#[SPZ2-3838] [1.0.0-B2] Logic gates are non-deterministic

14 messages Β· Page 1 of 1 (latest)

analog forge
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I'm still at a loss as to how this even occurs in deterministic code. This series of counters count from different bits, and this is just one example.

weary spruceBOT
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Identical wire circuits can behave differently with XOR Gate
To Do β€’ Priority: Low β€’ Fix: 1.0 Release [1.0.0]

Identical Wire circuits containing XOR Gates behave non-deterministically and inconsistently. The same circuit configuration produces different behaviors even though the setup has not changed. The issue can be triggered by copying and pasting the Space Platform or by restarting the Savegame, which may cause the circuit behavior to change unpredictably. The expected behavior is that identical circuits should always produce the same output, but instead the XOR Gate causes random variation in ho...
πŸ’¬ Threads: [0.0.9-rc7] Identical wire circuits can

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logic gates not working properly
Done β€’ Priority: Medium β€’ Fix: 4 - Early Access β€’ Resolution: Done

Logic Gates including XOR and AND are not working properly and exhibit weird behavior. The issue occurs when using an XOR+AND Logic Gates setup, and the behavior changes even when only cutting and replacing a Cutter machine. The bug causes unpredictable gate behavior that disrupts wire-based automation. This issue may already be fixed in the wire hotfix branch that addresses logic wire problems.

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Wires timing depends on placement order
Done β€’ Priority: Medium β€’ Fix: 4 - Early Access β€’ Resolution: Done

Wire signal propagation timing is inconsistent and depends on the order in which wire components were placed rather than being deterministic. Players expect all machines to take the same amount of time to propagate signals regardless of placement order. This causes different behavior in logic circuits - for example, Transistor Gates and XOR gates produce different results when their placement order changes. Conflict signals sometimes act as falsy and turn off logic gates, while other times th...

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Delay on wires depending on build order
To Do β€’ Priority: Medium β€’ Fix: Probably Never β€’ Game: 0.1.1

The order in which Wire connections are built causes a delay in the response when toggling a Toggle Button. When a Wire is connected to a NOT Gate before connecting to another gate, it produces a delay. When connected in the opposite order (right gate first, then NOT Gate), there is no delay. The expected result is that Wires should produce the same response timing regardless of the build order. This issue persists in some Savegames but not others.
πŸ’¬ Threads: [0.1.1] There is an inconsistent delay w

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Unpredictable signals if many global Transmitter/Receivers of the same channel exist
To Do β€’ Priority: Low β€’ Fix: 1.0 Release [1.0.0]

When multiple Global Signal Transmitters and Global Signal Receivers are set to the same color channel, the wires connected to the receivers behave unpredictably, showing random or different values across receivers. The expected behavior would be for multiple transmitters with different signals to produce a conflict, but this does not occur. Additionally, a Global Signal Transmitter without any wire attached still sends a null signal, which can interfere with receivers on the same channel. Th...

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If gate shows wrong value depending on placement order
Done β€’ Priority: Low β€’ Fix: 4 - Early Access β€’ Resolution: Duplicate

The Transistor Gate shows incorrect values depending on its placement order and orientation. When facing north, the Wire displays correct end results but the value itself is wrong. Replacing it to face west fixes the issue, but the problem may appear for other Transistor Gates in different positions. This is caused by non-deterministic wire update order where the gate sets a NULL value, then the NOT gate updates, and finally the actual gate updates. The bug is a duplicate of an existing wire ...

fathom geyser
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It would be good to understand what you are trying to build / this prevents you from building

analog forge
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Upon reloading this save, this (0.1.1) circuit broke.

fathom geyser
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In any case, we'll not be able to fix this for 1.0. It's on the backlog for a potential future update (although to set expectations - not super high prio)

analog forge
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So logic is still non-deterministic. Brilliant.

weary spruceBOT
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[SPZ2-3838] [1.0.0-B2] Logic gates are non-deterministic