br />
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Versionen
Satisfactory Content Forge auf dem Server installieren
Satisfactory Server bestellen
Bestelle einen Satisfactory Server mit mindestens 4 GB RAM (6 GB empfohlen). Bei Multiplayer: +1 GB pro 3 Spieler.
Mod installieren
Öffne den Mod-Manager im Dashboard und suche nach "Satisfactory Content Forge". 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
Satisfactory Content Forge funktioniert nicht nach Update – was tun?
Nach einem Satisfactory-Update müssen Mods aktualisiert werden. Prüfe auf ficsit.app, ob Satisfactory Content Forge 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.
Satisfactory Content Forge 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 Satisfactory Content Forge v2026.4.582 und den gleichen SML verwenden. Bei Mado Hosting laufen Satisfactory Server mit 6 GB RAM für stabile Multiplayer-Performance.
Ist Satisfactory Content Forge mit anderen Satisfactory Mods kompatibel?
Satisfactory Content Forge 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.
Satisfactory Content Forge Server mieten
Spiele Satisfactory Content Forge auf deinem eigenen Satisfactory Server mit Mod-Support.
Mod Informationen
- Ersteller
- Kyrium
- Neueste Version
- v2026.4.582
- Erstellt am
- 6. Juli 2026
- Zuletzt aktualisiert
- 7. Oktober 2026
- Quellcode
- GitHub →