Source-checkedGameplay & overhauls

AutoLink

by Epp · for Satisfactory

Blueprints can tile and most entities will automatically link to any existing incoming/outgoing connections.

66KDownloads
4 mo agoLast updated
>=491125Latest game version
ficsit.appSource

About AutoLink

From ficsit.app

Blueprints can tile and most entities will automatically link to any existing incoming/outgoing connections.

AutoLink leaves core gameplay fully intact but attempts to remove artificial/unintuitive building limitations. With AutoLink, the method or order in which you build things should not matter. Blueprints can tile and anything with conveyor, pipeline, railroad, or hypertube connections will automatically link to existing connections that are already touching. As an example, if a conveyor belt ends precisely at a factory input, they should be linked regardless of what was made first or made manually or made with a blueprint.

"But wait", you say, "didn't Satisfactory add an Auto-Connect blueprint mode in 1.1?". Indeed! And it's an amazing feature that you should use all the time - it's perfectly compatible with AutoLink and does things AutoLink cannot. Unfortunately, there are still many cases where the game does not automatically connect things that should be connected, so I plan to maintain AutoLink for the time being.

Please note that AutoLink does NOT construct free entities for you - it will not bridge connection gaps or build power lines!

Here's a quick demonstration video: https://youtu.be/mzlV3Hu37aQ

Where does AutoLink help? All over the place:

  • You can build tileable blueprints. When you place a blueprint, its connections will automatically link to existing connections that are properly aligned and touching (though power lines between blueprints still need to be wired up yourself).
  • When you have constructed and wired up a merger/splitter, but realize it was rotated incorrectly. Instead of having to disassemble it plus all the belts and then rebuilding everything, just rebuild the splitter/merger in the correct orientation.
  • When you disassemble a structure and realize you shouldn't have, it will automatically link to the existing connections upon reconstruction.
  • Sometimes you have to build a conveyor lift going to/from the side of a belt to snap a splitter/merger to the correct location on said belt - if the splitter/merger is the correct distance, it will now connect. No need to remake the lift to force attachment or build it far enough away to squeeze a belt between.
  • If you want to upgrade a miner but need to use the portable miner inside it to complete the upgrade, you won't have to re-make the belts (and clear the ore from the belts out of your inventory) after you deconstruct it and build the upgraded version.
  • Bugs! I encountered a bug where buildings in a blueprint were not getting power and the building power terminal said it was full even though there were no visible power lines to the buildings. The fix was to disassemble and reassemble the buildings - without a mod, this means redoing all the connections, too.

Please report any bugs at: https://github.com/Epp-s-Satisfactory-Mods/AutoLink/issues

My QoL mods try to improve the game's user experience without drastically altering gameplay. Check them all out at https://ficsit.app/user/2WMLC615MzZpaL

Big thanks to the Satisfactory Modding discord and especially the very patient members of the #help-writing-ue-cpp channel, particularly Rex and Archengius!

Special thanks to bpforest for creating the mod icon - https://bpforest.com/

Highlights

From source data

Game versions

Built for Satisfactory >=491125.

Footprint

Rated a light load on a server.

Dependencies

Needs 1 other project installed alongside it.

AutoLink on Nxeon

From our catalogue
One-click install
Supported on Nxeon Satisfactory servers. We download it from ficsit.app, place it, and restart the server.
Server side
Required on the server
Server load
light
Smallest plan we suggest
Satisfactory — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
0.10.3, released 2026-06-23

Run AutoLink on a Satisfactory server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on ficsit.app as “Mods”

Gameplay & overhauls

New mechanics, content and overhauls that change how the game plays.

Runs on your server

From source side support

ficsit.app lists AutoLink as required on the server. Check its ficsit.app page to see whether players need it too.

Compatibility

Game
Satisfactory
Runs on
Serverrequired on the server
Game versions
>=491125
Requires
1 other project installed alongside it.

Verified at the source

  • ✓ficsit.appOfficial listing, checked 2026-10-15Open ↗
  • ✓AuthorEpp, as published on ficsit.app
  • ✓LicenseNot published by the sourceFree

AutoLink , answered

Generated from the mod’s own source data.

Do my players need to install AutoLink ?

ficsit.app lists AutoLink as required on the server. Check its ficsit.app page to see whether players need it too.

Is it free?

Yes. AutoLink is free to download from ficsit.app.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run AutoLink on a Satisfactory server.

Deploy in about a minute from $12.00 a month, then add AutoLink in one click.