Month: July 2025

Dev Blog week 2 [MOD] Rewriting the Wilds: How We’re Taking Control of Creature Spawning in Satisfactory

As we expand the world of The Wilds, we’re not just adding new creatures—we’re reengineering how they appear, behave, and challenge players across the map. One of our core goals is to make creature encounters more strategic, more diverse, and more deadly. To do this, we’re implementing a two-pronged approach to creature spawning using the Satisfactory Mod Loader (SML).

Phase 1: Overriding Existing Spawns with SML Hooks

The base game uses a variety of ACreatureSpawner actors placed in the world to control spawn logic. These spawn volumes dictate what creatures spawn, how many, and how often. But to avoid simply stacking our creatures on top of existing ones—and turning the map into a laggy zoo—we need to intercept and override those systems.

Using SML hooks, we inject our own subsystem that runs after the game world loads. In this system, we dynamically locate all ACreatureSpawner actors using GetAllActorsOfClass, filter them based on creature type or location, and either:

  • Disable them entirely
  • Reduce their spawn count
  • Replace their spawn class with one of our new creatures
  • Increase creatures based on scalable dificulty
  • Mix creatures based upon scalable dificulty

This gives us surgical precision over which original creatures remain and where.

Phase 2: Controlled Spawns via Custom Placement System

Our second system is a fully custom creature placement manager, built as a game subsystem. Instead of relying on static spawn volumes, we define spawn points ourselves, using either:

  • Blueprint-placed invisible marker actors
  • Hardcoded world coordinates
  • Or a data-driven table for spawn presets

Each spawn point can specify:

  • Creature type (standard or boss)
  • Spawn timing (on load, wave-based, triggered)
  • Patrol points for pathing
  • Aggression level and behavior mode

This approach lets us do things like:

  • Place a Terror Pod in ambush near a lake
  • Populate a desert basin with patrolling packs
  • Drop a boss monster into a nest at nightfall
  • Create caves with swarms of creatures that will migrate towards a target.

Together, these systems form the backbone of The Wilds creature expansion.

Unity: Vetting Protofactor Assets

On the content side, we’ve been importing more Protofactor creature models into Unity to review animation sets and evaluate rig quality. This process helps us shortlist which creatures are best suited for our mod in terms of combat readability, uniqueness, and integration potential. By testing them in a controlled environment, we can confidently choose which monsters will make the cut for The Wilds and identify what animation work is required before Unreal integration begins.

C++ Foundation Work Begins

Lastly, we’ve started roughing out the C++ classes that will form the core of The Wilds: Creature Expansion Mod. This includes base classes for creature AI, wave behavior, nest controllers, and environmental triggers. The modular design will make it easier to scale and tune the experience as the mod grows.

Stay tuned—we’re getting closer to seeing our first creature come alive in Satisfactory. See you next week, here are a couple more critters that we are considering.

We are discussing over on Reddit @ https://www.reddit.com/r/satisfactory/comments/1m9d0zu/dev_blog_week_2_mod_rewriting_the_wilds_how_were/

Dev Note: Handling Licensed Assets in The Wilds

GitHub: EvilGeniusGames/TheWildsCreatureExpansion

One important consideration we’re working through is how to manage licensed creature assets inside the project.

The models we’re using are final production assets from ProtoFactor, and while we have a valid license to use them in this mod, that license does not permit redistribution — including uploading the source FBX files or textures to GitHub.

To stay compliant, we’re setting up the project structure so that licensed assets are excluded from version control and only exist locally during development. This likely means:

  • Adding all asset folders to .gitignore.
  • Providing placeholder proxies in the public repo, if needed for build integrity.
  • Documenting asset paths and setup steps for collaborators without redistributing the original content.

It’s not ideal for full open-source collaboration, but licensing terms have to be respected. All mod logic, systems, blueprints, and tooling will remain fully available in the repo — only raw media assets are excluded.

If you’re running into similar issues in your own projects, feel free to reach out. We’ll likely publish a more formal asset-handling guide as the project matures.

Dev Blog: The Wilds Creature Expansion — Week One

GitHub: EvilGeniusGames/TheWildsCreatureExpansion

This week has been about laying the groundwork for The Wild Creature Expansion, the first module in The Wilds mod series for Satisfactory.

  • Editor Setup: I’ve got the Unreal Engine 5.3.1 editor and mod tools installed and configured with Alpakit, targeting Satisfactory 1.1 A few false starts, but everything is building and launching cleanly now.
  • Asset Prep: I’m working with final FBX assets from ProtoFactor, which include rigs and baked animations. Right now, the goal is to get the first creature imported and rendering properly in the editor.
  • Animation System: I’ve started learning Unreal’s animation tools — animation blueprints, state machines, and retargeting. It’s a lot deeper than expected, so there’s a learning curve, but I’m starting to piece things together.
  • Unity Viewer: Built a quick Unity scene to preview creatures, textures, and animations to speed up evaluation before doing full Unreal imports.

Initial focus will be on creatures for the Dune Desert biome. One early concept, the Terror Pod, is a swamp ambush creature — it hides underwater with just a flower-like lure showing. At night, its glowing orange vents make it visible, but during the day it’s nearly invisible.

Next week’s goal is to get a creature fully visible and idle in the world — and continue learning the animation pipeline.

The Wilds: A Satisfactory Mod – Project Launch

Welcome to the official launch of The Wilds: A Satisfactory Mod!
This project aims to transform the factory-focused world of Satisfactory into a more intense survival experience. You’ll face hostile creatures, defend your base with automated turrets, and survive escalating wave attacks triggered by the day-night cycle.

We’re adding:

  • Aggressive creature behavior and new biome-specific enemies
  • Factory structures that can be damaged and must be repaired
  • Modular defense systems powered by your factory and fed with factory-produced ammo
  • Multiplayer-aware scaling and support for multiple sub-bases

This is an open-source, community-driven effort built by Evil Genius Games. We’re looking for feedback, discussion, and collaborators—so if this sounds interesting, jump in!

Follow and Connect:

Let’s make Satisfactory wild.

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