Inventory Crash - Unknown Cause
I randomly started getting assertion failed related crashes so I followed the instructions of the InventoryCrashDebugger mod as I've done in the past and this is upload of the files. (I am not on latest version of satisfactory, I downgraded back to the september 8th release)
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Automated responses for Commander Slav™ (222110143448350730)
Key Details for SMMDebug-2025-11-12-01-09-17.zip
Incompatible mods found!
Persistent Paintables: Crashes when loading a savegame since the latest update (v1.1.1.7)
Please attempt to remove/disable these mods so that they no longer force the old SML to be used (this is why your mods don't load).
This issue was occuring prior to todays update but this was the first time I was able to catch it
I moved something into the depot in my inventory which made an item appear (manual mining drill you put down) and then this happened
Earlier I connected a conveyor belt to something and it happened, this was me going on as normal with the mod installed to catch whatever was happening
There is a lot of spam about the inventorylog buffer
that I did report in the relevant server https://discord.com/channels/1308334137177804831/1389861968818475058/1437963674001346675
@Rex [they/them] I figured I'd ping in case you may be able to help
I actually found you were talking to someone else about this exact issue awhile ago https://discord.com/channels/555424930502541343/555782140533407764/1236791429930553435
but they weren't interested in fixing it seems
Okay, that is a mouthful.
OWNER LOC is the world position of the buildable in centimetres (most in-game things use metres). Remember Unreal Engine uses Z-up coordinates.
>mod orthomap You can use this to see your current coordinates, in metresFred Mod Search™
Ortho Minimap
An experimental minimap using an orthographic scene capture
EA: :white_check_mark:
EXP: :white_check_mark:
Last Updated <t:1751904161:R>
Created by Rex
If this isn't the mod you were looking for, try a different spelling.
Yes, all three locations are the same
Interesting
I will use this to locate once I get on, thank you
Let me know if you need help locating the thing
Thank you
So I found the containers, but how do I figure out why they're causing crashes if I can
This is the mod
https://ficsit.app/mod/SpecialContainers
Show me what the inputs / outputs of that specific container look like
They have input/output via modular load balancers - This is out of bounds on the map
ok
How are the MLBs connected to the container?
snap on
No conveyor belts
but I have containers like this elsewhere in the world with no issues but inside map boundaries
Okay, rebuild the setup around the one container that is failing
Also rebuild the container itself
This is in the same area that modular load balancers is spamming the log - I won't mix that in here though to prevent confusion, I will handle that next
Just for reference

It seems it's gonna be the top most ones
For reference, where did you discuss this?
In digby's server
Ah, this? https://discord.com/channels/841739929347948564/841740103163707443/1438016020429279313
It's probably related
Tagged ye
Interesting
I wonder if it has to do with being outside the map borders
It's more convenient for other readers to copy a link to the message 😉
Yeah I goofed
Doubt it
:smack:
Well, wait the Z is 17m
I will rebuild the entire thing
safer than sorry
Well
>mod location and rotation
Fred Mod Search™
Location and Rotation
Adds a widget which shows you the location and rotation info for the currently highlighted buildable
EA: :white_check_mark:
EXP: :white_check_mark:
Last Updated <t:1757701151:R>
Created by SirDigby
If this isn't the mod you were looking for, try a different spelling.
I forgor this exists
Got that installed
ooo
You genius you
That should tell you the Z
aha!
It's the 2nd from the bottom
interesting
ok, lemme destroy this all and rebuild
1 moment
You could try rebuilding just that one first
Don't waste your time touching what works
Oh I re-checked what you posted, all 3 locations are the same
Got it
Yeah, all 3 errors point to the exact same buildable
I used a cm to m converter before you mentioned the rotation mod :kek:
okay, it's gone and same with the modular load balancers
It was empty anyways
Now how should I proceed forward because the crash was completely random
Huh, it was empty yet it was causing issues?
well, things would enter the bottom, go to the middle and export to the top
Keep playing and see if any more errors show up
ok
[2025.11.12-21.06.27:057][ 59]LogInventory: Warning: Add failed cause there whas not enough space for 1x Desc_SteelPlate_C in component 'mBufferInventory'. There are 1 left over items.
