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Resource Map Filter

Adds per-kind show/hide toggles to Satisfactory's in-game map.

You can find this mod here.

Screenshot

image

I lazily toggled off all resources except bauxite and coal in the randomized-node server my friends and I are playing on. :)

Description

Vanilla only offers all-or-nothing visibility for whole map categories. This mod injects a hover button into map filter rows — next to the vanilla claimed/unclaimed highlight buttons on resource rows — that toggles visibility of all map icons of that kind:

  • Resources: per resource type (Iron Ore, Coal, ...), covering radar-revealed nodes.
  • Other-category structures: the HUB, Space Elevator, starting pod, portals, and any miscellaneous/modded constructables that register default-type map representations — keyed by actor class, so all icons of one kind of structure toggle together.

Behavior

  • Client-side and per-player; nothing is replicated and joining unmodded servers works (RequiredOnRemote: false).
  • Session-only state (like the vanilla filters): filters reset when you quit the game, but survive save reloads within one session.
  • Handheld resource-scanner pings are exempt — only radar-revealed nodes are filtered.
  • Players, trains, vehicles, crates, stamps, pings, beacons and radar towers are left alone (vanilla already handles those, or hiding them would fight player intent).
  • Compass is never touched.
  • Works with modded resources and modded buildings: filtering is keyed by resource descriptor class / actor class, no hardcoded list.

Implementation notes

Pure C++ (no Blueprint assets):

  • URMFFilterSubsystem (GameInstanceSubsystem) owns the hidden-class set and applies visibility to live UFGMapObjectWidget instances, reading their protected mActorRepresentation/mFilteredVisibility via reflection. Re-applies on representation-manager delegates (nodes added by radar scans, vanilla category filter re-shows) and restores vanilla visibility by replaying the widget's own OnObjectFiltered event.
  • URMFToggleButtonWidget is injected into BPW_MapFilterButton's mCustomButtonsContainer via an SML widget blueprint hook, so it inherits the row's hover-reveal. It self-collapses on non-resource rows.
  • URMFMapApplierWidget is injected into BPW_MapMenu and re-applies the filter whenever the map menu is constructed.
  • URMFDumpCommandlet (-run=RMFDump) is a development helper that dumps the target widget trees and validates the hook wiring against the game archetypes.

About

Satisfactory mod: per-kind show/hide filters for map icons (resource types, HUB, Space Elevator, constructables)

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