Repeatable Crashing with unknown cause
I've been experiencing a lot of crashes lately, but they happen primarily while preforming two different tasks, the first is simply deleting objects from the world, But that doesn't apply to everything, the two I can absolutly say for sure are power connectors, (wall variant) and pipe connectors, (modded or vanilla) , and the second way I'm crashing is again tied to pipes, and that's simply by placing connectors. (ie. junctions- all types, modded or vanilla)
There's other instances of crashing not directly related to those interactions, but they are so spiritic and inconsistent I honestly don't know the cause, but the log attached here is one triggered by me deleting power connecters, vanilla ones, not connected to anything.
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Automated responses for demonseedxp (289278980077649920)
Outdated mods found!
No Invalid Floor Placement can be updated to
1.0.4
Persistent Paintables can be updated to 1.4.6
Location and Rotation can be updated to 1.3.3
Object Scanner Highlighting can be updated to 1.0.5
Extra Finishes can be updated to 2.1.1
HyperTunnels can be updated to 1.0.8
Update these mods, there may be fixes for your issue in doing so.Key Details for SMMDebug-2025-07-15-09-11-13.zip
Crash found in FactoryGame_ddd49d2e_Local_Stable_WindowsClient.log
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Crash found in FactoryGame.log
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Let us know if everything works once you've updated your mods! 👍
No change so far as I can tell other than the update to extra finishes breaking it's self :/
Gust had another crash while placing another pipe junction a little while ago
Just**
Post a new log since you have updated mods, after a new crash of course.
Does it need to be collected right after or will it still pull the crash log if i gather it up now?
You can try pulling it now
It needs to be before you launch the game again, or it overwrites your game log
I thought so but wasn’t 💯 on that
Hey sorry for the delayed response, but after my initial posting I decided to try thinning my mods some to see if I couldn't weed out the issue that way.
And yeah, that has 100% backfired in my face, because now the save is basically unplayable since now when loading into the world, there's and I kid you not, easily a 4-5 min hitch, pause, hung, whatever, before it finally welcomes you into the map, and if that weren't bad enough, after about 5 min of play time it hangs again for a painfully long period, which now that I think about it is likely an auto save happening. But why it hangs i have no idea.
Realizing i had made a mistake I attempted to replace the mods I had pulled, but at this point it makes no difference and I'm afraid I've pretty much bricked the save.
Loaded into a new save and it ran fine, so it's not like there's some game breaking incompatibility happening. So I'm at a loss now. Honestly don't know what I can do to recover the save since it's not crashing out to then log what's happening.
Not guaranteed to work but you could always try loading the bad save in SCIM and saving it then try it again. Sometimes this will fix saves.
I thought about doing that, but didn't know if it would do anything, but yeah I'll try that right now
It may not but will never know unless you try.
It can solve a lot of weird issues
not this time it seems, when I loaded it up it complained of low performance due to to many items so I used it to delete over 200k foundations and it made zero difference when reloaded into game.. Still hanging like crazy for several min at a time
and I was wrong about it being during a save, it's happening all the time
I'm pretty bummed and fed up with fighting with it, I'm prob just going to scrap it and start over
IS there any way to enable console logging in real time that would show what's being called at the time of a freeze happening?
There is an option in your steam settings for SF to enable real time logging, I use it to help test my mods a lot
Steam or Epic?
steam
Open library in steam right click on Satisfactory Go to Properties and then the general tab.... In the Launch Option text box type -log
That will open a real time log window that will stay open while playing satisfactory
kk on it, hopefully it will show something useful
Its basically the same thing you would see in the Debug Log that we always ask for in help posts.... Except that you see it all happening in real time
Thank you, I had to go afk to look after animals
How big is your save file? It sounds like the game is really struggling to load/save it
sorry fell asleep, the save is only 10.4MB so not super chunky I don't think, I pulled up the logging window and it did show me what was causing the hanging, which was the powered foundations mod, so I turned it off and on next load the world opened in less than 20sec which was wonderful to see, but unfortunately the crashing still remains. After only a few min back loaded up it crashed out again, seemingly unprovoked.
I pulled together the logging info and don't know if it would be helpful or not but I've also packed up the save and profile for SMM and attaching it here as well.
Automated responses for demonseedxp (289278980077649920)
Key Details for SMMDebug-2025-07-18-13-23-42.zip
Crash found in FactoryGame.log
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Crash found in FactoryGame_be28b253_Local_Stable_WindowsClient.log
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Bit of a status update on this situation, I ran a heavy comb through my mods list again, pulling anything or almost anything that wasn't decor related which totaled up to many, many mods taking a backseat while I figure this thing out, and it actually had a very positive effect on the stability of the save. Now it seems as if the unprovoked crashes have completely stopped, but... there's always a but, it has still crashed out twice while deleting things. It now doesn't even appear to care what object is being removed, maybe.... I say this because one crash was while removing another pipe element, but the second was while removing a machine, but I say maybe because said machine was in fact it's self connected to a pipe, so idk maybe that played a factor. Not sure.
Stupidly out of habit I immediately pressed the restart button without gathering the logs first, but on the next event, I'll definitely save them and push them out to you guys,
Can't thank you all enough for your patience and willingness to help figure this out. I feel much more optimistic about this actually getting resolved now, feels like it's just one more tweak away from becoming totally stable, which I though impossible at one point.
As soon as I have another log I'll post it, thanks again!
And there it is, and it's absolutly something tied to pipes, I have a feeling it's the mod that colors them according to what's inside, and I further suspect that may be caused by the fact two different mods I have both share that functionality. Although I never configured the second one to preform the task, although that's just a guess. Maybe the logs will reveal the truth, hope so anyway 🙂