Resource Node Marker

Resource Node Marker

Automatically marks resource nodes on your map as you explore, with configurable purity filters and proximity radius.

by ASCskv2.0.0vanilla-friendlyqol
6.3K
Downloads
46.9K
Views
March 14, 2026
Created
July 8, 2026
Updated

Description

Resource Node Marker

> [🐙 GitHub](https://github.com/ASCsk) · [🐛 Issues & Suggestions](https://github.com/ASCsk/ResourceNodeMarker/issues) · [☕ Buy Me a Coffee](https://buymeacoffee.com/ascsk) — if you find it useful and are able to, it is always appreciated!

V1:

![Resource Node Marker showcase](https://raw.githubusercontent.com/ASCsk/ResourceNodeMarker/main/Resources/Media/showcase.gif)

V2:

![Resource Node Marker showcase v2](https://raw.githubusercontent.com/ASCsk/ResourceNodeMarker/main/Resources/Media/showcase%20v2.gif)

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Index

- [How It Works](#how-it-works)
- [Features](#features)
- [Configuration](#configuration)
- [Compatibility](#compatibility)
- [About This Mod](#about-this-mod)

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How It Works

As you move through the world, any resource node within your configured proximity radius gets automatically marked on your map. Nearby nodes of the same resource type are intelligently grouped into a single cluster marker, keeping your map clean and readable as you explore. No manual input required — just play the game and your map fills itself in.

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Features

🗺️ Automatic Map Markers

Marks all resource node types as you explore:
- Solids: Copper Ore, Iron Ore, Limestone, Caterium Ore, Coal, Sulfur, Bauxite, Raw Quartz, Uranium, SAM Ore
- Fluids: Water, Crude Oil, Nitrogen Gas

🔵 Dynamic Cluster Markers

Nearby nodes of the same resource type are automatically grouped into a single cluster marker as you discover them. Cluster markers show a full breakdown of the deposit, for example `Iron Ore (1 Pure, 2 Normal)`, and scale in size based on how many nodes are in the cluster. If a new node is discovered near an existing cluster, the marker is updated automatically.

🎨 Color Coded Markers

Each resource type has a unique color with distinct shades per purity level, making it easy to identify both the resource and its quality at a glance.

🪨 In-Game Icons for Ore Nodes

Optionally use the actual in-game ore icons for ore resource markers instead of the default generic rock stamp.
- This disables purity color gradient.
- Fluids use a consistent legacy stamp since not all fluid resources have a discernible in-game icon.

⚙️ Configurable Purity Filter

Only interested in Pure nodes? Toggle off Normal and Impure nodes in the config menu and only the best nodes will be marked.

📏 Configurable Proximity Radius

Control how close you need to get to a node before it gets marked. Default is 160m.

🔗 Configurable Cluster Radius

Control how close two nodes of the same resource type need to be to form a cluster. Default is 250m with a vertical tolerance of 100m to correctly separate surface and underground nodes.

🧭 Configurable Compass View Distance

Control at what distance resource node markers appear on the compass. Choose between Off, Near, Mid, Far or Always. Default is Mid.

⛏️ Auto-Remove Marker on Extractor Placement

Optionally remove the map marker for a resource node automatically when a miner or pump is placed on it. If the node was part of a cluster, the cluster marker is updated to reflect the remaining nodes, keeping your map clean as your factory grows.

💾 Save Compatible

Markers are placed as standard Satisfactory map markers, meaning they are fully compatible with the base game map and persist in your save file like any marker you place manually.

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Configuration

All settings are available in the Mod Configuration menu on the main menu screen and take effect on your next session load.

| Setting | Description | Default |
|---|---|---|
| Mark Pure Nodes | Toggle marking of Pure resource nodes | Enabled |
| Mark Normal Nodes | Toggle marking of Normal resource nodes | Enabled |
| Mark Impure Nodes | Toggle marking of Impure resource nodes | Enabled |
| Proximity Radius | Distance in meters at which nodes get marked | 160m |
| Cluster Radius | Maximum horizontal distance in meters between two nodes to form a cluster | 250m |
| Cluster Height Tolerance | Maximum vertical distance in meters between two nodes to form a cluster | 100m |
| Compass View Distance | Distance at which markers appear on the compass | Mid |
| Use In-Game Ore Icons | Use actual in-game item icons for ore resource markers | Disabled |
| Remove Marker on Extractor Placed | Removes or updates the cluster marker when a miner or pump is placed on a node | Disabled |

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Compatibility

- Requires Satisfactory Mod Loader (SML)
- Compatible with existing save files — install at any time
- Upgrading from v1.1.2 (After "RNM::" categorization): Existing markers will be automatically rebuilt into clusters on first load

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About This Mod

I created this mod because I needed a quick way to mark resource nodes to help validate the best locations and routes while planning and building big bases.

To be brutally honest, I didn't search the existing mod catalogue before building this because I wanted to try my hand at modding myself.

This is my first mod ever in any game. I'm not a skilled C++ programmer, though I have some prior experience, and I had never touched Unreal Engine before this project. I used a combination of the SML documentation, Discord threads and AI assistance to guide me through the development process.

The repository is open — if you want to review the code, suggest ideas or extend it, be my guest.

What I Originally Planned

I originally intended for nodes to also be marked through the in-game scanner, which would have been very useful and faster. I was unable to get that working, but if there is enough interest in this mod or if I can eventually spare the time, I'll invest more into it and engage with the community to see if someone can point me in the right direction.

Versions

v2.0.0release
4.0K downloadsMarch 28, 2026
v1.1.2release
862 downloadsMarch 24, 2026
v1.1.1release
996 downloadsMarch 16, 2026
v1.0.0release
404 downloadsMarch 14, 2026

How to Install Resource Node Marker on Your Server

1

Order Satisfactory Server

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

2

Install Mod

Open the mod manager in the dashboard and search for "Resource Node Marker". 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

Resource Node Marker not working after update – what to do?

After a Satisfactory update, mods need to be updated. Check ficsit.app whether Resource Node Marker 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.

Resource Node Marker 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 Resource Node Marker v2.0.0 and the same SML. With Mado Hosting, Satisfactory servers run with 6 GB RAM for stable multiplayer performance.

Is Resource Node Marker compatible with other Satisfactory mods?

Resource Node Marker 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 Resource Node Marker Server

Play Resource Node Marker on your own Satisfactory server with mod support.

Recommended RAM
6 GBfrom €12/mo
Minimum 4 GB | €2/GB
Order Server Now

Mod Information

Author
ASCsk
Latest Version
v2.0.0
Created
March 14, 2026
Last Updated
July 8, 2026
Source Code
GitHub →