#[SPZ2-6441] [1.0.3-rc3] Filters filter incorrectly when not looking at them

12 messages ยท Page 1 of 1 (latest)

craggy frigate
#

I just started working on a MAM and encountered a strange behaviour. When I am zoomed in on the platform containing my filter it works as expected, filtering based on my signal. However, if I zoom out my view or move my view to platform at some distance the filter breaks. It allows shapes it should not while also filtering out valid shapes, at random as far as I can tell. If I zoom back in to my filter it starts working as intended.

OS: Arch Linux
Same behaviour with Multi threading set to either auto or off

weary tapirBOT
#

Thank you for reporting this bug! Our team will review your report soon.
Feel free to add more details in follow-up messages โ€” we're also scanning for duplicate reports automatically now.
๐Ÿ“จ There are currently 24 reports awaiting team review. Due to the high volume, it may take a little longer for us to get to yours.

๐Ÿ“‹ Log files help us investigate issues. You can find yours here:
โ€ข Linux: ~/.config/unity3d/tobspr Games/shapez 2/Player.log

๐Ÿ’พ Savegame files (.spz2) are very helpful if relevant to the issue!
Export via Main Menu โ†’ Play โ†’ click the download icon on the relevant savegame.
You can also find them here:
โ€ข Linux: $XDG_CONFIG_HOME/unity3d/tobspr Games/shapez 2/

#

[1.0.3-rc3] Filters filter incorrectly when not looking at them

#

Painters stop producing 100% when not being looked at.
Done โ€ข Priority: High โ€ข Fix: Version 0.0.9 โ€ข Resolution: Done

Painters stop producing at 100% efficiency when off-camera. When Painters are using all provided paint and the camera moves away to work elsewhere, their productivity drops below 100%, indicated by occasional missing Shapes on Conveyor Belts. Moving the camera back to view the Painters causes the issue to resolve automatically without manual intervention. The bug occurs in three specific cases: with perfect quarter belt incoming, shapes queued with full fluid container, and shapes queued with...

#

rotators and stackers create gaps when not looked at
Done โ€ข Priority: High โ€ข Fix: Version 0.0.9 โ€ข Game: 0.0.8-rc3 โ€ข Resolution: Cannot Reproduce

Rotators and Stackers create gaps in their output when not viewed by the camera. When the player looks at The Vortex and then jumps to marked locations after one minute, gaps can be traced back to these machines. The gaps disappear when the camera points directly at the affected Rotator or Stacker, and the Conveyor Belt at the output shows 100% efficiency. Subsequent products also lack gaps as long as the camera remains focused on those machines. The issue appears to be related to off-screen ...

#

Pipe Gates cause inefficiency when not in view
Done โ€ข Priority: Highest โ€ข Fix: Version 0.0.9 โ€ข Resolution: Done

Pipe Gates cause machines to operate at reduced efficiency when not in view. A setup with correct ratios runs at 100% efficiency when focused but drops to approximately 75% when the camera zooms out or looks elsewhere, then recovers when refocused again. The issue disappears when Pipe Gates are bypassed and affects all primary, secondary, and tertiary color processing. The root cause was that DeepCopy failed to copy the ResearchSpeedId field from the base class, preventing container capacity ...

#

Filters don't work sometimes
Done โ€ข Priority: Medium โ€ข Fix: 4 - Early Access โ€ข Resolution: Done

Belt Filters sometimes get stuck and stop working despite receiving the correct Signal and being built identically to other working Belt Filters. The player was unable to reproduce the issue or fix it, even after deleting and replacing the affected Belt Filter or copying an entire working factory. The issue was identified as an update order bug but could not be reproduced or verified, and is considered fixed.

#

Belt launcher collision not working when out of view
Done โ€ข Priority: Medium โ€ข Fix: Future โ€ข Resolution: Duplicate

Belt Launcher collision detection fails when the camera is moved away from the area. Shapes that should collide mid-flight and fall do not process correctly off-screen, resulting in shapes incorrectly arriving at the Belt Catcher. To reproduce, place a Belt Launcher and Belt Catcher with Stackers in between to create collision scenarios, then move the camera away. Upon returning, belts at the Belt Catcher are filled with shapes that should have been destroyed by collision.

#

Belt filter deletes shapes if toggling signal rapidly
Done โ€ข Priority: Medium โ€ข Fix: 1.0.0 Release โ€ข Resolution: Done

Shapes are deleted at the Belt Filter when its signal is toggled rapidly rather than held constant. Instead of being routed to one of the outputs, the shapes vanish entirely. The expected behavior is that shapes continue to exist and exit through one of the outputs regardless of how quickly the signal changes. This issue has been resolved and the fix has been verified.

craggy frigate
#

Platform used in video
The wire setup will filter on the conditions:
-The shape must have a part in all 4 corners
-All of the 4 parts must be gray in colour

weary tapirBOT
#

[SPZ2-6441] [1.0.3-rc3] Filters filter incorrectly when not looking at them

#

๐Ÿ”— This bug has been linked to our internal ticket SPZ2-6441. Our development team will now have a look. Feel free to comment with further information if you believe it might be useful!