How identify a Mod that causes a crash?

Hello. Since the last update, I'm experiencing crashes after 1-4 minutes of loading a save file. The save file has more than 100 hours, so it's difficult to try to check what is the cause starting from zero. I have tried to start a new game with the exact same mods, but there is no crash (at least 10 minutes). The mode is singleplayer. I have loaded the same save about 6 times, and while it takes different time to crash (some times less than 1 minute, others almost 5 minutes), the crash is always the same.
28 Replies
FICSIT-Fred
FICSIT-Fred3w ago
Automated responses for VenatorOblivium (467678805704572949)
Key Details for SMMDebug-2024-11-06-18-15-34.zip
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 37
Game: WindowsClient CL 377620 from Epic Games
Path: `d:\Games\Epic\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=VenatorOblivium -epicuserid=6d06697ab3e740f696999863240dfffe -epiclocale=es-ES -epicsandboxid=crab
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 37
Game: WindowsClient CL 377620 from Epic Games
Path: `d:\Games\Epic\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=VenatorOblivium -epicuserid=6d06697ab3e740f696999863240dfffe -epiclocale=es-ES -epicsandboxid=crab
nullschematic
(Known error nullschematic) Note to mod developers: the mod FicsitWiremod is attempting to register a null schematic, as of SML3.6 this is no longer a crash but should still be resolved. This could be caused by leaving a null entry in the list, or by referencing content from a mod that is not loaded at runtime.
sjhoward
sjhoward3w ago
It looks like you have a conveyor set up somewhere which has gone a bit wrong. Try loading your save into SCIM, resaving, and going ahead >scim
FICSIT-Fred
FICSIT-Fred3w ago
[SCIM] Satisfactory - Calculator
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
sjhoward
sjhoward3w ago
I can't see anything in your modlist which looks particularly likely to have caused it - did you previously use any mods like Auto Link or Infinite Splines which deal with belts?
VenatorOblivium
VenatorObliviumOP3w ago
No. The only mods I have disabled were: https://ficsit.app/mod/ArgualFluidPressurizer https://ficsit.app/mod/VerticalSplitter https://ficsit.app/mod/PriorityMMerger (changed for https://ficsit.app/mod/PrioMerger) https://ficsit.app/mod/counter (changed for https://ficsit.app/mod/CounterLimiter) Before deleting them, I was sure (almost 100%) that there weren't more buildings of any of these mods.
Pressure Modulator - SMR
Adds a new factory building to compress/decompress fluids, increasing potential effective throughput of pipes and fluid trains.
Vertical Splitters and Mergers - SMR
Adds splitters and mergers with Top/Bottom ports
Simple Priority Merger - SMR
You can prioritize inputs.
Another Counter - SMR
display the number of items passing through it per minute
sjhoward
sjhoward3w ago
Mod buildings disappear when you load the save after uninstalling the mod anyway... but some mods use vanilla buildables in new ways, which seems possible in this case
VenatorOblivium
VenatorObliviumOP3w ago
I have uploaded the savegame to scim, and downloaded again, and the same crash has happened
sjhoward
sjhoward3w ago
Ok, well it might not be a broken belt, it could also be a machine trying to put something on a belt. However, there's definitely not enough invormation in the log to point to any mod in particular beyond that, so the best I can recommend is turning all of the likely candidates off, trying it out, then reintroducing half at a time until you can narrow it down
VenatorOblivium
VenatorObliviumOP3w ago
Ok. I'll start a binary search of the mods...Should I test with all mods, or only with mods that has buildings? And can cause some problems disabling, for example the https://ficsit.app/mod/FicsitFarming, when it has vanilla buildings into mod nodes?
sjhoward
sjhoward3w ago
I don't think that should cause a problem, but we'll see! I'd start by removing the most likely candidates, then removing more if it still crashes
VenatorOblivium
VenatorObliviumOP3w ago
Ok. I'll start, but it'll take some time. Thank you for the help. I'll write the problematic mod (if find) or if the search didn't give any result.
Acxd
Acxd3w ago
Mods that add custom splitters/mergers tend to cause similar issues if such splitters/mergers were being used before disabling the mod. So you have to delete them while in-game and then create a new save
VenatorOblivium
VenatorObliviumOP3w ago
I hadn't any building of the disabled mods (the ones disabled before the testing). It was mods added, that I tried one or 2 buildings to see how they worked, and then, after not being convinced, deleted them and disabled the mods. In any case, I tried to test with all the mods enabled, and the crash was the same
VenatorOblivium
VenatorObliviumOP3w ago
But, while testing disabling the mods, there were some interesting results. Wihtout any mod, the game worked for almost 10 minutes without a crash. While testing only 2 mods (https://ficsit.app/mod/FicsitFarming and https://ficsit.app/mod/RefinedPower), and starting to fill some of the holes with normal mergers instead of priority mergers (from other mod, disabled at that test), get another different crash... I don't know if it can be somehow related.
