DI Power Indicators mod still crashing after mod update

Hello, Even after the latest update of this mod to 3.9.2, I still can't load the save game with it. I also can't play without it, because practically all my power poles are from this mod (no, I did not think this through...) If anyone has a workaround... I would love to hear it
25 Replies
Jean Michel
Jean Michel2mo ago
I just installed it but the MK3 won't build, even though the holo is showing
asap
asapOP2mo ago
Is there any way to contact the mod owner? To make sure they are aware of the issue I am worried that because they released a fix yesterday, they think everything is okay, meaning that it could take a long time until this is resolved
apd
apd2mo ago
I can confirm this mod is crashing my loading as well @Darkplate « Dark Industries » ping for clarity on what is happening.
asap
asapOP2mo ago
Thank you!
apd
apd2mo ago
Version: 382498, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: -, IsUsingMods: Yes, IsSaveGameEdited: No Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000028 FactoryGameEGS_CoreUObject_Win64_Shipping!UStruct::Serialize() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1861] FactoryGameEGS_CoreUObject_Win64_Shipping!UClass::Serialize() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5076] FactoryGameEGS_Engine_Win64_Shipping!UBlueprintGeneratedClass::Serialize() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp:2388] FactoryGameEGS_CoreUObject_Win64_Shipping!FAsyncPackage2::EventDrivenSerializeExport() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6379] FactoryGameEGS_CoreUObject_Win64_Shipping!FAsyncPackage2::Event_ProcessExportBundle() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5804] FactoryGameEGS_CoreUObject_Win64_Shipping!FEventLoadNode2::Execute() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4320] FactoryGameEGS_CoreUObject_Win64_Shipping!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4508] FactoryGameEGS_CoreUObject_Win64_Shipping!FAsyncLoadingThread2::Run() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7665] FactoryGameEGS_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
asap
asapOP2mo ago
I have the exact same error.
apd
apd2mo ago
[2024.11.30-14.12.58:559][ 0]LogStreaming: Warning: Missing Dependency, missing package import 0x300000009 for package /DI_Power_Indicators/Builds/Poles/Build_DI_PwrIndicatorMk3b [2024.11.30-14.12.58:559][ 0]LogStreaming: Error: CreateExport: /DI_Power_Indicators/Builds/Poles/Build_DI_PwrIndicatorMk3b (0x98A19EDE65617DFE) /DI_Power_Indicators/Builds/Poles/Build_DI_PwrIndicatorMk3b (0x98A19EDE65617DFE) - Could not find SuperStruct object for ReceiveBeginPlay [2024.11.30-14.12.58:559][ 0]LogStreaming: Warning: CreateExport: /DI_Power_Indicators/Builds/Poles/Build_DI_PwrIndicatorMk3b (0x98A19EDE65617DFE) /DI_Power_Indicators/Builds/Poles/Build_DI_PwrIndicatorMk3b (0x98A19EDE65617DFE) - Skipped failed export ReceiveBeginPlay [2024.11.30-14.12.59:388][ 0]LogRHI: Error: Breadcrumbs 'RHIThread' This is from the larger log. I'm pretty sure this is what causes it to crash Looks like DP is already engaged in fixing trains, may be a bit 😉 OR maybe idle haha, since that screen hasn't changed. We will just have to be patient. My entire setup depends on those, Power Indicators, maybe that was bad haha.
Darkplate
Darkplate2mo ago
There was a huge change on the last patch that broke the power function that can differ the power source i am trying to work on a solution at this time. i may have to replace with normal power poles in the mean time with the same connections so that it will at least not delete all the power connections it seams they have did a change to power functions Uploaded a temp fix so all the connects will stay if load save before last update I am still working on the material color change that will be in the next patch it at least will no longer crash the game
asap
asapOP2mo ago
Thank you so much! I can now load my game. Also, all the poles light in purple now, which is very pretty.
Darkplate
Darkplate2mo ago
that color will change once i get the blueprint fixed i got the basic 3 back for colors Displays power status at a glance:<br/> <br/> - Yellow = Not Connected <br/> - Red = No Power but Connected <br/> - Green = Power Good
Darkplate
Darkplate2mo ago
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Darkplate
Darkplate2mo ago
the red glow in the poles and the back of the wall mounts can be changed by swatches my default is red as secondary color this way if you have certin sets such as master power and sub powers you can color code them for that area so you know what goes where mk1-2 are the same as 3 but with less connections
asap
asapOP2mo ago
Personally, my main use case for this mod was to tell when my batteries were discharging, though I never really made that benefit from it.
Sunfire
Sunfire2mo ago
I am still hving crash issues when DI Power Indicators is loaded.
Rhafiki
Rhafiki2mo ago
Hey, just to jump on the wagon. My game is also crashing when DI is loaded. I could swear it worked yesterday but apparently not 🙂 Ive tried enabling/disabling it alongside other mods just incase there was a conflict but I havent found any yet.
Darkplate
Darkplate2mo ago
are you using the most current version? can you post all the logs from smm and satisfactory that screenshot above is the most current version in the current satisfactory
xXdrewbaccaXx
xXdrewbaccaXx2mo ago
Are they supposed to light up or not light up while not connected to anything? All three have 20 connections. Mk1 says 1 connection in build menu, as does the Mk2. All three are the same cost(not sure if intentional or not, just noticed that as well.) Connecting them to the grid, Mk1 goes green, Mk2 stays unlit, Mk3 lights.
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xXdrewbaccaXx
xXdrewbaccaXx2mo ago
single and double wall plugs seem to be working Also, the secondary emission looks quite nice.
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Darkplate
Darkplate2mo ago
TY, I wanted to add my own style into the look I forgot to update the description mk 1 has 7, mk 2 has 10, and m3 has 20 Update to current version and it will work Yes they light up yellow now if they are not connected to anything fuses and battery detection is still an issue and will have to added when i figure out what they changed The secondary color in the swatch will change that glow to what you want
xXdrewbaccaXx
xXdrewbaccaXx2mo ago
Right, but I'm showing you that the mk2 doesn't do that. And that they all have 20 connections, and the buildable descriptions from the build menu are incorrect.
Darkplate
Darkplate2mo ago
it will be fixed in next update it was doing my duplication of new model and forgot to change the mk1 and mk 2 back to where they should be just uploaded the fix of names and description
Sunfire
Sunfire2mo ago
I just reloaded DI Power Indicators, and instead of starting from inside the SMM I loaded from Steam and it worked fine.
Rhafiki
Rhafiki2mo ago
Ive pulled the most recent update and the server is now launching 🙂 I now have other issues, but unrelated to your mod. Thank you. Img for luls
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Darkplate
Darkplate2mo ago
Lol … does that mean your screwed for the missing machines? Why it had to be screws

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