MLB Filters(?) Causing Massive Lag Without Overflow Modules

Hey, all. Was working in my Satisfactory save of around 70h. The game's always had the occasional spike every now and then, but now the game almost seems CAPPED at around 30 frames, if not lower. Worse, too, is that there are occasional bursts of 45-60 frames every now and then for a second - before it drops right back down. My framerate cap ingame is much higher at 90, and nothing in my GPU settings (AMD Chill, for example) was limiting it either, and all 'tweaks' in there were all specifically turned off. I've tested this with low graphics, ultra graphics, DX12, Vulkan, FSR, everything - and, yet, the utilization on my GPU and CPU always goes no higher than ~30/50% on low/ultra graphics, and the framerate is still 'soft-capped' at around 24-30. V/RAM are both not issues, as they're consistently (at most) at around half total utilization, most of the latter due to other programs running. The only conclusion I can reach is that SOME mod I have is hogging the game's factory ticks, or something? The only thing I could think COULD cause this would be Modular Load Balancers, as I do have what amounts to a singular network set up across the entire world, and use filter/programmable outputs to get what I want where it needs to go. It's racked up around 1200 modules by now according to the Digby Tool, most of them being just 'block spacer' modules. At any rate - here's my modlist. Text file due to message length issues.
82 Replies
pantsmode
pantsmodeOP•3mo ago
If there's a way to get a detailed log of errors from the modloader, I'm not aware of it, but it'd help for certain.
pantsmode
pantsmodeOP•3mo ago
This also does NOT happen in new saves or the main menu. So, something's weird about my save. If it helps, here's that too.
pantsmode
pantsmodeOP•3mo ago
For all I know, this could very easily just be 'overmodding', which is fair enough I guess :Shrug:
sjhoward
sjhoward•3mo ago
>debughere
FICSIT-Fred
FICSIT-Fred•3mo 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 here in this channel. If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
pantsmode
pantsmodeOP•3mo ago
-# i am going to blame you for approximately one second as i flubbed an escape press and removed my planned deletion of 350+ 'network' MLB boxes :pain: but yeah can do
FICSIT-Fred
FICSIT-Fred•3mo ago
SMM Version: 3.0.3
SML Version: 3.11.3
Installed Mods: 84
Game: WindowsClient CL 424353 from steam
Path: `f:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -dx12
SMM Version: 3.0.3
SML Version: 3.11.3
Installed Mods: 84
Game: WindowsClient CL 424353 from steam
Path: `f:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -dx12
-# Responding to Key Details for SMMDebug-2025-08-31-18-54-33.zip triggered by @pantsmode
pantsmode
pantsmodeOP•3mo ago
Removed ~800 'spacer' boxes, no change So, MLB is probably not to blame
Jevla
Jevla•3mo ago
Do you have cartography mod? Might be that, it was for me at least
pantsmode
pantsmodeOP•3mo ago
Yes I do, actually. Hm. Lemme try that real quick
Jevla
Jevla•3mo ago
Try disable it and see if anything changes
sjhoward
sjhoward•3mo ago
cartographer tends to cause more texture loading issues than specifically lag but might be worth trying anyway
pantsmode
pantsmodeOP•3mo ago
Yeah Saw the 'damaged' report just now, yeah Zilch. No such luck
Jevla
Jevla•3mo ago
It's unfortunate.. it's a really nice feature to have thought
sjhoward
sjhoward•3mo ago
I'm hopeful they can resolve it, I gave them a heads up on github but haven't seen them ask for help in the modding channels yet.
pantsmode
pantsmodeOP•3mo ago
Actually, those 'pockets' of 40-ish frames are becoming more common now. Could just be an overmodding issue? Or just correlation
Jevla
Jevla•3mo ago
Maybe, maybe not.. could be so much Fyi, you don't need MLB block between everything.
pantsmode
pantsmodeOP•3mo ago
Figured that out just this save, yeah Digby Tool's existence is a lifesaver :dorime: Ooookay, so. Found something. It might have been MLB after all. I finally went and plugged a few Overflow modules into AWESOME sinks in preparation for the inevitable hell that will be taking care of radwaste aaaaand all of a sudden (after a minute or so) my game is running at ~90f again.
