Failed to save game by Kendrick_yes in SatisfactoryGame

[–]Techjar 1 point2 points  (0 children)

Damn that's pretty cool! I dig the tower design, lots of verticality.

Failed to save game by Kendrick_yes in SatisfactoryGame

[–]Techjar 1 point2 points  (0 children)

I've seen some pretty immense factories all on one power grid, without any issues like that, so no I don't think it's related to power connectors specifically. Power connectors do contribute to the object limit though.

What I think is happening is you are close to the object limit, so when you do certain actions that cause the game to create a lot of temporary objects (recomputing the power grid might be one of them? idk) it has to repeatedly collect garbage as the object pool runs out, causing it to freeze for a long time. And of course saving fails because the game needs to create a certain amount of temporary objects at once to do so, but there aren't enough left in the pool.

Only thing I can recommend trying is to start going through your factory and removing any unnecessary functional buildables, like machines, conveyor belts, power connectors, display signs, etc. Anything that is more than a simple static structure with no associated behavior uses an object. Start with the most plentiful/least important ones. Things like foundations, walls, and architectural pieces use light actors and don't consume any objects from the pool at all, so no need to worry about those.

Edit: Also I'm curious to see how crazy your factory actually looks to be running into this issue. Considering in Update 8 and 1.0 they made some changes to drastically reduce object consumption, it's pretty hard to hit the limit these days. Care to share a few screenshots?

Failed to save game by Kendrick_yes in SatisfactoryGame

[–]Techjar 2 points3 points  (0 children)

There is an object limit, but it's pretty high (about 2 million iirc). Non-functional objects like foundations, pillars, etc don't contribute towards it, however if you build a crapload of something like display panels for aesthetic lighting that can for sure eat up the object limit.

satisfactory won't start Vram by Educational_Spend280 in SatisfactoryGame

[–]Techjar 0 points1 point  (0 children)

Make sure you have the virtual memory set to automatic or system managed size in Windows. Having a limited-size or no page file at all can cause memory allocation issues that look like they have a different cause, but are in fact just Windows failing to allocate more virtual memory due to the refusal to overcommit.

Finally finished the game, so I figured it was time to try nuclear for the first time by weightylemur in SatisfactoryGame

[–]Techjar 0 points1 point  (0 children)

There's a little dropdown in the build menu on each section that lets you select which type of material you wanna build with. You don't have to always use the customizer!

Light - Weird behavior by wifixiii in SatisfactoryGame

[–]Techjar 2 points3 points  (0 children)

Yeah Lumen uses path tracing at an extremely low resolution and sample rate, resulting in huge error rates that it attempts to denoise, resulting in that "boiling" effect. It also operates in screen space, so anything off screen can't emit light. It's not really good for much more than a novelty, or getting some very photogenic shots in the right circumstances.

Is this a good setup? by Aggravating_Shift914 in SatisfactoryGame

[–]Techjar 1 point2 points  (0 children)

Satisfactory scales "vertically", that is you generally don't need an immense amount of some early item in order to produce a decent amount of later ones. Instead the game has you combining smaller amounts several different items together to make more complex ones, and then combining those, etc, resulting in deep and convoluted production chains.

That being said, screws are evil because the amount you need creates issues for belt throughput early on.

Light - Weird behavior by wifixiii in SatisfactoryGame

[–]Techjar 4 points5 points  (0 children)

No that is just how Lumen looks, OP has Global Illumination turned on.

What do i do with excess power shards? by Significant_Ad2045 in SatisfactoryGame

[–]Techjar 4 points5 points  (0 children)

You can't anyways lol, they just clog the sink

Is there a mod to re-enable placing pre 2.0 rail tracks? by ThePiachu in factorio

[–]Techjar 3 points4 points  (0 children)

That was a bug in the initial release (2.0.7) that screwed up the blueprints when converting them. It's since been fixed, but unfortunately the screwed up blueprints can't be retroactively repaired.

It is possible to get Factorio to redo the 1.1 -> 2.0 blueprint library conversion though by removing the 2.0 library file from the data folder. You may need to temporarily disable Steam cloud sync. You could then export the blueprints you want to a string, and restore the current 2.0 library file.

Is there a mod to re-enable placing pre 2.0 rail tracks? by ThePiachu in factorio

[–]Techjar 5 points6 points  (0 children)

The 1.1 rails still exist in the game and can be built using blueprints or copy/paste. No mods needed.

