KDataForge

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

by Kyriumlibrary
0
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52
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July 6, 2026
Created
July 8, 2026
Updated

Description

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<a href="https://ficsit.app/user/9uvZtCA4cM6H4q"><img src="https://img.shields.io/badge/ficsit.app-KMods-009688?style=for-the-badge" height="28" alt="ficsit.app" /></a>
 
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<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 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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How to Install KDataForge on Your Server

1

Order Satisfactory Server

Order a Satisfactory server with at least 4 GB RAM (6 GB recommended). For multiplayer: per 3 players.

2

Install Mod

Open the mod manager in the dashboard and search for "KDataForge". Installation dependencies are installed automatically.

3

Restart Server

Restart the server so the mod is loaded. Players need to have the mod installed locally as well.

Frequently Asked Questions

KDataForge not working after update – what to do?

After a Satisfactory update, mods need to be updated. Check ficsit.app whether KDataForge 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.

KDataForge 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 KDataForge and the same SML. With Mado Hosting, Satisfactory servers run with 6 GB RAM for stable multiplayer performance.

Is KDataForge compatible with other Satisfactory mods?

KDataForge 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 KDataForge Server

Play KDataForge on your own Satisfactory server with mod support.

Recommended RAM
6 GBfrom €12/mo
Minimum 4 GB | €2/GB
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Mod Information

Author
Kyrium
Created
July 6, 2026
Last Updated
July 8, 2026