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Starmade | Logic blocks next to storages and shipyard computer do not get triggered
Confirmed task for development, NormalPublic

Description

Activation Blocks and Or-Gates do not get triggered when you take out or put in blocks by hand. They get triggered if the storage pull stuff by itself due to the filter system.

Same goes for a salvage computer putting stuff in a chest and a factory pulling items from a chest. Logic next to chests does not get triggered by those actions.

As mentioned by tarusol, the shipyard computer doesn't trigger logic either for pulling or moving blocks yourself.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19439 (Dev)
Category
Logic Gates
First occurrence (version)
0.1839
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Tester information (Internal use only)

T914 - covers the full state (link to activators) for chests, and this is working now, due to "tick-based" update.

Now the combinations for all gates again:

BlockUpdate typeDetection TypeResult
StorageTickActivatorOK
StorageManualActivatorOK (Update on next tick)
StorageTickOR-GateOK
StorageManualOR-GateFail (No Update on next tick)
FactoryTickActivatorOK
FactoryManualActivatorOK (Update on next tick)
FactoryTickOR-GateFail
FactoryManualOR-GateFail (No Update on next tick)
RefineryTickActivatorOK
RefineryManualActivatorOK (Update on next tick)
RefineryTickOR-GateFail
RefineryManualOR-GateFail (No Update on next tick)
ShipyardTickActivatorFail
ShipyardManualActivatorFail (No Update on next tick)
ShipyardTickOR-GateFail
ShipyardManualOR-GateFail (No Update on next tick)

Noticeable problem:
Manually putting stuff in a chest breaks the OR-GATE state.

Event Timeline

lancake updated the task description. (Show Details)Jun 8 2015, 10:10 AM
lancake added a project: Issue Navigation.
lancake changed Category from none/unspecified to Logic Gates.
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake set First occurrence (version) to 0.1839.
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19247 (Dev).
lancake edited a custom field.
lancake edited Serverconfig (server.cfg). (Show Details)
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake added a subscriber: lancake.
lancake created this task.
lancake raised the priority of this task from to Normal.
lancake changed the task status from Open to In Queue (Game).Jun 8 2015, 2:56 PM
Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptJun 8 2015, 2:56 PM
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 10:31 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP set Task Type to Bug.
AndyP set OS-Specific to No.
AndyP set Hardware-Specific to No.
AndyP set Video Card Vendor to uncertain.
Tarusol added a subscriber: Tarusol.Sep 9 2015, 7:58 PM
Tarusol removed a subscriber: Tarusol.
Tarusol added a subscriber: Tarusol.Sep 9 2015, 8:01 PM

Logic does not trigger if items are pulled by shipyard

And sometimes the logic does not trigger even if pulled with another storage. But i did not figure out any pattern for the logic. The Position of the pulling storage makes a difference which or gates get triggered and which not.

lancake claimed this task.Sep 21 2015, 10:48 AM
lancake updated the task description. (Show Details)Sep 26 2015, 11:04 AM
lancake changed Last tested (version) from 0.19247 (Dev) to 0.19439 (Dev).
lancake renamed this task from Logic blocks next to storages do not get triggered to Logic blocks next to storages and shipyard computer do not get triggered.

now logic linked to Storages does not get triggered by factories, shipyards and pulling by Hand.
Last testet 0.19519

AndyP added a comment.EditedDec 5 2015, 2:10 AM

This get complicated now:

T914 - covers the full state (link to activators) for chests, and this is working now, due to "tick-based" update.

got to test this now for all combinations.

BlockUpdate typeDetection TypeResult
StorageTickActivatorOK
StorageManualActivatorOK (Update on next tick)
StorageTickOR-GateOK
StorageManualOR-GateFail (No Update on next tick)
FactoryTickActivatorOK
FactoryManualActivatorOK (Update on next tick)
FactoryTickOR-GateFail
FactoryManualOR-GateFail (No Update on next tick)
RefineryTickActivatorOK
RefineryManualActivatorOK (Update on next tick)
RefineryTickOR-GateFail
RefineryManualOR-GateFail (No Update on next tick)
ShipyardTickActivatorFail
ShipyardManualActivatorFail (No Update on next tick)
ShipyardTickOR-GateFail
ShipyardManualOR-GateFail (No Update on next tick)
AndyP claimed this task.Dec 5 2015, 10:51 AM

will test in details.

AndyP added a comment.EditedDec 7 2015, 6:05 PM

done, forwarding

Also found: T967

kookster added a comment.EditedDec 29 2015, 3:55 PM

I would like to point out now that we can transfer items from docked entities to another and this is currently broken you cannot automatically transfer items from one entity to another since to transfer items you have to disable it pulling after its received items and to do this automatically you need the logic signal to know when the chest has a item.

You can to some extend, however I played around with a design like this:

Move a "container" ship along a rail, have it auto-pull from its rail.
Now park it on a place to pick up stuff.
On detecting "non-emtpy" it pulls another 5 cycles and stops.

This way, 5 cycles after picking up load, you can draw items out of it.
Once empty the container should start pulling again.

lancake mentioned this in Unknown Object (Maniphest Task).Apr 17 2016, 10:01 PM
AndyP edited Tester information (Internal use only). (Show Details)May 2 2016, 11:18 PM
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP edited Clientconfig (settings.cfg). (Show Details)
schema changed the status of subtask T1382: Storage Blocks Cannot Be Linked To Logic from In Queue (Game) to Resolved.May 24 2016, 4:48 PM
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:22 PM
Restricted Application added a project: Logic. · View Herald TranscriptMar 10 2017, 5:22 PM
AndyP moved this task from Backlog / Unclassed to Alpha on the Logic board.Mar 15 2017, 2:26 PM