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Saving and sharing

Save your work, recover backups, share models, and export files.

New models start locally, even when you are signed in. Use Save in the toolbar to keep your work.

  • Autosave is on by default, with a five-minute cooldown from the first unsaved edit.
  • Further edits do not restart the countdown, so continuous editing still gets saved.
  • Change Autosave cooldown in minutes and the backup limit in Settings, then Saves and recovery. The minimum cooldown is one minute.
  • Manual saves work immediately. After a save, any remaining changes wait for a fresh cooldown. Unchanged models do not trigger automatic writes or notifications.
  • A toast confirms each completed model save and says whether it was saved locally or to the cloud. Desktop saves waiting for cloud sync are reported as local saves.

Autosave pauses during loading, game-data switches, and other model operations. It does not save read-only models or retry unresolved cloud conflicts. Other failed saves remain retryable after a full cooldown. Leaving the workspace cancels a pending autosave; save first if you want to keep unsaved changes.

Browser models and backups stay in that browser’s site storage. Clearing site data can remove them and your imported game-data profiles. Keep important exports outside the browser.

Desktop models are .ksfmd files. Find their folder under Settings, then Desktop data. Recovery backups stay in app storage, not the model folder. Before using Reload data after external file edits, save or discard open model changes. That action reloads the page and discards unsaved settings.

In desktop builds with updates enabled, Check for updates appears beside the version on the overview and while a plan is open. Checks also run at startup and every minute. Download-channel builds detect newer builds even when the release number stays the same. The build number identifies each build and retry.

When an update is available, a dialog lets you inspect the changes and install it. Inside a plan, choose Save and install. The app saves through the usual local or cloud save flow, then closes the plan and installs the update. If saving fails or changes remain unsaved, the plan stays open and installation does not start. The app restarts after installation. Queued desktop cloud sync still means that the plan is saved locally, not necessarily uploaded yet.

Closing the dialog hides that build for the current session. Skipping it hides that specific release or build across restarts. A newer build can still notify you, and the button beside the version lets you reopen an available update. Older desktop installations without an updater need one manual installation of an update-enabled build from the download page.

To save to your account, sign in and enable the cloud button in the model header. Later saves update the cloud model; the button cannot make it local-only again. The cloud button stays visible on editable models. When unavailable, its tooltip explains whether you need to sign in on the current site or are using imported browser game data. Localhost follows the same rules as the published site.

Leaving with unsaved changes offers three choices:

  • Save and close saves first, then leaves.
  • Keep editing cancels leaving without saving.
  • Leave anyway drops unsaved changes without creating a recovery copy.

If saving fails or changes remain unsaved, the model stays open. Desktop window closing uses the same choices, and so does opening another model from the switcher or the recent list. Browser tab closing or reloading uses the browser’s own warning, with no save action. Cancel that warning and save in the Modeler before closing.

To stop being asked, set Leaving with unsaved changes in Settings. Save automatically saves first and leaves once the save has finished, and Discard changes leaves without saving. If an automatic save fails, the dialog opens after all with the error, and the model stays open.

A blueprint is always kept on the device where you saved it, in the browser’s site storage or in the desktop app, and there is no limit to how many you keep there. While you are signed in, the catalog also mirrors them to your account, so the same blueprints are waiting on your other devices: a blueprint saved or renamed on one device appears on the next, and one deleted there disappears here. When both sides changed, the newer one wins.

The account holds 50 blueprints for a free account and 2,000 for Patreon supporters. Once it is full the catalog says so and new blueprints stay on the device until you delete some; nothing is lost, and the next sync writes what waited as soon as there is room. The line above the catalog shows how many are in your account and how many are on this device only, and each card carries a cloud or a laptop icon.

Turn Sync blueprints with your account off under Settings, then Saves and recovery, to keep blueprints on this device only. The switch is global, not per model.

A browser Save conflict compares the base, local, and cloud versions.

  • Keep local copy saves your work as a separate private local model.
  • Use cloud version replaces your open work with the remote model.

Browser cloud saves write a recovery draft before uploading. If upload fails, check Messages and retry when connected. A recovery draft is not a cloud save or a queued desktop-style upload.

