I'm using a total of 11 mods on a custom map I made myself (based on the Island Hopping map published here) and a few days ago the game started to sometimes crash when I was deleting belts, pipes or rail tracks. Since then this has worsened to where I'm barely able to play for a few minutes between crashes.
I tried to isolate the problem, but loading a different save (on a different map) and loading the same 11 mods did not show the same problems.
So I threw the log to ChatPGT and it thinks that Cheat++ and/or Gameplay++ are the most likely culprits.
Here's some of what ChatGPT said:
The critical findings
1. GameplayPP is already throwing errors during prototype registration
These are not harmless warnings:
GameplayPP.HeavyHaulerData.RegisterData
GameplayPP.DistrictHeatingData.RegisterData
GameplayPP.WarehouseData.RegisterData
GameplayPP.PipeSorterData.RegisterData
GameplayPP.MoltenStorageT2Data.RegisterData
All of these produce:
Value of int is -21, expected not negative.
That means the mod is registering invalid research/prototype data into the game.
This is a very strong indication the mod is not fully compatible with your game version (0.8.4b). The game continues loading, but internal data integrity is already compromised.
2. GameplayPP has broken/missing assets
This is especially important:
Failed to get prefab for transported product
'ParkVehicle_TruckHeavyHauler (unit)'
and:
Asset '' (GameObject) was not found in any bundle
That means:
the mod defines entities/products
but their Unity prefab references are invalid or missing
That is very dangerous for entity lifecycle handling.
3. GameplayPP_BridgePortHost has an empty prefab path
This line is another red flag:
Skipping empty prefab path of proto 'GameplayPP_BridgePortHost'
This directly ties into the later crash location:
GameplayPP.BridgeTransportManager.TickHostIO
So the system crashing later is already malformed during initialization.
That is probably not coincidence.
4. The actual crash is still caused during transport splitting
The final crash sequence:
TransportsManager.cutOutTransport
→ CheatPP.VehicleStatsPatch.ApplyToLiveEntities
means:
deleting belts/pipes/rails causes transport splitting
a new transport entity gets created
CheatPP reacts to entity-added events
GameplayPP bridge transport code is simultaneously iterating entities
iterator corruption occurs
It would be awesome if you could take a look at it.
Attached are the log that I gave to ChatGPT and my latest save.