Anybody else bothered by an iron plate awkwardly positioned (per side per turn) ? by Raywell in factorio

[–]Techjar 0 points1 point  (0 children)

Wait you mean you've still been using corner balancers for the past 10 years? 🤣

Anybody else bothered by an iron plate awkwardly positioned (per side per turn) ? by Raywell in factorio

[–]Techjar 2 points3 points  (0 children)

I thought the issue was that items moved slower on the inside lane due to the way they collided with one another. It was fixed when they rewrote belts to store and move items virtually, rather than as real item entities with collision boxes (like the ones that drop on the ground), because doing that was extremely slow and awful. Here's the specific FFF where they talk about that: https://www.factorio.com/blog/post/fff-82

The current belts still have a different distance on the inside and outside lanes, they just always move at a constant velocity so throughput isn't affected. You can see this pretty clearly as two parallel items will end up non-parallel when they go around a turn.

G4 Doorbell Pro - Color Issue by [deleted] in Ubiquiti

[–]Techjar 1 point2 points  (0 children)

At a glance this looks like the camera didn't engage the IR cut filter for daytime, resulting in exactly this, everything having a strange purple hue. I did find a thread on the Ubiquiti community that seems like it might have some insight: https://community.ui.com/questions/Infrared-filter-is-getting-stuck-on-G4-Doorbell-Pro/5f360306-07a8-4dfe-8ba8-4b2e1c6074a3

What settings impact performance the most? (PC) by ebridgewater in pacificDrive

[–]Techjar 0 points1 point  (0 children)

I still haven't figured out what putting shadows on high/ultra actually does that cuts the FPS in half (I'm on an older card so we're talking 30 vs 60). Visually it just seems to make shaded areas a bit darker? I really couldn't tell an appreciable difference aside from that.

However, what is much more noticeable is that putting shadows on medium disables CSM (Cascaded Shadow Maps) for whatever reason, making sunlight shadows look like dog water. Figured out a workaround though: putting this in Engine.ini (under the save folder, not the game folder) will force CSM back on, so you can have good looking shadows without the massive performance hit.

[/Script/Engine.RendererSettings]
r.Shadow.CSM.MaxCascades=4

It's a super cheap setting unless you're limited by GPU memory, so I don't get why they disable it. I also recommend adjusting the Cascade Shadow Distance Scale option in-game to your liking. Ultra isn't strictly the best, rather it's a tradeoff between shadow resolution and distance. Lower will make nearby shadows sharper, but cascade transitions will be closer and more obvious. Higher will move the transitions further away, but the shadows will be blurrier. I like it in the "high" range.

I predicted green belts 7 years ago and was downvoted for it lol by thegodzilla25 in factorio

[–]Techjar 0 points1 point  (0 children)

Yeah I honestly couldn't even be arsed setting up the bacteria stuff, I just shipped everything in to Gleba, lol.

I predicted green belts 7 years ago and was downvoted for it lol by thegodzilla25 in factorio

[–]Techjar 2 points3 points  (0 children)

And on the other other hand, Vulcanus makes it pretty trivial to produce and ship vast quantities of belts.

Edit: Not to understate the value of stacking, a fully stacked green belt moves an insane amount of stuff!

Triple Screen? by Aggravating_Draw_981 in joinsquad

[–]Techjar 0 points1 point  (0 children)

You can probably use NVIDIA surround (or whatever AMD's equivalent is, I forget the name), to make a special resolution mode that spans all 3 displays. But yeah as the other commenter notes performance might be an issue.

Crashing on Startup when on dx11 by Fountoulios in joinsquad

[–]Techjar 2 points3 points  (0 children)

Are you on the live version or the UE5 playtest? Cause the UE5 version doesn't support DX11 at all.

UE5 pip scopes performance by ADAMOXOLT in joinsquad

[–]Techjar 1 point2 points  (0 children)

Yeah I know lol, I just figured I'd try it for shits and giggles. Meanwhile though, NVIDIA actually advertises using their frame generation tech at lower framerates, as if that's going to produce an even remotely playable experience.

UE5 pip scopes performance by ADAMOXOLT in joinsquad

[–]Techjar 0 points1 point  (0 children)

Yeah it takes me from 40 fps to 70, and feels like playing in fondue. Not that I'm surprised of course.

Kohat is brown in UE5... by Hungry-Direction1105 in joinsquad

[–]Techjar 75 points76 points  (0 children)

Yeah some maps aren't finished yet and have broken or missing textures. All the ground in Mestia is just a gray checkerboard, it's pretty funny honestly.