Invalid icon set for schematic.
I'm up to making my first schematic for the tutorial DocMod but when I compile and save, the soonTM icon causes an error:
Invalid icon set for schematic. This will cause the milestone to not display its unlocks or cost in the HUB.
Any idea how to fix?...
Solution:
I was accidently handing it to the small icon field.
Game Crashing
So, Today I booted up my Satisfactory 8 save from just before 1.0 went live. Updated all but a few mods which haven't been released yet, but they were either low impact or I haven't done much with them if anything, so their impact should be miniscule. Played for a while with no issues or crashes. I had to figure out my power network due to some changes to Refined Power, so I had spent the last few hours redoing and expanding my power network with my factory disconnected from the grid just to get my Coal power online.
Finally got that working, 10k plus megawatts with more on the way as my expansion powers up. I start connecting my factory to the power grid, and as soon as I make the first connection, the game crashes, twice, the exact same way....
Solution:
Might be worth asking on refined R&D's discord as I think it's most likely related to refined power somehow
More Players
Cant get more players mod to allow more than 4 even thought we all have the mod installed
AI Packagers + Resized Stacks = Eaten Containers
Just a note, I had a fuel loop set up like this :
3 Fully overclocked AI Packagers + 10,000 empty containers + Water -> Packaged Water -> 6 overclocked refineries to make packaged fuel -> 3 fully overclocked AI Packagers to unpackage the fuel. Closed loop. Containers were in 750 count stacks (empty, water, or fuel).
Over time, I would periodically have to put 5~6K empty packages back into the loop to keep it going, as they kept vanishing in the process (closed loop, so they shouldn't vanish). I think it's an interaction with resized stacks and AI Packager. ...
Over time, I would periodically have to put 5~6K empty packages back into the loop to keep it going, as they kept vanishing in the process (closed loop, so they shouldn't vanish). I think it's an interaction with resized stacks and AI Packager. ...
Crashing within a couple minutes of playing
Mod Name Mod Reference Version
Advanced HUD AdvancedHUD 1.0.11
Better Geothermal Generators BetterGeothermal 1.0.3
Collectibles Indicator CollectiblesIndicator 1.0.9
Early and Cheap Portals EarlyAndCheapPortals 1.0.1...
Solution:
Infinite Splines Installed+
AFGConveyorChainActor in Crash= You probably have a conveyor somewhere that's too long and is breaking things...

Inventory tick crash debugger triggered
Been experiencing semi-regular Assertion failed itemclass crashes for 3 days now.
They aren't tied to a specific area or action, sometimes the game runs for 2 hours before it happens, other times it crashes 3 minutes into loading the save. I finally had the inventory tick crash debugger trigger, so I would really appreciate some help.
I've tried the reduction of belt render distance, tried isolating areas I was working on when the crashing started using the interactive map tools, so far no luck....
Error: appError called: Assertion failed: itemClass [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGInventoryComponent.cpp] [Line: 1410]
Error: appError called: Assertion failed: itemClass [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGInventoryComponent.cpp] [Line: 1410]
Solution:
I think I have removed the only two pairs I had setup like this, so far no crashes. I'll make this as resolved.
Resolution tl;dr
A merger to splitter pair had been set up with a direct connection (connection of 0 belts long) see image. This was possible due to some unintended behavior of AutoLink, as of AutoLink 0.5.2 this behaviour is prevented and should no longer cause
Assertion failed Itemclass
crashes....Logistical Hubs
Hello there, sorry for the ticket but I just have to ask bout this mod. So I started using it with friend and we integrated drones fully. Lets say one night we decided save and everything was okay. My friend lend me save file because I may play a bit more. I joined without no issues, and I played for an hour or so. Tomorrow I gave save data to my friend again. And from that point on I had this weird crash with main issue:
Assertion failed: mInventoryStacks.Num() > 0 [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGInventoryComponent.cpp] [Line: 1173] Inventory need to be initialized before use 0
Then he decided to give me save, I've also tried the thing then he started crashing. MP just didn't work from that point. We knew it has to do smth with a mod called "Container Screens and more" or those drones. We made sure to make backup of the world, then tried removing the screens it didn't resolve the thing. After we removed the drones, it removed the pesky crash. I don't really know what it means, nor how it happens....
Does Magic Splitter support supplying portals with singularity cells?
@AndreAquila I created a magic splitter and supplied it with singularity cells, but the main portals aren't receiving them and they aren't showing up in the magic splitter's list even after I refresh all splitters.
[Cheap Dimensional Downloader], [Fiscit Farming] Jar of Bog Dirt, Jar of Peet Dirt unlisted.
I remember talking about this bug earlier and it seems to not been fixed at all, the problem is that the jar of bog dirt and peet dirt is not listed in the dimensional downloader, just regular jar of dirt.
This complicates my playthrough of using the downloader for ease of access and reduction of conveyor belt spaghettis....

Efficiency Checker - does not take in consideration belt splitters
So this is pretty simple to reproduce:
1. Get an input from miner or machine, for example Mk3 miner with 250% overclock in my case will get you 1200/min ore
2. Get a splitter right outside the machine
So now we have 2 belts and a simple splitter has (theoretically) exactly 50% output rate.
However ECM tool still shows it as 1200 per each belt....
Solution:
I really can't visualize what you trying to explain 😓

Flex Splines Help
I have installed Flex Splines, but it doesn't appear to work or do anything in game.
Solution:
Most mods that add buildables items are usually unlocked through the HUB, MAM or Awesome Shop
Satisfactory Crash
Solution:
If you have any bugs, suggestions or need help with any of Refined R&D's mods you will probably get more help on their dedicated discord server.
https://discord.com/invite/Vt8Rt2Vsqf...
X3-Roads Highway-Fence Clearance / Identical Buildable
I've been trying to build some road-blueprints and ran into a few issues when trying to replicate the double-fence that is used by some of the templates.
At times it seems to work and other times, I get the "An identical buildable is already built there!" message.
I haven't been able to figure out what causes the issue to appear, as I've built double-fences using the same components before.
Error occurs as multiplayer host (haven't tried singleplayer)....

simple teleporter: item loss
@moidu21 I often have item losses. I did a simple test with 500 concrete, and at the output I have 498- or even sometimes 350 or less. I do the test again with 40 and I have 37 or 38 at the output. It's variable. I play solo.
Magic fluid splitter question
Might seem a tad daft but can you have multiple types of fluid going in as inputs to one splitter? Also does the splitter work with gasses…or any fluid teleport mod for that matter?
Mod compatibility issues?
Is there a way to check what mods are compatible or not? I setup a small list of mods and its crashing anytime I load or make a save
underground belts glitchy on dedicated Server
We're using the Underground Belts by @Andre Aquila <Aquila Industrial> on our Linux dedicated server.
At first they seemed to work fine and were an absolute lifesaver when it comes to keeping the factory floor tidy...
But lately, we noticed some weird behaviour and glitching.
...

Daisy Chain Smart Input Factory old building costs
Hey there,
It seems that for certain buildings, like the manufacturer and fuel generator, the daisy chain smart input version added by the mod still uses pre 1.0 building costs.
For example vanilla manufacturer against daisy one, still uses HMF....
Solution:
Hmm. Not really Roll. Thanks for reporting it, i have to redo the recipes. Will update it now.