Desktop saves locally first and can queue cloud updates while offline. Saved locally does not mean Synced to cloud. Resolve pending sync, sign-in, error, or conflict states before relying on another device. Desktop sync snapshots the remote version as Desktop auto-sync, then uploads the local model. Only the three newest of these are kept, so they never use up the model’s snapshot limit. This can replace edits from another session, so avoid editing on several devices at once. A failed snapshot or upload leaves sync pending or in an error/conflict state; a model whose snapshot limit is reached by your own snapshots says so, delete some to sync again. Cloud storage accepts valid models whose older or local game-data version is unavailable on the server. Saving preserves that binding. Keep the matching .kdata pack for another device; cloud saving does not upload the pack or make its recipes available to server calculations.

When Recover local draft appears, compare the draft with the open model. Choose Restore draft, inspect the result, then save. Discard draft removes the recovery draft and reloads the cloud version. Recovery cannot restore changes that were never saved.

Open Snapshots with the camera button in the model header.

  • Local backups are created on draft saves.
  • Maximum backups defaults to 100 per model; older entries are pruned.
  • Set it to zero to stop retaining backups.
  • Restore a backup under Recover local draft, then inspect and save the replaced graph.
  1. For a cloud snapshot, sign in as the model’s owner and finish its cloud save.
  2. Enter a name and choose Create snapshot.
  3. To restore, choose the snapshot’s restore action and confirm.

Cloud snapshot actions need a connection; queued desktop saves are not enough. Restoration also needs the snapshot’s game data. Restoring writes a new revision, but does not automatically snapshot the state it replaces. Create a snapshot or export first if you may want that state back. Deleting a named snapshot is permanent.

  1. Sign in and open a model you own.
  2. Open Share model and enable Publish a viewing link.
  3. Wait for the cloud save and publication, then choose Copy link.

Publishing a local model requests cloud saving too. Anyone can view a public model without an account; only its owner can edit it. The link is not a frozen snapshot: later cloud saves can change what readers see. Turn off publication to make it private again. Copies already made by other people remain independent.

Public models also appear in the Public Models tab of the home page, with search and tag filters. Inside a shared model, use Edit a copy instead of changing the original. Signed-out users and users of browser-imported packs get a local copy. Check mod notices and game-data warnings before trusting the results. A viewing link does not install the required mods or pack.

Game-data imports and profiles are available only in the desktop app. The browser uses managed SF+ data and links to the desktop download.

The desktop app starts with one SF+ profile. While that profile is unchanged, it uses current SF+ data from the web when you are online and the copy bundled with the app when you are offline.

The model overview opens with your game data collection. Choose Ready to plan on Satisfactory+ to start with the included data, or Import .kdata on Vanilla or Your modpack to choose a file made by KModelerExporter in your game. Those two cards are import shortcuts; they do not include another game’s recipes.

To generate your game data, install KModelerExporter with the mods you want to use, then load a save. Open the in-game chat and run /modeler-generate. The export is saved as FactoryGame/KMods/ModelerExport/ProductionModeler.kdata inside your Satisfactory installation folder. Import that file in the desktop app. Run the command again and import a new export after changing your modpack.

The import shows the selected file and the number of items, buildings and recipes after checking it. Give the profile a name and create it. Your previous profiles and saved models stay in place. The imported profile appears in the collection and becomes active. You can also drag a .kdata file onto the overview or editor. Unsaved editor changes must be handled before activating new game data.

You can keep separate, switchable profiles for Vanilla and each modpack in the desktop app. The new-model page shows the active game data and lets you change it before creating a model. Keep the .kdata file as a backup. Desktop profiles also retain their exported images. Imported profiles are not replaced with web data.

To replace a profile, expand Replace an existing profile instead in the import preview, check the named target and confirm. This also lets you override SF+ locally. Reset that profile in Settings to return to managed SF+ data. Advanced desktop storage, profile renaming, deletion, export and refresh remain in Desktop data.

The home page has three tabs on one slider: Datapacks holds the game data collection, Your Models your library, and Public Models what the community shared. Each tab has its own address, such as /production-modeler/public, so a link or the header’s Browse entry opens the right one, and the plain home address reopens the tab you used last. Choose Import file in the library header for a portable model file.

The Model library works like a file manager. It lists every model in one place, whether it is saved on this device, in the cloud, or both, and the Stored column says where each one lives. The sidebar on the left browses your folders, the list of the open folder sits in the middle, and the details of whatever you selected are on the right. The header above the list holds everything that changes what you see: the address bar, the search by name, the storage switch, the sort order, the view switch and the tag chips, next to New model, Import file and New folder. A search looks through every folder below the open one. Local models remain usable while cloud models load. A cloud error offers a retry and does not replace your local models with an empty screen.

