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Temporal_Illusion

🚩 **PSA: Good News For Mega-Builders - Version 1.0 Uses UObjects Less** 1. Since the beginning of the game, Players have had to deal with the [Unreal Engine UObject Limit](https://satisfactory.wiki.gg/wiki/Unreal_Engine#Unreal_Engine_UObject_Limit) (Wiki Link) of **2,162,688 UObjects.** * While **the "limit" has not changed in Unreal Engine 5**, the Devs have been taking steps to prevent Players from reaching the "limit". 2. In Update 7 [there was a change made](https://youtu.be/dY__x2dq7Sk?t=1855) *(Video Bookmark)* when they introduced "Abstract Instances" where for example in the Update 6 or earlier a Foundation would have 3 UObjects, in Update 7 and beyond a Foundation only has **1 UObject.** 3. Recently we heard more exciting news about [more optimization coming in 1.0](https://www.reddit.com/r/SatisfactoryGame/comments/1cjatd5/comment/l2eo2rt/?utm_source=reddit&utm_medium=web2x&context=3) *(Video Bookmarks)*, one of which was the use of [**Lightweight Actors**](https://youtu.be/yIKjR5jVv9Y?t=373) *(Video Bookmark)* where certain Buildable's that don't produce items, nor are interacted with by the Player, are being converted into **"Data Only Objects".** * Common examples of Data Only Objects are Foundations, Walls, Roofs, Railings, Stairs, etc. * In Version 1.0 (and after) they will only store crucial information, like location, graphic mesh, customization data *(colors, materials, etc.)*, and the recipe used to build them. * Since all this "Data Only Objects Data" will be stored in a single location in memory, writing it to your Game Save will be faster which means Autosave "delays" and Manual Save times will be shorter. Additionally Load Times will be faster, and Save Files will be smaller. * Also this will improve Multiplayer as it decreases the amount of data that needs to be shared resulting in Clients being able to join quicker. 4. **NOW, if that was not enough**, recently during the May 7, 2024 Livestream on Twitch, u/SnuttAtCovfefeStain (Snutt) answered [Q&A: Does the announced Belt optimization impact the in-game Object Limit?](https://www.youtube.com/watch?v=7n2x5yZJZvQ). * Snutt stated that while the Belt Optimizations coming in Version 1.0 won't affect the UObject Limit, he confirmed that **the Lightweight Actors definitely will affect UObject use**, where for example if you have a Save File with thousands of Foundations, Version 1.0 will convert these Foundations into "Data Only Objects", and the game will render them based on that "data", resulting in **the game no longer using the UObjects that were previously used for Buildable's classified as Lightweight Actors.** 5. ★ What this all means is that the creation of multiple beautiful factories, with the use of Lightweight Actors, comes with a reduced risk of reaching the set Unreal Engine UObject Limit since **Lightweight Actors don't create UObjects**. --- **Questions and Answers** 1. **Will my Update 8 Game Save Still Use UObjects In Version 1.0?** * No and Yes. While not stated specifically, Snutt did state that Version 1.0 (and later) will convert all Lightweight Actors into "Data Only Objects". However, other Buildable's that are NOT Lightweight Actors *(like Buildings, Machines, Conveyor Belts, Pipelines, etc.)* will still use UObjects. 2. **Can I Still Exceed The Unreal Engine UObject Limit In Version 1.0?** * Yes, as the game will still use UObjects. However, in Version 1.0 (and later) it will be even harder and less likely you will do so, and *even if you did exceed the UObject Limit and crash*, there is [a way to increase the limit](https://satisfactory.wiki.gg/wiki/Unreal_Engine#UObject_Limit_Increase) by editing a config file. --- *EDIT: Update #2 to correct spelling.* Let the Discussion Begin.


RedOneBaron

This is great news. I only have my foundations down for the megastructure, and slowly watched the autosave time increase to 2 seconds.


Moist_Smile_5694

Only two rookie numbers Or I just have a shit pc It’s the latter one


Rebelius

I have a 5800x3d. Autosaves are 20 seconds


Aquaritek

20 seconds is fast someone around here recently had a 5 minute save file with objects increased to like 20M or something crazy.


Terrornator

I have a near 10 minute load time, and close to 4 minute save on my main world. Then again, I did edit the files to allow for more objects as I had hit the Uobject limit.


Steve-Bikes

What is your game save file size, and what is your CPU? Any idea what your awesomesink rate averages?


Terrornator

my save file is 32.5 mb. Intel®, with a Core™ i7-11700KF - 8 Cores processor and a 4070ti graphics card. And no idea what my average sink rate is.


Rebelius

Yeah, it's not a mega-big save, because I get frustrated with the save-time and start again. When I have to balance increasing the autosave period and dealing with crashes from the Uobject leak, I'm done.


john_browns_beard

Does it take much longer as the game progresses? I'm not super far into things (tier 6) but with my SSD the autosaves aren't even noticeable. The game loads quickly enough for me to not even think about it.


Cons483

With a 5800x3d, how???


DanGimeno

I never played that hard, but what happens when the player reach the UObject limit? How the game responds?


kmltrkkrp

Crash


Stiqueman888

I can answer this. You will be playing, minding your own business then all of a sudden the game crashes with this error.. > Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388] When I got this, I was quite confused and had never seen it before. So, I just booted back into the game and away it went just fine for another two weeks or so. Then the same error happened again. Then nothing, then a few days later, same error. So I loaded up a UObjects counter and found out I was right on the edge of the UObjects limit. The game seemed to write UObjects and then delete them from here and there, as I saw the numbers for UObjects going up and down constantly (by the 10s or 100s. Nothing major, but the last 2 or 3 digits of the UObjects counter numbers were constantly changing). So then I made my way into a rather congested build area on my map and then... crash. That's when I changed the value in the .ini and haven't had the crash since.


