-By gemini because im lazy-
Analysis of Severe Frame Rate Degradation in a Modded Satisfactory Environment

Diagnosis of the Primary Fault: A Known Bug in 'Loader and Unloader'

An investigation into the reported performance degradation reveals that the issue is not an unknown anomaly but a specific manifestation of a documented, critical bug within the 'Loader and Unloader' mod. The circumstances described—a catastrophic drop in frame rate upon connecting a specific modded item to a power generator—align precisely with existing community reports, pointing to a singular root cause.

The 'Loader and Unloader' Mod (v1.0.11): History and Context

The mod at the center of this issue is 'Loader and Unloader' (Mod Reference: Loaders, Version: 1.0.11), created by the prolific mod author AndreAquila.1 This developer is well-regarded within the
Satisfactory modding community for producing a vast library of popular modifications.3
Despite its popularity, the 'Loader and Unloader' mod has a known history of inducing severe performance issues under specific conditions. Bug reports filed by other players on the official Satisfactory Modding Discord server directly corroborate the behavior observed. One user documented a sudden, sharp drop in frames per second (FPS) and a slowdown in server ticks after several hours of play, a problem that was only resolved by removing the loaders from their factory.6 A more detailed report confirmed a significant FPS drop, from a stable 70 FPS down to 20 FPS, occurring specifically when loaders were connected to power generators, particularly when placed using the in-game blueprint system.7
Critically, the mod's author, AndreAquila, has directly acknowledged these performance problems within the community Discord. In response to the reports of FPS drops when connecting loaders to generators, the author stated, "I have to rework all code for 1.0. will do it soon as i can".7 This acknowledgment is a definitive piece of evidence, confirming that the bug is known to the developer and is rooted in the mod's own codebase. The issue is therefore not speculative but a confirmed, albeit unresolved, flaw. The current report serves as an independent reproduction of this known bug, crucially identifying the vanilla Biomass Burner as a particularly potent trigger.

Technical Hypothesis: The Biomass Burner and the OnTick CPU Bottleneck

The extreme performance degradation can be traced to a likely conflict between the 'Loader' mod's programming and the unique mechanics of the Biomass Burner. Unlike all other standard power generators in the game (such as Coal, Fuel, and Nuclear Generators), which operate at a constant 100% output, Biomass Burners are designed as "smart" generators. Their fuel consumption rate and power generation scale dynamically based on the real-time power demand of the grid.8 This means the internal state of a Biomass Burner—its current power output, fuel burn rate, and time remaining—is complex and in constant flux.
In game development with Unreal Engine, the platform on which Satisfactory is built, a frequent cause of severe performance problems is the placement of computationally expensive logic within a function that executes on every single game "tick" or frame.11 This is commonly referred to as an
OnTick event. A plausible technical hypothesis is that the 'Loader' mod's code contains an OnTick function designed to poll the status of the machine to which it is attached.
●	When connected to a simple machine like a Constructor, this polling operation is computationally cheap, involving simple checks like "Is the machine active?" or "Is its inventory full?"
●	However, when connected to a Biomass Burner, this same polling operation becomes extremely expensive. The Loader's script is likely attempting to read the burner's complex, fluctuating state variables every frame.
This repeated, high-frequency request for complex state information can quickly saturate a CPU core, causing the game's main processing thread to stall as it waits for the calculation to complete. This results in a classic CPU-bound performance bottleneck, where the processor cannot keep up with the demands of rendering the next frame, leading to a collapse in frame rate.11
This hypothesis explains why the FPS drop occurs the instant the connection is made, regardless of whether the burner is active, has fuel, or is being fed by the loader. The polling script within the Loader begins executing as soon as it recognizes a valid connection target. The act of querying the complex state is what causes the performance hit, not the state itself. The problem is not random, but rather the direct result of a specific, inefficient programming pattern within the Loader mod colliding with the unique, complex logic of the Biomass Burner.

Analysis of Compounding Factors: The Heavily Modded Ecosystem

While the 'Loader and Unloader' mod is the primary source of the fault, the user's extensive mod list creates a complex ecosystem where multiple mods interact, likely exacerbating the core bug. The sheer volume and nature of the installed mods create a high-risk environment for a "conflict cascade," where the initial bug is amplified by the overlapping functions of other modifications.

