#[1.0.0-alpha4-rc1] Fluid in launcher not clearing after color change

60 messages Β· Page 1 of 1 (latest)

stuck phoenix
#

In some MAMs, I see crystalizers getting starved. When I look into it, launchers have wrong colors, and never clear out

oak sparrowBOT
#

Thank you for reporting this bug! Our team will review your report soon.
Feel free to add more details in follow-up messages β€” we're also scanning for duplicate reports automatically now.
πŸ“¨ There are currently 45 reports awaiting team review. Due to the high volume, it may take a little longer for us to get to yours.

πŸ“‹ Log files help us investigate issues. You can find yours here:
β€’ Windows: %USERPROFILE%\AppData\LocalLow\tobspr Games\shapez 2\Player.log

πŸ’Ύ Savegame files (.spz2) are very helpful if relevant to the issue!
Export via Main Menu β†’ Play β†’ click the download icon on the relevant savegame.
You can also find them here:
β€’ Windows: %USERPROFILE%/AppData/LocalLow/tobspr Games/shapez 2/

#

Mixers do not remove the paint from their output tank after one of the input colors has changed
To Do β€’ Priority: High β€’ Fix: Post 1.0

Color Mixers do not drain their output tank when input colors change. When a Mixer's output tank is full and one of the input colors is changed, the old mixed paint remains in the tank instead of being drained and replaced with the new color mixture. This affects Make Anything Machines and Pipe Gates. The issue can be reproduced in Classic Mode by changing an input color after the output tank fills. The expected behavior is that the output tank should automatically drain and refill with the n...
πŸ’¬ Threads: [SPZ2-3445][0.1.1] Color Mixers do not p

#

Pipe Gate and liquid replacement issue
Done β€’ Priority: High β€’ Fix: 1.0.0 Release β€’ Resolution: Won't Fix

When a Pipe Gate is activated with one fluid color, then deactivated, and a second Pipe Gate with a different fluid color is activated on the same pipe network, the old fluid visually remains in the pipe instead of being replaced by the new fluid. This occurs because the Pipe Gate has a small internal fluid container (8 liters) that retains fluid even when deactivated, and pipes themselves have no storage or fluid replacement logic. The issue is purely visual and only affects incomplete pipe ...

#

There is one shape or paint blob left when clearing contents from a space pipe or space belt connected to a foundation
Done β€’ Priority: Medium β€’ Fix: 1.0.0 Release β€’ Resolution: Fix Verified

When clearing contents of a Space Pipe or Space Belt connected to a Machine Platform by pressing I, one shape or fluid blob remains instead of being fully cleared. This leftover blob can block new fluid from reaching Fluid Catchers, preventing proper replacement of old contents. The issue is reproducible by filling catchers with one fluid, switching producers to a different fluid, and pressing I multiple times to clear the Space Pipe. This was observed in Classic Mode with cheats enabled. The...
πŸ’¬ Threads: [SPZ2-5213][0.1.1] Phantom paint blocks

#

Fluid predictions do not update immediately when changing Sandbox Fluid Producer color
Done β€’ Priority: Low β€’ Fix: 1.0.0 Release β€’ Resolution: Done

Shape Previews for fluids do not update immediately when the color of a Sandbox Fluid Producer is changed. This is likely caused by missing cache invalidation, as a similar issue previously occurred with the Sandbox Item Producer. The expected behavior is that previews should refresh instantly upon changing the fluid color. The issue was resolved through a prediction refactoring.

#

[0.0.8-RC3] Painters lag until tube/launcher/painter is highlighted
Done β€’ Priority: Medium β€’ Fix: Dimension Update [0.1.0] β€’ Game: 0.0.8-RC3 β€’ Resolution: Done

In the Make Anything Machine, Painters experience performance issues or lag that prevents Shapes from producing at full Conveyor Belt throughput. The issue persists until the player manually highlights or selects a Pipe, Belt Launcher, or Painter on the Space Platform. Once any of these structures is highlighted, the Painters resume normal operation and produce full Conveyor Belts. The problem appears to affect the entire production chain until user interaction occurs with specific building t...

#

Paint that never was produced found itself onto a platform through a space pipe
Done β€’ Priority: Low β€’ Fix: None β€’ Resolution: Cannot Reproduce

A player reported that blue Paint / Fluid / Color appeared on their Space Platform / Island / Foundation through a Space Pipe / Platform Pipe, despite never producing or transporting that fluid through the system. The phantom Paint / Fluid / Color was visible on a Fluid Catcher / Fluid Receiver / Pipe Catcher and would not change to the expected green color. The issue could not be reproduced by the development team. Paint / Fluid / Color that was never created should not appear in the game. S...

