Rejected
standard database values for the alternate "Caterium Circuit Board"
The standard database values for the alternate "Caterium Circuit Board" recipe are completely broken.The tool calculates with 120 Caterium wire and 28 plastic, which causes massive overproduction chains when building backwards.In the actual game, the correct quantities per minute (at 100% clock speed) should be 37.5 Quickwire/Wire and 12.5 Plastic to produce 8.75 Circuit Boards. Please fix the base recipe ratio constants for this node.

Robin 14 days ago
Rejected
standard database values for the alternate "Caterium Circuit Board"
The standard database values for the alternate "Caterium Circuit Board" recipe are completely broken.The tool calculates with 120 Caterium wire and 28 plastic, which causes massive overproduction chains when building backwards.In the actual game, the correct quantities per minute (at 100% clock speed) should be 37.5 Quickwire/Wire and 12.5 Plastic to produce 8.75 Circuit Boards. Please fix the base recipe ratio constants for this node.

Robin 14 days ago
Github signin not working
When you click to sign in using github you get Be careful! The redirect_uri is not associated with this application. The application might be misconfigured or could be trying to redirect you to a website you weren't expecting.

magic280z about 1 month ago
Github signin not working
When you click to sign in using github you get Be careful! The redirect_uri is not associated with this application. The application might be misconfigured or could be trying to redirect you to a website you weren't expecting.

magic280z about 1 month ago
Fluid rounding incorrect
Alternate title - the evils of units that are not what they seem… Game setting - Recipe Parts Multiplier 0.5 Refinery with HOR alt recipe: In game, the 30 input oil become 15. The modeler displays 20. The cause seems to be that the config files for modeler handle fluids with an implicit multiplier of 1000. The game also handles fluid quantities as multiples of 1000 - but divides by 100 for UI display. So, naturally, the config files say the input is “-3” meaning -3,000 oil. That’s OK so far. The issue relates to the fact that the game calculates the ½ price recipe parts as 3×1000×0.5 yielding a display of 15 (but handled internally as 1500). The problem is that the modeler seems to be doing (3×0.5)*1000 with rounding on the first sub-calculation.

Arcane Tourist about 1 month ago
Fluid rounding incorrect
Alternate title - the evils of units that are not what they seem… Game setting - Recipe Parts Multiplier 0.5 Refinery with HOR alt recipe: In game, the 30 input oil become 15. The modeler displays 20. The cause seems to be that the config files for modeler handle fluids with an implicit multiplier of 1000. The game also handles fluid quantities as multiples of 1000 - but divides by 100 for UI display. So, naturally, the config files say the input is “-3” meaning -3,000 oil. That’s OK so far. The issue relates to the fact that the game calculates the ½ price recipe parts as 3×1000×0.5 yielding a display of 15 (but handled internally as 1500). The problem is that the modeler seems to be doing (3×0.5)*1000 with rounding on the first sub-calculation.

Arcane Tourist about 1 month ago
Failed to launch JVM
It’s even doesn't launch. Windows 11, OpenJDK Runtime Environment (build 25.0.3+11-LTS) OpenJDK 64-Bit Server VM (build 25.0.3+11-LTS, mixed mode, sharing) error: satisfactory_modeler.exe Failed to launch JVM

Alex Marvin about 1 month ago
Failed to launch JVM
It’s even doesn't launch. Windows 11, OpenJDK Runtime Environment (build 25.0.3+11-LTS) OpenJDK 64-Bit Server VM (build 25.0.3+11-LTS, mixed mode, sharing) error: satisfactory_modeler.exe Failed to launch JVM

Alex Marvin about 1 month ago
Miners not producing expected output
All of the miners are producing ½ the output they should. In-game, an MK2 miner on a normal node produces 120/m, but in the modeler, it only produces 60/m

Ice_39 about 2 months ago
Miners not producing expected output
All of the miners are producing ½ the output they should. In-game, an MK2 miner on a normal node produces 120/m, but in the modeler, it only produces 60/m

Ice_39 about 2 months ago
Rejected
Miners not producing expected output
All of the miners are producing ½ of the actual output in-game. For example, an MK2 miner on a normal node is supposed to produce 120/m, but in the software, it only produces 60/m

Ice_39 about 2 months ago
Rejected
Miners not producing expected output
All of the miners are producing ½ of the actual output in-game. For example, an MK2 miner on a normal node is supposed to produce 120/m, but in the software, it only produces 60/m

Ice_39 about 2 months ago
Rejected
25% Recipes in Blender not Rounding Up
Solid items shouldn’t ever become fractional; the game always rounds up, and guarantees a minimum of 1 input.

Michael Paddock 2 months ago
Rejected
25% Recipes in Blender not Rounding Up
Solid items shouldn’t ever become fractional; the game always rounds up, and guarantees a minimum of 1 input.