Ficsit Farming - SMR
Get your Fingers Dirty with the ficsit farming mod!
FICSIT-Fred
FICSIT-Fred3w ago
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it! -# Responding to assertionfaileditemclass triggered by @VenatorOblivium
Inventory Tick Crash Debugger - SMR
PLEASE READ THE MOD DESCRIPTION IN FULL BEFORE USING
sjhoward
sjhoward3w ago
that may actually be the same issue showing up differently
VenatorOblivium
VenatorObliviumOP3w ago
The same initial errors finally found with these mods: - https://ficsit.app/mod/FicsitFarming - https://ficsit.app/mod/RefinedPower - https://ficsit.app/mod/PrioMerger (to avoid having to rebuild the belts) - https://ficsit.app/mod/InventoryTickCrashDebugger (added because the previous crash) I'll try to disable refined power, because I'm almost not using it (only damns)
Ficsit Farming - SMR
Get your Fingers Dirty with the ficsit farming mod!
Refined Power - SMR
A Satisfactory Mod that adds 30+ hand made buildings to produce power!
Priority Controlled Merger - SMR
A merger that lets you control the priorities of input connections.
Inventory Tick Crash Debugger - SMR
PLEASE READ THE MOD DESCRIPTION IN FULL BEFORE USING
FICSIT-Fred
FICSIT-Fred3w ago
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 8
Game: WindowsClient CL 377620 from Epic Games
Path: `d:\Games\Epic\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=VenatorOblivium -epicuserid=6d06697ab3e740f696999863240dfffe -epiclocale=es-ES -epicsandboxid=crab
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 8
Game: WindowsClient CL 377620 from Epic Games
Path: `d:\Games\Epic\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=VenatorOblivium -epicuserid=6d06697ab3e740f696999863240dfffe -epiclocale=es-ES -epicsandboxid=crab
-# Responding to Key Details for SMMDebug-2024-11-06-20-03-57.zip triggered by @VenatorOblivium
VenatorOblivium
VenatorObliviumOP3w ago
Well. I have made more test: With Ficsit Farming and Priority Controlled Merger still crashed. Then, deleted the Priority Controlled Merger, and remade the section with normal mergers. Had the game running for 17 minutes and no crash. Saved and closed. Then, with the reenabled the Priority Controlled Merger and load the last save, and it worked fine (without using them, because I had them replaced when the mod was disabled), and after 7 minutes wihout issues, changed the mergers back to the priority ones, and after 4 minutes, crashed again. So... I suppose that is almost secure to say that the problem is with the Priority Controlled Merger. Note to say that this zone is all with belts of tier 6 (so a lot of objects moving all of them from the Ficsit Farming). In adition, I have re-enabled all mods (except Priority Controlled Merger), remade the connections using default mergers, and after 20 minutes, still no crash.
sjhoward
sjhoward3w ago
>mod priority controlled merger
FICSIT-Fred
FICSIT-Fred3w ago
Fred Mod Search™
Priority Controlled Merger
A merger that lets you control the priorities of input connections. EA: :white_check_mark: EXP: :white_check_mark: Last Updated <t:1729371281:R> Created by ixu
If this isn't the mod you were looking for, try a different spelling.
sjhoward
sjhoward3w ago
@ixu It seems like your mod is causing a crash related to conveyors If it has C++ in it, this might be due to the release of 1.0.0.5, and rebuilding with the new headers on the dev branch will most likely fix it
VenatorOblivium
VenatorObliviumOP3w ago
Don't know if it can help in the problem, but this was the design: The green are normal mergers (and before were priority mergers, with priority from the conveyor lifts)
No description
Rdc74656
Rdc746562w ago
i also have pcm installed, only since starting a new playthrough this morning and i have noticed i am seeing more crashes
Acxd
Acxd2w ago
Please upload your debug info to confirm the issue >debug
FICSIT-Fred
FICSIT-Fred2w ago
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels! If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
Rdc74656
Rdc746562w ago
i'm sorry ive been debugging another issue. the only debug info ive got in relation to this is attached to my own issue of not being able to move after building a bp. i cant remeber if i removed pcm before or after creating the debug file
VenatorOblivium
VenatorObliviumOP2w ago
One thing I just remember. In this game, I didn't experienced any crashes until the day when the version 1.0.0.5 was launched. But, now I remember that just before the update I didn't close the game (it was a crash). I didn't remember it because I stopped playing 2 days until the mods were compatible again. And the thing I was doing before the crash was working on the part of the factory that used for the first time the PCM. So, maybe the issue is not related to the update, but it was there previously. Maybe some issue or incompatibility with the Ficsit Farming Mod (the items that passed through the mergers were only from that mod), or maybe an issue with Tier 6 conveyor belts. I have kept the save file for if needed.
Want results from more Discord servers?
Add your server