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?
Solution:
@Dopamine The latest mod update I just uploaded (v1.1.41) should fix the problem.
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20 Replies
Solution
D4rk
D4rk4mo ago
@Dopamine The latest mod update I just uploaded (v1.1.41) should fix the problem.
Dopamine
DopamineOP4mo ago
looking good now, thanks!
Dopamine
DopamineOP4mo ago
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.
Nostrildumbass
Nostrildumbass4mo ago
Yes, been seeing this pretty frequently, specifically right as I deconstruct it. It almost always causes everyone on the server (DS) to crash
D4rk
D4rk4mo ago
Sorry about the crashes guys, I'll try to get this fixed ASAP.
KansasOfElsass
KansasOfElsass4mo ago
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.
D4rk
D4rk4mo ago
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.
KansasOfElsass
KansasOfElsass4mo ago
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.
KansasOfElsass
KansasOfElsass4mo ago
Difference between several game restarts. So, there's a bug in the game code:
No description
D4rk
D4rk4mo ago
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.
KansasOfElsass
KansasOfElsass4mo ago
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.
Dopamine
DopamineOP4mo ago
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.
D4rk
D4rk4mo ago
Was this in SP or MP?
Dopamine
DopamineOP4mo ago
MP with dedicated server
D4rk
D4rk4mo ago
Which part were you dismantling when it crashed?
Dopamine
DopamineOP4mo ago
emissive beam .5m
D4rk
D4rk4mo ago
ok, you can try running the game in DX11 mode, that has fixed the crash for some people
KansasOfElsass
KansasOfElsass4mo ago
Confirm: DX12 crash, DX11 fonctionnal
Dopamine
DopamineOP4mo ago
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
luigistyle
luigistyle4mo ago
Same emissive beam crash happens for people in my multiplayer game too :/ DX11 didn't seem to help

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