Michael Paddock 2 months ago
Electrode circuit board incorrect output number
Connecting petroleum refinery to circuit board assembler cause output count updated to 0. Alt. recipe: Electrode circuit board Before connect: After connect:

Luxuria GK 2 months ago
Electrode circuit board incorrect output number
Connecting petroleum refinery to circuit board assembler cause output count updated to 0. Alt. recipe: Electrode circuit board Before connect: After connect:

Luxuria GK 2 months ago
Blueprint Belt Bug
When I saved my blueprint and placed it, my belts were turned and glitched into my spliters and Constructers. Here, the belt flipped completely around and was inside the constructor. It is in the experementel Version.(1.2.2.2)

Xander vandeput 2 months ago
Blueprint Belt Bug
When I saved my blueprint and placed it, my belts were turned and glitched into my spliters and Constructers. Here, the belt flipped completely around and was inside the constructor. It is in the experementel Version.(1.2.2.2)

Xander vandeput 2 months ago
UI is blurry on MacOS after 1.8.1
Hi, I usually download the small version from https://satisfactorymodeler.itch.io/satisfactorymodeler and run it with “ java -jar modeler.jar”. After 1.8.1, the UI is blurry. I tried many parameter iterations provided by Gemini, but nothing improves the situation; the UI remains blurry. I’m running the app on a MacBook Air M1.

krbi 3 months ago
UI is blurry on MacOS after 1.8.1
Hi, I usually download the small version from https://satisfactorymodeler.itch.io/satisfactorymodeler and run it with “ java -jar modeler.jar”. After 1.8.1, the UI is blurry. I tried many parameter iterations provided by Gemini, but nothing improves the situation; the UI remains blurry. I’m running the app on a MacBook Air M1.

krbi 3 months ago
Rejected
Incorrect Calculations using Priority Splitter and Storage Containers
Version: 1.11.1 When I use a priority splitter and connect the slave output to a storage container, all parts are redirected into the storage container and the master output contains 0 parts. This breaks every calculation. In the previous version, this still worked as expected and only the overflow was routed into the storage container.

Matthias Hein 3 months ago
Rejected
Incorrect Calculations using Priority Splitter and Storage Containers
Version: 1.11.1 When I use a priority splitter and connect the slave output to a storage container, all parts are redirected into the storage container and the master output contains 0 parts. This breaks every calculation. In the previous version, this still worked as expected and only the overflow was routed into the storage container.

Matthias Hein 3 months ago
Completed
Assembler doesn't caclulate changed recipe part cost multiplier
I’ve seen that only the assembler doesn’t change any calculations when changing the new recipe cost part multiplier as it does in the game. 2 screenshots of it not changing (the same values of the assembler are the same even though i changed settings from 1 to 1.5) Maybe I have done something wrong, I don’t know, but I attach everything that’s wanted: save file: settings.js I think it should be version 1.11.0

Kairit00 3 months ago
Completed
Assembler doesn't caclulate changed recipe part cost multiplier
I’ve seen that only the assembler doesn’t change any calculations when changing the new recipe cost part multiplier as it does in the game. 2 screenshots of it not changing (the same values of the assembler are the same even though i changed settings from 1 to 1.5) Maybe I have done something wrong, I don’t know, but I attach everything that’s wanted: save file: settings.js I think it should be version 1.11.0

Kairit00 3 months ago
Completed
Loading an existing file with the "Translations & Number Localization" update resets all miners/extractors purity to "Normal" and level to "Mk. 1"
Exactly what it says on the tin. I updated the app today, and upon loading my saved layout, all miners were reset to “Normal” purity and “Mk. 1” level. I plan miners with “Parts Per Minute” turned off, so this breaks essentially my entire factory plan. I have attached my backup save from before the update (2026-04-22), as well as the backup generated by loading the file on the updated version (2026-04-24). It appears that the updated version is discarding the “Capacity” and “Machine” properties for all miners and extractors.

Aaron Loessberg-Zahl 4 months ago
Completed
Loading an existing file with the "Translations & Number Localization" update resets all miners/extractors purity to "Normal" and level to "Mk. 1"
Exactly what it says on the tin. I updated the app today, and upon loading my saved layout, all miners were reset to “Normal” purity and “Mk. 1” level. I plan miners with “Parts Per Minute” turned off, so this breaks essentially my entire factory plan. I have attached my backup save from before the update (2026-04-22), as well as the backup generated by loading the file on the updated version (2026-04-24). It appears that the updated version is discarding the “Capacity” and “Machine” properties for all miners and extractors.