Jevla
Jevla•3mo ago
@SirDigby {Mod Name} fyi. Wonder if its something that makes MLB to run script over and over? :interesting:
SirDigby
SirDigby•3mo ago
Never heard anything like that. Could you provide more info on your MLB setup there? @pantsmode
pantsmode
pantsmodeOP•3mo ago
Sorry, was dead asleep. Right, so - the way I have it all set up is a might bit cheat-y. Individual inputs directly placed onto miners through SnapOn, all of them linked together through the Digby Tool. Worth noting - when available, I ALWAYS use SnapOn for that direct input into machines and the system at large. I use Filter and Programmable outputs in my factory to get what I want, and Overflow outputs to feed everything else into sinks. For a while, I didn't actually have those sinks running, though. The power draw of having all the miners and manufacturing machines running at once was too much for my system to handle. As of a day or two ago, all of a sudden, this lag issue cropped up. Then, just yesterday, I opened the flood gates thanks to some power optimization and everything was taken care of, and the lag disappeared.
SirDigby
SirDigby•3mo ago
So you used a lot of filter modules?
pantsmode
pantsmodeOP•3mo ago
Yep.
SirDigby
SirDigby•3mo ago
That could explain it. Those cause lag when there is a good amount of them
pantsmode
pantsmodeOP•3mo ago
While that's fair, I wouldn't really say that's the cause here, if only directly. Again - the big 'fix' was seemingly fixing some kind of internal 'clog' through offloading excess items in the system into the sinks through the overflows.
SirDigby
SirDigby•3mo ago
Hmm
pantsmode
pantsmodeOP•3mo ago
I've always used the Filter thing since I had MLB, and this has never happened before. The Digby Tool linking WAS this save, granted, but before I just linked everything through manually building out a spider's web of spacer boxes Arguably, that might have been worse?
SirDigby
SirDigby•3mo ago
There's no functional difference with how they link up Spacers/blocks don't go into any of the logic other than snapping and linking initially
pantsmode
pantsmodeOP•3mo ago
Point is, more objects using the same system, possibly adding to the overhead. Either way.
SirDigby
SirDigby•3mo ago
I can see how adding overflows might help reduce the load on the system as a whole
pantsmode
pantsmodeOP•3mo ago
Okay, yeah, I turned off the overflow for just a second and immediately it started lagging again
SirDigby
SirDigby•3mo ago
Mind sharing your save file so I can do some testing?
pantsmode
pantsmodeOP•3mo ago
This was from before I fixed it
pantsmode
pantsmodeOP•3mo ago
This is a save from literal minutes ago
SirDigby
SirDigby•3mo ago
ty
pantsmode
pantsmodeOP•3mo ago
:thumbsup:
SirDigby
SirDigby•3mo ago
Any chance of getting a SMM profile?
pantsmode
pantsmodeOP•3mo ago
Where would that be? Oh, need to close the game first one sec
SirDigby
SirDigby•3mo ago
ty
pantsmode
pantsmodeOP•3mo ago
yepyep
SirDigby
SirDigby•3mo ago
Where can I find your overflow modules?
pantsmode
pantsmodeOP•3mo ago
First floor, tucked in a little 'corner' over close to the nearest copper deposit lemme grab a screenie
SirDigby
SirDigby•3mo ago
Ah, found them
pantsmode
pantsmodeOP•3mo ago
aight
SirDigby
SirDigby•3mo ago
Didn't realize they were smol sinks
pantsmode
pantsmodeOP•3mo ago
You should be able to just split them all into a group of their own and immediately see what I'm on about
SirDigby
SirDigby•3mo ago
Woah, yeah. Went from 140 fps to 50 That's quite something
pantsmode
pantsmodeOP•3mo ago
I think some kind of 'internal storage' is overflowing or something when there's too much at once to be put in but i also don't know how to code, let alone have your code on MLB on hand so
SirDigby
SirDigby•3mo ago
Oh I don't even understand the MLB code. Kyrium implemented most of the current code
pantsmode
pantsmodeOP•3mo ago
ahh
SirDigby
SirDigby•3mo ago
I'm almost sure it has something to do with filter modules, though. Those have always been the choking point
djGrrr
djGrrr•3mo ago
if it is, perhaps this save could actually help in optimizing it, because such a FPS drop just because things aren't being sunk doesn't make a lot of sense to me
SirDigby
SirDigby•3mo ago
Agreed. I just made a small change to the filter logic and got another 10 fps, but that isn't good enough Got another 5 fps. Still can't figure out why having an overflow would make such a huge difference, though I fixed it? Need to make sure I didn't completely break filters No, they seem to be working fine. Hot dang
pantsmode
pantsmodeOP•3mo ago
Sweet.
