About Structural Power
From ficsit.appStructural Power adds a hidden power network through structural pieces
StructuralPower
Version 3.1.3 · Satisfactory 1.2 (≥491125) · SML ^3.12.0
Structural Power adds a hidden power network through structural pieces — foundations, walls, ramps, and bridge poles — so you can power outlets and poles without running visible wires along every segment. v3.1 adds opt-in machine groups and pipe topology (generators, storage, resources, production; fluid supports and machine pipe ports → inline pumps; transport stub). v3.0 reworked attach, load, and reconcile on vanilla circuit APIs with opt-in structural lighting and named light groups.
How it works
- Retroactive — existing structures are wired on load; no rebuild required after installing or updating
- Wire one structural outlet to your grid; connected structure shares the bus
- Ground poles, wall outlets, and towers bridge to the nearest powered structure
- Connectivity is rebuilt from world geometry on load — nothing structural is persisted, so saves can't carry stale links
- Machines (opt-in, default off) — generators and power storage attach on structure; miners and manufacturers draw from the same bus when a bus host is present
- Pipes (opt-in, default off) — fluid pipe supports and machine pipe ports inject structure power into connected pipe runs; inline pumps draw from that bus (not hypertubes)
- Structural lighting (opt-in) — lights on powered foundations draw from the bus (named groups via lights control panels)
- Id assign (I) — Source/Control ids on eligible buildables (lights, switches, panels, and other enabled components)
- Power switches gate keyed subnets on structures — optional pole bridge; Mode B keyed subnets by default
- Hoverpack tethers from nearby powered structure geometry — adjustable horizontal/vertical reach on the server
Chat commands
Type in the in-game chat on the server or listen host (dedicated-server operators with authority). Commands start with ! and do not appear in public chat. Responses show as Hal: system messages.
Available commands ([] — required argument):
!lighting— toggle structural lighting (default off)!Generation— toggle generators + power storage on structure (default off)!Resources— toggle miners / extractors (default off)!Production— toggle manufacturers / radar / sink (default off)!Transport— toggle wired transport consumers — stub (default off)!Pipes/!pipe— toggle structural pipe bus (supports + machine pipe ports → pumps; default off)!Belts— toggle belts group — no attach yet (default off)!HoverH [1-10]— set hoverpack horizontal reach multiplier (saved to cfg)!HoverV [1-10]— set hoverpack vertical reach multiplier (saved to cfg)!pwrhelp— list Structural Power chat commands
Settings persist to Configs/StructuralPower.cfg on the server/host. Change via chat, console (StructuralPower.Set), or edit the cfg file directly. Chat Mk 2 expandable help lists the same commands when installed.
Roadmap
Feature releases after the v3.0 foundation. Stages are opt-in on servers (off until you enable them).
v3.0.0 — Foundation rewrite (previous)
- Vanilla-first reconcile — processors, transfer-gated bridges, rebuild-from-geometry
- Stable retroactive load after v2.1 save pain
- Structural lighting, I-key Id config, switch subnets, hoverpack tether
- Faster / more stable load remesh on large saves
- Server config via cfg / console / chat only
v3.1 — Machines + pipes (current, 3.1.3)
3.1.3 simplifies the pipe-support spline lookup. 3.1.2 recooks vs CL 502094 (protected OnBuildEffectFinished hook). 3.1.1 fixes satisfactory-calculator.com save uploads (SCIM-safe persistence of Id-panel names and overrides).
- Generators — coal, fuel, nuclear, geothermal, wind, alien booster, HUB biomass
- Power storage — charge/discharge on structure grid
- Resources — miners, water/oil, fracking, geysers
- Production — manufacturers, radar, AWESOME Sink
- Pipes — fluid supports + machine pipe ports inject runs; inline pumps on bus (
!Pipes/!pipe) - Transport — wired-power stub (stations, elevators)
- Belts — toggle only (no attach)
v3.2 — Belt topology (in development)
- Conveyor runs to remote miners
v3.3 — Hypertube topology
- Launcher draw along hyper runs
v3.4 — Rail topology
- Rail bed coupling; train power stays vanilla third rail
Requirements
- Satisfactory 1.2 (≥491125)
- SML ^3.12.0
Multiplayer
Works on client and all dedicated servers (Windows and Linux). Required on remote — all players need the same mod version (^3.0.0).
Server operators: edit Configs/StructuralPower.cfg on the dedicated host, or use console / chat when connected as authority. See Documentation/multiplayer.md and Documentation/chat-commands.md.
Source
GPL-3.0 — github.com/TheHaliax/SatisfactoryMods
Highlights
From source dataGame versions
Built for Satisfactory >=491125.
Footprint
Rated a light load on a server.
Dependencies
Needs 1 other project installed alongside it.
Structural Power 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
- 3.1.3, released 2026-08-14
Run Structural Power 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 catalogTechnology & automation
Machines, power, logistics and automation.
Runs on your server
From source side supportficsit.app lists Structural Power 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 ↗
- ✓AuthorHal, as published on ficsit.app
- ✓LicenseNot published by the sourceFree









