To-do List No Longer Showing Up
I'm not sure if this is a mod problem. A few days ago my to-do list no longer showed up but I didn't notice it. I continued for a few days before I realized something was wrong. I can get the To-do list to pop up and I can write text in it and that will show up BUT adding a recipe to the To-do list does nothing. It doesn't show the requirements nor does it show what items I added. If I loaded a save from a few days ago, it works fine, no issues. I went ahead and quit the game, opened up SMM, clicked on Mods off, and loaded up my save. That did not fix anything, same problem persists. Is this a mod issue or a game issue? Should I start the disabled-enabled mods flow chart?
33 Replies
I turned mods back on. Disabling half the mods prevents my save game from loading. Hmm
That's usually caused by something being set to default which is no longer present e.g. extra colour slots
Ugh, how do I set the SMM to only perform the actions once I'm finished with the bulk disable. It keeps disabling as I click each one. Is there an easier way to select multiple mods at once and then click disable?
I can't even do the flow chart because the save won't load and it keeps rearranging the list of mods. UGH
Ah, it looks like the queue option in MMS is bugged.
I had it selected to Start Manually by default but was doing Start Immediately instead. I had to select Start Immediately then Start Manually to get it to revert back to Start Manually
It looks like once I click apply changes, it auto changes the MMS Queue option to Start Immediately instead of staying on Start Manually, but it doesn't actually show that it does it
Could you post your debug log per https://discord.com/channels/555424930502541343/555516979260293132/1364349254860275826 please? And yeah, queue option is dud heh. Apologies for that. It's on the list. But I suspect sj is right.
-# Responding to
Key Details for SMMDebug-2025-04-22-21-24-25.zip
triggered by @DC18049"MoreSwatchSlots": "3.0.1",
ding ding ding, sj win's today's pot.
I actually don't think that's going to be at fault for the original issue you were having, but in the interests of being thorough: to disable that, you'll need to go into the game (with MoreSwatchSlots enabled), open the customizer, right click on one of the Default swatches, set it to the default for everything. Then save & exit the game, and you'll be able to disable it without the game crashing.I didn't even get to disabling that one yet
You should also disable
PrioMerger
, it's quite broken. Anything that has a red or yellow name in SMM is faulty. Red is completely broken, yellow/orange is damaged in some way and should be avoided except in very specific scenarios (which, in this case, do not apply).
Could you post another log immediately after it crashes then please (before restarting the game).Uh, yeah, but give me a few minutes, I'm already in the middle of a batch of disabled mods
I got too much going on lol
Nae rush. :)
Here is ANOTHER list that prevents the game from loading when disabled. This was not the original list. I'm losing track of what mods are causing what
-# Responding to
Key Details for SMMDebug-2025-04-22-22-13-30.zip
triggered by @DC18049I have so many mods that this is tiring
Hm, that's unfortunate. The crash in that was so abrupt it didn't log anything. I think at this point, your best bet is to just do the half/half method, but in reverse. Focus on finding out which mod is causing the game to crash when removed first.
Here is the first list. Something in this list is preventing the game from loading when disabled. Debug coming right up
-# Responding to
Key Details for SMMDebug-2025-04-22-22-20-21.zip
triggered by @DC18049My game hangs when trying to load with the first list disabled
I'll try the reverse
Just go back to the start. Enable everything, then disable half. If it crashes, re-enable half of the mods you'd previously disabled, until it loads again.
That's what I did pretty much. Everything is enabled, I disabled the last 10, now I'm going to do a test
Unfortunately, the two later logs you uploaded have little overlap in which mods were disabled. Anything that sticks out to me was only disabled in one or the other, not both.
Yeah, I was getting confused
I'm going to start to organize this
Remember, if MoreSwatchSlots is in any of the disabled lists, you'll need to reset the swatch defaults & save the game first.
Okay, not sure what that means but I'll bring that up once I get to that. I'm going afk until I find the trouble makers
Alright, MoreSwatchSlots was set to default and the game loaded up.
I disabled mods in batches of 10. Here's what I discovered.
Out of 7 batches of 10 disabled mods, 5 batches prevented the saved game from loading and 2 batches allowed the game to load the saved game
Unless I do batches of 5 or less, it'll be near impossible to find out what mods are preventing the saved game from loading. This will take a super long time if I do batches of 5 or less. It'll just be faster for me to find out which saved games didn't have the issue vs the ones that do and just load my game from there and continue on
You don't need to do them in fixed-number batches though. Just half the number of mods each time. With 80 mods, that's at most 6 runs before you get a result.
Most of the time the last few days were just making blueprints, so it's just easier for me to load a saved game that's not corrupted and go on from there. I did 7 runs and only 2 of the runs allowed me to load a saved game.
Maybe I'm not understanding what you're saying?
>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
I would agree. You're not trying to get something that allows you to load the save. You're trying to figure out which mod is the problem. 80 mods, disable half. Does it load? No: then it's one of the currently loaded ones. yes: it's one of the unloaded ones. You keep working on the side that has the broken mod. If the "yes" side, you add back in half the currently unloaded mods. If the "no" side, you disable half the currently loaded mods. Keep going until you've narrowed it down to the mod that's causing issues. Since you're halfing the list each time regardless, it goes very quickly.