The sidebar works like the one of a file browser. Its top row, Model library, counts all your models and opens the top level, where the list shows your folders first and then the models that are in no folder. The sidebar shows only folders: each one lists its subfolders, and a click opens it in the list.

Click a row to select it and double-click it, or press Enter, to open the model or enter the folder. Backspace goes up one level, F2 renames the selected folder and Delete deletes the selection after a confirmation. The address bar above the list shows where you are, and each of its folders is a drop target. When you give a selected model another folder in its details, the list follows it there and keeps it selected.

The list opens in the details view. The view switch changes it to tiles, which also show what each model produces and needs, its node count, when it last changed, and where it is stored. Your choice is saved. Folders always come before models, and in the tiles they get their own band above them.

The details pane reads the model without calculating it. It shows what the model produces and needs, its interface of model inputs and outputs with the rates you set on them, the buildings it uses, how many nodes, connections, recipes, existing factories and sub-models it has, its folder and tags, its revision, when it was created and changed, and whether it uses your current game data. The details of a cloud model appear once it has been read after you select it. A selected folder shows how many models it holds directly and in total, its subfolders, and what the models inside it produce.

The Public Models tab uses the same list and details pane. Select a model to see what it makes and its interface, then open it, copy it to your models, or copy its link. Open a shared model below the list opens a link or ID you received.

Create a folder with the folder button in the sidebar header, using / for a subfolder, or with New folder here in the library toolbar, which names the new folder right in the list. Drag a model from the list or the sidebar onto a folder in the sidebar, the list or the address bar to file it. Drop it on Model library, in the sidebar or at the start of the address bar, to take it back to the top level. Folders drag the same way and take everything inside them along, but never into themselves. On a phone, open a row’s More actions menu and choose Move to folder. Folders and tags of a cloud model are stored with your account; those of a model that is only on this device stay on this device and travel with its first cloud save. Right-click a folder to open it, add a subfolder, rename it, move it, or delete it. Deleting a folder moves its models up one level.

Deleting a model that is saved on this device and in the cloud removes both copies after one confirmation. The More actions menu also offers Remove local copy and Delete cloud copy when you want to keep the other side.

Edit a model’s name, icon, colour, tags, and folder from the library or the workspace toolbar. Select the model and choose Edit model details in its details pane or its More actions menu, or use the toolbar’s model details button when a model is open in the workspace. The dialog sets everything at once. The name is required. Choose an Iconify icon or a game image from the selected game data, and a colour from the presets or a custom value. Both icon formats can be saved locally or to the cloud. Tags help you find models, and the folder decides where the model appears in the library. The icon and colour show in the library and on the workspace toolbar button, so each model is recognisable at a glance. Save confirms with a toast; the cloud copy of a model saved to your account is updated in the same step.

  1. Open Import and export, then choose Export .ksfmd model.
  2. Keep the browser download, or choose a destination in the desktop save dialog.

.ksfmd contains the graph and model settings, including native Modeler details. Older external readers may not preserve those details; check export Messages. Exports exclude game data, images, recovery backups, undo history, and solver results. Keep the matching .kdata file separately.

Imports accept .ksfmd, .sfpmd, and .sfmd, with a preview and a 5 MiB limit. Follow Importing for files, savegames, and Planner results.

Choose Import Planner data on the model overview to bring over your local plan and saved cloud plans. Cloud imports load each complete plan, including its nodes and connections. Parallel flows carrying the same material between the same ports become one connection with their combined rate. The original Planner data stays unchanged.

If an earlier import created an empty cloud model, run Import Planner data again. The complete plan becomes a new model without overwriting the empty copy or any edits you made to it. Successfully imported revisions are skipped on later runs. If the original plan has no nodes, open it in the Planner, calculate and save it, then retry. An empty or unreadable source is reported as a failed import instead of being saved as an empty model.

Models record their game-data version, not a copy of the pack. Open Game data in the header to switch or reload an installed pack on browser or desktop. The graph, unsaved edits, and undo/redo history stay intact. The model’s data binding is stored on the next save, including autosave. Switching data does not automatically migrate recipes or rewire connections.

If bound data is missing, Using selected game data marks the fallback. Nodes and connections stay; missing references appear in Messages. Results may differ, and the saved model stays unchanged until you save. If neither saved nor selected data loads, editing and calculating are blocked. For pack setup, switching, and migration details, see Game data.