
AutoLink
Blueprints can tile and most entities will automatically link to any existing incoming/outgoing connections.
Description
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/
Versions
How to Install AutoLink on Your Server
Order Satisfactory Server
Order a Satisfactory server with at least 4 GB RAM (6 GB recommended). For multiplayer: per 4 players.
Install Mod
Open the mod manager in the dashboard and search for "AutoLink ". Installation dependencies are installed automatically.
Restart Server
Restart the server so the mod is loaded. Players need to have the mod installed locally as well.
Frequently Asked Questions
AutoLink not working after update – what to do?
After a Satisfactory update, mods need to be updated. Check ficsit.app whether AutoLink has been updated for the new game version. With Mado Hosting: open the mod manager and click "Update All". If the mod hasn't been updated yet, temporarily remove it so the server starts.
AutoLink causing crashes in multiplayer – solution
Most common cause: all players must have exactly the same mod version installed. Check server logs for "ModMismatch" or "Version Conflict". Ensure all players use AutoLink v0.10.3 and the same SML. With Mado Hosting, Satisfactory servers run with 6 GB RAM for stable multiplayer performance.
Is AutoLink compatible with other Satisfactory mods?
AutoLink uses the Satisfactory Mod Loader (SML). Generally, SML-based mods are cross-compatible, but mods modifying the same game systems can cause conflicts. Test new mod combinations on a backup save. The Mado dashboard automatically detects known conflicts and warns you.
Rent AutoLink Server
Play AutoLink on your own Satisfactory server with mod support.
Mod Information
- Author
- Epp, Nidere
- Latest Version
- v0.10.3
- Created
- October 11, 2024
- Last Updated
- August 22, 2026
- Source Code
- GitHub →