Overview of the Mod Ecosystem

The provided mod list contains over 80 individual mods.1 A significant number of these are not simple quality-of-life (QoL) tweaks but are major overhauls that interact with the game's core systems of power, logistics, and building mechanics. Such a heavily modded environment inherently increases the risk of conflicts, where multiple mods may attempt to modify the same game assets or functions simultaneously, leading to instability and performance degradation.13

Conflict Vector 1: Power Grid Alterations

Several installed mods fundamentally alter the game's power grid, creating a complex environment in which the 'Loader' mod's buggy polling function must operate.
●	Refined Power (v4.0.43): This is a massive power system overhaul that introduces over 30 new buildings, including modular power generators and advanced power distribution systems.15 This mod has a known history of instability and causing game crashes, particularly following official game updates.18 The modular design of its components multiplies the number of individual game objects (actors) that the engine must track, which can itself be a source of performance degradation, especially in large-scale factories.21
●	Daisy Chain Everything (v1.0.11): This mod fundamentally alters how production machines connect to the power grid, allowing them to be wired directly to one another. This is a feature the game's developers at Coffee Stain Studios have intentionally avoided implementing to maintain a specific gameplay balance.22 This means the mod is hooking into and rewriting core game logic related to power distribution.24
●	Other Power Mods: Additional mods such as 'Better Power Storage - CLT' (v1.0.1), 'Power Control Room' (v1.0.22), and 'Power Tower Plus' (v1.0.3) further add layers of custom logic and new entities to the power grid, increasing its overall complexity.
The combination of these mods creates a "conflict cascade." The 'Loader' mod's buggy polling function is not querying a standard, vanilla Biomass Burner. Instead, it is querying a burner whose power connection properties and behavior within the grid have been fundamentally altered by 'Refined Power' and 'Daisy Chain Everything'. When the Loader attempts its poll, the game engine must resolve the query through the added logic of these other mods before returning a value. This adds multiple layers of computational overhead to an already inefficient function call, turning a significant performance issue into a catastrophic one.

Conflict Vector 2: Building I/O and Placement Logic

The mod list also exhibits significant "functional overlap," where multiple mods attempt to solve the same problem—in this case, increasing the input/output throughput of machines. This is a high-risk scenario for conflicts, as the mods may not be designed to be compatible and could compete to modify the same game objects.
●	SnapOn (v1.2.8): This mod (Mod Reference: DirectToSplitter) allows splitters and mergers to be attached directly to the input and output ports of machines.26 This functionality directly overlaps with the purpose of the 'Loader' mod, which is also designed to facilitate high-speed item transfer at machine ports. Both mods are likely attempting to hook into and modify the same connection components on buildings, risking logic conflicts.
●	Industrial Evolution (v1.6.4): This is a major expansion mod (Mod Reference: MkPlus) that adds new, higher tiers of production machines. These upgraded machines often have different physical dimensions and, crucially, a greater number of input/output ports than their vanilla counterparts.28 This means the 'Loader' mod may be attempting to connect to non-vanilla machines with different underlying code and properties, a situation the mod author may not have anticipated.
●	Building and Spline Mods: A host of other mods, including 'Infinite Nudge' 30, 'Infinite Zoop' 32, and 'Flex Splines - Longer Belts' 34, modify the core mechanics of how objects are placed and connected in the game world. While not a direct conflict, they contribute to a game state where object properties and connections are heavily customized, increasing the potential for edge-case bugs to emerge.
This functional overlap creates unpredictable interactions. The 'Loader' mod's connection logic likely expects to find a vanilla machine I/O port. However, 'SnapOn' modifies the properties of that port, and 'Industrial Evolution' might replace the entire machine with a custom one. The Loader's code is thus faced with a situation it may not be designed to handle, leading to instability that could contribute to the performance collapse.

Mod Interaction Risk Matrix

To consolidate this analysis, the following matrix summarizes the highest-risk mods from the user's list, detailing the nature of their potential conflict with the 'Loader and Unloader' mod. This provides a structured diagnostic tool by ranking conflict potential and explaining the specific vectors of interaction.

