Splitter and merger meshes disappeared
Something sent my splitters and mergers to the shadow realm. I'll do some troubleshooting in the meantime

131 Replies
Restarting didn't solve it
Restarting again after disabling autolink resolved it
I'll try re-enabling autolink again and see
and its not reproducible ... they appear now
š¤·āāļø
Solution
my favorite type of bug
here's the logfile from where they were missing anyways ... it's just filled with so much logspam from various mods it's hard to tell what's what
i think im having the same issue, haven't happened with mergers and splitters but it happened with power poles, also happens sometimes when i try to zoop some buildables after i just zooped a line of them
i dont know if it related, but i think it is, also now when i buid beams they dont show up at full lenght after beeing built

i updated infinite nudge and infinite zoop, for now it seems to have lessened my problems, its happening less often
Having similar issues with sampled splitters and mergers with no build hologram, as well as power poles appearing and disappearing. I can't reliably reprroduce either.
Someone attributed this to CableChoices +, I haven't had the time to check but could you tlel me if you're using it and try without it?
Honestly I can't decide if I want it to be related or not. If it is then it's my fault somehow but is also litterally insane that I could be causing it. If it isn't then we have 0 ideas what's going on
Someone has also blamed this on SnapOn but I don't know how that could be
fwiw I wasn't using snapon, but I am using CC+
but its inconsistent enough that even just pinning it to a specific mod is nigh impossible to do
Such weird things happened two times in like 6 hours of playing and probably 120 times loading the game (also testing my own mod) over the last week?
I'm using Neither of those mods
It seems to creep up after about a 30 minutes of playtime
im not using snap on or CC+ for me it seem quite random when it happens, sometimes when it does happen i just restart the game and it works fine for the whole play session even if its hours long
Unfortunately for me, this bug exists in my newest gameplay as well.
Sometimes power poles or wall outlets disappear after loading the game, and sometimes the build holograms are invisible (whether itās vanilla or modded structures). Maybe we should share our mod lists to compare and check which mod might be causing the issue?
Have you tried verifying the game files?
I have
Yeah, verified files, tried enable/disable many mods, and still same issue with holograms (and compass names dissappearing sometime...)
If possible, try to reproduce the issue in a new game session
I started new save after ficsmass patch ~7 days ago
It is happening to me in a new save as well - sometimes foundations, sometimes mergers/splitters
Still haven't found the culprit but I have experimented some :\
yeah, i had missing splitters, then restart and they appear again now its foundations :NOOOO:
YEAH, sometimes affect my gameplay too... it's really annoying
I disabled Build Gun utlilities and it seems to have solved those issues
At least, the build holograms dissapearing
I've had mergers just disappear randomly from the world, and wall mount power disappear if I try and connect a line too quickly. Not sure if the second one is related or not, but seems to be tied in with the power poles issue I was having.
All items still exist and appear on a reload.
I don't think that's it - I don't have it enabled and the problem persists
that's what makes it hard to identify though, because its so damn inconsistent
AB_CableMod
AdvancedPersonalStorage
AutoGetLoot
AutoLink
AutoNameDoggos
BetterTrainCollision
BetterVehicleCamera
BoxedUranium
CatwalkLadders
ConstructionPreferences
ContentLib
CounterLimiter
CrankBatteries
CrashSiteVanisher
CurveBuilder
CustomizableHUD
DI_Common
DI_FunctionsLibrary
DI_Power_Indicators
DaisyChainEverything
DataTableFunctionLibraryLite
DifficultyTuner
DigitalStorage
Dispenser
DoggoTransportation
EfficiencyCheckerMod
EnhancedSorting
FastForward
FasterManualCraftingRedux
FicsItNetworks
FicsitFarming
FirstPersonVehicles
FlashlightSettings
FocusSearchBox
GardenerTools
GatewaysExtension
GeothermalMk
HalfFrames
Halflings
HollowPillars
Hopper
HoverPackExtensionsRedux
InfiniteNudge
InfiniteZoop
KeyBindForBlueprint
LinearMotion
LongerBeams
MarcioCommonLibs
MassUpgrade
Megaprinters
MkPlus
MkPlusLibs
ModUpdateNotifier
ModernRailingExtension
ModularUI
MoreEnemySpawns
MoreSignSpots
NoDirtMask
NuclearRebalancePatch
PackagingMatters
PersistentPaintables
PoweredConveyorBelts
RecipeCopier
RefinedPower
RefinedRDApi
RefinedRDLib
RemoveEmptyDimensionalStocks
RocketFuelRebalancePatch
SML
SS_Mod
ShowSplinePath
SimplePlanner
SkyUI
StorageOnBelt
TrainAlert
TrainInteriors
TransitStationMod
TwoMeterWalls
UninterruptedTrainBelts
UniversalVehiclePaths
WhereSomersloop
Zippier
avMallLib
In addition to this, I have Resource Roulette and More Lighting Options but they're manually installed as they're my own
I've been working through enabling/disabling them in chunks to see, but since its so inconsistent it's really hard to tell if it works or not
How do you pull that nice list? I'm trying to compare our lists
I made it in excel because the SMM copy modlist isn't working š
Haha
alright
I copied the list from the metadata.json in the SMM debug and used excel "separate into columns" and separated based on "
Exactly what I'm doing right now
AutoGetLoot
AutoNameDoggos
ConstructionPreferences
CurveBuilder
DoggoTransportation
FasterManualCraftingRedux
FlashlightSettings
FocusSearchBox
InfiniteNudge
KeyBindForBlueprint
ModUpdateNotifier
NoDirtMask
PersistentPaintables
SML
That's what I got
If anyone else wants to share their modlist, we might be able to narrow it down further
I'll try disabling the Curve Builder mod ā it's probably the only one I haven't checked yet...
