Game refuses to load with 500 Stacks mod
Hello!
Using SMM, enabling this mod causing Satisfactory to no longer load - it stops after the SATISFACTORY logo with the swirly, and the part where the black logo appears, never does and it hangs. I can kill the process and steam interacts with it just fine, as it is not hung or frozen.
Using SMM to disable all mods, or just the 500 one, and the game loads perfectly.
This started today - I had 6 hours in last nights save.
Linux / Pop_OS and Steam, using Proton Experimental (it's not experimental despite it's name lol)
i7 11th Gen, 32GB, 4090TI, liquid cooled all the things
Solution:Jump to solution
good ol CGPT to the rescue - added the following to the Steam launch options, and it loaded: VK_DEVICE_LOCAL_MEMORY=1
37 Replies
-# Responding to
Key Details for SMMDebug-2024-10-29-22-01-27.zip
triggered by @Scottish HazeHow dare your shitty script say i am on windows - i r linux gamer good sir.. the vegans of the gaming world..
š
huh, your log lacks a... well... log
if you could find a FactoryGame.log file somewhere, that'd be helpful! I know on Win it's in
%localappdata%/FactoryGame/Saved/Logs
, but no clue on Linux I'm afraid
(Not really relevant to the issue, and clearly you're joking, but I theenk it's actually a game issue that it reports as WindowsClient on Linux)it is - it uses Wine š
sec, i'll geeeeeet that log
there's a bunch of mount point errors..
LogIoDispatcher: Display: Mounting container '../../../FactoryGame/Mods/SML/Content/Paks/Windows/SMLFactoryGame-Windows.utoc' in location slot 1
LogPakFile: Display: Mounted IoStore container "../../../FactoryGame/Mods/SML/Content/Paks/Windows/SMLFactoryGame-Windows.utoc"
LogPakFile: Display: Mounted Pak file '../../../FactoryGame/Mods/SML/Content/Paks/Windows/SMLFactoryGame-Windows.pak', mount point: '../../../FactoryGame/Mods/SML/'
LogPakFile: Display: Mount point: '../../../FactoryGame/Mods/SML/' is not mounted to a valid Root Path yet, assets in this pak file may not be accessible until a corresponding UFS Mount Point is added through FPackageName::RegisterMountPoint.
huh interesting
that's normal, the mount points are added later
ahh.. am still reading it š
128mb? in this day and age vulkan?
why you'd get a vulkan crash exclusively with 500 stacks is absolutely bizarre
it is linux, but it wraps it all in Wine, so it should be looking and acting like windows - but never doubt that it could be linux and their drivers and stuff
but remember, it only happens when the 500 stack mod is on
if i turn it off in mod loader, game works and loads fine
Simple Huge Stacks?
yessir
that just makes absolutely no sense š
welcome to linux gaming lol
generally not had a lot of linux specific problems here really
i have 32gb of ram, and a 4090, so it not being able to get 128mb is nuts
plenty of linux players, as you can imagine the demographics for Satisfactory skew certain ways...
but i wonder if there's a setting somewhere to let me increase it to 4gb or something
I don't think that's the total memory allocated, from some quick reading it seems likely Vulkan allocates a number of memory pools, and thats the one with the index '1'
Solution
good ol CGPT to the rescue - added the following to the Steam launch options, and it loaded: VK_DEVICE_LOCAL_MEMORY=1
lets see if the logs say otherwise
did not review it yet
look at all that vulkun processing goodness..
should i be worried about this? [2024.10.30-13.06.58:350][121]LogModuleManager: Shutting down and abandoning module DLSSUtility (103)
rendering isn't really my wheelhouse to be honest ĀÆ\_(ć)_/ĀÆ
generally I'd recommend just swapping rendering to dx11/12, but that's not really an option here!
i asked our overlord CGPT and it said not to worry, it loads it back up when i enter the game.. it's unloading it for the title screens and movies
@Andre Aquila <Aquila Industrial> Any idea why adding Simple Huge Stacks could cause a Vulkan memory issue?
ooo.. tagging the big boi himself lol
my instinct is that it's not actually the mod, but the link sounds hard to explain
kk, while it is solved, i'm free to help with diagnostics and breaking it again to get it fixed Andre - lmk
Hmmm ... that so strange sjhoward... Im happy that you guys manage to make it work...
The mod only calls ContentLib, making all items have : {"StackSize":"Huge"}. Basicly a json mod inside the module blueprint.
Maybe is something that ContentLib does in the system (thats a big mod) . I will alert Robb about Vulkan issues
let the team know i am available to help assist/test - am a python dev so am not PEBKAC customer š
My condolences!
(Java dev here, glass houses, stones, etc)
if devs aren't slinging trash talk, then they don't know enough about the language or their job or both
(or neither if java dev)