removed crash site vanisher and this happened on 1.0 (debug log will be added shortley)
So I was trying to prepare for 1.1 when the mods come to 1.1. anyone know what to do?

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heres the debug
Automated responses for Jake the Octoling (1030605798998552657)
Key Details for SMMDebug-2025-04-08-01-11-34.zip
Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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Crash found in FactoryGame.log
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not sure what it means still.
Before anyone asks, I did not switch the branches
Hey Fred? Do you by chance have an idea on what might’ve caused this crash?
Why did I think that it would respond?
I did try to add it again but didn’t do anything.
if you create a new save file with the mod, then uninstall it, does it still happen?
I think I just got an idea what’s happening. I did add a mod that allows me to teleport between the hub, space elevator and my previous location. Maybe that might be it? I did add that mod before this crashing started.
I also know that I also added a mod that adds 5 more hand slots.
Could be one of the two.
>debugmods
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
this will help find out which is the cause. sounds like something weird happened with your save though. in general, saves should survive mod removal without crashing you in vanilla
Make sure to empty any extra hand slots before removing the mod
I've seen a similar crash before after removing mods which was additional colour swatches being used for defaults
[additional context]
Teleport to HUB shouldn't cause any issues on removal ― it doesn't add anything persistent. More likely it's what sj said. Also, keep in mind, you're also still loading into a profile with 127 other mods.
Uhhh, looking at the log, I don't think it's any of the removed mods. The game doesn't actually get as far as catching any of the now-missing mods. The actual crash is on this:
So. For all I know it could be an audio driver issue. Great.
So it’s an audio thing with my system.
I do know that I do use Bluetooth headphones plus my system has a Realtek audio system, built-in with a small built-in speaker that might not be working anymore
But I did notice this when checking the windows audio settings, which would explain real audio related stuff

We found the culprit on this. It’s this “MACROSILICON” audio device.
Not sure why that audio device is still detected by windows even though it’s not physically connected but I think I have an idea where and why windows installed it. I did connect to my computer through Parsec from a MacBook Air 2019. Although I don’t know why parsec decided to install that instead of using the already installed virtual Parsec audio device.
I think drivers also show up in playback devices
That’s how I found this driver as shown here.
Not sure why it’s on my computer or what it for but I will remove it. I do have a HDMI capture card for my consoles, but its just a plug and play.
In conclusions it was my GPU, the RTXA2000 being stupid and thinking that an audio input device was an output device
OK, crash is still not fixed.
Let me get a new debug log.
here is the latest debug
Automated responses for Jake the Octoling (1030605798998552657)
Key Details for SMMDebug-2025-04-08-19-50-02.zip
Crash found in FactoryGame.log
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Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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OK one mod is apparently detected as broken. That mod being advanced machines and belt MK plus plus
Pretty sure it wouldn’t cause this kind of crashing but OK. Whatever CTD means.
The crash report is also mentioning like some kind of overlay, which might be a clue or just another red herring.
Apparently advanced machine and belt, MK plus plus is broken where apparently instructors cause a severe crash to desktop when they attempted to start producing.
Uh, yes, it would. That's... that's exactly why it's mentioned in the mods compatibility notes.
Take out anything in your modlist that has its name in yellow or red in the mod-manager.
So I should keep an eye on things and mods in case someone finds a bug that’s a good note to leave for myself
I think I might be able to keep it around if I were to delete all the machines that are causing the crash or completely shut those machines down using the calculator
Or not. Not even sure if the calculator is as up-to-date as it could be.
And still crashing for unknown reasons
new debug file.
Automated responses for Jake the Octoling (1030605798998552657)
Key Details for SMMDebug-2025-04-09-00-49-08.zip
Crash found in FactoryGame.log
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Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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Now it’s obvious to me that something is not right with the steam overlay given how the key details is showing something about the overlay.
I don’t think I have any mods that would cause this kind of thing
It can’t be some kind of save corruption since the safe file is loading fine in the calculator.
Maybe a good old computer restart might do it considering that my system is up time has been two days or so
Welp I guess I might as well Google some things about the EOS overlay that the crash report is talking about
Some online reports were saying it might be related to the game launcher
Gonna have to check the firewall permissions and some files
Chances are something got hit by a electric charge, causing a bit flip are never zero
There is absolutely nothing about the overlay in the crash.
The "-NO-EOS-OVERLAY" is the launch argument for the game. This is used automatically for every Steam install.
That Key Details section is a summary of the key information about your install that's extracted from the log, to give us some pertinent information when it comes to troubleshooting. It does not formulate any part of the crash trace.
As for the crash, it's likely production or conveyor related.
AFGBuildableSubsystem::Tick()
-> UObjectBaseUtility::GetInterfaceAddress()
; I'm not certain, but it looks like there's a buildable somewhere that is crashing your game when the gameworld calls it. Did you remove all of the Constructors added by Advanced Machine and Belt Mk++
?I can’t easily find them with the calculator
But the best thing I could do is delete them based off of context, like what they are connected to
I have noticed that there are these weird large squares
I do also hope the mod is fixed soon.
OK after contacting the MOD developer apparently they cannot do anything to help. But I have noticed that apparently a modest dependency library is no longer being installed with the mod it is for.
I could delete all the constructors on the map using the Calculator, although that would be very annoying to have to replace all of them.
https://cdn.discordapp.com/attachments/1361072729209442425/1361142319834992832/message.txt?ex=67fdae11&is=67fc5c91&hm=3bf70f04bc71bbaa209d5afc06a98bf591fefec922327d7ae4fb7e6538344453& mod list
But given that I’m going away for vacation soon. I might not be able to perform the edits to the file using the calculator until after I’m back home.
I think the most likely solution to at least fixing this will be the Band-Aid solution of just snapping all over the constructors out of existence without refunds
Still not sure what caused the entity to become corrupted. In the first place, but hope it never happens again.
A corrupted entity would explain why removing mods did not work
I just got a dumb idea that might work. If I can select one save before the corrupted save it might tell me what mods are missing. Especially because the game will say what mods are missing when you attempt to load a save. It might work.
I could then take a screenshot and download the missing mods.
I know it’s a stupid idea that’s basically a shot in the dark