Source-checkedLibraries & compatibility

Megaprojects Library

by AniViRus Productions · for Satisfactory

Common files and systems for Megaprojects for mod development

7.3KDownloads
13d agoLast updated
>=502094Latest game version
ficsit.appSource

About Megaprojects Library

From ficsit.app

Common files and systems for Megaprojects for mod development

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NOTE: This is NOT a mod. It doesn't add anything on its own. It is used to develop other mods for anyone who wishes to.


What is this mod? Or what are Megaprojects?

The simplest way to describe them as extra tasks which are similar to Project Assembly. Megaprojects are more focused on personal gains for pioneers tather than FICSIT. Here is what you need to know about them:

  • Megaprojects are colossal buildings which are either robust versions of existing buildings or something that introduces an entirely new mechanic. Or even both to some capacity.
  • They have a fixed location in the world since they interact with their environment on getting built. For the same reason they can't be dismantled
  • Like Space Elevator they require completion of multiple phases. With each upgrade functionality of the building improves and extends. Phases themselves heavily resemble HUB's Milestones, they can even unlock recipes, give inventory slots (and anything schematics can unlock in general). But it won't be easy, resource requirements are immense, prepare for a new automation challenge.
  • When Megaproject gets unlocked, an initialization area will appear and its location will receive a map marker.

In order to not clutter player's HUD, upon unlocking any Megaproject, a new special building gets unlocked, called System of Megaprojects Management.

It has info on all Megaprojects you have access to including additional data. Overall status of Megaproject, current phase info.

In addition it manages per-player display settings (display of initializer's location on map, Megaproject preview hologram, currently tracked Megaproject progress in top right corner along with milestones and Project Assembly).


Compatibility

  1. Library has been thoroughly tested and is fully compatible with multiplayer.
  2. If issues occur they may be related to specific mods, be aware.

Currently planned or developed Megaprojects by me:

  • Power Domain: A colossal Power Storage which can store up to 1,000,000 MW of power and which establishes a power field over the map granting ability to build Power Satellites - wireless power connections to Power Domain. Status: Public beta.
  • World Radar: An advanced Radar Tower which covers the whole map. In addition it reveals locations of Mercer Spheres, Somersloops and Hard Drives. Though you will have to find where its location hides on your own... Status: Planned.
  • Deepdrill Rig: Build a giant resource extractor which goes into the greatest depths of the planet. A rich resource deposit allows to configure the building so you can choose what resources to mine. Perpare to make a breakthrough in deep drilling with help of a new Thungsten resource co convert regular resource nodes into universal (but very poor) ones! Status: Planned.
  • Water Dam: Build three progressively more difficult Water Dams in different as a source of up to 62.000 MW of green power. With each upgrade they also grant ability to build Water Towers - artificial water wells. Their maximum amount and effifiency depends on level of Megaproject. Status: Released
  • Damocles Orbital Defence System: Launch a satellite with a devastating laser build into it. It will shoot at your command. It is time to eradicate hazardous environments once and for all! Status: Pending.

Documentation

As of now, docs are partially obsolete, a lot has changed from 1.0.0-pre.3 to 1.0.0. Here are key changes:

  • BP_UnlockInfoOnly is now not needed for info display, only BP_UnlockMegaproject
  • DisplayStarterLocation property has been removed everywhere since it's now easier to include gimmicks into Megaprojects via inheritance
  • Megaprojects Manager Entry class variable has been added

A prototype of Power Domain Megaproject will be used as an example.

A lot of base functionality is included into library itself, so if you want to make a Megaproject mod which is simple as it getting unlocked, initiated and upgraded - the only things you'll need to program is code/blueprint for your own buildable, and creating data-only Megaproject related subclasses. These are disclosed down below.

Megaprojects work fully on vanilla systems. Megaproject phases are, in fact, schematics. So, you will need to add those to your Game World Module. 1

The first listed schematic here is the one which is meant to unlock the Megaproject itself. Thankfully, the library provides a new type of FGUnlock: BP_UnlockMegaproject, so you don't necessarily need to create a new one - you can add your own instance of BP_UnlockMegaproject to existing ones.

2

Though you don't see it, the schematic has a Milestone type, so in this case Megaproject gets unlocked via HUB's milestone.

It won't display any extra info so be sure to also add FGUnlockInfoOnly if you wish to notify player.

If you set DisplayStarterLocation to false, Megaproject Initializer's location won't be marked on the map, SMM will display status of building as Unlocked. Location unknown instead of regular Unlocked. It gets marked on the map if another BP_UnlockMegaproject for the same Megaproject has DisplayStarterLocation set to true, or upon the first interaction with Megaproject Initializer.

Read the full description on ficsit.app →

Highlights

From source data

Game versions

Built for Satisfactory >=502094.

Footprint

Rated a light load on a server.

Dependencies

Needs 1 other project installed alongside it.

Megaprojects Library 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
1.2.4, released 2026-10-03

Recent builds

BuildReleasedGame versionsLoaders
1.2.42026-10-03>=502094n/a
1.2.32026-09-05>=502094n/a

Run Megaprojects Library 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”

Libraries & compatibility

Foundations and fixes other mods build on. Usually installed because something else needs it.

Runs on your server

From source side support

ficsit.app lists Megaprojects Library 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
>=502094
Requires
1 other project installed alongside it.

Verified at the source

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

Megaprojects Library, answered

Generated from the mod’s own source data.

Do my players need to install Megaprojects Library?

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

Is it free?

Yes. Megaprojects Library 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 Megaprojects Library on a Satisfactory server.

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