Miners outputting double (after adjusting clock speed) and MAM can't scroll
I'm a little lost since despite going through my modlist twice, I could not find which mods could causing two distinct odd behaviors.
-One somehow makes miners output two ore at once at the same time and at double the pace... but only after changing Clock Speed.
-Another makes the lower nodes of the MAM inaccessible, I can't scroll at all.
pastebin with my mods https://pastebin.com/nbgxr45a
Sadly, using the normal debug flowchart to check hardly works since disabling some mods crash the game when loading the save. I'd need to have a vanilla save to test. I doubt either behavior is unknown (but I could not find anything) and otherwise having possible incompatibility may be sensible to point out anyway.
Pastebin
"installedMods": { "AB_BioTweaks": "1.2.4", "AB_CableMod": ...
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Solution:Jump to solution
Alright, this is as far as testing took me, for the last one I'd have to go check for the other mod by doing it all again.
Culprit Crash: Multiply by Andre (not the dependency ContentLib)
Double Ore: Industrial Evolution by acxd (could not find relevant config entry)
No Scroll in MAM: Alternate Recipe Research by SirDigby (but not alone)...
18 Replies
Screenshots:
See the same miner but output in the box above is different
and
Can't get any nodes below and if there are more entries on the left, I can not access them either



Never seen either issue before, and also after quickly looking through your list I'm not sure which mod could be crashing upon removal. The flow chart really is your best option, then once you get a crash post a debug log here
several mods do crash on removal and that's when I removed single mods (another post here suggested InfiniteResearch linked perhaps to it which should have been fixed). Removing the last SpaceForce mod (or perhaps the library) also crashes the game. I wouldn't consider the crashes concerning but they block the flowchart from working. I suppose I must look into getting a vanilla save set up where I can access MAM and a Miner immediately.
Oh interesting, didn't know that about spaceforce. I'd still recommend keeping with the flow chart, but always keeping the ones you know crash upon removal.
I see almost everything which comes through here and I haven't seen this reported, so I don't think you're likely to have another option
for the MAM one, I'd give it a quick try without colony just incase the GUI widget is interracting with the MAM interface somehow
I'm at the point where I think that something very funky is going with my set-up despite being fairly standard and an entirely clean install which also cleaned out SMM (which still likes to crash) and new profiles. Even removing any mod results in a crash. Meanwhile reinstating lets me load the crashing save game. I can't really read the crash, it's out of my league and I would not know what to look for but I gladly provide a crashlog, SMM info and the profile.
There is one last check I can also make since YouMod somehow made it to the top of the updated mods (despite not having been) and it is in red. I had made sure to only enable mods updated to 1.1 but perhaps it simply was not marked red. No wait a sec, instead of it, what was Continous Space Elevator is now removed but YouMod is there? I'm sorry but I am very confused and can only explain what I saw and see.
Now I'd really like a mod manager because while it is just 260 mods, selecting one by one with SMM crashes looming...
Automated responses for SakuraKoi (1213228791346892854)
nullschematic
(Known error
nullschematic
) Note to mod developers: the mod TajsGraph is attempting to register a null schematic, as of SML3.6 this is no longer a crash but should still be resolved. This could be caused by leaving a null entry in the list, or by referencing content from a mod that is not loaded at runtime.Key Details for SMMDebug-2025-06-27-08-47-16.zip
"Just 259 mods" 🤣
it's fairly rare to see anyone with over a hundred, tbh
so you're saying removing literally even any one mod will cause crashes?! that sounds cursed, if so
Before, I could remove the other spaceforce mods to make space but I don't think that it is the fault of the removed mods anymore.
And, I mean, my Stardew Valley mod manager says I have 1561 enabled and it is fairly stable (just 20 GB of RAM required). As long as mods don't directly conflict (like UI in the case here), I then expect the game to crash at least at some point... but not when removed.
Well, if you'll excuse me, I am going to prepare a vanilla save (I don't like skipping the intro but did the intro twice now) and then see about it.
Yeah it's very unusual for mods to crash upon removal in Satisfactory
if all of them currently are, that's basically unheard of, and something very very weird is going on
Some progress I can note. Removing literally all mods made the save loadable so I can try to see if there is just one mod doing the deed by following the flowchart.
I very much want to know what's going on, so please do keep us updated!
some lucky mod author has a lengthy debugging session coming up :LUL:
Solution
Alright, this is as far as testing took me, for the last one I'd have to go check for the other mod by doing it all again.
Culprit Crash: Multiply by Andre (not the dependency ContentLib)
Double Ore: Industrial Evolution by acxd (could not find relevant config entry)
No Scroll in MAM: Alternate Recipe Research by SirDigby (but not alone)
@AndreAquila
@Acxd
@SirDigby {Mod Name}
Might be difficult to fix without more info, but it seems there may be some odd mod conflicts here
good job doing all that testing, can't have been fun!
What more info may be needed? Apart from the screenshot, profile and crash, I can only provide the save which I may as well.
It was fine, since I had also been busy elsewhere as well so I did it on the side. I'm just glad that the save itself didn't crash and burn when it was without mods. Luckily Satisfactory loads fast. Rimworld would have been a nightmare and there mod conflicts are aplenty.
In regards to info, also all I can swear to is that I did not change any settings anywhere.
I don't think Alternate Recipe Research would be the cause of the no scrolling bug, just a way to tell it exists
The "double ore" is intentional, I did so to match the cycle time of IE miners. Items per minute are still the same
but only after changing Clock Speed.That isn't intentional and seems like a mod conflict. The cycle time change has been around since 1.0 and I can't reproduce that issue on my end
I may have a hunch on IE considering how few affect Clock Speed. I am currently and still testing so I will check both.
After testing twice over, Infinite Research appears to be the culprit for IE.
And for the scrolling bug, I hazard to guess that it is caused by too much MAM (likely sections rather than nodes). @SirDigby {Mod Name}
I saw it slowly fixing itself and slowly breaking. I'll try listing all mods with their own MAM Research: Most are simple like Grappling Hook, Digital Storage, Weapon Upgrades, Infinite Zoop, Launch the Rocket, Ficsit Networks and at least one for Beaver's Biotweaks. The Metal I don't know and Farming was one of Andre's.