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
McCovican
McCovican5d ago
>debughere
FICSIT-Fred
FICSIT-Fred5d ago
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
FICSIT-Fred
FICSIT-Fred5d ago
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 72
Game: WindowsClient CL 385279 from steam
Path: `h:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -DX12 -USEALLAVAILABLECORES -nosplash -NoVerifyGC -nothreadtimeout
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 72
Game: WindowsClient CL 385279 from steam
Path: `h:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -DX12 -USEALLAVAILABLECORES -nosplash -NoVerifyGC -nothreadtimeout
-# Responding to Key Details for SMMDebug-2025-03-30-21-03-00.zip triggered by @NekoAngelGaming
SirDigby
SirDigby5d ago
Are you wearing a HoverPack? Maybe the pack is trying to connect to the new rail for some reason
NekoAngelGaming
NekoAngelGamingOP5d ago
I tried that, unequipped the HoverPack, but the issue is still there
McCovican
McCovican5d ago
Not sure what's causing it, low on brain-power, but cliff-notes for anyone else, various versions of:
LogCircuit: Warning: Tick, circuit '216' has 635 reachable components but only 633 listed. Re-adding reached components.
LogCircuit: Warning: DisconnectComponents, 'Build_PowerPoleWall_C_2146978437::PowerConnection' nor 'Build_PowerPoleWall_C_2146978435::PowerConnection' is connected to a circuit, skip.
LogCircuit: Warning: Tick, circuit '216' has 635 reachable components but only 633 listed. Re-adding reached components.
LogCircuit: Warning: DisconnectComponents, 'Build_PowerPoleWall_C_2146978437::PowerConnection' nor 'Build_PowerPoleWall_C_2146978435::PowerConnection' is connected to a circuit, skip.
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?
NekoAngelGaming
NekoAngelGamingOP5d ago
Do You mean just uploading it and downloading it from it?
McCovican
McCovican5d ago
Sorry, yeah. Its parser can sometimes straighten weirdness out. Long-shot admittedly, but it's easy and low-risk.
NekoAngelGaming
NekoAngelGamingOP4d ago
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
McCovican
McCovican4d ago
>debugmods is probably your best bet at this point.
FICSIT-Fred
FICSIT-Fred4d ago
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
NekoAngelGaming
NekoAngelGamingOP4d ago
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
McCovican
McCovican4d ago
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.
NekoAngelGaming
NekoAngelGamingOP4d ago
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
McCovican
McCovican4d ago
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".
NekoAngelGaming
NekoAngelGamingOP4d ago
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
McCovican
McCovican4d ago
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
NekoAngelGaming
NekoAngelGamingOP4d ago
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
McCovican
McCovican4d ago
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.
NekoAngelGaming
NekoAngelGamingOP4d ago
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
NekoAngelGaming
NekoAngelGamingOP4d ago
Thanks for your time and help. Will just play without it since I don't exactly need it
McCovican
McCovican4d ago
Interesting. That log contains none of the circuit errors that the original did. Oh well.
McCovican
McCovican4d ago
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.
McCovican
McCovican4d ago
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?]
AndreAquila
AndreAquila4d ago
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.
AngryBeaver
AngryBeaver4d ago
I mean I'm not seeing errors reported for how I did it in Cable Choices + and that's open source

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