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
That's not the debug zip I asked for!
>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
-# Responding to
Key Details for SMMDebug-2024-11-11-16-59-22.zip
triggered by @Darth_KirremApologies, wrong folder.
not sure if this is related or not - have you somehow ended up with two space elevators?!
@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.
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)
. . . I can, I guess 😂
it just helps narrow things down
Yeah, of course, I'll give it a try quick
👍
I'm aware this probably sounds like a very silly question, but will just the "Mods Off" button in SMM do it?
yeah
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
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
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.
24 isn't that many, we quite often see saves with over 100!
>debugmods would probably be easiest
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
the crash is with animation, so I'd put any mods with animated buildings or parts in the first batch you disable
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.
relatively - conflicts are reasonably rare, the worst you'll generally get is performance issues and disconnection issues in MP
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
UFGVertexAnimatedMeshComponent::UpdateEffectTimeline()
yes that's plausibleI 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.
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
Yep, might need to slow some stuff down. Thanks for the help!
well we don't know if that's it yet 😅
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
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 🙂
Got a crash report.
Ah, and this is without x100?
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.
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