Build Menu Organiser ― Missing Items

@Andre Aquila <Aquila Industrial> Sorry to bother you, but I'm having a problem with BMO. Buildables (both modded & vanilla) that I've unlocked late game are sometimes not showing up in BMO at all (they still show in the game's build menu, but nowhere in the /bm configuration interface ― I did double-check with BMO's search function). Is there a way of... force-refreshing the menu or something like that? (I've tried fully restarting the game ― as well as unloading the mod, entering the game, saving, exiting, and re-enabling the mod ― which just resets all my menu customisations, but still doesn't fix the missing items) I have an unconfirmed suspicion about what's causing it ― I think the commonality with the items that aren't showing up is that the game is adding them to subcategories which BMO thinks no longer exist, ie: previously I've selected all the items of a particular subcategory and moved them to another parent category. Items I've unlocked later in the game then default to those original subcategory placements, but BMO isn't checking because it thinks those subcategories now exist elsewhere? Log & modlist attached in case they're relevant.
Solution:
SOLUTION: 1. Start from scratch. New game, fresh save. [It will only be a temporary working environment, you can return to your main save later.] 2. Use !unlockall or AGS to make sure everything is available. 3. Open the build menu (/bm in chat), make your first change. DO NOT make your second change yet: you will need to save and reload after every individual change that you make. Yes, everything. Change a name or number? Save and reload. Typo something and need to move it back? Save and reload....
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5 Replies
McCovican
McCovicanOP3d ago
So. It's been a while. This problem has recently started to get... weird. Most likely due to the fact that I've been running multiple separate save-sessions for testing stuff recently. But BMO has become somewhat... inconsistent. It seems to be sharing some settings between saves. But only some. I'll load into a save, and a bunch of stuff from my main save will be where I set it up to be, a bunch of other stuff will have reset, some more stuff will be in utterly random places, some stuff doesn't even show up in the actual game BuildMenu, and a lot of stuff isn't showing up in BuildMenuOrganizer either anymore (even though it did in the past). And I have legitimately not even once used the copy/paste functionality in the entire time I've had this mod. I tried fresh saves. I tried using BMO's "reset to default". The problem just multiplies the more I use BMO. BMO doesn't have a global config in ./FactoryGame/Configs/ and it doesn't have anything stored in SMLSessionSettings ― my main question then is: where does it store its settings? Can I even access the settings in any meaningful way? Included is a debug log. Pertinent stuff is mainly right at the bottom of the log (or search LogChatCommand: Display: McCovican: /bm for repeat occurrences). Primarily it's throwing a lot of errors such as:
LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetSubCategories_out_SubCategories' of length 0 in '/BuildMenu/HideAndShow.HideAndShow_C:ExecuteUbergraph_HideAndShow'!
LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetSubCategories_out_SubCategories' of length 0 in '/BuildMenu/HideAndShow.HideAndShow_C:ExecuteUbergraph_HideAndShow'!
and FGCategory::GetCategoryName / FGCategory::GetMenuPriority null pointers. Also included are the 3 saves I've been rotating between: 2 test sessions, and my main save.
FICSIT-Fred
FICSIT-Fred3d ago
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 229
Game: WindowsClient CL 385279 from Steam
Path: `f:\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 229
Game: WindowsClient CL 385279 from Steam
Path: `f:\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870
-# Responding to Key Details for SMMDebug-2025-03-30-17-17-10.zip triggered by @McCovican
McCovican
McCovicanOP3d ago
cc: @AndreAquila [Subj: BuildMenuOrganiser issues ― hey buddy, it's me; I'm the problem this time. 😅 ] I actually just tried the copy/paste (into a new save) for the fuck of it and... it is at least consistently missing the same components over and over ― same ones that went missing originally when I created this thread. Pipeline Pump Mk.1, Pipeline Mk.1, Pipeline Mk.2, Clean Pipeline Mk.2 (Clean Pipeline Mk.1 works fine) and, interestingly, Mk.1 - Mk.3 of your own Flex belts & lifts. The uploader/downloader from your Fluid Dimensional Depot mod also keep forgetting their sub-category, but do end up in the correct main category at least. I just wish I could get some visibility into what is actually being stored.
Solution
McCovican
McCovican2d ago
SOLUTION: 1. Start from scratch. New game, fresh save. [It will only be a temporary working environment, you can return to your main save later.] 2. Use !unlockall or AGS to make sure everything is available. 3. Open the build menu (/bm in chat), make your first change. DO NOT make your second change yet: you will need to save and reload after every individual change that you make. Yes, everything. Change a name or number? Save and reload. Typo something and need to move it back? Save and reload. 4. Do NOT exit the game in between, or at any other point until this guide tells you to. OBEY 5. At this point, you'll probably want to go and grab that bottle of whisky you've been saving. Put on Lord of the Rings in the background while you work through customising the Build Menu. Yup, all 3 movies. Extended Edition. 6. Once you think you're done making your changes, make a separate save. Do not overwrite this save. 7. Type /copybm in chat. Once the confirmation message appears at the top of your screen, load into your main save. 8. Type /pastebm in chat. Once the confirmation message appears, save, and reload. 9. [While in your main save, open the build menu. Close the build menu. Save again. Probably unnecessary steps, but at this point, I'm doing voodoo dances in the background to keep this shit going, so the least you can do is open and close the fucking build menu.] 10. Exit the game. [If this is the last step that you're seeing, you probably wanna click through to the OP about now. haha, you thought this was over?]
McCovican
McCovicanOP2d ago
11. Start the game, load into your main save, open the build menu, and notice that a whole bunch of random shit is in the wrong place, without rhyme or reason. 12. Take a shot. Or half the bottle. Whatever. 13. DO NOT EXIT THE GAME. Yes, you'll probably want to rage-quit, but you must hold the line. Just go punch a wall like a normal person. 14. Load back into your "temporary" save (yep, that one that now has 12 hours on the clock). 15. Repeat the process from Step 3 onwards. Rip & tear, until it is done. 16. Once you have broken free of the chains of The Cycle™, and everything is where it should be, you may want to restart the entire game (not just your save) at least 5 times to make sure that what you are seeing is, in fact, real. There is a distinct possibility that, due to the fact that you have now been awake for 48 hours straight, it is not, in fact, real. 17. Should reality be confirmed (suggestion: go grab another person to help with this ― no, not your cat, a real person), you may be permitted to sink to your knees and weep openly, thanking the old gods for granting you respite from horrors that not even Lovecraft could have imagined. 18. Hope you don't wanna install any other mods that add buildables lol. 19. Send a box of chocolates to your mental health crisis team; they'll have been through a lot with you over these past 96 hours. 20. You may now exit & uninstall the game.

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