shapez 2
Why are my belts not staying full?
I'm really struggling to see why my builds that are fully optimized with the exact correct amount of machines are not maintaining perfectly full belts. I can cut off the output space belt, let everything fill up, reconnect the output and watch over a matter of minutes as gradually some input belts lose compression, while others get stutters due to being momentarily jammed.

I've carefully looked at all possible explanations, there's just no reason this should occur other than the game simply not being capable of keeping perfect timing between the various cutters and stackers.

I'm curious if everyone is running into this issue. Is it simply intended that we have to overproduce every build to maintain the max throughput? It's causing me no end of frustration.

https://steamcommunity.com/sharedfiles/filedetails/?id=3312707275
This is a screenshot of one of my stacker set-ups, you can see all the gaps in the belts that indicate loss. Every spacebelt that leads into this is optimized and should be maintaining max throughput.
Terakhir diedit oleh darkSol; 20 Agu 2024 @ 12:00am
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Menampilkan 16-26 dari 26 komentar
darkSol 20 Agu 2024 @ 10:35am 
Diposting pertama kali oleh TheOrigin:
Diposting pertama kali oleh darkSol:
One interesting thing I learned from this build is that 5 layers is the max you can have in a shape, any more get lost when stacking.

You mean 4 right? The 5th gets scrapped upon stacking..
I count 5
https://steamcommunity.com/sharedfiles/filedetails/?id=3313149974
Synical 20 Agu 2024 @ 10:59pm 
I've been having this issue the last few days, even with trivial setups that obviously cannot clog, but I just noticed that reloading the game seems to fix it temporarily.
gnrnr 21 Agu 2024 @ 12:21am 
I have this issue as well. I have made platform that does corners for the space belts where each path is the exact same length in an effort to reduce the issue. it helps but I still end up with a one belt of 8 outputs from a splutter platform that clogs and causes other issues and then the build on one another etc. I think I may have to redesign every platform so every belt takes the exact same path. If you split out (cut into halves) and have one side of the export have a 2 platform shorter length to the next stacker that is what seems to drive the issues.
darkSol 21 Agu 2024 @ 11:06am 
Diposting pertama kali oleh gnrnr:
I have this issue as well. I have made platform that does corners for the space belts where each path is the exact same length in an effort to reduce the issue. it helps but I still end up with a one belt of 8 outputs from a splutter platform that clogs and causes other issues and then the build on one another etc. I think I may have to redesign every platform so every belt takes the exact same path. If you split out (cut into halves) and have one side of the export have a 2 platform shorter length to the next stacker that is what seems to drive the issues.
I gave up on cutting/splitting anything, I just destroy unless the other half is somehow used again immediately by the same build. Because as you say, uneven belt length messes up any build that tries to cut and use both halves. It's completely unworkable if you try to use both halves in different builds. A priority splitter is needed to solve that issue, but I don't know if the devs are aware of how important it is. This would allow you to only trash shapes that are in jammed lanes, and therefor keep the flow of items up the chain moving properly.

This all said though, it's not the issue that is causing this subtle throughput issue, there's definitely some other problem here, because none of my platforms are using the cutters in that manner, they all supply a perfectly max flow of items if independent of the stackers that are combining them. I even tried cutting and pasting my entire factory to replace every thrower in the build, with the aim to avoid the bug that the devs identified with them, and over time the jams and gaps just came back. It's not dropping below high 80%, mostly around low to mid 90% flow rate, and I currently just decided to accept that and move on. I hope this is something that gets addressed.
MechBFP 21 Agu 2024 @ 11:12am 
There are 2 main issues currently.
1) Certain machines, such as painters don't run at 100% efficiency when out of camera view. Appears to be related to a bug in the optimization code. This may be related to machines that a decimal output (i.e. 37.5 shapes per minutes), I haven't verified the decimal part myself though but I have definitely verified the issue when the camera is moved away.
2) Cutters naturally backup if one side of the output of the cutter is full but the other output isn't. Only way to fix that currently is to manually delete some items on the full belt side until both sides are roughly full all the time.
Terakhir diedit oleh MechBFP; 21 Agu 2024 @ 11:13am
byakurō 21 Agu 2024 @ 11:40am 
Diposting pertama kali oleh darkSol:
I hope this is something that gets addressed.

On the discord they mentioned that a fix is already available in an experimental v0.0.8 build, but I haven't tried it myself yet.


Diposting pertama kali oleh MechBFP:
Cutters naturally backup if one side of the output of the cutter is full but the other output isn't.

I gave up on cutters/splitters for this reason. They're already sensitive to uneven belt lengths as is, and the throughput bug only makes it worse. We really need some kind of "smart" belt splitter, I'm actually surprised there isn't one in the game already.
FINKnATOR 21 Agu 2024 @ 8:15pm 
This has been driving me crazy all day. I have rebuilt my setup several times trying to diagnose the issue and it seems if I watch long enough, a stacker will just mess up. And when I'm moving things between several platforms and they are stacking several layers, the issue is exemplified to the point of larger gaps.

As previously mentioned, if I put a trash platform after each platform there is never an issue, so I think it definitely has to be a bug of some kind.
Diposting pertama kali oleh byakurō:
I just read on the Shapez discord that there is a known bug that causes these kinds of issues.

I was able to fix the throughput issue from my screenshot simply by deleting and recreating the space belt.

can't believe i didnt think to try the "turn it off and on again" myself before looking here but rebuilding my space belts fixed the issue for me. thanks
robert.grant 22 Agu 2024 @ 12:53am 
Diposting pertama kali oleh TheOrigin:
You mean 4 right? The 5th gets scrapped upon stacking..
I spotted a person playing on Normal. :-)
The insane scenario gives us 5 levels to play with.
icePinoy 22 Agu 2024 @ 4:41am 
Check some of your belt launchers, sometimes they get stuck for a second or two and it totally disrupts the entire thing. I have to delete some belt launchers and just put a new one, seems to solve the problem.
Phoenix 24 Agu 2024 @ 3:33am 
This will be fixed in version 0.0.8 ... there is some issue with the space belts and/or belt launchers ...
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Tanggal Diposting: 19 Agu 2024 @ 9:53pm
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