A ten-tier laser rifle mod for Satisfactory with unique designs, progressive research, and customizable gameplay.
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10 Tiers (Mk1–Mk10): Craftable rifle variants with exclusive body models, each unlocked through MAM research. Damage scaling follows a tunable curve (default: 1+MkBump)^Mk.
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Per-Mk Body Designs: Each tier features a procedurally-generated unique rifle body with distinct silhouettes and detail levels (Mk1: cobbled/salvage aesthetic; Mk2–5: industrial variants; Mk6–10: energy/futuristic designs). 3D models generated via Tripo API.
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Beam Appearance: Hitscan laser beam with per-tier color progression—amber/warm at Mk1, transitioning through the spectrum to violet and white at higher tiers. Beam intensity increases with tier and heat.
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Visual Effects (Per-Mk):
- Electrical sparks: Tier-colored radial burst tendrils emanating from the muzzle (amber → violet) during fire and heat buildup
- Electric arcs: Branching bolts (crackle) that intensify with heat
- Ground jump: Lightning bolt to nearby terrain when overheating
- Impact splash: Arc tendrils at beam hit location (Mk4+)
- Plasma glow and heat-driven smoke
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First-Person Viewmodel: Held orientation optimized per-tier for visual alignment with the crosshair. Muzzle position tuned so the beam emerges correctly relative to the barrel.
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Heat & Overheat Mechanic:
- Soft overheat threshold ~0.5 cell (configurable)
- Hard overheat at 1.0 cell (blocks firing; reload/idle cools)
- Heat builds during sustained fire, cools during reload and idle
- Low tiers cool faster than high tiers
- Overheat severity tunable in session settings
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Energy Cell Fuel System:
- Rifle reloads by consuming the player's highest-portion fuel (extensible table: Energy Cell ~3 portions, Battery ~8 portions)
- Energy Cell: Mod-owned craftable item, unlocked with Mk1 rifle research
- Recipe: 5 Wire + 2 Quartz → 1 Energy Cell (2s in Craft Bench)
- Magazine size: 5–30 shots (Mk1–Mk10)
- HUD displays current shots, spare fuel count, and pack capacity
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Custom Crosshair HUD: First-person reticle showing ammunition status, heat level, and spare fuel. Scales and updates in real time.
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In-Game Settings (Session Configuration):
- Heat generation and cooldown speed (per-tier scaling)
- Damage multiplier and per-tier bump
- Visual effect intensities (spark/arc sliders)
- Fire slowdown and overheat penalties
- Random loadout component (WIP/dev option)
- Open Satisfactory Mod Manager or visit ficsit.app
- Search for Laser Rifle
- Click Install and let SMM handle deployment
The mod will be automatically placed in your Satisfactory Mods folder.
- Download the latest release
.zip - Extract to
C:\Program Files (x86)\Steam\steamapps\common\Satisfactory\FactoryGame\Mods\LaserRifleMod - Launch Satisfactory; the mod will load on startup (check the log for
===== LaserRifleMod BUILD ... LOADED =====)
Requirements: Satisfactory ≥ Update 8 (game version ≥ 491125), SML 3.12+
This mod is built using the Satisfactory Modding Loader (SML) and Unreal Engine 5.4 (CSS fork).
