UObjects are kinda going in the Scary Area for no reason

Building a small amount of buildables causes a whole shebang of Uobjects to appear, having lead to multiple Uobject-limit-exceeded crashes after trying to build blueprints and similar. Why dis happen? (i am running with about 150mods but that cant be it, right?)
Solution:
Remove Additional_300_Inventory_Slots, those inv slot mods make the UObject issue dramatically worse.
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33 Replies
Jarno
Jarno5d ago
👻 I don't really know what's happening there, I had to rewatch the video 10 times, I was to focused on the pillar you where buildings So the main focus point is the uobject counter on the left that goes up like 10k I don't know why tho
McCovican
McCovican5d ago
112k or so, which, yikes. >debughere
FICSIT-Fred
FICSIT-Fred5d 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
McCovican
McCovican5d ago
The other question though is, does the number stay increased by 112k? Or does it perhaps drop back down again after some time has passed/when you go to build something else?
Fips_Builder
Fips_BuilderOP5d ago
okay imma do that gimme one sec
Solution
McCovican
McCovican5d ago
Remove Additional_300_Inventory_Slots, those inv slot mods make the UObject issue dramatically worse.
McCovican
McCovican5d ago
Replacements: https://ficsit.app/mod/StackResizer (global stack size, can set everything to 10k per stack) or https://ficsit.app/mod/PlayerStackSizer (for only the player's inventory) Less slots yes, but more items per slot.
Fips_Builder
Fips_BuilderOP5d ago
50/50. It goes down most of the times, but not always and not to a number that'd match the 14 buildings * 5 Uobject (or whatever it was) per building number. Since the game ran fine (until now- have had a uobject crash), ive continued on building, (fleshing out a blueprint), maybe adding on 30- 40 Buildables, but after some point the counter wouldnt drop below 1.6 million (compared to the roughly 1.3Million before) oooooh okay ima try that thank u 😄
McCovican
McCovican5d ago
PS: Do not keep the UObject counter running continuously. It will itself actually increase the UObject count quite a bit. It should only be enabled during troubleshooting.
Fips_Builder
Fips_BuilderOP5d ago
well then imma do that too, i guess 👍 Thanks for the help, appreciate it a lot!
McCovican
McCovican5d ago
InventorySpace3 too ("Inventory Slots 150")
Fips_Builder
Fips_BuilderOP5d ago
okay (lol i dont even know why i have both these mods installed what the hell was i on 💀 )
McCovican
McCovican5d ago
Also, unrelated to UObjects, but be aware that mk9, mk10, and mk11 belts in "Belt and Miner Renewed" are broken (it is not currently possible to set belt speeds above 2000/min, which those 3 belt levels attempt to do). Normally I would advise swapping it for https://ficsit.app/mod/EnhancedConveyors, but since B&M uses its own conveyors, rather than altering the speed of vanilla ones, uninstalling it from a large save could result in most of your conveyors disappearing. Just remember not to use mk9 - mk11 belts, and downgrade any existing ones.
Fips_Builder
Fips_BuilderOP5d ago
that i was actually aware of, but thanks nonetheless 😄
Fips_Builder
Fips_BuilderOP4d ago
Okay so its me again.... for some reason, while removing aforementioned mods definitely helped, building stuff still causes ridicolous amounts of Uobject to appear - just now in the ten- instead of hundredthousands... pls help
Feanix
Feanix4d ago
McCovican gonna be busy today. I'm also still experiencing it. I'm narrowing down the cause though. I also don't think deleting the Inventory Slots 300 mod reverted my inventory back to "normal size", so I don't know if it is still having a significant effect on the UObject count. If I'm not mistaken, those look like the Modular Reactors. Your video isn't playing for me so I only have the thumbnail. Following a series of assumptions, perhaps you are experiencing the EXACT same issue as me, instead of just similar. Are you making use of the Digital Storage mod?
McCovican
McCovican4d ago
I did mention that RR&D mods were likely an issue here. Given that both of you are using both DS and RP, may I suggest you both head over here: >rp
FICSIT-Fred
FICSIT-Fred4d ago
If you have any bugs, suggestions or need help with any of Refined R&D's mods you will probably get more help on their dedicated discord server. https://discord.com/invite/Vt8Rt2Vsqf
Feanix
Feanix4d ago
I am there. IIRC, you said it was RP specific, as opposed to the whole suite. Anywho, on my end, I found the issue. Given that it isn't solved and I'm still in discussions with the dev, I won't report my conclusions yet. But it was a component of the new update for DS. And I do think that differentiating between the two is important. Perhaps not necessarily for someone who isn't experiencing the problem or using the mod. But it's the difference between "Did I design my entire power system incorrectly?" versus "Did I design my entire production line incorrectly?" which requires two completely different solutions. In my personal case, the temporary solution is not to delete any buildings. Just stop clicking so quickly. I do not yet know if this solution generalizes. I do not yet know if the Inventory Slots mod (or any other mod I turned off) has to stay off. I also find it a little odd that automatically using a particular mod means that an issue should be solved somewhere else. Now, if we were able to figure out that it is causing the issue, then sure. But automatically assuming it is the culprit is....idk it just rubs me wrong. How is a user supposed to know, when experiencing an issue, whether it is because of that or not? Should one first check the overall situation before narrowing it down to that specifically? Unless there is something you know that I don't. I would like to know that so that I stop potentially annoying you with any lack of education that I appear to be exercising. I know how annoyed I can get when someone thinks they know something that they don't actually and appear to be unwilling to adjust their mindset. I don't know if that is the vibe you're getting.