stuck phoenix
oak sparrowBOT
# stuck phoenix
πŸ’Ύ Mfg_g1
Started in

1.0.0-alpha4-rc1

Last played in

1.0.3-rc3

Scenario

Manufacture Mode - Regular

Seed

1230

Research

100%

Buildings

3,261,970

Completed

Yes

#

[1.0.0-alpha4-rc1] Fluid in launcher not clearing after color change

stuck phoenix
#

See MAM5. Layer closest to the donation station. Crystalizing with uncolored.

stuck phoenix
#

Something I have noticed, when I have seen this, at least recently, it was with the vertical belt. Not seen this with horizontal belt hookups recently.

azure plank
#

you mean pipes?

stuck phoenix
#

Yes, sorry

stuck phoenix
#

I keep looking at my crystalizer, because I am not seeing the problem in painters. I do see a few mistakes in the blueprint, but nothing that I thought would result in not running at 100%. If I clear out bad paint the crystalizer in the save does run at 100%. So I would think if the game code is "pulling" from the pipe supplying the crystalizers, it would be trying to pull equally from the launchers, which would simply subtract from the pipe in the launchers, not stall. Long story short, I can't tell if it's on my end or not.

stuck phoenix
#

I merged all the pipes in the crystalizer, and the launcher doesn't clear the fluid. Should be crystalizing at the rate of a full notch.

oak sparrowBOT
# stuck phoenix
πŸ“‹ Log File Analysis

Thanks for attaching your log file β€” no errors have been found at a first glance.

stuck phoenix
stuck phoenix
#

This happens to me daily, so if you need another save, let me know

oak sparrowBOT
#
πŸ’Ύ Mfg_g1
Started in

1.0.0-alpha4-rc1

Last played in

1.0.3-rc3

Scenario

Manufacture Mode - Regular

Seed

1230

Research

100%

Buildings

3,659,598

Completed

Yes

stuck phoenix
#

Loading another save where the issue appears to occur

indigo drift
stuck phoenix
#

Yeah, I noticed that as well. This happens to me multiple times a day

#

If I clear enough times, it goes back to normal thruput.

indigo drift
stuck phoenix
#

One thing weird, not seeing this on painters so far in 1.0. Just with my crystalizers. It might happen, but not seen it yet

#

Painters also connected with a vertical pipe

indigo drift
#

Or is the entry to the painters platforms the same as the crystalizers?

stuck phoenix
#

It's similar in that it's vertically connected, but a simpler/smaller network

#

Also Crystalizers pipes are being supplied from two sets of fluid delivery stations, so there's more fluid in the pipe on a changerover

#

That's a lot of pipe to clear out during a switchover

indigo drift
stuck phoenix
#

Yeah, that's what I thought was happening

#

I used the term launcher in the bug when I should have said catcher

indigo drift
#

This time it is a catcher bug primarily, when it used to be the space pipe as well.

stuck phoenix
#

Thanks for looking into this

indigo drift
indigo drift
# stuck phoenix Thanks for looking into this

I know you don't want to hear this but it is intended to be that way, even though its not great.

I wonder if adding in sort of purge for all the paint when changing colours would stop it from happening. Removing the paint from the catcher did have colour blobs/pellets alternating as the new ones came from the space pipe.

stuck phoenix
#

Not sure how mams are supposed to work if catchers work this way?

#

I guess the only option is for mams to mix paint.

oak sparrowBOT
#

❌ Your bug has been closed as not a bug. If you believe this is an error, please use the /reopen-bug command.

desert vector
stuck phoenix
#

That was my question. I am confused how it ever manages to switch over, heh

desert vector
#

is it only a thing if the launcher is completely full?

stuck phoenix
#

Why doesn't every single catcher full of paint get stuck after a color switch?

#

Maybe the launcher also needs to be full

desert vector
#

yeah that's what i'm thinking

stuck phoenix
#

I also wondered if it only effects vertical pipes

#

Seems people mixing RGB at their MAM don't have this issue. But I also run my game almost non stop. So any issue is going to happen to me, or so it seems πŸ™‚

#

Misdelivery issue for example, was only happening to some of us who ran a lot of hours a week

tame solar
#

I just learned in another thread that Launchers have an internal reservoir and need to 'fill up' which adds to their complexity and areas they can bug out. Cripes those little buggers are annoying. πŸ˜…

stuck phoenix
#

I realize this was marked as don't fix. But I find it strange I can't duplicate this with a simple test. I made a 1x1 platform that either passes one color, or the other. I allowed it to totally fill with one color. All the launchers full, all the catchers full. In turn it supplied, via spacepipe, a painter. I had disconnected the painter from trash, so it wasn't painting. So the system was full of one color of paint. Nothing could move. Then I first switched color, so when the color switched, there were zero consumers. Finally I connected the trash back up to the painter. And it restarted, consumed all the previous color, then eventually the new color. Which is what we would hope for, for MAMs, because color changes simply can't be avoided. I felt this was the worst case scenario I could simply test and it works. So why would inconsistent behavior be marked as not a bug?

#

Here's the test:

#

And if it only happens with vertical pipes, then why does that behave differently than horizontal pipes?