#[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after cut or paste.

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grim raven
bold plumeBOT
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๐Ÿ“‹ Log files help us investigate issues. You can find yours here:
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grim raven
dusty rapids
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the screen flashing generally means there are errors being put in the logs, so you should include the log file

grim raven
bold plumeBOT
# grim raven Just had it happen when cutting a selection of wires.
๐Ÿ“‹ Log File Analysis

Log Analysis (Player.log):

  1. System.Exception: Menu savegame version mismatch โ€” failed to load background savegame because version 1129 is below minimum supported version 1130, occurring in BackgroundSavegameOptionsFactory.PrepareExistingMenuSavegame called from BackgroundSavegameOptionsFactory.CreateOptions.

  2. NullReferenceException: A null key was passed to Dictionary.FindEntry when BuildingConnectorData.ConnectorsOfType attempted a dictionary lookup, propagating through OriginalConnectors.AddConnectors in the placement connector system.

  3. AggregateException: Wraps the above NullReferenceException during parallel placement processing in ModularEntityPlacer.ProcessWorkers, re-thrown through ModularEntityPlacer.ProcessPlacementProcessors.

  4. Exception: Rethrown as "Exception triggered while updating Core.Localization.RawText", wrapping the nested AggregateException/NullReferenceException chain from the placement system.

  5. ArgumentException: Duplicate key in dictionary โ€” an item with key ConstantSignalDefaultInternalVariant at various GlobalTileCoordinate positions (e.g., (2626, 795, 0) and (2624, 795, 0)) was already present when LookupQueue.Enqueue attempted to add it, occurring in Game.Interaction.EntitiesPlacement.LookupQueue.Add.

  6. ArgumentException: Duplicate key in dictionary โ€” a GlobalTileCoordinate key (e.g., (2626, 795, 0) or (2624, 795, 0)) already existed when MapLayout.AddBuilding attempted to insert it, called from ExtendedMapLayout.RemoveBuilding. This repeats many times in a loop for both tile coordinates.

  7. Exception: A ConstantSignalDefaultInternalVariant building at various coordinates (e.g., (2624, 795, 0) and (2626, 795, 0)) has a tile that does not exist in the layout and cannot be safely deleted, thrown in MapLayout.RemoveBuilding and propagating through LazyEventMapLayout.TryProcessAllChanges โ†’ LazyEventMapLayout.ExecuteLazily. This repeats many times in a cascading loop.

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ff8ea77 BP refactor. Error occurs and screen goes purple if cutting something within a platform but just outside of the selected area and then moving back to where the old selection was
Done โ€ข Priority: Critical โ€ข Fix: 1.0 Release [1.0.0] โ€ข Resolution: Fix Verified

When cutting an Area Selection within a Space Platform with the Cursor positioned just outside the selection boundary, then moving the Cursor back toward the now-deleted area, the screen turns purple and errors occur. The bug involves a Blueprint refactor issue where a Conveyor Belt Structure creates a duplicate key conflict in the base layout system. This happens specifically when performing a cut operation (Ctrl-X) with the Cursor outside the Area Selection bounds and then moving back into ...

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Errors while cut/paste in Hex mode
Done โ€ข Priority: High โ€ข Fix: 4 - Early Access โ€ข Resolution: Done

The player experiences choppy and lagging behavior when using the Copy/Paste feature in Hexagonal mode. The issue occurs specifically after cutting Structures and copying a small Stacker factory. Error messages appear in the game log when performing these operations. The player has temporarily disabled the log as a workaround. This issue impacts the ability to smoothly use the copy and paste building functions in Hexagonal scenario.

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Exception: Trying to add Foundation error occurs when cutting a platform near space belts/pipes
Done โ€ข Priority: Critical โ€ข Fix: 1.0 Release [1.0.0] โ€ข Resolution: Fix Verified

An exception occurs when cutting a Space Platform that is positioned near Space Belts or Space Pipes. The error happens when placing a 1x2 Space Platform connected to a Space Belt, then attempting to cut the platform with the cursor near the belt connection point. This triggers an error spam stating "Trying to add Foundation" and causes the screen to turn purple. The issue appears to be caused by overlapping platform coordinates during the cut operation. The expected behavior is that cutting ...

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Error occurs and purple screen results after cutting a blueprint away or towards spacebelts/pipes
QA โ€ข Priority: Critical โ€ข Fix: 1.0 Release [1.0.0] โ€ข Resolution: Fix Verified

When cutting a Space Platform in a way that causes it to contact or disconnect from Space Belts or Space Pipes, an error occurs and the screen turns purple. This happens in Classic Mode with cheats enabled when modifying platform boundaries near transport connections. The issue was caused by how placement additions were handled in the simulation graph for predictions and has been fixed by reworking that system.

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Cut a selection causes exception (Combined undoable action got sub action that is not undoable)
Done โ€ข Priority: High โ€ข Fix: 4 - Early Access โ€ข Resolution: Done

Performing a Cut operation on an Area Selection causes an exception with the error message "Combined undoable action got sub action that is not undoable". The issue is triggered when the player presses Ctrl+X while having Structures selected. Although no Console error is displayed, the screen flashes when attempting the Cut action. The exception originates from the PlacementHelpers.MakeCutAction method and prevents the Cut operation from completing successfully. This issue appeared after a re...