Mod Name	Mod Reference	Version	Function	Conflict Vector	Risk Level	
Loader and Unloader	Loaders	1.0.11	High-throughput machine I/O	Primary Fault: Known performance bug with generators.7 Inefficient	OnTick polling.	CRITICAL	
Refined Power	RefinedPower	4.0.43	Major power system overhaul	Cascade Conflict: Fundamentally alters power grid logic and generator properties, likely amplifying the Loader's polling bug.15	HIGH	
Daisy Chain Everything	DaisyChainEverything	1.0.11	Alters machine power connections	Cascade Conflict: Rewrites core power connection logic, creating unpredictable interactions with the Loader's generator-polling function.24	HIGH	
SnapOn	DirectToSplitter	1.2.8	Snaps splitters to machine I/O	Functional Overlap: Competes with the Loader mod to modify the same machine connection points, risking logic conflicts.26	MEDIUM	
Industrial Evolution	MkPlus	1.6.4	Adds new machine tiers	Functional Overlap: Replaces vanilla machines with custom versions, presenting the Loader with unexpected building types and I/O configurations.28	MEDIUM	
Other Power Mods	Various	Various	Minor power system tweaks	System Complexity: Adds general complexity to the power grid, which can have minor, cumulative impacts on performance calculations.	LOW	
Other Building Mods	Various	Various	QoL building/placement tweaks	System Complexity: Increases the number of potential edge cases for placement and connection logic but unlikely to be a direct cause.	LOW	

A Strategic Pathway to Resolution

Based on the diagnosis, a clear, multi-phase action plan can be formulated. This plan moves from immediate relief to allow for continued gameplay, to definitive diagnosis and community engagement, and finally to establishing long-term stability.

Phase 1: Immediate Mitigation - The Buffer Workaround

The goal of this phase is to immediately restore gameplay performance without removing any mods by circumventing the direct trigger of the bug.
The performance issue is triggered by the direct connection between the Loader object and the Biomass Burner object. To break this performance-killing link, a simple buffer can be inserted between the two. The recommended method is as follows:
1.	Place the Loader from the 'Loader and Unloader' mod as intended.
2.	Connect a very short Conveyor Belt to the output of the Loader.
3.	Connect the other end of this short conveyor belt to the input of the Biomass Burner.
By introducing the conveyor belt, the Loader is no longer "aware" of the Biomass Burner. Its buggy polling logic now interacts with a simple, static conveyor belt object, which is computationally inexpensive for the game engine to handle. Likewise, the Biomass Burner is only interacting with a simple conveyor belt. The direct, problematic link is severed, and the frame rate should return to a playable level. This provides an immediate, in-game solution to the problem.

Phase 2: Definitive Diagnosis and Community Engagement

This phase aims to scientifically confirm that the 'Loader and Unloader' mod is the root cause and to provide a high-quality bug report to the developer, which can aid in creating a permanent fix for the community.
1.	Create a Minimal Test Profile: Using the Satisfactory Mod Manager (SMM), create a new, empty profile. This allows for testing in a controlled environment.36
2.	Isolate the Mod: In this new profile, install only the 'Loader and Unloader' mod (Mod Reference: Loaders). The SMM will automatically handle the installation of its necessary dependencies, such as the core Satisfactory Mod Loader (SML).36
3.	Reproduce the Bug: Launch the game using this minimal mod profile. Start a new, empty world. Use a utility like 'EasyCheat' (which is already in the user's mod list) or the in-game Advanced Game Settings to acquire the necessary building materials. Place a Biomass Burner and a Loader, then connect them directly. Observe if the massive FPS drop is reproduced. This test effectively removes all 80+ other mods as potential variables.
4.	Engage with the Community: The central hub for all Satisfactory mod support is the Satisfactory Modding Discord server.39 It is recommended to join this server to report the findings.
5.	File a High-Quality Bug Report: In the appropriate channel on the Discord server (such as #help-using-mods or a dedicated channel for the author's mods), create a clear and concise bug report. A high-quality report should include:
○	Tagging the author: @Andre Aquila <Aquila Industrial> to ensure they are notified.7
○	A clear issue statement: "Massive FPS drop occurs when 'Loader' (v1.0.11) is connected directly to a Biomass Burner."
○	Proof of isolation: "This has been reproduced on a minimal test profile with only the 'Loader' mod and its dependencies installed."
○	Debug Information: The SMM has a "Generate debug info" option. This creates a .zip file containing game logs and the mod list, which is crucial for developers. This file should be attached to the report.21
By providing a minimal reproduction case and detailed logs, a user transitions from being a passive victim of a bug to an active collaborator in its resolution. Mod developers are volunteers, and a well-documented, easily reproducible bug report is exponentially more likely to be addressed quickly and effectively than a vague complaint made in a heavily modded environment.41

