SakuraKoi
SMSatisfactory Modding
•Created by SakuraKoi on 11/20/2024 in #help-using-mods
Smelters 'forget' producing Bio-/Charcoal after quitting
@AngryBeaver , I've been playing with your Beaver's Bio Tweaks which changes the recipe from Constructors to Smelters and after disabling it, I can only conclude that something is afoot there because the Smelters always await a recipe selection after loading the save. Through some trial & error I have found:
-It does not matter whether I have one (which unlocks the other) or wasted another HDD to learn the recipe I already got. The 2nd recipe appeared after a reroll.
-Loading the save when in-game restores the recipe selection and does not need to be reselected (weird).
-It only affects those two, other Smelter recipes load properly and it did not happen with the Constructors without Tweaks enabled (though both recipes were still unlocked).
Since I have also been playing with Ficsit Farming for soon infinite and automated biomass as well as Refined Power which has many more uses for coal, I hope that it isn't another mod interfering somehow and you will be able to fix it. After all, I also do have quite some uses for the other tweaks your sweet mod entails. ❤️
3 replies
SMSatisfactory Modding
•Created by SakuraKoi on 10/22/2024 in #help-using-mods
Machines mysteriously turn back on again when building another machine.
As per the title, for long I did notice my machines turning back on again and first thought it was just unique to Andre's Upgradeable Machines hence my prior report. Then I noticed it happening even if I didn't do that and when I just built another machine.
I thought I got lucky when I just disabled one mod I suspected but sadly the issue simply does not occur just after loading a save which makes this bug very difficult to pursue.
All I can really provide is my long list of mods through the debug (meta.json, since clicking Copy Modlist in SMM does not visibly do anything for me nor copy it to clipboard).
8 replies
SMSatisfactory Modding
•Created by SakuraKoi on 10/20/2024 in #help-using-mods
Upgradeable Machines - Upgrading switches on (all?!) powered off buildings.
@Andre Aquila <Aquila Industrial> first I thought was going crazy but then I luckily noticed that indeed after upgrading a building not only it but all others switch on without fail.
I hope this can be easily reproduced and is not caused by another mod interferring as well (because I have nearly 200 of them). I'd also be glad if this moderate annoyance can be easily fixed once you have the time to look at it and the minor annoyance that requires one to empty the internal storage. After all, so far I very much love this very balanced implementation of saving space and due to how it is implemented, it also natively works with other mods. ❤️
(If they use the normal building tags, I suppose, since RR&D probably made their own hence why those can not be upgraded. Once Refined Power and Ficsit Farming releases, I'd be glad if it is possible to add those machines)
13 replies
SMSatisfactory Modding
•Created by SakuraKoi on 10/20/2024 in #help-using-mods
Build Gun Utilities Issues (Unable to dismantle moved foundation and crash)
@SifVerT , I did identify one definite issue and one plausible crash linked to your mod. Sadly, I missed out on getting the debug log for the first crash.
My findings are simply based on not being used to the mod and habitually sprinting while dismantling which, as one may guess, resulted in me moving buildings (awesome feature btw). In both accidental instances, this resulted in foundations being moved and I noticed that I can not dismantle them anymore.
The first time I even got stuck before the game decided to semi-randomly crash (I do not know the trigger). The second time I crashed when I loaded a save but that save is fine. The third time I just tested for consistency (seems to affect primarily foundations, concrete or basic may not matter) and I kept waiting for a crash. Tbh I did not test that much.
Fred told me that the 'nullschematic' error from the second crash is a known issue so hopefully this can be resolved rather easily. I'll be posting the debug package below. For now (and thank you for making both configurable), I'll turn the move feature off and for the future I'll be using Caps.
31 replies