pipes not connecting to fuel gens in a 48x48 blueprinter
35 Replies
Automated responses for Skoll (212252294790643714)
Key Details for SMMDebug-2025-07-02-20-10-28.zip
Outdated mods found!
Infinite Zoop can be updated to
1.9.3
Mob Spawners can be updated to 2.4.0
Update these mods, there may be fixes for your issue in doing so.Does this still happen after updating your mods?
yes
>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
its an interaction between megaprinters and zoopables
Interesting! Does it happen with literally only those two mods installed?
yes, issue persists
@Tomtores | GardenerTools @Baba_booie{Crazy BP Workarounds}
You two gotta collaborate on this!
it also affects belts aswell
Zooping things and blueprinters is a base game issue. Not much I can do from my side.
What bp mod are you using?
Megaprinters
So if you use a standard vanilla blueprint maker will it allow you to connect belts and pipes? I know there is another blueprint mod out there by kyrium and he has a notice on the largest that he will not offer support for bugs or issues with that size printer because of known issues with them and the game. Could be same thing happening with mega printers mod.

That’s part of the warning about larger blueprints but in game his description on the biggest says known to cause crashes and weird things to happen use at your own risk and don’t ask for support and use only if absolutely necessary
issue still persists even on vanilla mk1 and mk2 blueprinter
however if using vanilla fuel gens in the same megaprinter itll accept pipe connections. it does not for the zoopable variant
That's quite strange and while I don't know what's happening to it at the moment I will definitely have a look into it and see if I can figure out what's going wrong 👍
vanilla on the right and zoopable variant center
per satisfactory calculator
vannila

zoopable

Thankyou for that extra info!
both of which are located in the same mega printer fwiw
have you tried the AutoLink mod?
it may solve the problem
when anything is placed, it basically checks all connection points to see if there is anything that can be connected and connects it
ohh, ignore me, i didn't realize you can't even make the connection at all
My educated guess would be, that zoopable extras are spawned outside blueprinter context, triggering the error check. Physical location does not matter, just what game thinks is inside.
well that would be easy enough to check, if you save the blueprint and try to place it, in theory the generators wouldn't be placed
as they are not considered to be inside the blueprint designer
which megaprinters doesn't even recognize any zoopable machine as anything
zoopable machines on printer
what the megaprinter has for a cost list for the bp
its as if the machines arent even recognizable to blueprinters even vanilla blueprint designers
yes, the machines are placed in the world, not inside the blueprinter
ie, if you dismantled the blueprinter/megaprinter, the machines would stay
Can you just compose instead of zooping? I see you have a fancy concrete founding for each - just slap down regular blueprinter, build a square with 4 gens, then go to large blueprinter, build a finished square with 16 of them, then use that to populate the megaprinter area. Faster to assemble from modular pieces than piping each of that individually I think?
would need to use vanilla machines as the zoopable variant is not recognized as a valid entity in either vanilla or modded blueprinters
Zoopables are a known problem with blueprinters, so building up from smaller pieces is recommended workaround.