This is now my new issue
not new but
Referring to earlier in digby's server
Going to track down why this is having a fit in this location only
See if there's anything making "Desc_SteelPlate_C"
I think those warnings don't result in crashes because the items are valid
Yes, I do have iron plates making - It also does it with nuclear waste, rotors and aluminum casing - if anything gets stuck from a machine being full in this area
Yeah but it tanks performance and runs my log wild
Official Satisfactory Wiki
Steel Beam
Steel Beam is an early-game component used for constructing structural buildings, Mk.3 Conveyors, as well as Customizer materials among other things. It is one of two primary products made out of steel, the other being Steel Pipes.
o
still, I do have those so
1 sec
Look at those and see if there's anything backing up, you may have to rebuild those things
ok
I turned off the machines and the output stopped
Okay, see if you can pinpoint which buildable that might be
I've seen issues like this happen with SnapOn (especially a while ago when it was directly attaching splitters and mergers to things), but I haven't experimented with it myself
I have 3 constructors Mk4 from industrial revolution making steel beams from aluminum
Anything affected, try rebuilding it
Got it

Alright, deleted, remade, reconnected to main modular load balancer "network" (all the others it connected to before)
Right now, everything is fine, let me see if it cocurs when it catches up and overflows
and it's back
Let me try destroy the outputs
They are not snapped on, they're connected via mk6 conveyor belts
the weird thing is, everything else that is backing up is just fine
reconnecting now
Could be something else further down the chain
Make sure that it's not stopping because there's no longer an excess of steel beams
Let me try rebuilding the entire machine I guess
oh wait I found an interesting issue
I just double checked and I only have 12 manufacturers using steel beams
It seems when other items backup in the modular load balancers, they go into the overflow as they should because it backs up
For whatever reason, despite the modular load balancers not going to any output, the load balancer still accepts it into like a "void" = They aren't going anywhere but it keeps taking them and thus resulting in the error
Weirdly though, when I removed them from the entire network as everything else was on, they stopped sending into the void but it's specific to these beams for some reason
I wonder if this whole modular setup I have is potentially bugged and when reconnecting them, the bug continues to manifest
Interestingly though, it happened to the nuclear was as well which leads me to believe the entire network of modular load balancers is indeed broken because the steel beams were on the same as the nuclear waste, rotors, etc. - It's not properly detecting that it's "full" - So I think the best course of action, unfortunately, would be to break everything and rebuild them all and then relink everything
I posted this in digby's server by accident
Yeah, that's one of the things about using MLBs this way: it's super hard to keep track of stuff
Ah, could I just be overloading it then?
because putting it back on its own small network of 4 balancers, it has no issues anymore
Interesting, I have 322 modular load balancers, it's fine but when I go to 326 it breaks with the steel beams - but I'm gonna test another item and see if I can make it break as if it is limited by a number causing the issue
Huh
ok weird
It only acts up with steel beams
I tried electromagnetic rods no luck
ah I got it to act up with nuclear waste
now let me try separating the network and see if it repeats
ok, it seems to be random items it doesn't like but it definitely seems like it's a limit type issue
So the only items I saw it occur with was
Rotors
Steel Beams
Aluminum Casing
Nuclear waste
Nothing else
I don't know if it's actually item specific but these are the only ones I could reproduce the issue with
if I put them on their own networks, that are small
Storage > Input > Output (fills up) > Machine (fills up) > no issue
On separate network
Storage > Input > Output (fills up) > Machine (fills up) > issue when connected with over 322 modular load balancers using the filtered output
I guess I will work around these conditions and keep an eye on anything going forward
I'm gonna leave everything for now, as it seems it may be a limit issue from overflow
I'm gonna mark this as "solved" for now - I don't know what else further testing I can do besides just being mindful of big my networks are going forward
After playing for a few hours
All issues seem to be "resolved" for now
No hiccups of any kind thankfully
I kept your mod installed and it happened again with the same crate, different location the next day so I've opted to instead of using snap on with them incase of some weird hiccup I'll just use conveyors to connect and since then I've had 0 issues the past 2 days - Just updating here for logging purposes and I was able to locate in the log based off what you posted so now I know what to do for the future :HYPERS:
I actually did another test on this from a different storage mod and got it to reproduce immediately
It seems that for whatever reason when using snap-on for Modular Load Balancers - using outputs specifically with snap on will lead to crashes because it gets stuck on trying to export but it's as if it's not recognizing the buffer(?)