FYI I am using curve builder mod and do not have these issues.
Maybe it's a conflict with other mods
Have you tried full reboot of the windows? Not shutdown and start, full reboot.
I had someone report very same issue with disappearing mergers, that somehow went away after they restarted the machine.
This is a reliable way to solve the issue for a time, but we're trying to discover the root cause, not just address the symptoms
Restarting the game is enough 99% of the time, but this is not a 'real fix.' Curve Builder doesn't seem to be the cause of this bug. I just loaded my save, and all the wall power outlets were gone. Restarted the game, and voila - everything is working as intended.
I'm not sure what you mean by shutdown and start vs full reboot. I assume you mean not choosing reboot but instead shutdown wait a few seconds and start.
But I can guarantee the issue persists regardless of PC state as I shut the PC down entirely each night - it is the kind of bug that appears maybe 25% of the time so it's difficult to pin down which mod it is. I don't think it's a vanilla bug.
We have all of these in common, so unfortunately I can't rule anything out, but it does narrow down the list quite a lot
Sorry, that was the list of matches, not my full list
ah so you already narrowed it down then, still helpful š
WE can problably elminate the basic mods too, SML and ModUpdateNotifier
yeah I'm confident in that assessment š¤
ConstructionPreferences touches Power, FlashlightSettings and NoDirtMask affect rendering, and PersistentPaintables hits just about everything
Those are my guesses
I have had this issue, just out of curiosity do you have any of the bp designer mods installed, like either giving you free or variants of the designer
I have that issue, and Iām using the same mods from @LarkinOmegaās list:
CurveBuilder (disabled, but the issue still persists)
FasterManualCraftingRedux
InfiniteNudge
SML
(of course many others, but only that mods match)
Well that narrows it down a lot, FasterManualCraftingRedux seems like a weird source of the problem
And I'm sure we'd have way more reports if it was Infinite Nudge
I have infinite nudge and fmcr, issue is very sporadic though for me
very sporadic is definitely how I would describe it
and... this is probably why some people don't report this bug - because it's really sporadic and nearly impossible to reproduce (or at least very hard to)
At least we've narrowed it down to those two.
I've been running without FMCR in the last few sessions, my mergers have been stable š Time to turn it back on for a while. I hate trying to prove inconsistent problems.
Pretty much confirmed it's Faster Manual Crafting Redux, immediately had all my power poles disappear
Splitter holos disappearing without FMCR installed
Infinite splines looks the culprit for me
I don't have that mod and still experienced the issue. It's probably not tied to any specific mod - it's likely a vanilla bug. Maybe it's easier to encounter when using mods, since mods add more content to load in the game..
Could it maybe be something that doesnāt have to be for a specific mod but could be a shared parameter that mods change, maybe infinite splines mod changes a parameter that another mod also changes so a person doesnāt have to have that particular mod installed but a different one?
