My game crashes when loading a save after uninstalling a mod

I've been using Flex Spines and a few other mods (Infinite Zoop, SkyUI, No Research Time) for a dozen hours, and my belts have started bugging out (photos attached). I uninstalled Flex Spines, and got the error message below. Hopeful I wouldn't have to go back and delete every belt I built over the vanilla length limit, I tried to load the save, but it crashed. The only scenario where a crash doesn't happen is with Flex Spines reinstalled. Mod Name Mod Reference Version No Research Time - CL NoResearchTime 1.0.6 Infinite Zoop InfiniteZoop 1.8.22 SkyUI SkyUI 1.0.14 Flex Spines - Longer Belts 1.0.24
3 Replies
FICSIT-Fred
FICSIT-Fred3mo ago
SMM Version: 3.0.3
SML Version: 3.9.1
Installed Mods: 5
Game: WindowsClient CL 385279 from Epic Games
Path: `c:\Program Files\Epic Games\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=cdrchops -epicuserid=33e1c70ebd264db19fbab149072e62ea -epiclocale=en -epicsandboxid=crab
SMM Version: 3.0.3
SML Version: 3.9.1
Installed Mods: 5
Game: WindowsClient CL 385279 from Epic Games
Path: `c:\Program Files\Epic Games\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=cdrchops -epicuserid=33e1c70ebd264db19fbab149072e62ea -epiclocale=en -epicsandboxid=crab
-# Responding to Key Details for SMMDebug-2025-02-14-02-18-19.zip triggered by @Lucas
McCovican
McCovican3mo ago
Have you tried leaving Flex Splines installed and just... not using it? It adds its own conveyors, so you can just go back to building with normal conveyors instead, even with it installed. Unfortunately, that log doesn't actually include the crash error/stacktrace, so I can't really say much more about the crash. Also, those conveyors aren't actually bugged. That's how they're meant to work. Building that geometry with stock conveyors wouldn't work. Flex Splines doesn't actually change the conveyor pathing, it simply removes the limit on the angles between each individual conveyor spline, so you can build in bends that wouldn't normally be possible. It won't necessarily be pretty, but they will work.
Lucas
LucasOP3mo ago
Thank you for the explanation, that helps a bit. I've been using the normal conveyors, and it seems as if the normal conveyors have had their limits removed as well. After messing with it for a while, reloading old saves, uninstalling and reinstalling, updating SMM, it's fixed. Unfortunately, I have very little to offer in how to cause this again, or what fixed it. I will note that some belts did "break," and became disconnected from the splitters/mergers they were attached to, though visually they were no different. This may have been caused by digging through old saves trying to find the root cause.

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