- Engine: CSS Unreal Engine 5.4 fork (
C:\Program Files\Unreal Engine - CSS) - SML: Project at
C:\Claude\Projects\SatisfactoryModLoader(FactoryGame.uproject, SML 3.x) - Source: This repository (
C:\Claude\Projects\SatisfactoryLaserRifleMod)
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Sync the source tree to the SML Mods directory:
robocopy "C:\Claude\Projects\SatisfactoryLaserRifleMod\Source" ` "C:\Claude\Projects\SatisfactoryModLoader\Mods\LaserRifleMod\Source" /MIR /NFL /NDL /NJH /NJS /NP robocopy "C:\Claude\Projects\SatisfactoryLaserRifleMod\Config" ` "C:\Claude\Projects\SatisfactoryModLoader\Mods\LaserRifleMod\Config" /MIR /NFL /NDL /NJH /NJS /NP
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Hold the build lock (check
C:\Claude\Projects\_team\BUILD-COORDINATION.mdfor cross-session serialization) -
Close Satisfactory (the game locks the deployed DLL)
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Run the packager (UAT via the CSS engine):
& "C:\Program Files\Unreal Engine - CSS\Engine\Build\BatchFiles\RunUAT.bat" ` -ScriptsForProject="C:\Claude\Projects\SatisfactoryModLoader\FactoryGame.uproject" PackagePlugin ` -project="C:\Claude\Projects\SatisfactoryModLoader\FactoryGame.uproject" ` -clientconfig=Shipping -serverconfig=Shipping -utf8output -DLCName=LaserRifleMod -build -platform=Win64 ` -nocompileeditor -installed ` -CopyToGameDirectory_Windows="C:\Program Files (x86)\Steam\steamapps\common\Satisfactory"
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Verify the build marker embedded in the deployed DLL:
# The DLL should contain a timestamped marker from LaserRifleSubsystem::StartupModule -
Release the build lock and test in-game
- Two Source Trees: Always sync
Source/andConfig/from the repo toSatisfactoryModLoader\Mods\LaserRifleModbefore building (UAT compiles the Mods copy, not the repo). - Multiple mods in one project: The shared FactoryEditor target compiles every mod in your
Mods\folder, so an AccessTransformer friend-grant in another mod can trigger a UHT false-positive "unused friend" error (C2248) that fails the whole build — including this one. Workaround: temporarily rename the conflicting mod's.uplugin→.uplugin.disabled_for_buildduring the build, then restore it. This mod builds cleanly on its own.
- MAM Tree: Mk1 rifle (5 Reinforced Iron Plates + 40 Wire + 10 Cable + 10 Quartz) unlocks the Mk1 rifle and Energy Cell recipe simultaneously
- Tier Unlocks: Each Mk2–10 rifle is researched separately and crafted via Equipment Workshop (cost: 1× previous tier + scaled materials)
- No Base Rifle: The ten tiers form a linear progression; there is no untiered "Laser Rifle" item
- Damage scales per tier: Base × (1 + MkBump)^Mk, where MkBump is player-configurable (default ~0.25)
- No ammunition depletion—damage per shot is consistent until the battery/cell empties
- Headshots and creature type modifiers follow Satisfactory's standard damage pipeline
- Equip a rifle tier (e.g., Mk5)
- Fire (left-click): Hitscan beam traces to crosshair; consumes 1 shot from the current magazine
- Magazine: Starts at Mk-scaled shots (5→30); depletes with sustained fire
- Heat: Builds during rapid fire; cool via reload or idle
- Reload (R-key): When magazine empties or manually triggered, rifle consumes 1 Energy Cell from inventory (or Battery if no cells), refilling the magazine
- Overheat: If heat exceeds threshold before reload completes, firing is blocked until cooled (reload/idle)
Session Settings (in-game mod menu):
- Heat: Shots to Overheat (Mk1 base, scales to Mk10)
- Heat: Cooldown Speed (multiplier)
- Damage: Mk Bump (scaling exponent)
- FX: Spark/Arc Intensity sliders
- Heat: Fire Slowdown penalty at 2× overheat (WIP)
Console Variables (live tuning, not persisted):
lr.HoldPitch / lr.HoldYaw / lr.HoldRoll: Adjust visual aim offsetlr.MuzzleDX / lr.MuzzleDY / lr.MuzzleDZ: Nudge beam origin (cm)lr.BatteryEnable: Toggle dangling battery cosmetic (default 0 = hidden)lr.SparkAmount: Override spark/arc intensity (0–3)BEAMDIAG: Log beam tracing for debugging aim issues
- 3D Models: Generated via Tripo AI (v3.1, detailed PBR textures)
- UE5 Implementation: C++ weapon, effects, and crosshair HUD
- Audio: Wwise integration (laser fire, overheat warning)
- Playtesting & Direction: In-game tuning feedback and hold-orientation refinement
This mod is provided as-is for the Satisfactory community. See the included LICENSE file for terms.
- Bug reports & feature requests: open an issue on GitHub
- Modding community chat: Satisfactory Modding Discord
Mod Version: 1.0.0 | Game: Satisfactory Update 8+ | SML: 3.12+