Crash - likely related to Continuous space elevator mod

Been using the continuous space elevator mod. This is 3rd time I've seen this crash when interacting with the continuous space elevator making it likely it's related. Last few actions on this crash - Completed phase 2 - Saved game manually - Deleted 2 conveyers carrying project parts into normal space elevator - Deleted normal space elevator - Created continuous space elevator in approx the same spot - Created 2 conveyers carrying project parts into continuous space elevator - Approx when the 2nd conveyer connected the game hung and then went to the crash report screen ~10 seconds later Crash log attached. Other mods in use - Resource roulette - Infinite zoop - Weapon upgrades - Progressive blueprinters - Progressive hoverpack
23 Replies
sjhoward
sjhoward•2mo ago
>debug Better to post a full debug log than just the crash log 🙂
FICSIT-Fred
FICSIT-Fred•2mo ago
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels! If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
sjhoward
sjhoward•2mo ago
Looks like a network crash though so maybe network support got damaged by 1.1
MickeyTheQ
MickeyTheQOP•2mo ago
Debug log 🙂
FICSIT-Fred
FICSIT-Fred•2mo ago
Automated responses for MickeyTheQ (402165027286810627)
Key Details for SMMDebug-2025-07-15-11-24-56.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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Crash found in FactoryGame.log
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MickeyTheQ
MickeyTheQOP•2mo ago
I'm doing single player locally, is there still networking then?
sjhoward
sjhoward•2mo ago
huh, wouldn't have thought that bit of network code was running for a single player game Ok, I remember - by default all satisfactory sessions are set up as multiplayer so people can join at any point I think there's a setting hidden away somewhere to make it properly a solo session that might make this work for now I might see if I can reproduce the issue on my end later, I'm surprised it hasn't been reported already if it's there for everyone though
MickeyTheQ
MickeyTheQOP•2mo ago
Thanks. I'll keep playing as-is and if it keeps happening I'll look for that. I remember something like you mention being in the settings somewhere when configuring a game I thought the first couple of times (a few days ago) might just be one-offs but this is the 3rd time for me now. I'll post an update here later It might be something to do with the normal and continuous space elevators being in proximity and/or deleting one and creating the other. I was doing something similar the last time this happened - redirecting project part flow from the normal one (to get the phase complete) to the continuous one (to maintain the ongoing requirement)
sjhoward
sjhoward•2mo ago
Here's a thought: the mod page says building things which are blocked (by not having enough input for the current space elevator level) causes crashes at the moment are you building a mk 2+ belt? because your space elevator level would be zero, meaning that'd count as a blocked building @MickeyTheQ see above, I might have worked it out
MickeyTheQ
MickeyTheQOP•2mo ago
Ah interesting. So my setup was (prior to crash) - One continuous elevator receiving smart plates at a rate sufficient to satisfy phase 1 - One continuous elevator receiving versatile frameworks at a rate sufficient to satisfy phase 2 - One normal elevator elevator receiving smart plates (in sufficient number to satisfy phase 2) and automated wiring (for phase 2) I deleted the last one - created a continuous in its place and created 2 mk3 belts So if I've understood the mod page correctly that should be ok. Phase 1 is satisfied by the first elevator so all Phase 2 related parts would be ok which includes Mk3 belts My activity would temporarily cause Phase 2 to not be satisfied but I haven't built done any Phase 3 activity (milestones etc) yet so I don't think that would be a problem Let me know if that makes sense.
sjhoward
sjhoward•2mo ago
Ah possibly? I'm wondering if any deletion/addition of spellevators might cause the code to need to recalculate what level you're at, which could take a minute. Can you see which continuous level you're on from somewhere? I haven't actually used the mod. My guess is that deleting the normal elevator and waiting a minute or two before building anything might sort it out.
MickeyTheQ
MickeyTheQOP•2mo ago
Yeah maybe. The way I think it works from observation is when you inspect a continuous elevator it shows all project part requirements for all phases and highlights those that are satisfied and those that are not. It has some internal storage for each part. There's a 60 second timer in the corner that continually counts down and resets so I would guess that every 60 seconds it checks/consumes the required parts and evaluates whether a phase is satisfied or not so for example if you need 10 smart plates per min it would every 60 seconds check its internal storage for 10 smart plates, if they're there consume them and mark that as 'good', otherwise mark it as 'bad'
sjhoward
sjhoward•2mo ago
Yeah I think leaving a 60 second buffer before building anything that's T1+ might do it then no guarantee but it seems plausible!
MickeyTheQ
MickeyTheQOP•2mo ago
I wonder if deleting any elevator destroys all the internal storage and then you might be unlucky with the timer going off?
sjhoward
sjhoward•2mo ago
yeah maybe
MickeyTheQ
MickeyTheQOP•2mo ago
I think it's global, not per elevator I'll test that and report back Thanks very much for spitballing this, hopefully we've figured out a workaround 🙂
sjhoward
sjhoward•2mo ago
You're welcome, fingers crossed!
MickeyTheQ
MickeyTheQOP•2mo ago
Some more info. I think my above theory is not correct because I haven't deleted any continuous elevators, just a regular one Done some more testing and I can make the problem happen every time. The crash is triggered as soon as an item enters the a just-built continuous elevator. I tried - Connecting to an output full of smart plating - crash - Same with Automated wiring - crash - Created a storage container - connected it to the elevator with a mk1 belt - took 1 automated wiring from a factory belt and put it in the storage container - automated wiring entered the elevator - crash At this point I can't make it not happen but I'm pretty confident about it being triggered when an item enters the elevator
FICSIT-Fred
FICSIT-Fred•2mo ago
Automated responses for MickeyTheQ (402165027286810627)
Key Details for SMMDebug-2025-07-15-14-00-26.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Key Details for SMMDebug-2025-07-15-14-04-38.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Key Details for SMMDebug-2025-07-15-14-10-43.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 8
Game: WindowsClient CL 418783 from steam
Path: `d:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Crash found in FactoryGame.log
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Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
It has been attached to this message.
Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
It has been attached to this message.
Crash found in FactoryGame.log
It has been attached to this message.
Crash found in FactoryGame.log
It has been attached to this message.
Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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MickeyTheQ
MickeyTheQOP•2mo ago
Tried again waiting a few minutes between building the c.elevator and setting up input - same crash
sjhoward
sjhoward•2mo ago
😦 @AndreAquila Andre's on a well-earned break at the moment so don't expect any updates particularly soon
MickeyTheQ
MickeyTheQOP•2mo ago
no worries, just trying to find a workaround for me (and others) I took an automated wiring to a different c.elevator and it went in without crashing. went back to the first area built a new elevator and connected automated wiring - crash FYI I decided to remove the continuous elevators and disable the mod. I didn't find a workaround for the crash and was seeing other odd behaviour such as the versatile framework stockpile wasn't decreasing even when there was no input (smart plating was working correctly)

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