Aaron Loessberg-Zahl 4 months ago
Modeler is preventing Windows sleep
Satisfactory Modeler is preventing Windows or my monitors from going to sleep when it is running. I am not a software person but I did some digging and see if this can help. Both of my desktop and laptop experiences the same issue, running on Windows 11 and Java 1.8.0_471. I have tried running `powercfg /requests’ but nothing shows up. In Process Explorer, some threads are continuous running but I am not sure if this is causing the issue.

feth 4 months ago
Modeler is preventing Windows sleep
Satisfactory Modeler is preventing Windows or my monitors from going to sleep when it is running. I am not a software person but I did some digging and see if this can help. Both of my desktop and laptop experiences the same issue, running on Windows 11 and Java 1.8.0_471. I have tried running `powercfg /requests’ but nothing shows up. In Process Explorer, some threads are continuous running but I am not sure if this is causing the issue.

feth 4 months ago
Rejected
Caterium ore output is wrong.
Caterium ore output on miners is only ½ of the correct production. Checked in game and wiki. Correct values should be: Miner Mk.1 Miner Mk.2 Miner Mk.3 Impure 30 60 120 Normal 60 120 240 Pure 120 240 480

Riku Rauhala 4 months ago
Rejected
Caterium ore output is wrong.
Caterium ore output on miners is only ½ of the correct production. Checked in game and wiki. Correct values should be: Miner Mk.1 Miner Mk.2 Miner Mk.3 Impure 30 60 120 Normal 60 120 240 Pure 120 240 480

Riku Rauhala 4 months ago
Rejected
alt Quickwire Stator is wrong numbers
in app steel pipe’s are 16 wire is 60 and stators’s are 8 in game they are set to steel pipe’s 15 wire 40 and stator’s 5

jtgovey501 5 months ago
Rejected
alt Quickwire Stator is wrong numbers
in app steel pipe’s are 16 wire is 60 and stators’s are 8 in game they are set to steel pipe’s 15 wire 40 and stator’s 5

jtgovey501 5 months ago
No input accepted (swaywm, Arch Linux)
I understand if my setup is too niche to support, but the application isn’t working for me on Arch Linux using SwayWM. When I launch the app, I see the quick start guide and a blank window. No input seems to change anything; the quick start window can’t be dismissed and the main/blank window doesn’t seem to accept any input. I tried disabling tiling for this app in case tiling was causing a UI element to be obscured, but that didn’t seem to help. Am I missing something obvious? Tried both the Steam version and manual installation from itch.io; same behavior on both. System info: $ inxi -CGMm Machine: Type: Desktop Mobo: ASRock model: B650M Pro RS serial: Firmware: UEFI vendor: American Megatrends LLC. v: 3.10 date: 10/24/2024 Memory: System RAM: total: 64 GiB available: 60.41 GiB used: 12.33 GiB (20.4%) Array-1: capacity: 128 GiB slots: 4 modules: 2 EC: None Device-1: Channel-A DIMM 0 type: no module installed Device-2: Channel-A DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s Device-3: Channel-B DIMM 0 type: no module installed Device-4: Channel-B DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s CPU: Info: 8-core model: AMD Ryzen 7 9800X3D bits: 64 type: MT MCP cache: L2: 8 MiB Speed (MHz): avg: 2985 min/max: 603/5272 cores: 1: 2985 2: 2985 3: 2985 4: 2985 5: 2985 6: 2985 7: 2985 8: 2985 9: 2985 10: 2985 11: 2985 12: 2985 13: 2985 14: 2985 15: 2985 16: 2985 Graphics: Device-1: Advanced Micro Devices [AMD/ATI] Navi 22 [Radeon RX 6700/6700 XT/6750 XT / 6800M/6850M XT] driver: amdgpu v: kernel Device-2: Advanced Micro Devices [AMD/ATI] Granite Ridge [Radeon Graphics] driver: amdgpu v: kernel Device-3: Tobii AB EyeChip driver: N/A type: USB Device-4: Logitech HD Pro Webcam C920 driver: snd-usb-audio,uvcvideo type: USB Display: wayland server: Xwayland v: 24.1.9 compositor: Sway v: 1.11 driver: gpu: amdgpu resolution: 3440x1440~144Hz API: EGL v: 1.5 drivers: kms_swrast,radeonsi,swrast platforms: gbm,wayland,x11,surfaceless,device API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: 26.0.2-arch1.1 renderer: AMD Radeon RX 6700 XT (radeonsi navi22 ACO DRM 3.64 6.19.6-arch1-1) Info: Tools: api: eglinfo,glxinfo wl: swaymsg x11: xprop,xrandr