SirDigby
SirDigby•3mo ago
Was also able to make some improvements to the normal balancer code Ok, fix out
pantsmode
pantsmodeOP•3mo ago
Sweet. @SirDigby {Mod Name} Okay, something has gone SEVERELY wrong with the new update. I don't even know how to describe it, the best way I have to put it is like having a bottlenecked storage container - like a L4 in and L2 output. My miners are full of items ready to be sent over, but the MLBs aren't actually TAKING the items. Did you add an internal item stack update limit or something? Going to go back a version rq to see if the update is the issue Immediately the floodgates open 1.15.6 was the problem version FYI, 1.15.5 still works
SirDigby
SirDigby•3mo ago
OK, thanks for the report Alright, new version out that undid some of the more aggressive changes. Still a 20-30 FPS improvement when no overflows are there, though
pantsmode
pantsmodeOP•3mo ago
At work, so I'll need a bit to double back and check. My rig probably runs a decent bit worse than yours', so it's (probably) a good testbench for a semi-average user
SirDigby
SirDigby•3mo ago
Sounds good
pantsmode
pantsmodeOP•3mo ago
For accuracy's sake 30% CPU/GPU for 20-30FPS with 1.15.7 with the overflows disconnected No change to the input rate as far as I see
SirDigby
SirDigby•3mo ago
@pantsmode I think I found the root cause. Are you comfortable manually installing a new version to test with? I mean, I've done some testing and I don't think I broke anything
pantsmode
pantsmodeOP•3mo ago
Not sure how to manual install, but I can give it a shot yeah
SirDigby
SirDigby•3mo ago
Extract this to [Install Path]\Satisfactory\FactoryGame\Mods
pantsmode
pantsmodeOP•3mo ago
Gotcha. Seems to be absolutely golden. No overflows, no sinks active. Zero framedrops. And, yet, my factory seems to be moving perfectly fine.
SirDigby
SirDigby•3mo ago
Noice
pantsmode
pantsmodeOP•3mo ago
Thanks for fixing this. Now, to go suffer in another bug report because I found a different (hopefully not related to MLB) CTD :pain: it isn't related to the latest update or the one you sent me, this was happening even before then
SirDigby
SirDigby•3mo ago
Ah fun
pantsmode
pantsmodeOP•2mo ago
Think I've hit another roadblock here. Same old thing, lags for a good bit, the tinest bit of a pause in the lag, before it's right back to 10-15FPS I think I might just be hitting some hard limit here with MLB, not that it's your fault. Without some refactor to the codebase, I'm not sure my current usage is anything but a stress test. As per usual, I've got a save and an SMM profile, and am currently trying to see if my old overflow trick works. The autosave is as of a few minutes before the lag hits. The manual save is after the lag hit. This time, it seems to be strangely time dependent, instead of anything I specifically did. After a few minutes, the frames start hitting the floor. This COULD be related to a system I'd freshly set up for steel production, where filter modules from the 'main system' feed into a separate system of inputs, outputting either iron ingots or carbon dust into said separate system which then feeds the foundries. The foundries then feed into a DIFFERENT separate system, which has outputs linked to both machines and overflow modules outputting back into the overall system. At the moment, though, I don't have enough input on the iron ingots to properly feed all of the foundries I placed down. At some point, I think a bunch of them run out of ingots, the system breaks, and eventually starts to cause the lag.
SirDigby
SirDigby•2mo ago
Sounds like fun. I'll check it out tomorrow Could I get an updated mod profile?
pantsmode
pantsmodeOP•2mo ago
Should be up to date, that one. Oh, wait, debug =/= profile, right
SirDigby
SirDigby•2mo ago
Welp, I can confirm I'm seeing the same slowdown Yeah, I think you're just hitting the upper limits of what MLB can handle. I can limit the total throughput to improve FPS, though. If I limit it to be able to handle 1000 inputs/outputs going at 2000/ipm I can get the FPS on your save into the 40s. For reference, your big balancer group has about 500 inputs/outputs
pantsmode
pantsmodeOP•2mo ago
Yeah, thought as much. Think it might just be time to reset the save and rethink my approach at this point. Alternatively, if you've got some method to mass-delete MLB's so I can just soft reset, that would make things a decent bit easier on my part.
SirDigby
SirDigby•2mo ago
You might be able to in SCIM. MLBs are recognized on it
pantsmode
pantsmodeOP•2mo ago
Mind giving me an overview on that? Or just link me a page, either works really.
SirDigby
SirDigby•2mo ago
I'm actually not sure. Maybe ask in #save-editing ?
djGrrr
djGrrr•2mo ago
if you just want to delete all load balancers, you could just load the save without the mod?
pantsmode
pantsmodeOP•2mo ago
Not without loading the save taking like five hours. Trust me, I've tried.
djGrrr
djGrrr•2mo ago
🤔 why would it take long to load ?
pantsmode
pantsmodeOP•2mo ago
Not sure. All I know is that it does. for future references to people that might view this: https://discord.com/channels/555424930502541343/555504385770258473/1422023709845360774

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