#[SPZ2-5922] [1.0.0-A5-RC2] when upper layer hidden is enabled, some machine will be cut at 3rd layer

11 messages Β· Page 1 of 1 (latest)

sullen tundra
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to reproduce

  1. place a wireless sender/receiver at 3rd layer in platform
  2. enable the upper layer hidden
  3. therefore, the model of sender/receiver will cut at the edge, like pic1

global transmitter and operator receiver have same problem, show in pic2

unreal pineBOT
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Layer visibility produces artifacts on buildings
Done β€’ Priority: Medium β€’ Fix: OLD Early Access β€’ Resolution: Done

When using Layer visibility features to hide or show different Machine Levels, visual artifacts appear on Structures. The artifacts were particularly noticeable on Conveyor Belts and various Machines. As of Alpha 14, many artifacts have been fixed on Conveyor Belts and most Structures. However, some minor visual artifacts still remain visible on Conveyor Belts at Level 1, though they may require rotating the camera to specific angles to observe them. The issue affects the visual rendering of ...

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Pin Pushers leave outlines when only viewing one layer
Done β€’ Priority: Lowest β€’ Fix: OLD Early Access β€’ Resolution: Done

When Pin Pushers are placed on different machine levels and the player uses the layer visibility toggle to view only one level, visual outlines or parts of Pin Pushers from other levels remain visible. This occurs when a Pin Pusher is on Level 0 and 1 but only Level 0 is viewed, or when placed on Level 2 and only Level 1 is viewed. The expected behavior is that only structures on the currently visible level should be displayed. The issue has been fixed with recent Pin Pusher changes.

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Toggling level visibility cuts off the tops of 3+ layer shapes shown on 3x3 sized displays when in machine view
Done β€’ Priority: High β€’ Fix: 1.0 Release [1.0.0] β€’ Game: 1.0.0-alpha4-rc1 β€’ Resolution: Fix Verified

When toggling level visibility in Machine View, shapes with 3 or more Shape Layers displayed on 3x3 Displays get their tops cut off. This occurs in Classic Mode on a Regular scenario. The expected behavior is that shapes on 3x3 Displays should not be affected by the toggle level visibility function, with shapes up to 5 layers displaying correctly. This issue has been fixed and verified on the latest build.
πŸ’¬ Threads: [1.0.0-A4-RC1] the shape on screen will

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Multi-floor buildings can be selected/deleted when the mouse is over their hidden parts
To Do β€’ Priority: Low β€’ Fix: None

Multi-level buildings like Stackers and Belt Lifts can be selected and deleted when the cursor is over their hidden parts, even when upper levels are hidden. This occurs because their hitboxes remain the same size despite hiding visual elements above the current level. This is inconsistent with belt behavior, where hidden upper level belts correctly disable their clickboxes. The expected behavior would be for building clickboxes to adjust when top areas are hidden, so only visible portions ca...

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Wire sender/receiver I/O icons are cut off at edges when at their outer most movement
To Do β€’ Priority: Lowest β€’ Fix: None β€’ Game: 1.0.0-alpha4-rc1

When a Wire Transmitter or Wire Receiver is placed on The Vortex's Machine Platform in Classic Mode, the input/output icons on these machines get clipped or cut off at their edges when the icons reach the outermost point of their movement animation. This is visible when zooming in as far as possible. The expected behavior is that the wire and input/output icons remain fully visible without any clipping at all points during the animation.
πŸ’¬ Threads: [1.0.0-A3-RC1] the icons of wire I/O are

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Graphics glitch when toggling layers
Done β€’ Priority: Medium β€’ Fix: 4 - Early Access β€’ Resolution: Done

When toggling Graphics visibility in one-layer visibility mode, Train graphics experience a glitch. The issue causes the Graphics to incorrectly dissect the Shape of displayed items, treating them as if they have multiple Shape Layer components. This affects the visual rendering of Shapes being transported by Trains. The reporter also observed this happening without Graphics toggling but could not reproduce that scenario consistently. The bug has been fixed, including a related issue where Sh...

rich garnet
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What do you expect to happen?

sullen tundra
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the model should not be cut at the 3rd layer's edge

unreal pineBOT
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🎫 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 SPZ2-5922 for reference. If you want to provide further information, just comment on this thread.