Anna 5 months ago
No input accepted (swaywm, Arch Linux)
I understand if my setup is too niche to support, but the application isn’t working for me on Arch Linux using SwayWM. When I launch the app, I see the quick start guide and a blank window. No input seems to change anything; the quick start window can’t be dismissed and the main/blank window doesn’t seem to accept any input. I tried disabling tiling for this app in case tiling was causing a UI element to be obscured, but that didn’t seem to help. Am I missing something obvious? Tried both the Steam version and manual installation from itch.io; same behavior on both. System info: $ inxi -CGMm Machine: Type: Desktop Mobo: ASRock model: B650M Pro RS serial: Firmware: UEFI vendor: American Megatrends LLC. v: 3.10 date: 10/24/2024 Memory: System RAM: total: 64 GiB available: 60.41 GiB used: 12.33 GiB (20.4%) Array-1: capacity: 128 GiB slots: 4 modules: 2 EC: None Device-1: Channel-A DIMM 0 type: no module installed Device-2: Channel-A DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s Device-3: Channel-B DIMM 0 type: no module installed Device-4: Channel-B DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s CPU: Info: 8-core model: AMD Ryzen 7 9800X3D bits: 64 type: MT MCP cache: L2: 8 MiB Speed (MHz): avg: 2985 min/max: 603/5272 cores: 1: 2985 2: 2985 3: 2985 4: 2985 5: 2985 6: 2985 7: 2985 8: 2985 9: 2985 10: 2985 11: 2985 12: 2985 13: 2985 14: 2985 15: 2985 16: 2985 Graphics: Device-1: Advanced Micro Devices [AMD/ATI] Navi 22 [Radeon RX 6700/6700 XT/6750 XT / 6800M/6850M XT] driver: amdgpu v: kernel Device-2: Advanced Micro Devices [AMD/ATI] Granite Ridge [Radeon Graphics] driver: amdgpu v: kernel Device-3: Tobii AB EyeChip driver: N/A type: USB Device-4: Logitech HD Pro Webcam C920 driver: snd-usb-audio,uvcvideo type: USB Display: wayland server: Xwayland v: 24.1.9 compositor: Sway v: 1.11 driver: gpu: amdgpu resolution: 3440x1440~144Hz API: EGL v: 1.5 drivers: kms_swrast,radeonsi,swrast platforms: gbm,wayland,x11,surfaceless,device API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: 26.0.2-arch1.1 renderer: AMD Radeon RX 6700 XT (radeonsi navi22 ACO DRM 3.64 6.19.6-arch1-1) Info: Tools: api: eglinfo,glxinfo wl: swaymsg x11: xprop,xrandr

Anna 5 months ago
Rejected
Application fails to start on Linux — ClassNotFoundException: satisfactory.modeler.gui.Modeler
The Linux x64 distribution fails to launch with a ClassNotFoundException. The bundled JAR (lib/app/satisfactory_modeler.jar) appears to be incomplete — it only contains satisfactory.modeler.SatisfactoryModeler.class but is missing the satisfactory.modeler.gui.Modeler class referenced at startup. Steps to reproduce: Download the Linux x64 package (from itch.io) Run./satisfactory_modeler.sh Error output: Exception in thread "main" java.lang.NoClassDefFoundError: satisfactory/modeler/gui/Modeler at satisfactory.modeler.SatisfactoryModeler.main(SatisfactoryModeler.java:9) Caused by: java.lang.ClassNotFoundException: satisfactory.modeler.gui.Modeler at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(Unknown Source) at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(Unknown Source) at java.base/java.lang.ClassLoader.loadClass(Unknown Source) ... 1 more Environment: OS: Fedora 43 (Linux 6.18.9) Arch: x86_64 Package: linux-x64.zip distribution Notes: The native launcher and bundled JRE work correctly. The issue is that satisfactory_modeler.jar seems to be packaged without the GUI classes. Only SatisfactoryModeler.class is present in the JAR.

wikimaster 6 months ago
Rejected
Application fails to start on Linux — ClassNotFoundException: satisfactory.modeler.gui.Modeler
The Linux x64 distribution fails to launch with a ClassNotFoundException. The bundled JAR (lib/app/satisfactory_modeler.jar) appears to be incomplete — it only contains satisfactory.modeler.SatisfactoryModeler.class but is missing the satisfactory.modeler.gui.Modeler class referenced at startup. Steps to reproduce: Download the Linux x64 package (from itch.io) Run./satisfactory_modeler.sh Error output: Exception in thread "main" java.lang.NoClassDefFoundError: satisfactory/modeler/gui/Modeler at satisfactory.modeler.SatisfactoryModeler.main(SatisfactoryModeler.java:9) Caused by: java.lang.ClassNotFoundException: satisfactory.modeler.gui.Modeler at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(Unknown Source) at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(Unknown Source) at java.base/java.lang.ClassLoader.loadClass(Unknown Source) ... 1 more Environment: OS: Fedora 43 (Linux 6.18.9) Arch: x86_64 Package: linux-x64.zip distribution Notes: The native launcher and bundled JRE work correctly. The issue is that satisfactory_modeler.jar seems to be packaged without the GUI classes. Only SatisfactoryModeler.class is present in the JAR.

wikimaster 6 months ago