But it doesn't occur on machines in testing, only storage
If and when you read this, if you have advice on who I should report this to - whether it be snap on, MLB or the storage mods developer?
@Rex [they/them]
cc @SirDigby
Got it
Thank you
So if you use MLB but not SnapOn it works fine?
I'll send a screenshot with examples
and just in case it is somehow a mod problem
https://ficsit.app/mod/SpecialContainers
https://ficsit.app/mod/IndustrialPropsPlus
Both mods I have had the issue with and I am relatively able to reproduce by simply having items be input into one of the storage devices
I have not tried this debugging with vanilla containers
From IndustrialPropsPlus - The Ficsit Shipping container 02 MK2 - I had the issue occur after accidentally connecting the MLB onto the crate via snap on (no conveyor belt)
But when I put a small conveyor belt buffer, no issues occur whatsoever
From the other mod, I have easily been able to reproduce the issue sometimes almost immediately with the Monstrous Storage Container
But again, adding a small conveyor belt buffer inbetween (no snap on) - everything functions as it should
I will attach screenshots of both ways
and I believe this issue is more specific to when it wants to input into a storage inventory (This does not apply to machines, I have absolutely no machine related issues in regards to snap on with MLB or splitters, mergers, mini-sink, etc)
The last time I had this crash was yesterday because I was on autopilot and I accidentally connected a MLB via snapon onto the IndustrialPropPlus mods container and before that was the same day I said I would swap to buffers (again, auto-pilot) monstrous storage with a MLB on input into the storage and almost an immediate crash - I realized it was because of what I had done and verified with this mod (It was still installed, I verified with the log file)(https://ficsit.app/mod/InventoryTickCrashDebugger) (These findings is what leads me to believe it's input related)
I also apologize if this is too much
I'm trying to give as much information as possible




Disclaimer: I have done no testing with removing SnapOn or MLB nor any isolated mod testing with them alone
If you would like a save file copy / Mod manager profile, I can provide such
Yeah, that would probably be good. I'm testing now and can't reproduce it
Give me one moment, I'll see if I can get it to happen
and also upload the files
This is all currently being done in singleplayer
This is the latest save and profile that I am working with
Here is yesterdays log showing the industrialplus container
but let me see if I can force the crash to happen right now
Where on the map are you doing this?
For this occurence of right now, I'm down in the blue crater.
I will get specific coordinates for you
k, that's good enough
The ones earlier in this post was in west beach
Oddly, I just realized I had some containers I haven't even corrected but yet no errors from them - Down in blue crater
There is so much going on that I often get ahead of myself :smack:
How long does it usually take to crash?
Usually within 1-5 minutes but oddly I can't even get it to crash for me now
It's like going to the doctor but you go there and the symptoms don't show :smack:
I kept the Inventory Tick Crash Debugger mod installed as surveillence but usually when I was connecting the MLB to the network and items started to flow in, it would just occur shortly after
Yeah, not crashing for me
Yeah, I have no idea why it's not for me either - I've changed nothing
Well, I guess I will try to continue as normal for now, again, and try to submit everything I can if it occurs again
sorry that it seems to be a fluke that is consistently inconsistent
I should mention, this does happen on new networks of MLB as well, in case it was any thought of: This network existed for XYZ amount of time then manifested