Repeat crash happening a few minutes into save.

Hello, I'm guessing a mod got updated or broken and I need to make a change, but am not quite sure what the best route of chasing down the culprit. Any help would be appreciated. Here's mods currently installed, attached was the debug info. Thanks in advance, "AB_FluidExtras": "1.0.8", "Additional_300_Inventory_Slots": "6.2.1", "AlternateRecipes": "1.1.4", "AutoSolidBioFuel": "1.0.4", "AutoSort": "3.1.0", "BetterGeothermal": "1.0.3", "Better_Recipes_x10": "1.2.6", "CompactMachines": "1.5.10", "EquipmentMk2": "1.0.6", "FasterManualCraftingRedux": "2.3.2", "HalfVolumeFluids": "2.0.10", "HeavyFluids": "1.3.4", "InfiniteZoop": "1.8.16", "MagicSplitter": "2.0.19", "MapFunctionLibrary": "1.0.2", "MarcioCommonLibs": "1.3.5", "MassUpgrade": "1.2.7", "MinerMk5": "1.6.0", "NoPowerLineManagement": "1.0.9", "SML": "3.8.0", "TeleJump": "1.0.9", "UpgradeableMachines": "1.0.8", "minerplus": "4.0.4", "teleportitem": "2.1.6"
35 Replies
sjhoward
sjhoward2w ago
That's not the debug zip I asked for! >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
FICSIT-Fred
FICSIT-Fred2w ago
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 24
Game: WindowsClient CL 378208 from steam
Path: `a:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 24
Game: WindowsClient CL 378208 from steam
Path: `a:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
-# Responding to Key Details for SMMDebug-2024-11-11-16-59-22.zip triggered by @Darth_Kirrem
Darth_Kirrem
Darth_KirremOP2w ago
Apologies, wrong folder.
sjhoward
sjhoward2w ago
not sure if this is related or not - have you somehow ended up with two space elevators?!
Darth_Kirrem
Darth_KirremOP2w ago
@sjhoward not that I'm aware of, like I'm 98.648% sure. @sjhoward I'm also not entirely beyond abandoning that save. I did just finish a fairly big project, which would make me a little sad, but it wouldn't be the end of the world.
sjhoward
sjhoward2w ago
I think it most likely is something funky in the save have you tried loading it with mods off? (obviously be careful not to overwrite your existing saves, as modded content will disappear)
Darth_Kirrem
Darth_KirremOP2w ago
. . . I can, I guess 😂
sjhoward
sjhoward2w ago
it just helps narrow things down
Darth_Kirrem
Darth_KirremOP2w ago
Yeah, of course, I'll give it a try quick
sjhoward
sjhoward2w ago
👍
Darth_Kirrem
Darth_KirremOP2w ago
I'm aware this probably sounds like a very silly question, but will just the "Mods Off" button in SMM do it?
sjhoward
sjhoward2w ago
yeah
Darth_Kirrem
Darth_KirremOP2w ago
So, it did seem to run fine, but I'm nervous about it trying to overwrite saves and didn't run it very long. I guess it would just create a new save, so it isn't necessarily an issue
sjhoward
sjhoward2w ago
yeah it'll overwrite autosaves but not hard saves (unless you specifically tell it to) Still, if it doesn't happen with mods off it's either * A problem in your save with a modded buildable * A problem with a running mod you're using * A problem with two running mods interacting badly
Darth_Kirrem
Darth_KirremOP2w ago
Well, as I've bolted on quite a few mods to this one . . . all of those seem very plausible. I might give that save a break for now.
sjhoward
sjhoward2w ago
24 isn't that many, we quite often see saves with over 100! >debugmods would probably be easiest
FICSIT-Fred
FICSIT-Fred2w ago
Follow this flowchart to troubleshoot issues caused by mods (crashes, unexpected behavior, etc.). More information can be found on the docs: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_can_i_troubleshoot_crash_issues
sjhoward
sjhoward2w ago
the crash is with animation, so I'd put any mods with animated buildings or parts in the first batch you disable
Darth_Kirrem
Darth_KirremOP2w ago
That's true, I guess SMM is honestly so much more refined than most other games I've played with mods, it seems fairly safe to keep putting on more.
sjhoward
sjhoward2w ago
relatively - conflicts are reasonably rare, the worst you'll generally get is performance issues and disconnection issues in MP
Darth_Kirrem
Darth_KirremOP2w ago
I'm well aware you might not be able to answer, could it be because the game engine is trying to process too much at once? As in, I think I have some like x100 buildings that have Somersloops and overclocking
sjhoward
sjhoward2w ago
UFGVertexAnimatedMeshComponent::UpdateEffectTimeline() yes that's plausible
Darth_Kirrem
Darth_KirremOP2w ago
I do remember once upon a time seeing people mention that you shouldn't use belts over 3k per minute because the game can't handle *faster than that.
sjhoward
sjhoward2w ago
maybe just try without x100 and give it a good while, however long it would usually take to crash, plus a minute or two on top of that to be safe
Darth_Kirrem
Darth_KirremOP2w ago
Yep, might need to slow some stuff down. Thanks for the help!
sjhoward
sjhoward2w ago
well we don't know if that's it yet 😅
Darth_Kirrem
Darth_KirremOP2w ago
Very true, but I was only putting in a few minutes while I wrapped up the last meetings for the days and now it's supper time, so I'm done playing for awhile 😂 I might try to put more time into it tonight and post in here again if I have questions. If this is treated as a "ticket" for the team though, feel free to mark it closed
sjhoward
sjhoward2w ago
Nah I'd rather keep it open til we know what's up! If we can narrow down a mod, we'll let the author know so that hopefully they can fix it crash reports are super helpful 🙂
Darth_Kirrem
Darth_KirremOP2w ago
Got a crash report.
sjhoward
sjhoward2w ago
Ah, and this is without x100?
Darth_Kirrem
Darth_KirremOP2w ago
I do have a x100 running, but it was quite far away. As in, fairly confident wouldn't actually be loaded in the map while playing. I played around a little, thought maybe it was a x10 Blender. Removed it, still crashed. Went down a floor, that same area of the factory was still causing a crash. I was a little suspicious it was my lead production, and then got tired of restarting and started a new save.
Acxd
Acxd2w ago
Starting a new save will only mask the problem. This crash is related to one of the mods that adds machines, so as soon as you place them and they start producing, it will crash again
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