#[SPZ2-6277] auto-bridge for space belts and pipes does whatever this is

13 messages ยท Page 1 of 1 (latest)

paper nova
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It should stay on the top level

tepid cairnBOT
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Space belt auto-tunnel switches between top / bottom
Done โ€ข Priority: Medium โ€ข Fix: 0.1 - Feature Complete โ€ข Game: 16.31.34 โ€ข Resolution: Done

The Space Belt auto-tunnel feature alternates between placing Belt Lifts on top and bottom levels when automatically routing belts between Space Platforms. This occurs because the routing algorithm greedily attempts to return to the original level as soon as possible, causing it to switch between lift directions. The behavior is a side effect of the current implementation and works in most cases, though it can create unexpected routing patterns in certain edge cases. The issue was deemed acce...

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Auto-tunnel placement should adjust length to cross multiple obstructions
Done โ€ข Priority: Medium โ€ข Fix: Future โ€ข Resolution: Done

When dragging Auto-tunnel placement across multiple separated obstructions, the tunnel only crosses the first obstruction and gets cut off instead of extending to cross all of them. The same issue occurs with Space Belt. The expected behavior is that the Belt Launcher should automatically extend its range to cover all obstructions in the drag path, similar to how it handles single obstructions. This prevents players from efficiently placing tunnels across complex layouts in one action.

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Path lifting on space belts and pipes blue when 3rd level is not unlocked
Done โ€ข Priority: High โ€ข Fix: Dimension Update [0.1.0] โ€ข Game: 0.1.0-pre2-rc1 โ€ข Resolution: Done

When placing a Space Belt or Space Pipe over an Asteroid Miner or The Vortex before unlocking the 3rd Level, the game incorrectly shows a blue halo indicating the placement is valid. However, attempting to build plays an error sound and nothing is placed. This occurs because the automatic Path lifting tries to create a Belt Lift to the third level which is not yet unlocked. The issue creates confusion as the visual feedback suggests the placement should work but it fails silently.

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[0.0.8] Spacebelts leave lone tunnel start when not beeing able to connect
Done โ€ข Priority: Medium โ€ข Fix: Future โ€ข Game: 0.0.8 โ€ข Resolution: Done

When placing a Space Belt tunnel by dragging over existing Conveyor Belts or Splitters, a placement conflict can occur that leaves behind a lone tunnel start piece. The tunnel fails to complete the connection but the starting structure remains placed. This creates an incomplete or orphaned tunnel entrance that cannot function properly. The issue appears to be related to the current placement system's handling of conflicts when building over existing structures.

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Space Tunnels don't auto-snap to the belt
Done โ€ข Priority: Medium โ€ข Fix: 4 - Early Access โ€ข Resolution: Done

Space Tunnels (likely referring to Belt Launchers or Belt Catchers) do not automatically snap to Conveyor Belts when being placed near them. This forces players to manually align these structures instead of benefiting from automatic connection assistance. The expected behavior would be for these space transport structures to automatically detect and snap to nearby belt endpoints for easier placement. This issue has been fixed in a recent version and the fix has been verified.

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space belt tunnel incorrect placement with platforms
Done โ€ข Priority: Medium โ€ข Fix: Dimension Update [0.1.0] โ€ข Resolution: Won't Fix

When placing a Space Belt to tunnel under a Space Platform that already has a connected Conveyor Belt, the placement preview incorrectly shows the existing belt will be modified to connect to a second platform. However, after placement, the original belt remains unchanged while only the exit belt is placed, resulting in an incomplete connection. The player expects that if placing a belt over an existing one, the existing belt should be changed rather than left untouched. This creates a mismat...

icy trellis
paper nova
tepid cairnBOT
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โœ… Thank you for providing further information, our team will have a look again!

trim silo
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The way the system currently works is that when placing a belt on a level it will create the elevators above and below correctly, but will try to rectify by returning to the original level as soon as possible.

This way works effortlessly and avoids having to work extra code on any specific construction. We can set up a ticket to review specific instances of elevation creation but for the moment the auto-elevation is working as expected

tepid cairnBOT
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[SPZ2-6277] auto-bridge for space belts and pipes does whatever this is