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Error occurs when deleting portions of factories if predictions are on
Done โ€ข Priority: Highest โ€ข Fix: 1.0 Release [1.0.0] โ€ข Game: 1.0.0-feature-freeze โ€ข Resolution: Fix Verified

Error occurs when deleting large portions of factories if Shape Previews are enabled. The issue triggers error spam during Area Selection deletion of substantial factory sections, sometimes causing the screen to turn purple or flicker. Undoing the deletion also occasionally causes errors. The problem is related to multi-thread race conditions in Rail Merger upside down predictions. The expected behavior is that no errors should occur when deleting areas of assembled factories.

grim raven
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Would if I could. I've maxed out this MB.

lofty tide
grim raven
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I'll send it to you next time I reproduce it.

bold plumeBOT
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โœ… Thank you for providing further information, our team will have a look again!

lofty tide
grim raven
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No. Just pasting overtop something.

bold plumeBOT
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โœ… Thank you for providing further information, our team will have a look again!

bold plumeBOT
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๐ŸŽซ Many thanks for reporting this issue! We have created an internal ticket for further investigation and will keep you updated. The internal ticket ID is SPZ2-5852 for reference. If you want to provide further information, just comment on this thread.

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[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after paste.

grim raven
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[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after cut or paste.

sullen kestrel
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dealing with the same bug:

place a null producer(fresh one) no issues.
enter a number (for example 2) in the producer and this bug occurs
bug does not occur with shapes in the producer in my case only numbers

the player logs:

Exception: Trying to remove non existing building ConstantSignalDefaultInternalVariant@(GlobalTileCoordinate(-517, 93, 0);NoRotate)
  at ExtendedMapLayout.RemoveBuilding (BuildingInstance building) [0x0008e] in <0335a87b7d9a42d1bc3bf1e329832dde>:0 
  at Game.Interaction.EntitiesPlacement.StagingPlacementMapExtender.ApplyChangesToMap () [0x000d8] in <a08b10854d3e41e7b4988ff0dcc9cac6>:0 
  at Game.Interaction.EntitiesPlacement.StagingPlacementMapExtender.FinishBunchEdit (Game.Core.BunchEditing.BunchEditScope scope) [0x0003c] in <a08b10854d3e41e7b4988ff0dcc9cac6>:0 
  at Game.Core.BunchEditing.BunchEditScope.Dispose () [0x0000a] in <815a7677ec4941448e70aedac00d68f3>:0 
  at EntityPlacementRunner.ModifyLayoutWithPlacementData (Game.Placement.Data.IPlacementData placementData) [0x0011b] in <a08b10854d3e41e7b4988ff0dcc9cac6>:0 
  at EntityPlacementRunner.OnPlacementDataChange () [0x0005b] in <a08b10854d3e41e7b4988ff0dcc9cac6>:0 
  at EntityPlacementRunner.Update (InputDownstreamContext context, FrameDrawOptions drawOptions) [0x00034] in <a08b10854d3e41e7b4988ff0dcc9cac6>:0 
  at PlayerInteractionOrchestrator.OnGameUpdate (InputDownstreamContext inputs, FrameDrawOptions drawOptions) [0x00012] in <500e6f5ce7a4423597687d794d3182b4>:0 
  at GameSessionOrchestrator.Tick (System.Single realDeltaTime) [0x0040c] in <500e6f5ce7a4423597687d794d3182b4>:0 
  at Game.Orchestration.GameOrchestrator.Tick (System.Single deltaTime) [0x0000a] in <500e6f5ce7a4423597687d794d3182b4>:0 
  at Game.Orchestration.EngineUpdateCallback+UpdateCallbackListenerBehavior.Update () [0x0000b] in <500e6f5ce7a4423597687d794d3182b4>:0 
haughty ore
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this happens with the number 2 but not the number 1 (for me)

sullen kestrel
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yea anything above 1 it seems

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2/3/4 not trying more id be here all day

haughty ore
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I get the same exception in the log (as mari)

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-5 produces the bug

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not -1

sullen kestrel
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i wouldnt be surprised if its any number except for 0/1/-1

grim raven
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I don't have one with 0

haughty ore
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At least in the blueprint format, 0 and 1 aren't encoded as integers, they have their own special types (false/true). idk about -1 tho

grim raven
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Don't recall anything special about -1

sullen kestrel
haughty ore
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tf you on about? -1 is truthy

sullen kestrel
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oh idfk then

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idk why i thought that its been a while dont mind me | going a bit insane ig

dusty rapids
haughty ore
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why does -1 need a singleton tho?

dusty rapids
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if I were to guess they probably expected it to be used a lot when wires were added but it didn't turn out to be the case

haughty ore
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I do actually use it quite a bit tho...

dusty rapids
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then that would be your answer ๐Ÿ˜…

haughty ore
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but I use 2, 3, 4, 5 more often

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easy optimization: have a table of "singleton" integers 0-256

grim raven
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It's happening when I cut a bunch of shape signal generators.

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And now it stopped.