#[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after cut or paste.
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๐ Log files help us investigate issues. You can find yours here:
โข Windows: %USERPROFILE%\AppData\LocalLow\tobspr Games\shapez 2\Player.log
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the screen flashing generally means there are errors being put in the logs, so you should include the log file
Just had it happen when cutting a selection of wires.
Log Analysis (Player.log):
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System.Exception: Menu savegame version mismatch โ failed to load background savegame because version 1129 is below minimum supported version 1130, occurring inBackgroundSavegameOptionsFactory.PrepareExistingMenuSavegamecalled fromBackgroundSavegameOptionsFactory.CreateOptions. -
NullReferenceException: A null key was passed toDictionary.FindEntrywhenBuildingConnectorData.ConnectorsOfTypeattempted a dictionary lookup, propagating throughOriginalConnectors.AddConnectorsin the placement connector system. -
AggregateException: Wraps the aboveNullReferenceExceptionduring parallel placement processing inModularEntityPlacer.ProcessWorkers, re-thrown throughModularEntityPlacer.ProcessPlacementProcessors. -
Exception: Rethrown as "Exception triggered while updatingCore.Localization.RawText", wrapping the nestedAggregateException/NullReferenceExceptionchain from the placement system. -
ArgumentException: Duplicate key in dictionary โ an item with key ConstantSignalDefaultInternalVariant at variousGlobalTileCoordinatepositions (e.g., (2626, 795, 0) and (2624, 795, 0)) was already present whenLookupQueue.Enqueueattempted to add it, occurring inGame.Interaction.EntitiesPlacement.LookupQueue.Add. -
ArgumentException: Duplicate key in dictionary โ aGlobalTileCoordinatekey (e.g., (2626, 795, 0) or (2624, 795, 0)) already existed whenMapLayout.AddBuildingattempted to insert it, called fromExtendedMapLayout.RemoveBuilding. This repeats many times in a loop for both tile coordinates. -
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 inMapLayout.RemoveBuildingand propagating throughLazyEventMapLayout.TryProcessAllChangesโLazyEventMapLayout.ExecuteLazily. This repeats many times in a cascading loop.
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 โข Priority: Critical โข Fix: 1.0 Release [1.0.0] โข 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 ...
Errors while cut/paste in Hex mode
Done โข Priority: High โข Fix: 4 - Early Access โข 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.
Exception: Trying to add Foundation error occurs when cutting a platform near space belts/pipes
Done โข Priority: Critical โข Fix: 1.0 Release [1.0.0] โข 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 ...
Error occurs and purple screen results after cutting a blueprint away or towards spacebelts/pipes
QA โข Priority: Critical โข Fix: 1.0 Release [1.0.0] โข 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.
Cut a selection causes exception (Combined undoable action got sub action that is not undoable)
Done โข Priority: High โข Fix: 4 - Early Access โข 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...
Error occurs when deleting portions of factories if predictions are on
Done โข Priority: Highest โข Fix: 1.0 Release [1.0.0] โข Game: 1.0.0-feature-freeze โข 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.
Would if I could. I've maxed out this MB.
Can you please supply that save or blueprint?
I'll send it to you next time I reproduce it.
โ Thank you for providing further information, our team will have a look again!
Wait...was there any undo done?
No. Just pasting overtop something.
โ Thank you for providing further information, our team will have a look again!
๐ซ 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.
[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after paste.
[SPZ2-5852] [1.0.0-ALPHA5-RC1] Screen flickering after cut or paste.
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
this happens with the number 2 but not the number 1 (for me)
i wouldnt be surprised if its any number except for 0/1/-1
Makes sense. If you look at my video, you can see the signal generators with 1 and -1 stay blue. The rest turned orange.
I don't have one with 0
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
Don't recall anything special about -1
conflict doesnt do it either~~ (-1 and confict are prob considered similar in the sense of falsy like 0)~~
tf you on about? -1 is truthy
oh idfk then
idk why i thought that its been a while dont mind me | going a bit insane ig
in the game's code -1, 0, and 1 have their own instances which are created when the IntegerSignal class is defined and which are always used when having a signal with one of those values, as opposed to other values where a new instance of the class is created every time
why does -1 need a singleton tho?
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
I do actually use it quite a bit tho...
then that would be your answer ๐