McCovican
McCovican4d ago
"How is a user supposed to know" ― they're not. I don't expect them to know. I triaged for you, and directed you to a place specialised in the mods you're having issue with. That's it. There's no "automatic assuming" going on here. I trawled through the logs of both of your installs, and we eliminated other more easy-to-troubleshoot possibilities first to narrow it down. That way, when you go to the RR&D server, you don't have a bunch of other mods hanging around the install that they'll (rightly) just point to and say "fix those first".
Feanix
Feanix4d ago
Allow me to reword. How do I learn how to "trawl through the logs" more effectively? What, besides experience, alerts you to "easy-to-troubleshoot possibilities"? How do I learn or improve my triage skills? How did you determine that the mods that I thought I was having an issue with was the actual culprit, and therefore required redirecting to the specialized place? Also, tangent, but why didn't FRED do trawl through the logs for me? Is he human or machine? I've seen him do it for others. How do you approach digesting a file/log/code that is 200k lines plus? I have my methods but I wonder what I can learn from you. But you also don't have to be a teacher. Just cause I'm asking these questions doesn't mean I expect you to answer them. I know that my path is more fringe than others and I don't expect everyone to accommodate for that. In other words, most "users" of life can get by with a basic understanding of gravity, electricity, mathematics. They don't need to worry about relativity, quantum nature, imaginary numbers. But those are the things I like learning about. Those are the concepts I like thinking about and bridging to connect to my every day life. So, I do agree that a user isn't supposed to know and shouldn't be expected to. But I expect myself to, which requires education of some form, whether institutionalized or independent. I tend to take the independent route, given certain obstacles. Which may give some insight into why my thought processes look the way they do: I rarely have access to some form of mentor or more knowledgeable person to rectify any hiccups. Not something you HAVE to do though. I know I'm a fringe case.
Fips_Builder
Fips_BuilderOP4d ago
Yeah same i too still have a ridicolous amount of inv slots lmao YES that might actually be the case, am quite heavily using Refined Power mod. Digital Storage is installed, but i only have a minor storage system running on it, nothing too big. yep im gonna do that too bro dont be like this man. McCovican has helped a whole bunch already - and given that all the evidence really strongly suggest the issue being with RD, its just logical to not clutter up this discord but head to the dedicated one - if it appears the isse is not RD related, we can still head back here
McCovican
McCovican4d ago
https://ficsit.app/mod/DecreaseInventorySlot ― Ah, my bad. Forgot to mention, if you'd already unlocked the 300 slots, you'll need to use this mod to reset them. You don't need to keep the mod installed after its reset the slot count.
Reset Inventory Slot - SMR
Reset to player inventory slot and hand slot.
McCovican
McCovican3d ago
Potentially a fix for this issue.
Fips_Builder
Fips_BuilderOP3d ago
Definitely makes stuff a whole lot better - at least for now i seem to be down to 1.1Million UObjects with no apparent excessive Uobject appearance. So seems to be the right direction! Hope a similar patch with UObject reduction also hits Refined power as i am using that much more excessively lol weeeell here we go once again... i left the game running AFK (kinda non-intentional) and i checked the uobject count - after about an hour were back up to 70% of the max (~1.5 Million). Without. Any. Building. HOW?
McCovican
McCovican3d ago
Probably in no small part due to leaving the UObject counter running.
GrahamKracker
GrahamKracker3d ago
it should only be like a total of 10-20, it shouldnt constantly create new ones? maybe @Rex [they/them] can correct me if im wrong the amount is from memory might be more
Rex
Rex3d ago
Huh
GrahamKracker
GrahamKracker3d ago
the uobject counter widget only creates the uobjects when its created right? its not constantly allocating more
Rex
Rex3d ago
No, the counter itself doesn't constantly create UObjects It would defeat its purpose
GrahamKracker
GrahamKracker3d ago
yeah thats what thought i didnt think it would do that but i wasnt completely sure
Rex
Rex3d ago
The mod page says something like "the counter itself uses quite a few UObjects", mainly because it's true (widgets do that) but also because people are paranoid about UObjects The one thing to keep in mind: UObjects only get garbage collected about once per minute So the counter won't go down for a minute That being said, if there's issues with Digital Storage I'd suggest stopping all networks. IIRC the crafting system uses UObjects and is in need of an overhaul

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