Finding Assets

For a number of fields, you can type a friendly name of what you want to refer to, and ContentLib will try to resolve it for you. See Automatic Name Resolving for more details on this system.

However, if you want to make a Patch, you will need to specify the full blueprint path of the asset you’re patching so that ContentLib knows exactly what to modify. See the Patching page for more info as to why.

If you try to write a Patch with an incorrect blueprint path, the patch will have no effect in-game, and a log message should be present stating that the asset could not be found.

Below, a number of tools for finding asset paths will be presented, followed by a list of content types and suggested approaches for

Content Types

Each heading below contains a numbered list of approaches for finding content paths sorted in order of how easy I think they are for new developers to use. Click the links on these approaches to be taken to headings with more information about them.

Items

Find item names and paths via these approaches:

Recipes

Find recipe names and paths via these approaches:

Schematics

Find schematic names and paths via these approaches:

Tools and Approaches

This section contains a list of information about the tools mentioned in the "Content Types" section subheadings.

TFIT - The Ficsit Information Tool

TFIT's debugging features display information about content for you while the game is running. The mod displays and enables copying recipe paths out of the Codex and Build Gun, and the paths of Items from log files. Check out the "For Mod Developers" heading at that link for more info.

Visit this page to learn where your log files are located.

For the best development experience, turn on the following mod options:

  • Asset Path tooltip handler: True

    • Item tooltips will now display the path of the item you’re hovering over. Check the logs to copy it

  • Asset Path recipe handler: True

    • The Codex will now display the path of the recipes, click to copy. Item tooltips also show this but can’t be copied.

  • Recipe Asset Path buildgun handler: True

    • The buildgun menu will now display the path of the building recipe you’re hovering; click to copy

  • Tooltips: Logging option: True

    • Enable this setting so that you can copy paths out of your log files

You may also wish to get the Nog’s Cheats mod so that your codex always displays every item

ContentInspector

You can use ContentInspector to browse game and mod assets while the game is running, in addition to other useful debugging features.

Check out the Using ContentInspector guide to set it up and track down an example recipe asset.

The path is usually obtainable by removing the text ‘Default__’ from the value in the JS_LibOuter field, which is the Outer object which registered the asset. Remember that fields that start with JS_ are not "real fields" on the object, they are extra info that ContentInspector adds for ease of viewing

FModel File Inspection

The third-party tool FModel allows you to explore the data inside base-game and mod package files as if they were "normal" folders. You can find a tutorial on how to set up and use FModel here: https://docs.ficsit.app/satisfactory-modding/latest/Development/ExtractGameFiles.html#FModel

MAM Enhancer

MAM Enhancer's debug mode will display the path of schematics in the HUB, MAM, and AWESOME Shop when you hover over the icon of the mod that added them or click the respective button. Check out the "For Developers" heading at that link.

You can also use the mod’s debugging features to quickly grant or revoke Schematics to test their unlocks.

For the best development experience, set the following mod options:

  • Reveal Details of Hidden Nodes: True

    • Allows you to see MAM nodes before they are unlocked

  • (Old) Debugging Features: True

    • Displays schematic path information in the HUB. Click to copy.

  • Show 'Milestone Added By' for Base-Game Milestones: True

    • Enable to also display schematic path information for base-game schematics

Satisfactory Wiki

The Satisfactory Wiki sometimes lists paths for items. These are usually set by wiki editors manually, so the item you care about may not be displaying it.

docs.json

docs.json, a file shipped with your game (found at <SatisfactoryInstallDirectory>\CommunityResources\Docs\Docs.json) contains information on most base-game assets such as name, description, fuel value, etc. It’s a gigantic file and hard to walk through without existing knowledge of how the game files are structured, but some lucky ctrl-f’ing might help find stuff.

Source Code

Looking at the source code of a mod, if it’s available, can help you find the path of assets. Even without loading the mod in an editor you can browse its file tree on GitHub to figure out what things are named.