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.
69 Replies
pantsmode
pantsmodeOP2w 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
pantsmodeOP2w 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
pantsmodeOP2w ago
For all I know, this could very easily just be 'overmodding', which is fair enough I guess :Shrug:
sjhoward
sjhoward2w ago
>debughere
FICSIT-Fred
FICSIT-Fred2w 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
pantsmodeOP2w 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-Fred2w 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
pantsmodeOP2w ago
Removed ~800 'spacer' boxes, no change So, MLB is probably not to blame
Jevla
Jevla2w ago
Do you have cartography mod? Might be that, it was for me at least
pantsmode
pantsmodeOP2w ago
Yes I do, actually. Hm. Lemme try that real quick
Jevla
Jevla2w ago
Try disable it and see if anything changes
sjhoward
sjhoward2w ago
cartographer tends to cause more texture loading issues than specifically lag but might be worth trying anyway
pantsmode
pantsmodeOP2w ago
Yeah Saw the 'damaged' report just now, yeah Zilch. No such luck
Jevla
Jevla2w ago
It's unfortunate.. it's a really nice feature to have thought
sjhoward
sjhoward2w 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
pantsmodeOP2w ago
Actually, those 'pockets' of 40-ish frames are becoming more common now. Could just be an overmodding issue? Or just correlation
Jevla
Jevla2w ago
Maybe, maybe not.. could be so much Fyi, you don't need MLB block between everything.
pantsmode
pantsmodeOP2w 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
Jevla2w ago
@SirDigby {Mod Name} fyi. Wonder if its something that makes MLB to run script over and over? :interesting:
SirDigby
SirDigby2w ago
Never heard anything like that. Could you provide more info on your MLB setup there? @pantsmode
pantsmode
pantsmodeOP2w 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
SirDigby2w ago
So you used a lot of filter modules?
pantsmode
pantsmodeOP2w ago
Yep.
SirDigby
SirDigby2w ago
That could explain it. Those cause lag when there is a good amount of them
pantsmode
pantsmodeOP2w 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
SirDigby2w ago
Hmm
pantsmode
pantsmodeOP2w 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
SirDigby2w 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
pantsmodeOP2w ago
Point is, more objects using the same system, possibly adding to the overhead. Either way.
SirDigby
SirDigby2w ago
I can see how adding overflows might help reduce the load on the system as a whole
pantsmode
pantsmodeOP2w ago
Okay, yeah, I turned off the overflow for just a second and immediately it started lagging again
SirDigby
SirDigby2w ago
Mind sharing your save file so I can do some testing?
pantsmode
pantsmodeOP2w ago
This was from before I fixed it
pantsmode
pantsmodeOP2w ago
This is a save from literal minutes ago
SirDigby
SirDigby2w ago
ty
pantsmode
pantsmodeOP2w ago
:thumbsup:
SirDigby
SirDigby2w ago
Any chance of getting a SMM profile?
pantsmode
pantsmodeOP2w ago
Where would that be? Oh, need to close the game first one sec
SirDigby
SirDigby2w ago
ty
pantsmode
pantsmodeOP2w ago
yepyep
SirDigby
SirDigby2w ago
Where can I find your overflow modules?
pantsmode
pantsmodeOP2w ago
First floor, tucked in a little 'corner' over close to the nearest copper deposit lemme grab a screenie
SirDigby
SirDigby2w ago
Ah, found them
pantsmode
pantsmodeOP2w ago
aight
SirDigby
SirDigby2w ago
Didn't realize they were smol sinks
pantsmode
pantsmodeOP2w 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
SirDigby2w ago
Woah, yeah. Went from 140 fps to 50 That's quite something
pantsmode
pantsmodeOP2w 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
SirDigby2w ago
Oh I don't even understand the MLB code. Kyrium implemented most of the current code
pantsmode
pantsmodeOP2w ago
ahh
SirDigby
SirDigby2w ago
I'm almost sure it has something to do with filter modules, though. Those have always been the choking point
djGrrr
djGrrr2w 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
SirDigby2w 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
pantsmodeOP2w ago
Sweet.
SirDigby
SirDigby2w ago
Was also able to make some improvements to the normal balancer code Ok, fix out
pantsmode
pantsmodeOP2w 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
SirDigby2w 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
pantsmodeOP7d 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
SirDigby7d ago
Sounds good
pantsmode
pantsmodeOP7d 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
SirDigby6d 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
pantsmodeOP6d ago
Not sure how to manual install, but I can give it a shot yeah
SirDigby
SirDigby6d ago
Extract this to [Install Path]\Satisfactory\FactoryGame\Mods
pantsmode
pantsmodeOP6d 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
SirDigby6d ago
Noice
pantsmode
pantsmodeOP6d 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
SirDigby6d ago
Ah fun

Did you find this page helpful?