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4 changes: 2 additions & 2 deletions modules/ROOT/pages/CommunityResources/AcronymVault.adoc
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Expand Up @@ -88,8 +88,8 @@ A separate https://satisfactory-calculator.com/en/megaprints[Megaprints Reposito
Satisfactory Server Manager is a webpage
designed to manage and control multiple satisfactory dedicated server instances.

Its public source code can be found on
https://github.com/mrhid6/SatisfactoryServerManager[GitHub].
Its public source code can be found on the Organization's
https://github.com/SatisfactoryServerManager[Github].

[id="SMEH"]
=== Satisfactory Modding Environment Helper (SMEH)
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9 changes: 4 additions & 5 deletions modules/ROOT/pages/CommunityResources/ServerHostSmmInfo.adoc
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Expand Up @@ -20,9 +20,8 @@ To ensure compatibility, check the following:
and the underlying link:https://github.com/satisfactorymodding/ficsit-cli[ficsit-cli] are available if they would assist with your troubleshooting.
* (Bonus points) Allow users to temporarily prevent their servers from updating to newer game versions
** Some users like to run previous versions while waiting for mods to be updated.
* (Bonus points) Also expose port 8080
** In addition to the ports used by the base game, some server monitoring mods like link:https://ficsit.app/mod/FicsitRemoteMonitoring[Ficsit Remote Monitoring] use this port for communications.
* (Bonus points) Also expose optional extra port(s):
** In addition to the ports used by the base game, some server monitoring mods like link:https://ficsit.app/mod/FicsitRemoteMonitoring[Ficsit Remote Monitoring] use a TCP port for communications.
** Port(s) can be configured for mods to facilitate flexibility in assignment. See mod documentation or reach out to the mod creator/maintainer for details.

====
If you have any questons, or want to be added to the xref:ForUsers/DedicatedServerSetup.adoc#SupportedHosts[known supported hosts list], contact us on the link:https://discord.ficsit.app[Discord].
====
If you have any questons, or want to be added to the xref:ForUsers/DedicatedServerSetup.adoc#SupportedHosts[known supported hosts list], contact us on the link:https://discord.ficsit.app[Discord].
2 changes: 1 addition & 1 deletion modules/ROOT/pages/CommunityResources/incredibuild.adoc
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Expand Up @@ -47,7 +47,7 @@ image:CommunityResources/Incredibuild/incredibuild-email.png[image]
== Installing Incredibuild

Now that you have your license, we can begin installing Incredibuild.
If you haven't already, you can download the agent installer from https://dl.incredibuild.com/ib10-latest[here].
If you haven't already, you can download the agent installer from https://docs.incredibuild.com/site_landing/download_docs_center.htm[here].
Run the installer and read the license agreement before accepting.

For the install configuration, select "Grid" mode.
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51 changes: 51 additions & 0 deletions modules/ROOT/pages/Development/Linux/LinuxSetup.adoc
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Expand Up @@ -239,6 +239,57 @@ Open the Settings window and find the "Plugins" page, then search the marketplac
link:https://plugins.jetbrains.com/plugin/29974-unreal-project-model-mods-fix[`Unreal Project Model Mods Fix`] by Archengius and install it.
Restart the IDE if prompted.

You may encounter an error where the project model definition files fail to generate.

image:BeginnersGuide/FailedToGenerateProjectModel.png[Failed to generate project model]

In order to fix it so you can edit {cpp} code, you need to open your file manager to
`<ue_dir>/Engine/Source/Programs/` and delete the `LiveLinkHub` directory.

To avoid redundant compilation jobs every time you try to package a mod, you need to download these two files:

https://github.com/satisfactorymodding/UnrealEngine/blob/5.6.1-CSS/Engine/Build/BatchFiles/BuildUBT.sh

and

https://github.com/satisfactorymodding/UnrealEngine/blob/5.6.1-CSS/Engine/Build/BatchFiles/DotnetDepends.sh

and place them in `<ue_dir>/Engine/Build/BatchFiles/`.
Ensure they can be executed by running:

[source,bash]
----
chmod +x BuildUBT.sh DotnetDepends.sh
----

Then, in your preferred text editor, open:

`<ue_dir>/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs`

and comment out lines 2474 through 2482 like this:

[source,cs]
----
// GlobalSingleInstanceMutex? mutex = null;
// if (Rules.BuildEnvironment == TargetBuildEnvironment.Shared)
// {
// string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateCompileEnvironmentForProjectFiles", Unreal.EngineDirectory);
// mutex = new GlobalSingleInstanceMutex(MutexName, true);
// }
//
// CreateSharedPCHInstances(Rules, TargetToolChain, Binaries, GlobalCompileEnvironment, new NullActionGraphBuilder(Logger), Logger);
// mutex?.Dispose();
----

Now, run:

[source,bash]
----
bash <ue_dir>/Engine/Build/BatchFiles/BuildUBT.sh
----

Once that's complete, you can move on to the compilation steps.

====
link:#Compile[Proceed to project compilation steps ➡]
====
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28 changes: 28 additions & 0 deletions modules/ROOT/pages/Development/OpenSourceExamples.adoc
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Expand Up @@ -307,3 +307,31 @@ _Notable Mod Loader Features Used:_

* Actor Mixins
** Used to spawn an additional actor component on sign placement holograms (the upwards facing arrow)

[id="FicsitRemoteMonitoring"]
== Ficsit Remote Monitoring

Adds remote monitoring capabilities to the game.

_Source Code_: Linked on the https://ficsit.app/mod/FicsitRemoteMonitoring[Mod Page]

_Mod Type_: Hybrid Blueprint/{cpp}

_Notable Techniques Used:_

* Use of a third-party library (uWebSockets) in a mod
* HTTP Server and Serial/RS232 Communications
* Webhook Communications
* Icon Generator
* Modules for Client and Server logic separation

_Notable Satisfactory Features Used:_

* Responds to API calls to the native game's HTTPS server to interact with the mod's features from outside the game.
* Use of the native game's configuration method, i.e. FGGameUserSettings
* Methods to access various in-game subsystems to retrieve information about the game state

_Notable Mod Loader Features Used:_

* Mod Subsystems
* Access Transformers, to be able to read otherwise inaccessible member variables.
3 changes: 2 additions & 1 deletion modules/ROOT/pages/ForUsers/DedicatedServerSetup.adoc
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Expand Up @@ -65,7 +65,8 @@ const unshuffled = [
"GTX Gaming",
"Nodecraft",
"Gravel Host",
"Nitroserv"
"Nitroserv",
"Bearded Host"
];
const shuffled = unshuffled
.map(value => ({ value, sort: Math.random() }))
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2 changes: 1 addition & 1 deletion modules/ROOT/pages/SMLChatCommands.adoc
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Expand Up @@ -48,7 +48,7 @@ Unreal console commands are run *from the in-game developer console*
which opens when you press the grave/tilde key (``` or `~`).
They can also be executed from the interactive console of a dedicated server.
If the console does not open upon keypress, check out the
https://satisfactory.wiki.gg/wiki/Console#Accessing[Satisfactory Wiki's page on the Console]
https://satisfactory.wiki.gg/wiki/Debug_console#Accessing[Satisfactory Wiki's page on the Console]
to try alternate approaches.

Some console commands are built into Unreal Engine,
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