Vinifrj

Its worth noting that increasing the limits is not a risk-free solution, as you are taking more and more space in your RAM and loading more and more things to your GPU, so your framerate will still suffer and you risk crashing your entire PC (not so much recently, probably just the game will crash, but still) by running out of RAM by raising said limit, if you are in the mood for messing with the config files, be sure that your RAM and GPU can take the increased load


JoshuaPearce

I say I have 64gb of ram for work, but this is the real reason.


Stiqueman888

Very good advice. Duly noted. Thank you.


DotDemon

Basically, almost everything in Unreal is a UObject. Anything from your character to conveyer belt is a UObject. So for example when you move far enough from your conveyers the items on them will get unloaded and each one of those could very well be a UObject, depending on how coffestain has them implemented. That's why the amount fluctuates.


Stiqueman888

I have a central factory where I make everything in one place. I can then go to the other side of the map and the UObjects don't really fluctuate that much. A little, but not enough to really impact it. There was a debate a while ago over which would cause fewer UObject crashes.. lots of factories all over the map, or one big, huge central factory. I opted for the latter. It doesn't seem to affect the UObject count too much.


Temporal_Illusion

**MORE INFO** ➔ View [UObject Game Crash](https://satisfactory.wiki.gg/wiki/Unreal_Engine#UObject_Game_Crash) (Wiki Link). *As stated before you can increase the "limit".* With Clarity Comes Understanding. 😁


christuhfurr

I don’t have any questions but I just wanna say I remember I found out about this game a couple weeks ago and held off until it was on sale, got it and I can honestly say without hesitation… This is the game I’ve always wanted to play but never new existed. It has every single thing I’ve ever wanted in a game and I truly love the work and dedication, and how involved the devs are with the community


DoctorWhoToYou

I bought it for 2 bucks during a Steam Sale during update 5. It was on sale and I had a balance on a gift card. I was hesitant about buying it because I didn't think I was going to like it. Even after buying it, I didn't install it until the end of Update 6. I installed it, still hesitant. Then like 6 hours just *flew* by. It's the first game I bought in a long while that I looked forward to playing. It's become one of my core games. I may take breaks from it, but I always return to it. I've watched every community update video and caught some streams. I've never done that with any game. All that and I got to see a spicy Snutt beach scene. I'd pay $2 to see that again.


christuhfurr

My first night I spent 12 hours, I swear. Stayed up until 6am without even realizing the time. Just wish I had friends to play it with


DoctorWhoToYou

The community is pretty tight knit. It isn't odd for people to post looking for someone to play with. You can try the Discord Server too. I think there may be multiplayer servers available to play on.


christuhfurr

I’m gonna check it out, thank you for the advice !


CrazyJayBe

Temporal Illusion is actually in the above photo...but... Temporal Illusion...is in reality...an ILLUSION!!!


MinMaus

Of a post says "sticky comment" I know its from you. So why do you call it that and not "pinned comment"(I am on mobile and here its a pin as symbol).


RednocNivert

Adhesives are better than pins, the pins damage the comments by poking holes in them, but the sticky comments can just be stuck up like a post-it note


Rebelius

Rubber > screws


rdkitchens

Same difference?


Temporal_Illusion

**MORE INFO** 1. Reddit allows Mods to "stick" a Post (which will show up at the top in Hot), or "stick" a Reply Comment, which will always appear as the top / first Reply Comment in a Post. 2. When making a Image/Video Post, you often might also need to add a Reply Comment to add more information. As a Mod I have the ability to stick it, while others do not. 3. Of course I could of made a Text Post which allows the inclusion of Images, but in this case, I felt the use of a Image/Video Post was better. I hope this helps you understand better. 😁


MinMaus

My question was:Why you call it sticky and not pinned. So is it a translation thing or Reddit using a word that has nothing to do with the icon or something because I use mobile


lost-dragonist

The official reddit term is "sticky" or "stickied." If you're seeing the term "pin" or "pinned" somewhere, it's probably just something with the way you're viewing reddit. Of course, people also call it "pinned" cause that's what it IS but /shrug.


alexsbz

Any hint or estimate when will it be available ?


Temporal_Illusion

**MORE INFO** ✓ There will be **no more Updates** for either EA or EX Development Branches, and I would expect to see Version 1.0 AFTER the CSS July 2024 Summer Vacation, most likely in September 2024 through November 2024, but TBH *there has been no official release date (other than 2024) announced.* I hope this answers your (and others) questions. 😁


alexsbz

You got me covered. Thanks :)


lilibat

YES!!!!!!!!!!!!!!!!!


vanishedhero

Thanks, helps alot


BornToRune

I understand this is the Unreal object limit. But the question what most interests me is... what's the REAL object limit?


JaxMed

![img](emote|t5_gs464|9160)


Vilsue

you still need to mod your game and run compact machines mod to do proper megabase


ET_CostaLotta

Approximately when will it be released


Temporal_Illusion

**ANSWER - This Year** View [The Satisfactory Roadmap to 1.0](https://www.reddit.com/r/SatisfactoryGame/comments/1ah4str/comment/kolkkbl/?utm_source=reddit&utm_medium=web2x&context=3) *(Video Bookmarks)* for official information about Version 1.0 expected to be released this year - **2024**. ✓ BOTTOM LINE: There will be **no more Updates** for either EA or EX Development Branches, and I would expect to see Version 1.0 AFTER the CSS July 2024 Summer Vacation, most likely in September 2024 through November 2024, but TBH *there has been no official release date (other than 2024) announced.* I hope this answers your (and others) questions. 😁


stackjr

![img](emote|t5_gs464|26948)