Structural Solutions emissive beams lighting not as 'flooding' in 1.1?
me and a friend noticed emissive beams from SS mod do not appear to be filling up areas or rooms with as much light as they used to, in fact very little at all, prior to the update one beam could flood an entire room with the color chosen, now it seems mostly concentrated around where the object (the beam in this instance) is. thoughts/comments/observations?
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@Dopamine The latest mod update I just uploaded (v1.1.41) should fix the problem.
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Solution
@Dopamine The latest mod update I just uploaded (v1.1.41) should fix the problem.
looking good now, thanks!
deconstructing emissive beams seems to produce a consistent crash, thoughts?
LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: ObjectName: Build_Foundation_Asphalt_8x2_C_2147461370, ObjOuter: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel
15:41:39
LogGame: Error: [BuildEffect] Failed to find remap material on StaticMeshComponent_2146431566, SM_SS_Beam_400x25x25 using fallback!
15:41:53
LogGame: Warning: BP_MaterialEffect_Dismantle_C_2146431480::SetMeshes, This cannot be called after PreStarted.
Yes, been seeing this pretty frequently, specifically right as I deconstruct it. It almost always causes everyone on the server (DS) to crash
Sorry about the crashes guys, I'll try to get this fixed ASAP.
Same problem, crash when deconstructing emissive beams. In addition, when you change the color or place an emissive beam, the problem of version 1.1.40 comes back. The emissive beams no longer emit lumens. But not only it, all those in the graphic display environment, I plunge into darkness!! I have to move far enough away to get out of my graphic display field, I come back, and everything is back to normal.
I'm working on the dismantle crashes, hopefully I'll have a solution soon. I really have no idea about the emissive beams dimming everything after they have been painted. This really seems like a game/lumen bug though.
It's not impossible, because I'm detecting brightness variations on the scalable LED Panel in Organization. Unlike emissive beans, they emit light all the time, but the intensity seems to vary. Good luck finding the solution to the crash.
Difference between several game restarts. So, there's a bug in the game code:

I have also confirmed it, I'm seeing the same thing in my builds. I dont know what is causing that but I suspect a Nanite/Lumen bug with lightweights that I probably wont be able to fix.
Thanks for your reply. I don't think there's a ticket open on Satisfactory Q&A about this. Perhaps you have more weight and arguments than me to open one?
Your emissive beams are always on, but compared to the image above, the lighting intensity varies.
Sorry, but I was firmly convinced that the scalable LED panel was part of the game. So the problem is only related to the mod. However, I will analyze the rest of the objects/decorations more deeply the next time it comes up, I will keep you informed.
I just updated to 1.1.44 and crash still persists
LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: ObjectName: Build_CatwalkCorner_C_2147451776, ObjOuter: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel
LogGame: Error: [BuildEffect] Failed to find remap material on StaticMeshComponent_2147448041, SM_SS_Beam_400x25x25_Emissive using fallback!
15:19:41
LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147448032::SetMeshes, This cannot be called after PreStarted.
15:19:43
LogStreaming: Display: 0.098 ms for processing 903 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 1 (29663->29662) packages and 1 (57670->57669) public exports.
Was this in SP or MP?
MP with dedicated server
Which part were you dismantling when it crashed?
emissive beam .5m
ok, you can try running the game in DX11 mode, that has fixed the crash for some people
Confirm: DX12 crash, DX11 fonctionnal
there are other mods using emissive beams in DX12 mode that don't crash, would it be worth naming some? i guess im not even sure if you'd be able to find source
Same emissive beam crash happens for people in my multiplayer game too :/
DX11 didn't seem to help