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
D4rk
D4rk•3mo ago
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?
Steffel
SteffelOP•3mo ago
Session Type is IP, if you mean that. I was playing with others but im alone now. No dedicated Server
D4rk
D4rk•3mo ago
Thanks for the report, I'll look into it
The Toblin
The Toblin•3mo ago
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.
D4rk
D4rk•3mo ago
Did you try 1.1.44 that was released today? @The Toblin
The Toblin
The Toblin•3mo ago
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.
D4rk
D4rk•3mo ago
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.
The Toblin
The Toblin•3mo ago
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.
Joker
Joker•3mo ago
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.
The Toblin
The Toblin•3mo ago
Let me check and see if I have the same issue. What platform is your client on? Windows or Linux as well?
Joker
Joker•3mo ago
My Client is on Windows
The Toblin
The Toblin•3mo ago
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 😛
Joker
Joker•3mo ago
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.
No description
The Toblin
The Toblin•3mo ago
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?
Joker
Joker•3mo ago
I tried this and no.. No crashes on my side
The Toblin
The Toblin•3mo ago
Fascinating. Are you on DX12? Using Nvidia or AMD GPU? There must be some common denominator here 🙂
D4rk
D4rk•3mo ago
The Ficsit wall is also nanite/lumen enabled so it would be the same crash
The Toblin
The Toblin•3mo ago
Strange! Because it doesn't on my setup, even with DX12!
Joker
Joker•3mo ago
DX12 and AMD GPU
D4rk
D4rk•3mo ago
I thought D11 fixed it, not DX12
The Toblin
The Toblin•3mo ago
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)
D4rk
D4rk•3mo ago
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.
The Toblin
The Toblin•3mo ago
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"
D4rk
D4rk•3mo ago
Just to be clear, every time it crashes, regardless of the part, you get this specific crash? Or is it different sometimes?
The Toblin
The Toblin•3mo ago
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.
D4rk
D4rk•3mo ago
>debug
FICSIT-Fred
FICSIT-Fred•3mo ago
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
D4rk
D4rk•3mo ago
Post the log if its a different crash please
The Toblin
The Toblin•3mo ago
You need the modmanager logs? Or does it include client logs as well?
D4rk
D4rk•3mo ago
I jsut need the FactoryGame.log but it will be included in the SMM debug bundle
The Toblin
The Toblin•3mo ago
Roger that. Here you go
FICSIT-Fred
FICSIT-Fred•3mo ago
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 29
Game: WindowsClient CL 418783 from Steam
Path: `/home/tobias/ssd/SteamLibrary/steamapps/common/Satisfactory`
Command Line: steam steam://rungameid/526870
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 29
Game: WindowsClient CL 418783 from Steam
Path: `/home/tobias/ssd/SteamLibrary/steamapps/common/Satisfactory`
Command Line: steam steam://rungameid/526870
-# Responding to Key Details for SMMDebug-2025-06-20-18-46-26.zip triggered by @The Toblin
Joker
Joker•3mo ago
I will look that up as soon as i can and send it to you
D4rk
D4rk•3mo ago
Hmm, that does not contain a crash
The Toblin
The Toblin•3mo ago
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.
D4rk
D4rk•3mo ago
Yes, next time it crashes, if it's different than the one I posted.
The Toblin
The Toblin•3mo ago
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.
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: not Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:579][115]LogWindows: Error: appError called: Assertion failed: InstanceCustomData.Num() == Component->PerInstanceSMCustomData.Num() [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 927]


[2025.06.20-19.57.52:579][115]LogWindows: Windows GetLastError: Success. (0)
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: not Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:117][ 88]LogTemp: Warning: Emissive
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:553][114]LogGame: Invalid Runtime Handle!
[2025.06.20-19.57.52:579][115]LogWindows: Error: appError called: Assertion failed: InstanceCustomData.Num() == Component->PerInstanceSMCustomData.Num() [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 927]


[2025.06.20-19.57.52:579][115]LogWindows: Windows GetLastError: Success. (0)
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 😉
FICSIT-Fred
FICSIT-Fred•3mo ago
Automated responses for Joker (288343024520396800)
Key Details for SMMDebug-2025-06-21-08-09-16.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 14
Game: WindowsClient CL 418783 from steam
Path: `e:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 14
Game: WindowsClient CL 418783 from steam
Path: `e:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Crash found in FactoryGame_c3b11d6d_Local_Stable_WindowsClient.log
It has been attached to this message.
Crash found in FactoryGame.log
It has been attached to this message.
Joker
Joker•3mo ago
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.
The Toblin
The Toblin•3mo ago
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?
Joker
Joker•3mo ago
Yes it should work. It doesnt look right in DX11 either.
No description
Joker
Joker•3mo ago
And it is not just me. All other server members have the same issue.
D4rk
D4rk•3mo ago
DX11 does not support nanite, so in that mode the beams will not illuminate the world,
Joker
Joker•3mo ago
But i am on DX12 and it doesnt work
D4rk
D4rk•3mo ago
Do you have lumen enabled in the graphics options?
Joker
Joker•3mo ago
Yes
Steffel
SteffelOP•3mo ago
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.
FICSIT-Fred
FICSIT-Fred•3mo ago
Automated responses for Steffel (315832056712134660)
Key Details for SMMDebug-2025-06-25-11-20-31.zip
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 22
Game: WindowsClient CL 418783 from steam
Path: `d:\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -vulkan
SMM Version: 3.0.3
SML Version: 3.11.1
Installed Mods: 22
Game: WindowsClient CL 418783 from steam
Path: `d:\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY -vulkan
Crash found in FactoryGame_d5e5c89b_Local_Stable_WindowsClient.log
It has been attached to this message.
Crash found in FactoryGame.log
It has been attached to this message.
ZuG
ZuG•3mo ago
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.
The Toblin
The Toblin•3mo ago
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

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