Is there a limit to how many blueprints you can have?
I've been creating recipe blueprints of machines all setup and ready to go, so I can just drop and power, but all the sudden I keep crashing while setting up things in the blueprinter, and the error keeps saying max objects something or other but I don't know what to do or even what it means!
Solution:Jump to solution
@djGrrr @demonseedxp Hmmm.. i tested with a little different parameters, if you still have the save with the fluid depot, let me know if it is better (or worse hehehe) 🙂
Changes:
- Fluid Depot Transfers: The automatic transfer of fluids to the Fluid Depot Uploader now occurs only when you have collected 1000m. This replaces the previous system that sent fluids every 150m. - Uploader Speed: The upload speed for each uploader is now constant and will no longer increase over time. This provides more consistent and predictable performance....
19 Replies
>uobject
Hmm thought we had a bot command for that
Short version: yes, there's what's called the uobject limit. Uobject is a technical concept in unreal engine - some buildables use them, as do things like UI elements.
It used to be fairly common for extremely developed saves to hit the limit but they reworked things so that walls and foundations don't use uobjects, which has eased the issue.
It's possible a mod has bugged out and is using more than it should
>debugmods
Follow this flowchart to troubleshoot issues caused by mods (crashes, unexpected behavior, etc.). More information can be found on the docs: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_can_i_troubleshoot_crash_issues
Ahh great, well, this has been a chaos world with things kinda sprawling everywhere with no real order to things.
Seems easier if I just pack up my newly created blueprints and shift them onto another save and start over.
As it sits this map is unplayable, with severe frame drops and hitching every 20 sec, driving me mad. Maybe it's better this way, still frustrating for sure though.
Question, I noticed you said some UI elements call on that as well, so I assume the build menu would fall into that category, which makes me curios, could heavily modifying said menu, basically Completely recategorized every single group and sub group into new arrangements, vanilla and modded, often merged together , stuff like that... Could that in any way have a negative impact of performance?
No idea, maybe! Extra inventory slots is a big one people don't expect to make an impact
oh no kidding, lol I may or may not have something like 5... to 8.... hundred extra ones ... may need to diel that down a touch perhaps lol
kinda overkill anyways, with that and having my stack sizes all kicked up to 1000, 2000, and 5000 🤦♂️
yep that'll do it
Well I'm pretty sure I know what mod was behind all the issues I was having now. Since I didn't really have anything more to lose I started ripping out the ones I suspected and it didn't take to many before I found the one responsible, and unfortunately its one I had recently adopted but quickly grew heavily dependent on, which was the fluid depot mod. So while I'm happy I basically recovered the world, it was at a cost that basically broke everything I've been working on for the last month, so I'm having a hard time being happy about the win.
you can also just increase the uobject limit
assuming the mod doesn't just have a massive uobject leak, it should work
Official Satisfactory Wiki
Unreal Engine
Satisfactory is developed in Unreal Engine, which comprises a series of 3D computer graphics game engines developed by Epic Games.
Development started with version 4.16–4.18 in the Closed Alpha. The game stayed on Unreal Engine 4 up until Patch 0.8.0.0, when it was ported to Unreal Engine 5.
somethings pretty screwed up with it, because I'm currently still running it in order to transfer all the stored liquids into holding tanks before I pull it and I've also already deleted 85-90% of the items from the map, and even still it's causing major frame drops and hitching like every 20-30 sec
ahh ok, i didn't realize it's causing other issues
yeah its damn near unplayable at the moment on my map
is this "Fluid Dimensional Depot" ?
yep
@AndreAquila ^
Andre's on an extended break from modding
Hmm, that's good to know... I think it's related to uploaders right? It flushes the fluids and puts on the depot.
Maybe flushing it is getting the fps. It does every time the uploader has more than 1600m. Maybe all of them are synchronized making the fps drop. i can try to change the size of it and randomize a little bit the the timing... do you still have the uploaders? Can you test if for me?
Maybe flushing it is getting the fps. It does every time the uploader has more than 1600m. Maybe all of them are synchronized making the fps drop. i can try to change the size of it and randomize a little bit the the timing... do you still have the uploaders? Can you test if for me?
Solution
@djGrrr @demonseedxp Hmmm.. i tested with a little different parameters, if you still have the save with the fluid depot, let me know if it is better (or worse hehehe) 🙂
Changes:
- Fluid Depot Transfers: The automatic transfer of fluids to the Fluid Depot Uploader now occurs only when you have collected 1000m. This replaces the previous system that sent fluids every 150m. - Uploader Speed: The upload speed for each uploader is now constant and will no longer increase over time. This provides more consistent and predictable performance.
I do and it is, soooo much better. practically issue free now, thank you for the patch!