Power Fuse keeps Blowing when Placing Tracks
Every time I place Something related to train tacks, Stations, tracks, signals, trains, Then I get the message that a Fuse blew, but it did not. we only have one power line and that is online.
WE have the following Mods installed:
Architecture +
Spiral Stairs
Gateway Extenions
More Decorations
Unicode Extended
Doggo Transportation
Longer Train Station Names
Persistent Paintables
Road Tool
Coneyor wall Hole
More Beams and Pillars
Upside Down Foundations
N-gon Foundations
Factory Props
Flashlight Settings
Remote HUB Access
Extra finishes
Infinite Zoop
AutoLink
fluid Sink and more
Doggo loot collector
Train Gate fix
Road sign icons
Player Stack Sizer
Infite Nudge
Train interior
Custom Hud
Fluid Extra
No Clearance
Throughput counter and Limiter
Settings Copier
Equipment Key Bindings
Auto Name Doggos
DI More Lights
Production Stats
Nuclear Rebalance
First Person Vehicles
Transit Station
Skin it - Train Skins
Better train Collision
Hover pack Extensions
Structural Solutions
Undo Construction CTRL Z
Skin it - Custom Mouse cursor
Skin it - Custom Cups
Small Stations and Track Props
Game Time
Skin it - Military Skins
No world Bounds
No Dirt Mask
Doors Anywhere
Skin it - Five Vehicle Skins
Construction Machines
Almost Unlimited Miners on Nodes
Special Containers
The Empty Hands
Community Road Network
Community Railway set 2
Community Railway set
Community Basic Tracks
I would be happy if someone could help because it is getting really annoying
29 Replies
>debughere
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 here in this channel.
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
-# Responding to
Key Details for SMMDebug-2025-03-30-21-03-00.zip
triggered by @NekoAngelGamingAre you wearing a HoverPack? Maybe the pack is trying to connect to the new rail for some reason
I tried that, unequipped the HoverPack, but the issue is still there
Not sure what's causing it, low on brain-power, but cliff-notes for anyone else, various versions of:
Lots of power connector/powerline static mesh errors(????), and an ungodly amount of hitching.
Nothing else obvious in the modlist. Voting peer desync or savegame snafu. Maybe run the save through SCIM?
Do You mean just uploading it and downloading it from it?
Sorry, yeah. Its parser can sometimes straighten weirdness out. Long-shot admittedly, but it's easy and low-risk.
tried that, sadly the issue is still there
I used quite a lot of blueprints that had tracks in them before the issue started. maybe that has something to do with it?
So I checked without mods and the issue was gone. so I guess one of the mods creates this issue
>debugmods is probably your best bet at this point.
Follow this flowchart to troubleshoot issues caused by mods (crashes, unexpected behavior, etc.). More information can be found on the docs: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_can_i_troubleshoot_crash_issues
that's going to take some time with 67 mods.. but I don't have anything else to do. will do that. I will report after it, thanks
just one more thing, I tired a new safe and the issue was gone, so one mod may be breaking something in my world specifically. will see if I find it
Eh, I've done it with 220+ mods before. If you just do half, and then half of the side that broke, then half again, with 60 mods, it should break down pretty quickly ― you're at 3 mods after only 4 rounds of splitting. A bit of common sense in telling where to look after you've done 2 or 3 splits will help speed it up, ie: anything related to power.
The problem I am encountering is that the game just load indefinitely if I have even one mod loaded. it is not even one Specific one, just one and I can no longer load into my world
and since the issue is only happening in my world, I can't exactly create a new one to test it, because the problem is not existing in a new world
Oh right, no, it's not actually indefinitely. That's "you've got a shit-tonne of modded buildings in your save [I'm guessing from Refined Power] and the game is scanning on-load for what modded content is now missing".
why is it loading so fast without mods then? that is what I am wondering, I have been loading for a good 10min with one mod and like less than a minute without mods, into the same world, is that normal?
right nevermind. I guess I should just learn some patience
Uhh, fair, no, that actually does seem a bit broken. I'm unsure. It would be helpful to see the gamelog after "no mods loaded" vs "one mod loaded" (assuming it ever loads, I guess).
>logs
Learn about where to find log files: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
It did load after like 12min. My friend and I were building mainly with modded stuff so maybe the game just needs time? will load the game and then get the logs
At a guess, with "no mods loaded" the game is just doing a quick bypass and invalidating everything not from the basegame, whereas with one mod loaded, it's having to check through everything individually. That's purely me hypothesising though.
so it does load, I just need to learn some patience. during loading, I checked the logs and sure enough, it is going through every single object basically. so it is working, just needs time
so update. I found the mod that is causing the issue. it's "Small stations and Track Props by Andre Aquilla"
if it is usefull, here is the log where only that mod was enabled
Thanks for your time and help. Will just play without it since I don't exactly need it
Interesting. That log contains none of the circuit errors that the original did. Oh well.
Ah, but that mod does have an interesting note in its description:
Added Train Power Stations (by GRUMPYCROUTON - https://ficsit.app/mod/9B8ni7PtBgdauy - Thanks Grumpy for sharing the code for us to continue)Given that the original Train Power Stations is very broken now, I wonder if some of its issues persist in Andre's version of it.
Train Power Station - SMR
Adds a new type of track that has a power pole attached.
cc: @Andre Aquila <Aquila Industrial> [Subj:
Small Stations and Track props
causing power circuits to trip their fuse ― potentially related to the inclusion of Train Power Stations
?]Hmmm, yeah. Grumpy sent me the code, i just added.. I think something broke this in the last version of the game.. I will look asap.
I mean I'm not seeing errors reported for how I did it in Cable Choices +
and that's open source