Unexpected crash after mod deletion
I made a mod for testing the Modding of Satisfactory. After im ready with all i create a new one (the real one π ) and deleted my test mod from the games mod folder. After i loaded my test savegame i got a crash (see image below).
I just made Static Meshes. Nothing special.
I hope this is helpfull because the docs says that every object from a mod which is not there anymore will be automatically removed from the savegame/world.
16 Replies
>debug
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
OK then i post the debug log here too π
-# Responding to
Key Details for SMMDebug-2024-11-10-14-46-41.zip
triggered by @StolleJay | Daniel
I honestly don't understand why the last thing is a "level"
>verify
See this page for information on how to verify your game files, resolving problems caused by missing or corrupted files:
https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_do_i_verify_my_game_files
I dont know. If i move the deleted mod folder back from the trash bin into the mod folder i can load the savegame.
I think that the lightweight subsystem try to load this class that saved in the subsystem and crash because it doesnβt exists anymore.
So what can i do?
@Rex [they/them]
This should definitelly be investigated!
My real savegame where i never build this mod object cant also not loaded anymore if i remove the mod folder...
Edit: After i disabled Mods in the SMM and removed all Mods from the Folder i can again load my real savegame (with the "savegame modded" message).
The mod test savegame where i build the modded object will still not load.
Are you able to cause this situation to happen again with another test mod, or is this a one-off?
We don't control how the abstract instance system works, assuming that's the cause of this
Yes. It also happens with another test Mod.
I don't think @D4rk 's buildings use the system yet, but he may have some insight on why this is happening
for ease of access, here is the end of the logs:
I have never seen that error before. I have no idea what could cause that. π€·ββοΈ
However, this path is sus AF
/CurvedRailing/FactoryGame/Buildable/Building/Walkway/Build_Curved_Railing_01.Build_Curved_Railing_01_C
That's a mod
But yes, I'm not sure why it'd use such long paths