I take it things work normally with mods completely disabled?
i haven't encountered the bug with all mods disabled but that's no guarantee :NOOOO:
i also don't have infinite splines
unfortunately, looking through the non-modded discord i don't see anyone encountering the problem ... i'll check the bug reporting site
What's also strange is how many people using mods don't have the issue
it's weird as it's not a one-off - there's a few of us with it, but you're right in that it's not a common one
i wonder if its a graphical/UI/something setting + a mod causing it that we have in common?
i didn't find anything about it on the bug reporting site
So the current issues are:
1) Meshes missing from Mergers and Splitters already placed in world
2) Meshes missing from Mergers and Splitters build holograms when cycling through selections
3) Meshes missing from Power Pole and Wall Socket Plugs already placed in the world - Possibly Related to FasterManualCraftingRedux
Before the recent update of infinite splines I rolled it back to a previous version and that did cause majority of programmable splitters to disappear but were still working, all you could see was the shadow from the input/output areas of where splitter should have gone. I updated splines back to the up-to-date version at the time and the splitters came back.
I know you guys were saying you donāt have infinite splines installed but I bet there is a variable that is changed by a different mod you have installed that infinite splines also modifies. Obviously im not a mod dev so Iāve no idea how mods work but thatās all I can summizeā¦.i havenāt done any testing with FMCR but I have had that installed for a long time and this issue hasnāt really happened before.
During testing of another issue I had a while back I did turn all mods off and did not noticed splitters mergers disappearing.
Not sure if this was helpful but itās all I can add lol.
FMCR is disabled, power pole bug has come back, but it's also doing things to pillars


Mergers and Splitters aren't having a problem
That's the gravity cannon BP, with a missing pole in the back left. Interestingly there isn't any collision on the pole, and new poles show up just fine.

This bug seems like a race condition between multiple mods. I don't have FMCR installed either but my power poles have been disappearing as well with the same symptoms. It seems that updating mods, downgrading mods, enabling certain mods, and disabling certain mods seems to agitate the issue. Just today I updated
Infinite Nudge
from 2.3.0
to 2.3.2
and, upon launching my most recent save, my power poles started disappearing again. After restarting the game though, it fixed itself just like before.I wrote a text document on my findings. It's not that long of a read and I tried to make it look presentable.
Interesting... so that's what shows up in the log when one of my power poles disappears.
-# Responding to
Key Details for SMMDebug-2025-01-24-02-45-51.zip
triggered by @DellEither that or I don't know how to read logs š¤·
Looks like it is just some issues with the Esc menu
I did discover something new though
@SirDigby {Mod Name} New log + a video to help demonstrate the issue I've been telling you about.
-# Responding to
Key Details for SMMDebug-2025-01-24-03-10-59.zip
triggered by @DellSo, this bug...
A. Is really hard to reproduce
B. Is consistent with how it behaves
C. Occurs seemingly at complete random
D. Makes my head feel funny
I've been trying to diagnose this shit for over a month maaaaan :NOOOO:
Does it only happen when you connect power lines before the build animation is done?
The video demonstrates me waiting for the build animation to finish before I start connecting wires.
So no, the bug happens regardless of what the build animation is doing.
And yes, I verified my game files to see if that would fix it, to which Steam replied: "All files validated successfully."
Is there a way I can enable more detailed logging to see if I can find the culprit?
I tried enabling
SMM Debug Logging
in the app but it doesn't seem to have done anything.Not really
š¤®
Game crashed while I was tabbed out. Guess I'm calling it here for now.
Version: 385279, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION
nvwgf2umx
nvwgf2umx
kernel32
ntdll
Hopefully we get some proper debugging really soon because I pretty much can't do anything right now aside from disabling all of my mods, which, far be it from me to wanna do that but man has it been tempting as of late.Yup, I've been at it too here and there and haven't identified anything - I went through the whole list of mods that were in common between the group of us and wasn't able to find anything which makes me believe it's either a vanilla settings related bug (some specific unusual combination of settings we all have in common) which is why it's not brought up elsewhere, or something else
Iāve had the splitter meshes disappear on a bp after some recent mod updates, reloading the same save in the same session seems to bring meshes back, I have absolutely no idea.
Is it physical hardware related? 2060 super here
No, hardware-related bugs would have much more overt and significant effects across your entire system, not just one game. This screenshot is an extreme example, but it demonstrates just what to expect with hardware-related bugs: https://steamcommunity.com/sharedfiles/filedetails/?id=1939351236
Steam Community :: Screenshot :: WHAT THE FUCK IS HAPPENING?!
Steam Community: Team Fortress 2. WHAT THE FUCK IS HAPPENING?!
I was thinking more a driver issue with specific hardware, but I agree, it would be much more apparent.
