Progressive Blueprinters x8 Crashes and Bugs

Progressive Blueprinters by @Tomtores | GardenerTools Item Tested: x8 Blueprinter Mods Installed At Time Of Testing: - UObject Counter - Progressive Blueprinters - Satisfactory Mod Loader Tested in a small creative populated world with only a small footprint. What's going on? - Millions of excessive exotic objects are created when taking a blueprint that was created in a Mk.3 (6x6x6) blurprinter and is placed (not loaded) into a Progressive Blueprinter's x8 (8x8x8) blueprinter. - If the exotic object creation is too excessive, it could cause the game to crash with a fatal error (Too many UObjects). - This was tested with various different blueprints and each time the result was the same. Is the bug reproducable? Yes. - This bug is present in blueprints that are complex with hundreds of objects or more. - This bug was tested with a newly created blueprint with 96 objects in a Mk.3 (6x6x6) blueprint and the bug was not present. It appears to only be affected by blueprints that are complex. - This bug was tested in a Progressive Blueprinter's x6 and I was unable to replicate the bug (mainly because I lacked a complex blueprint that small).
20 Replies
Tomtores
Tomtores•3mo ago
Can you check if this happens also when placing the blueprint inside the vanilla game mk3? I am expecting it will. Progressive blueprinters mod is reusing the base game blueprinter and just changing the grid size and adjusting the buildable dimensions. There is no extra code in there, thus nothing I can affect from the mod side - I suspect the issue exists in base game itself and just manifests with larger blueprint sizes. If you can confirm that it happens only with modded machine, but not vanilla ones, send me your save and blueprints used so I can have a look.
Miss Squashy
Miss SquashyOP•3mo ago
I will test it right now Okay, this is weird. I'm running into unexpected results It's really late here so I'll investigate more but I'll upload a video of what's happening, which does show the excessive creation of exotic objects but not the million+ creation, which is weird. It still does show it, but it's not more than a million, which is odd. It had always happened every time until I go to make this video. lol But I wanted to show you that it's not possible to take a blueprint that was created in a Mk.3 blueprinter that fills up the entire blueprinter boarder and try to put it back into the same blueprinter. It doesn't work and never has (at least for me). The video can show it. I'll have to edit the blueprint to remove the exterior walls in order to put it back in the blueprinter, which is for another day.
Tomtores
Tomtores•3mo ago
Ping me if there is any progress?
Miss Squashy
Miss SquashyOP•3mo ago
Sorry, I've been both really busy and really sick so every time I think that I want to work on this, my energy disappears
Muppet Burrito
Muppet Burrito•3mo ago
I hope you feel better soon! Take all the time to rest that you need 🫂
Rena
Rena•2mo ago
I think the size problem (a blueprint that fills the designer can't be placed in it even though it was created in it) happens with vanilla
Miss Squashy
Miss SquashyOP•2mo ago
I am back with testing. You are correct. I tested this issue with vanilla (no mods enabled - Went to SMM and clicked Mods off then started the game) and I cannot place a blueprint into a blueprinter of the same size. I need to figure out how to report this to the devs
Tomtores
Tomtores•2mo ago
Through qa site - prepare smallest repro case that works.
Miss Squashy
Miss SquashyOP•2mo ago
I'm done testing for today. I have a blueprint test medium that I created that contains the same mods and objects but without the exterior walls so it can be placed into any 6x6 or larger blueprint. Through my testing, it does indeed create excessive exotic objects in both the vanilla Mk.3 blueprinter and your blueprinters. However, it's not always present and it's inconsistant on when it happens. It doesn't happen in an empty brand new world. It does happen in worlds already established with builds. I want to test again (at a different time) whether or not it's present with no to little mods installed on a small established world. I did more testing. I took the test medium and put it into a game with minimal mods, placed it into the blueprinter and then saved it to do a couple tests. Next I quit the game, loaded all the mods, then went into the test world that already has an established small base of operations. Next I placed that new blueprint into the Mk.3 blueprinter and watched what happened. When you take a blueprint that has mods and then save it in a game with minimal mods then try to load it back into a game with full mods, the blueprint loses all mods when saved in a game with minimal mods. That's good to know. I need to retest the new medium to see how it reacts with minimal mods and full mods. I'm getting confused on what actually happened with that. But that's another day. I'm heading out, see ya.
Tomtores
Tomtores•2mo ago
you may want to start out on fresh save with just objectcounter mod enabled. use profiles or separate install
Miss Squashy
Miss SquashyOP•2mo ago
I created a brand new fresh save with just the object counter mod enabled (and Satisfactory Mod Loader which I can't disable) and tested my moded medium blueprint in the vanilla Mk.3 slots and although it took a few tries, I was able to get the exotic objects to spawn and my game crashed with too many objects. So it looks like it's a vanilla bug. Sounds like I need to present this to the devs.
Muppet Burrito
Muppet Burrito•2mo ago
Pretty sure you report vanilla bugs here: >qa
FICSIT-Fred
FICSIT-Fred•2mo ago
Satisfactory Q&A
The Satisfactory Questions and Answers website is a place to report bugs, suggest features, and look for fixes to any issues you run into.
Fish Face
Fish Face•2mo ago
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Fish Face
Fish Face•2mo ago
Same problem. Everytime I just open the BD window, it adds maybe 50,000 objects I have to restart the game to reset it It was up to 2,000,000 before i restarted the game a minute ago
Fish Face
Fish Face•2mo ago
No description
Fish Face
Fish Face•2mo ago
opened and closed the window 20 or so times
Tomtores
Tomtores•2mo ago
Does that happen with vanilla blueprinter as well? I remember there being a general problem with UI widgets eating way too many UObjects when inventory is shown.
Miss Squashy
Miss SquashyOP•2mo ago
I know you're responding to Fish Face but I took a break from testing. I got burned out. lol I'll resume testing at a later point.

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