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
I just installed it but the MK3 won't build, even though the holo is showing
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
I can confirm this mod is crashing my loading as well
@Darkplate « Dark Industries » ping for clarity on what is happening.
Thank you!
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]
I have the exact same error.
[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.
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
Thank you so much! I can now load my game.
Also, all the poles light in purple now, which is very pretty.
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
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
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.
I am still hving crash issues when DI Power Indicators is loaded.
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.
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
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.
single and double wall plugs seem to be working
Also, the secondary emission looks quite nice.
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
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.
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
I just reloaded DI Power Indicators, and instead of starting from inside the SMM I loaded from Steam and it worked fine.
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
Lol … does that mean your screwed for the missing machines?
Why it had to be screws