I don't know if it's of any help, but I've been having a similar issue (some mergers/splitters disappearing, some preexisting and some after being built, as well as some of holograms becoming invisible unless cycled/picked manually) with Infinity Nudge for a while. Think it started happening after I took a break for a month and patched the game upon returning. Reloading and saving the game without Infinity Nudge and then loading the save with mod enabled seems to fix it for a period.
Infinite Nudge isn't the cause. I'm testing it by itself right now and nothing has happened.
Don't think you're scot-free yet mister, I've still got 3+ mods that are yours to test.
Though I do agree, it would be weird for IN to be the one causing the invisible holograms or disappearing power poles.
I haven't found a way to force it to happen, and IN is the only constant mod where the problem occurs. Such a difficult bug
Hm, thanks. There's certainly something to that, because I've just launched the game to see my beams gone and doors invisible, saved, closed the game and instead of disabling Infinite Nudge, simply opened Mod Managed and launched from it, which fixed the issue.

I'm also having this issue. Looking at my mod list, the things I have that are on this list are:
Construction Preferences
Curve Builder
FasterManualCraftingRedux
Infinte Nudge
NoDirtMask
That seems to bring us down to 5 possible culprits. https://discord.com/channels/555424930502541343/1312534020567076894/1318723042880393248
I believe I have installed construction preferences
Fastermanualcraftingredux
Infinite nudge
Must be something with thoseā¦.but then again could be purely coincidental
I deactivated Construction Preferences yesterday, I'll post an update in a few days after I've given the game time to replicate or not the bug.
Infinite Nudge and FMCR are the only commonalities, I've had it happen with FMCR disabled, so in my mind it's related to Infinite Nudge. I don't know how, since it's always already established items.
For me it was newly built items.
ive had floors and splitters randomly not be there when i build but i can delete them
same as first image
manual-pinkā¢2mo ago
I had the same issue earlier where the majority of vanilla beams failed to render properly. I tried removing the infinite splines mod (https://ficsit.app/mod/InfiniteSpline) and that seemed to resolve the issue, although I'm sure I had this before and couldn't pin it down to a particular mod
Infinite Splines - SMR
Remove length limitation of any spline
Hmm Iāve actually not long since removed this in favour of flex splines, not really noticed the issue since.
I was doing quite well, until today, when I started building Conveyor Splitters. I would build the first one, and the... image for placing the next one would be completely invisible save for the inputs and outputs, which would be visible. Construction Preferences, which is still disabled, isn't the issue.
I'm disabling Infinite Nudge now for testing.
I also don't have any of the Splines mods installed.
if i may interject: the main problem with "shutdown and start vs full reboot" is to do with the Windows "Fast Boot" option. For a while it was enabled by default and it meant that if you did "shutdown and start", the machine would do a "half-hibernation, half reboot" leaving oddities in ram.
On the other hand, if you did the "full reboot" the hardware sometimes do not fully reset because it wasn't powered off for long enough.
Update: Before I disabled Infinite Zoop, I was having an issue where foundation holograms would be visible the first time I built one, but when I went to build a second one the Foundation hologram would be invisible. Disabling Infinite Zoop seems to have fixed that. However, the problem of Power Poles being build invisible and non-interactable has returned.
i just had this happen to me too but it's the storage containers that vanished
out of these i only use Infinite Nudge and Curve Builder
hard to check this whole thread, but if you havent - Verify files. Steam and epic have some fun times where they will delete/corrupt cached textures for one reason or another and a verify almost always fixes these kinds of graphical bugs.
If you have already done that, then continue on as before
I have a silly question: has anyone ruled out this being a vanilla bug?
I started a new SMM profile and am running a vanilla game. WIll report in a few days.
There 100% is a vanilla bug of textures disappearing due to steam or epic corrupting the GPU caches. Most definitely.
I havenāt played for a while now but will still give verify files ago but if @Lynkfox [Vanilla Recipes Ext] is saying itās also in vanilla then Iām happy.
I noticed no one mention that,for me at least, when programmable splitter mesh disappears, the shadows for the in/output ports remain and you cannot interact with anything in the splitters theoretical position.
oh that sounds even more like the texture getting corrupted
Well, like I said, I'm running a vanilla save. If this bug appears, y'all will be the first to know.
It appears there were no issues with improper files. I am pretty sure I've verified files a few times.
