KDataForge

Zero-code YAML editing and creation of Satisfactory content — recipes, items, buildings, tags and more.

von Kyriumlibrary
0
Downloads
51
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6. Juli 2026
Erstellt
8. Juli 2026
Aktualisiert

Beschreibung

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<a href="https://k-mods.com"><img src="https://img.shields.io/badge/k--mods.com-Website-e8a202?style=flat-square" alt="k-mods.com" /></a>
 
<a href="https://k-mods.com/documentation/kdataforge"><img src="https://img.shields.io/badge/KDataForge-Documentation-1f8acb?style=flat-square" alt="KDataForge Documentation" /></a>
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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://k-mods.com/documentation/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:` — 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 & Live Reload</strong></td></tr></table>

- Group files into packs with a `pack.yml` manifest (name, version, priority, dependencies) — deterministic load order across packs and files
- `/kdf reload` in chat re-reads your YAML and applies CDO/tag changes without restarting
- `/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)
- Auto-rescan: KAPI and RefinedR&D (RefinedPower / FicsitFarming) are notified after every load and reload, so your data assets are picked up without a restart — and 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 reload` | chat (host) | Reverts + re-applies live-safe stages (tags, data assets, localization, CDO changes) without restarting |
| `/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 revert, live reload, and safe instance propagation
- Multiplayer-safe: on join, the server compares patchset checksums — clients with different packs are rejected with a clear message listing both sides' packs, so mismatched sessions can never silently desync
- 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) |
| KAPI | [ficsit.app](https://ficsit.app/mod/KAPI) |

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<strong style="color:#e8a202;font-size:14px">Questions, bugs, or suggestions?</strong><br />
<span style="color:#94a3b8;font-size:12px">Join the Discord or support us on Patreon</span>
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<td style="padding:3px 4px;border:none"><a href="https://ficsit.app/user/9uvZtCA4cM6H4q"><img src="https://img.shields.io/badge/ficsit.app-009688?style=for-the-badge" height="28" alt="ficsit.app" /></a></td>
<td style="padding:3px 4px;border:none"><a href="https://k-mods.com"><img src="https://img.shields.io/badge/k--mods.com-e8a202?style=for-the-badge" height="28" alt="k-mods.com" /></a></td>
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<td colspan="2" style="padding:3px 4px;border:none"><a href="https://k-mods.com/documentation/kdataforge"><img src="https://img.shields.io/badge/KDataForge%20Documentation-1f8acb?style=for-the-badge" height="28" alt="KDataForge Documentation" /></a></td>
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KDataForge auf dem Server installieren

1

Satisfactory Server bestellen

Bestelle einen Satisfactory Server mit mindestens 4 GB RAM (6 GB empfohlen). Bei Multiplayer: +1 GB pro 3 Spieler.

2

Mod installieren

Öffne den Mod-Manager im Dashboard und suche nach "KDataForge". Installations-Dependencies werden automatisch mitinstalliert.

3

Server neu starten

Starte den Server neu, damit die Mod geladen wird. Spieler müssen die Mod ebenfalls lokal installiert haben.

Häufige Fragen

KDataForge funktioniert nicht nach Update – was tun?

Nach einem Satisfactory-Update müssen Mods aktualisiert werden. Prüfe auf ficsit.app, ob KDataForge 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.

KDataForge 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 KDataForge und den gleichen SML verwenden. Bei Mado Hosting laufen Satisfactory Server mit 6 GB RAM für stabile Multiplayer-Performance.

Ist KDataForge mit anderen Satisfactory Mods kompatibel?

KDataForge 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.

KDataForge Server mieten

Spiele KDataForge auf deinem eigenen Satisfactory Server mit Mod-Support.

Empfohlener RAM
6 GBab €12/Monat
Min. 4 GB | €2/GB
Jetzt Server bestellen

Mod Informationen

Ersteller
Kyrium
Erstellt am
6. Juli 2026
Zuletzt aktualisiert
8. Juli 2026