#Virtual stacking different part counts breaks rendering
14 messages · Page 1 of 1 (latest)
This is the exception for reference:
Exception: Can not stack shapes with different part count
at ShapeOperationStack.ExecuteInternal (ShapeOperationStackPayload input) [0x0001c] in <3a1662d56790466f8f41540b4abe325f>:0
at ShapeOperation`2[TOperationInput,TOperationResult].Execute (TOperationInput input) [0x0001e] in <3a1662d56790466f8f41540b4abe325f>:0
at VirtualStackerSimulation.Update (System.Int32 deltaTicks_T) [0x0003a] in <3a1662d56790466f8f41540b4abe325f>:0
at SimulationCluster.Update (System.Int32 deltaTicks) [0x00038] in <3a1662d56790466f8f41540b4abe325f>:0
I think it is unrelated to the operator level, but instead somehow you managed to virtually stack two shapes with a different part count
I don't know how that could have happened.
I can keep playing for any length of time, but as soon as I claim the Operator Shape, the buildings disappear.
Maybe that error is unrelated. I will try using a clean player log.
I see the same behavior and error. It's Normal / Factory-Hard game with cheats enabled. ROS #0 is at Operator Level 18 and all of those were achieved with the same MAM factory. The next ROS #0 shape is the first 3-layer shape. The error happens very quickly. Maybe there is something in my MAM wires that triggers this error?
I found some hex constants in a factory that was imported using a blueprint: P-----------, but that factory is not connected to any ROS wireless receiver, so I don't know why claiming the ROS would trigger it.
🚑 Your bug report has been verified and is now in the triage phase. We're working to reproduce and fix it.
I think I found it. This cyan receiver was receiving signals from both the quad and hex MAMs. It was glitching between the two values.
Any time there is more than one wireless transmitter of the same color, all the receivers will have indeterminate values.
The issue is then that the game should not delete (stop rendering) all buildings when this error happens. Or perhaps prevent it from happening by preventing signals with different number of parts in normal gameplay.
Thanks, I added all the infos to the ticket.
The other issue is a usability issue of having more than one global transmitter of the same color. Flagging it with the "Conflict" flag would be very helpful. And / or have the output signal value become conflict.