#Belt Launchers stop working after launching shapes twice
19 messages · Page 1 of 1 (latest)
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Shape belt launchers stop moving shapes if it can jump its maximum length but has another belt launcher and belt catcher in between
Done • Priority: High • Fix: None • Resolution: Won't Fix
Belt Launchers stop moving shapes when they can jump their maximum length but have another Belt Launcher and Belt Catcher pair in between. Shapes behave as if blocked even though a Belt Launcher is available to continue moving them. This occurs in Classic Mode when setting up overlapping Belt Launcher and Belt Catcher pairs at maximum range. The expected behavior is that shapes should either skip the intermediate pair and continue, or not be blocked. This is a known limitation of the sender/r...
Anything beyond 12 belt launchers halts the items
Done • Priority: High • Fix: Dimension Update [0.1.0] • Resolution: Won't Fix
More than 12 Belt Launchers placed on the main Vortex platform causes items to halt and stop moving. The issue only occurs on the Vortex platform itself, not on external Space Platforms. Copying the non-functioning Belt Launchers to an external platform does not reproduce the problem. This was determined to be working as intended due to pattern matching rules where senders and receivers always try to match to the furthest component, and closer matches get disabled if a better long-distance ma...
Catapults are simulated at low UPS while still in view
Done • Priority: Low • Fix: 4 - Early Access • Game: 14.37.57 • Resolution: Done
Belt Launchers are simulated at low updates per second while still visible on screen. The issue occurs when zooming in close to landing ramps on top of a Tunnel Station with shapes flying on all four lanes. At certain camera positions, shapes stop moving visually, and at other positions they disappear entirely, though throughput continues. This is a visual animation issue that does not affect actual game performance. The bug has been fixed but was noted as prone to breaking again in future up...
Belt launcher doesn't launch onto space belt despite being open
Done • Priority: Highest • Fix: 4 - Early Access • Game: 0.0.1 • Resolution: Done
Belt Launcher fails to launch items onto Space Belt at full capacity despite the connection being open. Items that should transfer at 180 items per second come through at reduced rates like 100 items per second. This creates gaps in the Conveyor Belt and halts flow. The issue primarily affects saves migrated from version 0.0.1 to 0.0.3. Temporarily fixed by deleting and replacing the Space Belt or restarting the game, suggesting a save/load state error.
Space Belt/Belt Launcher stuck.
Done • Priority: Highest • Fix: Version 0.0.9 • Game: 0.0.8-rc3 • Resolution: Cannot Reproduce
Space Belts and Belt Launchers become stuck during gameplay. The issue can be temporarily resolved by placing a new Belt Launcher or replacing the Space Belt portion, or by returning to the menu and continuing the game. Multiple reports have been received but nothing appears in player logs. The exact trigger or reproduction steps are currently unknown. The bug prevents items from moving through the affected transport system.
pretty sure its because the launchers launch to the farthest catcher available, and launchers cant "share" catchers
the 1st launcher launches to the 2nd catcher, and the 2nd launcher launches to the 3rd catcher, and because theres no 4th catcher and the 3rd catcher is already "taken", the 3rd launcher cant go anywhere
sorry if that didnt make sense 💀
I would also like to point out that the issue can be fixed by moving the third launcher one space farther and it works as intended. It's just a small bug but i guess you could just skip one and it works fine.
It will work if you delete the second launcher/catcher pair.
Each launcher connects to the furthest catcher it can see. That means your first launcher connects with the second catcher, not the first. So there's nothing connected to the first catcher, and the second launcher is pairing with the final catcher. Which means that your actual shape path can't connect there.
That's what I was trying to say when I said you can skip one. But the thing is that this shouldn't really be an issue. If you remember in the first Shapez game you were able to do this with tunnels with no issues
It's redundant sure but still a small bug
It's not a bug. It's intentional, to allow belt weaving.
What you've built is two belts, woven, when you actually just wanted one belt with launchers.
Damn okay I didn’t know you could do that I'm probably going to use that on a build I'm making right now
They should put that in the codex, that is actually useful
Yeah. If you're careful, you can put 3 belts through a one-belt-wide space.
Hey there! As commented by Lowjohn it's not a bug, but rather the intended functionality of launchers. As such I'll be closing this one as not a bug