Experimental branch (v1.0.1.6 - Build 399795) broke several mods, report them here
Confirmed mods:
* Industrial Evolution
* Structural Solutions
* Small Storage Containers
* Early Dimensional Depot
* Extra Milestones
* 10 Inventory Slots
* Inventory Slots 50
* Additional 300 Inventory Slots
* Research Cheat
* Weapon Upgrades
* Fix Reliable Buffer Overflow
* Digital Storage
* Ficsit Farming
* Refined Power
* Difficulty Tuner
* Magic Dimensional Depot
* Blocks
* Portable Miner Collector
* Simple Conveyor
* Timelapse Cameras
46 Replies
Out of the other mods ending in "-CL", these are also broken
Multiply - CL
Build Menu Organiser - CL
Instant Craft Bench - CL
Liquify and Solidify All - CL
Beltfed Biomass Burner
Wireless Lights
Unlock All Alternate Recipes
Automatic Instant Smelters
3D Text
Advanced Personal Storage
Alien Artifact Points
All Minable
Archipelago Randomizer (module won't load, game doesn't even start; Circuitry is the same)
Assault Soldier
Just gonna post these now before I work through the list further; I am noticing a pattern that basically any mod that "automatically" gives recipes to the player is causing this hanging issue
Might not be the only thing going wrong but it is certainly one of the things
Can confirm, thanks
Auto Foundations Under Railways
Auto Upload to Dimensional Depot
Auto and Free Power Shards
Automatic Biofuel Processor
Automatic Pipeline Color
Back To Hub
Back to Production Line
Belt to HUB
Belt to Player Inventory
Blocks
Board Games
Buildable Locker and Toilet
Buildable Sounds
Buildable Space Skybox
Buildable Static Meshes (plugin/module issue like Circuitry and Archipelago)
CCTV Monitoring Camera
I've seen enough to say that guaranteed any mod that is automatically adding recipes instead of having them unlocked at the hub or in the awesome shop is hanging
That's why I'm hopeful that a simple rebuild will suffice
Here's hoping.
Smiles a little as my mod is not on the list 😄
Yet.
It's been checked, it's safe.
:monkaGIGA:
if all the - CL mods are broken i guess contentlib itzelf is broken
One of the problems is this node: (300 mods has it 😦 )
https://i.imgur.com/lM2mRRg.png
Yeah, I don't think ContentLib is the culprit. Andre has other mods that make much more use of ContentLib, but it's working fine on Exp
I am inclined to suspect recipes.
Once I commented out that function I was able to load one of my mods. So yeah, gimme new headers :fongo:
Does just having GiveAccessToSchematic in the graph break the mod? SS does have one in the GameModule, but it's not hooked up to anything.
No D4rk , i disconnected it in the game module and it works.
If we connect it with a delay, only breaks when it runs the function.
Then it must be something else that broke SS. I'll wait for an updated project.
PAK utilities seems to break when we "!unlockall"
The way the customization system is handled has been changed apparently, and with SS installed on exp I noticed that it would always hang right after attempting to do something with customisations on game start, seems to happen before anything else
Then its probably the custom default swatch I added.
It'll get fixed
I thought it might be that yea
👍
Hope you can fix it...the item breaks my game...can't get in without turning off mods...I am starting to get withdrawal symptoms:)
Just to clarify for me, is it correct to say that there are no current user-side solutions to crashing at launch, other than playing without mods?
uh, just play 1.0 version until modding ecosystem is updated for experimental?
Ever since the auto update came through steam, I’ve been unable to get it to load at all. Is it possible to revert versions?
Yes switch the steam back to the non experimental version
yes...if you turn off the mods...the game should load...but whatever mod you used...wont be there...for me...100 or so hours of stuff:(
So... load that save in the stable 1.0 branch then? It'll load with your mods and you won't have lost anything.
thas alot of builds
When starting in experimental, it says refined power is not loading properly. Fine. I'll just remove it and load the game again, but it gives the same message eventhough I removed the mod.
>rp
If you have any bugs, suggestions or need help with any of Refined R&D's mods you will probably get more help on their dedicated discord server.
https://discord.com/invite/Vt8Rt2Vsqf
It isnt a huge deal. I'll just play the normal version of the game, but wanted to check the beta branch out.
I want to input some thing that may help; Curve Builder Mod is causing issues, but as I was disabling the mod, the mod manager crashed just so you know....
Those are two separate issues. If Curve Builder is causing problems in Experimental, it would be helpful if you could let us know how that's manifesting.
The mod manager crashing is likely unrelated. If that becomes a repeat issue for you, and not just a one-off, please post your own thread in #help-using-mods and we can take a look.
Edit: If this is related to the thread at https://discord.com/channels/555424930502541343/1355533595640332481 ― the debug log shows you're not running Experimental.
to be honest i have no idea what is manifesting the crash that requires some investigating... and no that topic was not related to this i just wanted to make sure if its actually picking it up in debug but no luck with that, might be in the program logs....
I was asking how it manifested (eg: crash/hang/unexpected behaviour), not what manifested it. You mentioned a crash there though ― if it's crashing, after the next time it crashes (BEFORE launching the game again), please upload a debug log.
It manifested while updating or installing mods or removing mods...
Hm, that'll most likely be a mod-manager issue then, rather than a mod incompatibility with Experimental. Probably best to make a separate thread, and post a debug log after the issue next occurs.
I cannot start a new game with the Collectibles Indicator activated. Not even if it is the only activated mod.
Universal destroyer doesnt work on experiemental, it only partially loads the game with it on, i can see the icons at the top but it doesnt fully load in and just eventually doesnt respond
Probably most mods will break after the next Exp update
For some odd reason its working i have no clue, the SMM. Its very odd....its workin fine now😕
ever since last update i haven't been able to launch a game with any mod, not even just one, and it shows the mod loader, the mod ive selected, and then one just callled "satisfactory" but listed as a loaded mod. anyone else with this problem or any possible fixes?
>debug (in your own thread in #help-using-mods please)
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
Mods i had to disable to run experimental :
Ficsit Farming
Digital Storage
Wireless Lights