Phase 3: Long-Term Solutions and Alternatives

The final phase is to establish a stable, long-term gameplay experience, either by obtaining a fixed version of the mod or by replacing its functionality with more stable alternatives.
●	Monitoring for Updates: The user should periodically check the 'Loader and Unloader' mod page on the Ficsit.app website and within the SMM for updates. Given the author's prior acknowledgment of the issue, a patched version may eventually be released.7
●	Exploring Alternative Solutions: If a patch is not released in a timely manner, or if the decision is made that the mod is too unstable for a complex factory, the user can leverage other mods already present in their list to achieve the same goal of high-throughput logistics.
○	Alternative 1: 'SnapOn' + Splitters/Mergers: The 'SnapOn' mod allows for the direct attachment of splitters and mergers to machine I/O ports.26 A standard splitter has one input and three outputs. By snapping a splitter directly onto a Miner's output, for example, the user can achieve up to three times the belt throughput, effectively replacing the core function of a Loader.
○	Alternative 2: 'Industrial Evolution': This major overhaul mod provides upgraded versions of nearly all production machines.28 Progressing through this mod's dedicated research tree will unlock Miners, Smelters, and Constructors that natively possess more input and output ports and higher base processing speeds, naturally solving the throughput limitations that the 'Loader' mod is intended to address.
The user's core motivation for using the 'Loader' mod—the desire for high-throughput logistics—is a common challenge in large-scale factory building. However, the existing mod list already contains at least two powerful and more comprehensive mods ('SnapOn' and 'Industrial Evolution') that provide robust, and likely more stable, solutions to this very problem. The most effective long-term path to stability may be to remove the buggy 'Loader' mod and fully embrace the functionality of the other, more stable overhaul mods already in use.

Conclusion and Final Recommendations

The investigation concludes with high confidence that the massive frame rate drop is caused by a known, reproducible bug within the 'Loader and Unloader' mod (v1.0.11). The technical root of this bug is an inefficient, computationally expensive polling operation performed by the mod's script on a high-frequency OnTick basis. This issue is triggered with maximum severity when the Loader is connected to a Biomass Burner, due to the burner's unique and complex "smart" power generation logic. This primary fault is then amplified into a catastrophic performance collapse by a "conflict cascade" with other major mods in the user's extensive list, most notably the power system overhauls 'Refined Power' and 'Daisy Chain Everything'.
The most effective path forward is a three-pronged strategic approach:
1.	Immediate Mitigation: For short-term relief and to continue playing on the current save, implement the Buffer Workaround. Placing a small conveyor belt between the Loader and the Biomass Burner will sever the direct connection that triggers the bug and should restore performance immediately.
2.	Definitive Action: For long-term stability, the primary recommendation is to remove the 'Loader and Unloader' mod from the mod profile. Given the bug's severity, its acknowledged status by the author, and the availability of superior alternatives already within the user's mod list, this is the most logical and effective step.
3.	Embrace Alternatives: Leverage the functionality of the 'SnapOn' and 'Industrial Evolution' mods to achieve the desired high-throughput logistics. These mods offer more comprehensive, integrated, and likely more stable solutions to the underlying gameplay challenge that prompted the use of the 'Loader' mod in the first place.
While filing a detailed bug report on the Satisfactory Modding Discord is a valuable contribution to the community, the most pragmatic and immediate path to a stable, high-performance gaming experience is to remove the faulty component and utilize the more robust, alternative systems already at your disposal. The factory must grow, and it will grow more smoothly without this specific, problematic mod.
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