#[SPZ2-6010] trade station overlap when adjacent

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compact heath
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see image

winter echoBOT
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Machine I/O indicators overlap and z-fight when placed adjacent in Factory Mode
To Do โ€ข Priority: Medium โ€ข Fix: Probably Never

In Manufacture Mode, the input and output indicators on machines extend slightly beyond the grid boundary. When two machines are placed adjacent with ports facing each other, the indicators visually overlap and z-fight, making it difficult to distinguish which ports belong to which machine. This affects any adjacent machine placement where port indicators are on touching sides. The issue can be reproduced by placing Ruby and Sapphire factories with their ports aligned and connected.
๐Ÿ’ฌ Threads: [1.0.0-beta2] [Manufacture] Machine outp

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Manufacture Mode: Emerald Station B inputs and outputs share the same location
Done โ€ข Priority: Medium โ€ข Fix: None โ€ข Game: 1.0.0-rc3 โ€ข Resolution: Not A Bug

In Manufacture Mode, the alternate Emerald Station B variant has all of its inputs and outputs placed at the same single location on the same machine level. This makes it impossible to connect space belts directly to both the inputs and outputs simultaneously without using a space platform as a workaround. The issue is observed by placing the Emerald Station B variant and inspecting its notch positions. Expected behavior is that inputs and outputs should be at distinct, separate locations. Th...
๐Ÿ’ฌ Threads: [1.0.0-rc3] Manufacture Mode - Emerald S

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Space Station Miner platform borders collide / z fight
Done โ€ข Priority: Medium โ€ข Fix: OLD Early Access โ€ข Resolution: Done

Space Platform borders collide when placed next to each other, causing visual overlaps and z-fighting. The issue results in flickering graphics when zooming in or out. This appears to be a work-in-progress rendering issue rather than a confirmed bug. The visual collision occurs specifically where the borders of adjacent Space Platforms meet.

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Autosnapping working strange on some converter buildings
Done โ€ข Priority: High โ€ข Fix: None โ€ข Resolution: Fix Verified

In Manufacture Mode, the Trade Station exhibits overly aggressive autosnapping behavior when placing multiple buildings of the same tier. When placing a red Trade Station and then moving the camera while holding another, the game incorrectly attempts to connect the Output to the Input of the existing Trade Station. This makes camera movement awkward during placement. The issue is most noticeable on Trade Station buildings whose outputs face sideways. Trade Stations should not auto-snap to eac...

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New Converter IO plus a side panel are z-fighting when far from the converter hub location
Done โ€ข Priority: Medium โ€ข Fix: 1.0 Release [1.0.0] โ€ข Resolution: Fix Verified

The Trade Station and its side panel exhibit z-fighting (flickering textures) when placed far from the Waste Provider location in Manufacture Mode. The issue is triggered by moving approximately 35 or more super chunks away from the center, and the z-fighting appears depending on the viewing axis โ€” visible when facing one direction but not another. Trade Stations should appear solid and consistent at long distances. The fix was verified in beta 6, with textures stable at 46 super chunks.

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z-fighting is happening inside converter silos when far from the home location
To Do โ€ข Priority: Low โ€ข Fix: Probably Never

Z-fighting occurs inside Trade Station silos when placed far from the home location in Manufacture Mode. To reproduce, place a Trade Station at coordinates 15 | A rotated so the Trading Rocket in the silo is visible from the north or south, then move inside the silo and observe the long blue vertical lights. The four blue vertical lights flicker when facing the longer distance from the center location. This issue does not appear until the Trade Station is more than 45 super chunks away from c...

winter echoBOT
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[SPZ2-6010] trade station overlap when adjacent