We'll see if it reappears for me as i still have the issue somewhat frequently but I've more or less given up on troubleshooting myself, considering I started trying to figure this out in November and am still no closer to a solution lol š

Generally just need to close the game out and open it back up and it goes back to normal
worth noting that, as I understand it (and i could be very wrong lol) shader / texture caches arent verified as in 'are they corrupt? Replace!' in a verification, but rather just cleared and re pulled. So it say anything on those.
But who knows. lol. Driver updates, DX12, i donno what else (i think youve done both of those so bleh)
I can't seem to find any sort of trigger/conditions that causes it in order to reproduce it reliably for troubleshooting, nor a particular mod.
I haven't tried in a vanilla game but I did scour the Satisfactory bug reports and the official discord and didn't find anyone who had encountered something similar
If verifying does fix it then I will most certainly know within a few days as the weekend is soon (I am on DX12, but haven't tried DX11 to see if a similar issue persists)
If Margamanthak finds it in vanilla it would be quite interesting
I am also wondering if it could somehow be a rare SML bug since that's what we truly all have in common, as some people have had different modlists with nothing in common yet similar problems
its very unlikely to be SML anymore. SML doesn't really do anything other than some qol housekeeping stuff at the main screen (ie missing mods, mod menu, ect) and provides a thin wrapper api for interacting with the core game. Its not a bootstrapper, doesnt touch the graphics engine at all, not injected - just a thin client api on top of the core game files to provide easier access for mods in a well defined manner.
So its very unlikely. Not impossible of course, but unlikely.
i had this conversation last year with Ben


is it possible that the object gets temporarily moved, leaving the black "belt ports" ?
Not likely. Especially if it still can be interacted with
i mean: the interactive hitbox would be seperate from the rest of the model maybe (seems to depend on the buildable)
The problem most of us are having is that the object in question becomes invisible and non-interactable until a client restart occurs.
Given that there is no process that I know of that would need to separate a hit box from an object or a mesh from an object or otherwise, seems unlikely.
Not impossible of course. With code anything is possible š but if nothing does it anywhere it's unlikely that it would happen randomly and with multiple people.
Most likely is a graphical but where the mesh gets deleted for some reason. Graphical perhaps.
But without more debugging who knows!
Depending on the buildable, it's likely hood can change. I have on occasion seen a different bug where I can look at a buildable and a section randomly deteches and I can move it around. It doesn't even have to be the interactive part that does this. (I've had the animated section of the smelter "run away" but the interactive hitbox remained normal)
I have no idea if it's related or not because I have no way of reliably triggering it and it's very rare, making ruling what mods may cause it very difficult.
Alright. It's been 3 days, and I've seen no hint of this issue coming up. I'm starting to integrate mods into the vanilla save
it's good info, and it does match up with the fact i haven't seen vanilla players complaining about it at least š
Well, I've been having this issue too, so I'm hoping to figure out a solid place to start looking besides "A mod somewhere may potentially be causing this issue but we can't figure out which one it is"
It's related to Infinite Nudge, everyone who has had the problem has IN installed
I disabled it and still had the problem
Oh, well I stand corrected then. You had reported disabling Infinite Zoop, not Infinite Nudge
https://discord.com/channels/555424930502541343/1312534020567076894/1341195356620328981
I did disable it, but I had both Nudge and Zoop installed. I must have mispoken in the follow up message.
Had this problem for about 4 months. Been testing on and off since it strarted, the only thing that worked for me was to delete: More Lighting Options
I have my doubts, as it's just a couple of hooks to change emissive signs and the sun/moon brightness, but how sure are you?
It's not impossible for it to somehow be causing problems, I haven't updated it to current SML version as it seems to be working
In my own playthrough, I haven't had the missing mergers/splitters/etc since disabling these in some time now, although it's not very helpful as its a variety pack and I don't think we all had any mods in common so it's likely some deeper conflict that can be triggered by more than just one mod (i think)

I can write my progress from start to end if you'd like, but I'm pretty certain. I've had absolute zero problems since deleting it. 15h and still going strong.
15hr seems on the low end as it is sporadic for me, but that is interesting if true and it holds up
I'll recompile against current SML just in case anyways
The one thing I haven't done is to only have More light option on and see what happens.
Compared to before, 15 h is amazing.
hm, its also possible that I've built it against a newer SML locally so that's why I'm not experiencing the issue anymore
i'll update it in a couple minutes
Most often one of the bugs strarted after just a few minutes. I thougt I found it before when I worked for an hour but no luck. It came back the next day
It's uploading, we'll see
Maybe, won't be able to tell if it worked or not. It's not an necessity tbh