My game crashes when loading a save after uninstalling a mod
I've been using Flex Spines and a few other mods (Infinite Zoop, SkyUI, No Research Time) for a dozen hours, and my belts have started bugging out (photos attached). I uninstalled Flex Spines, and got the error message below. Hopeful I wouldn't have to go back and delete every belt I built over the vanilla length limit, I tried to load the save, but it crashed. The only scenario where a crash doesn't happen is with Flex Spines reinstalled.
Mod Name Mod Reference Version
No Research Time - CL NoResearchTime 1.0.6
Infinite Zoop InfiniteZoop 1.8.22...

SFTP on bisect
so... i read the previous threadfs and im still kinda lost. i filled out the correct info except for server name, because i cant identify it for some reason.
so the long and short of it is, where would i find the server name for bisect, and what would the standard filepath be? i cant find a way to copy it and i cant see the actual filepath because its not on my computer.
Im also fairly new to this whole thing so reading the guide 20 times hasnt helped much lol...
Flex splines - Longer Belts issue
I don't know how long ago this issue started, but I had just noticed it recently when I was trying to use a Flex Conveyor Lift for a project in my singleplayer world that they were only going to the regular max height of a normal Conveyor Lift. It is happening to all of the Tiered Lifts ones. I had uninstalled the mod, reloaded my world save to make sure it was removed, closed back out of the game and reinstalled the mod back in. I had noticed the smaller flex lifts were no longer in the Hub Upgrade unlocks. Which is maybe the issue.
-Mod version v1.0.20 REMOVED LIFTS because they don't work the way it should.
-Mod Version v1.0.21 Readded the smaller lifts.
...
Solution:
yeah, mayube infinite splines solves it... Flex splines never had long lifts... i think the mod construction preferences that added them: https://ficsit.app/mod/ConstructionPreferences
Invisible objects
For some reason and on occasion, when I build (thus far) a Conveyor Splitter and a Power Pole, they become invisible and non-interactable until I restart the client. I included both Debugs generated from each instance. the invisible object was the last thing I did before saving and closing the game. I'm unsure as to what could be causing the problem.
Magic splitter feature request
@Andre Aquila <Aquila Industrial> another feature request, would it be possible to add copy/paste feature to the belt splitters and receivers please? Thank you.
Cartograph not updating Railways automatically
After constructing new railways, I find I have to refresh the map manually by hiding/re-enabling something in the map screen to force it to redraw. However, once it redraws it works properly

Game crashing while joining MP Lobby
Hey guys,
my game keeps crashing when I try to connect to the mp lobby of a friend. It worked until yesterday. We didn't change anything but the game crashes on join. Does anyone know whats the problem?
We're using some Mods shown in the pictures....
Solution:
Nevermind. Anyone having Problems with this Error.. It's the Mod "Container Screens and More" causing this issue. While loading without it. It works fine!

Infinite zoop scaling resources
So once i pas the typical 10-15x1 long zoop, it starts spitting out dumb numbers for what is needed

ResourceNodesManager Mining % and Hotkey
Heyya
Playing around with the Mod "Resource Nodes Manager" from @Andre Aquila <Aquila Industrial> and really love it.
Now few questions:...
Dedicated server segfault after installing mods
Tested on a fresh install (deleted both containers and the saved data volume and redeployed).
I have two Docker containers (
satisfactory-server
, which is https://github.com/wolveix/satisfactory-server, and ficsit-cli
, which is Alpine with FICSIT CLI and Tailscale installed) and a volume satisfactory-server
(mounted at satisfactory-server:/config
and ficsit-cli:/mnt
). When I install the attached profile via FICSIT CLI, the server segfaults shortly after starting (logs also attached). I know this profile works on a client since that's what I'm currently using to host the server, but I don't want to have Satisfactory always running.
(Please ping-reply)...Solution:
Can you try without the update notifier mod to confirm? It might be a dependency for some mods too, I can't remember
HexFactory with Mods that add resources
I had noticed a lot of the "start with a void" mods specifically say "does not work with mods that add resources" (the omnimaterial and its various start floor is lava/etc) but HexFactory didn't specify this. Does that mean theres the possibility for other resources to spawn in a hex (mainly looking at Dirt for Jars of Dirt for the Ficsit Farming mod). And if not, would a mod that then adds the ability to place nodes fix that issue?
Solution:
Hmm, they will not be spawned 😦 using magic machines mod is a way to make them spawn
Mod Commission?
I'm wanting to have a mod made for me, but i dont have any idea how to do that. If someone is interested in teaching me or making it for me, pls dm.
The mod would be based around silicon and arc furnace and possibly a new way to make power :3
P.s. i dont even know if it fits in this channel...
Micro Manager Update?
The micro manager mod will be updated at some point to reflect the latest version of the game? Unfortunately, since update 8 you can no longer use the mod. (Micro Manager from TwoTwoEleven)
mpsync not working
help
Solution:
Container Screens and More is not multiplayer compatible. You will need to disable it.

"No Satisfactory Installs Found" using Bottles
Hello, I am trying to get the smm to detect an install of Satisfactory from Epic games installed under Bottles. It doesn't look like smm looks for this kind of install. Is there any way I could get it to detect my install? Thanks in advance.
Factory Props Zoop / Randomization
Is there a way to add the zoop functionality to Factory Props? Or a randomization of orientation? Like, I know it's not an option in the mod itself (that I've been able to find), but is there another mod that will add that functionality?
@SpaceGameDev...
Solution:
That hasn't been implemented yet, but I can look into it.
Upload/overflow priority dimensional storages mod
@Andre Aquila <Aquila Industrial> just a thought for this marvellous mod but instead of having separate buildings could you maybe add a toggle in the UI that can change upload to overflow priority and vice-versa on the fly without having to change the building itself?
how to change what mods enabled ?
I can't seem to figure out where i can change what mods are enabled and if i can disable some