Structural Solutions crash on deleting emissive beams since 1.1.41
Hi @D4rk
I'm using your Structural Solutions Mod.
I've noticed that with your update to 1.1.41.
Deleting emissive beams is crashing my game.
I don't know if this is known.
If you need more information your welcome.
p.s. I realy like what you did there. 🙂
52 Replies
I'm aware of the problem, I hope to have a fix soon. Were you in singleplayer or multiplayer/dedicated server when you got the crash?
Session Type is IP, if you mean that.
I was playing with others but im alone now.
No dedicated Server
Thanks for the report, I'll look into it
Can confirm this is happening on Dedicated Servers as well.
However, it appears to only crash the client. The server seems to survive.
And the beam is correctly deleted once you rejoin the session.
I just have it happen with the "Metal Paintable Beam 1m" as well. There were no emissive beams included in the blueprint, but trying to due a blueprint removal caused a client crash as well.
I'm on version 1.1.43, if that helps. (Linux Dedicated Server)
From the other thread, I read about testing other graphics backends, and using -dx11, the crash appears to not happen.
Did you try 1.1.44 that was released today?
@The Toblin
I have not. Will do after dinner. Thanks for telling me! The SMM did not, but it was a few hours ago I started the session. I'll poke you when I've given it a go.
DX11 does not support Nanite, AFIAK it disables the features and uses a fallback shader. This is probably why using that API fixes the crash.
Today's update seems to have fixed all beams, aside from the emissive ones. Emissive will still cause a crash. But I can now remove every other type, regardless of applied customizations. Previously, any beam with a material on it would crash if deconstructed.
Now it's just emissive beams.
I did turn of -dx11 first. I assume it still works with -dx11 forced.
So you're partway there (as far as my setup goes)
Yep, confirmed. Can delete any beam, regardless of variety, except any emissive ones (on DX12).
I don't know if my platform has any impact. I'm playing on Linux via Proton, if that's any help. AMD GPU with Mesa drivers.
Hey i have the problem with the crash when i try to delete the "Metal Wall Light" with the FICSIT Logo. Is this related to this issue? I am on a dedicated Linux Server. The Clients are running on windows.
If i can help you to identify the issue let me know.
Let me check and see if I have the same issue. What platform is your client on? Windows or Linux as well?
My Client is on Windows
I tested on my platform (Linux) and I can delete that wall just fine on both DX12 and DX11 settings, using the 1.1.44 update from today.
Are you on the latest update?
Emissive Beams will still crash me tho 😛
Yes i am. What does the wall look like for you? Previously, the logo always lit up in the accent color. In my example here, purple. Now it just looks like this.

The wall looks like a blank, flat metal wall, with a brightly shining "Ficsit" logo on it. I'm not in game atm, so I can't screenshot.
There are settings for emissivity in the Mods menu. Maybe something's changed there?
I tried this and no.. No crashes on my side
Fascinating. Are you on DX12? Using Nvidia or AMD GPU? There must be some common denominator here 🙂
The Ficsit wall is also nanite/lumen enabled so it would be the same crash
Strange! Because it doesn't on my setup, even with DX12!
DX12 and AMD GPU
I thought D11 fixed it, not DX12
Yes, exactly. With DX11 I get no crashes. With DX12 I do, but even with DX12 active, I can delete the Ficsit wall just fine.
(Just not the emissive beams)
So weird, I really have no idea how to fix these nanite problems other than disabling it completely. They wont illuminate the world anymore though.
I wouldn't disable them, tbh.
A warning on the mod page about switching to DX11 before removing them, IF people are experiencing crashes, would be enough.
Because they are pretty, and it's rather "workaroundable"
Just to be clear, every time it crashes, regardless of the part, you get this specific crash? Or is it different sometimes?
I gotta check. I haven't looked at the client logs. Give me a sec.
Is that in the "FactoryGame.log" or somewhere else?
Because if that is it, then no.
>debug
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels!
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
Post the log if its a different crash please
You need the modmanager logs?
Or does it include client logs as well?
I jsut need the FactoryGame.log but it will be included in the SMM debug bundle
Roger that. Here you go
-# Responding to
Key Details for SMMDebug-2025-06-20-18-46-26.zip
triggered by @The ToblinI will look that up as soon as i can and send it to you
Hmm, that does not contain a crash
Is it only including the last session? If so, no there was no crash there
I'll include one later then. I'm not in Satisfactory atm.
Yes, next time it crashes, if it's different than the one I posted.
Roger that. Will look into it. If you're not seeing a post in the coming day, then I have the same crash. Thanks for the directions!
Alright @D4rk, just giving you and update here. Looking at the log from an actually crashing session, it does indeed look exactly like the crash report you showed.
The assert fail there seems to be exactly the same. So, it seems I'm now in parity with the rest of the folks. XD
And again, I legitimately don't think you should remove them from the mod. I clear warning should be enough, if you are still intent on fixing them. Otherwise, give people a settings-option to disable them, rather than deleting them entirely from the mod. Because I still love these things, and I'm not above restarting with DX11 just to fix my build errors 😉
As promised!
Automated responses for Joker (288343024520396800)
Key Details for SMMDebug-2025-06-21-08-09-16.zip
Crash found in FactoryGame_c3b11d6d_Local_Stable_WindowsClient.log
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Crash found in FactoryGame.log
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So if I'm understanding this correctly, everything still looks right on your end, doesn't it? Because as I already mentioned, on my side, neither the beams nor the walls are lighting up. Perhaps that has something to do with it.
Correct. For me, the only anomaly is the crash when dismantling emissive beams, while using DX12/Vulkan.
It still looks as intended.
Did you check the mod settings to make sure emissive materials aren't turned off?
Yes it should work. It doesnt look right in DX11 either.

And it is not just me. All other server members have the same issue.
DX11 does not support nanite, so in that mode the beams will not illuminate the world,
But i am on DX12 and it doesnt work
Do you have lumen enabled in the graphics options?
Yes
Sorry I went on a Trip for a week.
I've read through the previous posts and here is what i can summarize from the points above.
I'm using your latest version 1.1.44.
It's still crashing.
The error is something with Nanine, so is is similar to the one you are on.
I'm using -vulkan as starting option and global illumination is deactivated.
Automated responses for Steffel (315832056712134660)
Key Details for SMMDebug-2025-06-25-11-20-31.zip
Crash found in FactoryGame_d5e5c89b_Local_Stable_WindowsClient.log
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Crash found in FactoryGame.log
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Hi, I encounter the same issue.
When I delete an emissive beam I get a crash. Not always but very often.
I noticed that after restarting the deletion works. But when the game is running for several minutes/hours it's not systematic but almost.
I attach the crash report.
Thx for you support.
We did some extensive testing in the other thread. This mod is fixed and no longer cause crashes. However, if you have had crashes in your current save, that save will continue crashing even after updating.
One potential workaround to salvage old saves is to Upload it to SCIM, change nothing, download it and reload it in your session.
That MIGHT fix it.
Otherwise the only reliable solution is using dx11