Page MenuHomeSchine - Phabricator

Starmade | Starmade Mining Fleet AI Bug
Closed, RejectedPublic

Description

If you have a mining fleet, the fleet, when told to mine in the sector will only surround a asteroid and then instead of mining it they all look one direction and move back and forth, without mining anything, about 1 meter until told to move or is recalled. The mining ships have the same blocks and connections as ships that are able to work in the same fleet.
Ship Has- Ship Core, Salvage Computer, Salvage Module, Storage, Cargo, Power, Thrusters, Rail docker, and a Faction Module.
The ship core is connected to the salvage computer. Storage to Cargo, Salvage Computer to Salvage module, Rail docker to storage.
The ship is not the mother ship and there are more than 1 that do the same thing if they are the same build.
I made a previous build that works as it should in the same fleet.
Hope you can fix it, Started Starmade a few years ago and have recently returned to find a beautiful game that I absolutely LOVE.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19624
Category
Fleets
First occurrence (version)
0.19624
Hardware/Software/System
OS-Specific
Windows Only
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce

Create a small mining ship
Put small ship into a fleet
Tell fleet to mine sector with asteroids
Ship will fly to an asteroid and then stop and move back and forth doing no mining.

Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

nebc updated the task description. (Show Details)Apr 1 2016, 3:16 AM
nebc changed Category from none/unspecified to Fleets.
nebc set First occurrence (version) to v0.19624.
nebc changed OS-Specific from No to Windows Only.
nebc edited Serverconfig (server.cfg). (Show Details)
nebc edited Clientconfig (settings.cfg). (Show Details)
nebc changed Affected Gamemode(s) from none/unspecified to Single and Multi.
nebc changed Reproducible from uncertain to Yes.
nebc set Last tested (version) to v0.19624.
nebc edited Steps to reproduce. (Show Details)
nebc added a subscriber: nebc.
nebc created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptApr 1 2016, 3:16 AM
nebc added a comment.Apr 1 2016, 3:20 AM

Oops forgot Config Files, Here

Server
WORLD = world0 set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
PROTECT_STARTING_SECTOR = false
Protects the starting sector
ENABLE_SIMULATION = true Universe AI simulation
CONCURRENT_SIMULATION = 256
How many simulation groups may be in the universe simultaniously (performance)
ENEMY_SPAWNING = true Enables enemy spawing
SECTOR_SIZE = 2000
Sets the size of sectors in the universe WARNING scaling the size of an existing universe down may cause issues
BLUEPRINT_DEFAULT_PRIVATE = true If true, set blueprints private as default (else they are public)
FLOATING_ITEM_LIFETIME_SECS = 240
How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 420 How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true
Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 20 Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10
Time in secs after which inactive sectors are completely removed from memory (-1 = off)
USE_STARMADE_AUTHENTICATION = false allow star-made.org authentication
REQUIRE_STARMADE_AUTHENTICATION = false
require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 10 How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
DEFAULT_BLUEPRINT_ENEMY_USE = true
Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_FACTION_BUY = true Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_OTHERS_BUY = true
Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_HOME_BASE_BUY = true Default option for blueprints not in catalog yet
LOCK_FACTION_SHIPS = true
If true, ships of other factions cant be edited, activated, or entered
DEBUG_FSM_STATE = false transfer debug FSM state. Turning this on may slow down network
PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false
Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
CATALOG_SLOTS_PER_PLAYER = -1 How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = 1200000
how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
FORCE_DISK_WRITE_COMPLETION = false forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = false
enables asteroids to be able to move in space
ENABLE_BREAK_OFF = false debug (don't activate unless you know what you're doing)
COLLISION_DAMAGE = false
colliding into another object does damage
COLLISION_DAMAGE_THRESHOLD = 2.0 Threshold of Impulse that does damage (the lower, the less force is needed for damage)
SKIN_ALLOW_UPLOAD = true
if off, skin uploading to server is deactivated
CATALOG_NAME_COLLISION_HANDLING = false if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
SECTOR_AUTOSAVE_SEC = 300
Time interval in secs the server will autosave (-1 for never)
PHYSICS_SLOWDOWN_THRESHOLD = 40 Milliseconds a collision test may take before anti-slowdown mode is activated
THRUST_SPEED_LIMIT = 100
How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 32 Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = true
Enable super admin for this server
SUPER_ADMIN_PASSWORD = youwillneverguess Super admin password for this server
SERVER_LISTEN_IP = all
Enter specific ip for the server to listen to. use "all" to listen on every ip
SOCKET_BUFFER_SIZE = 65536 buffer size of incoming and outgoing data per socket
PHYSICS_LINEAR_DAMPING = 0.2
how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.6 how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9
multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
CHEST_LOOT_COUNT_MULTIPLIER = 0.9
multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
CHEST_LOOT_STACK_MULTIPLIER = 0.9 multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
USE_WHITELIST = false
only names/ips from whitelist.txt are allowed
FILTER_CONNECTION_MESSAGES = false don't display join/disconnect messages
USE_UDP = false
Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
AUTO_KICK_MODIFIED_BLUEPRINT_USE = false Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false
Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false Ban player by IP that spawn modified blueprints
AUTO_BAN_TIME_IN_MINUTES = 60
Time to ban in minutes (-1 for permanently)
REMOVE_MODIFIED_BLUEPRINTS = false Auto-removes a modified blueprint
DEBUG_SEGMENT_WRITING = false
Debugs correctness of writing of segments (costs server performance)
TCP_NODELAY = true Naggles algorithm (WARNING: only change when you know what you're doing)
PING_FLUSH = false
flushes ping/pong immediately (WARNING: only change when you know what you're doing)
RECIPE_BLOCK_COST = 5000 How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.1
(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
RECIPE_REFUND_MULT = 1.0 how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
RECIPE_LEVEL_AMOUNT = 4000
On how much created blocks will a recipe level up (base value) (min 0)
DEFAULT_SPAWN_SECTOR_X = 2 DEFAULT Spawn Sector X Coordinate
DEFAULT_SPAWN_SECTOR_Y = 2
DEFAULT Spawn Sector Y Coordinate
DEFAULT_SPAWN_SECTOR_Z = 2 DEFAULT Spawn Sector Z Coordinate
MODIFIED_BLUEPRINT_TOLERANCE = 0.1
Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.1 Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0
First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0
First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5
Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0
Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0
Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5
Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1
players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
PLAYER_DEATH_CREDIT_DROP = false drop credits lost on death into space instead
PLAYER_DEATH_BLOCK_PUNISHMENT = false
player will drop all his blocks into space on death
PLAYER_DEATH_PUNISHMENT_TIME = 300 Time interval in seconds after death of a player in which the player is not punished
PLAYER_DEATH_INVULNERABILITY_TIME = 20
Time the player is invulnerable after death in sec
PLAYER_HISTORY_BACKLOG = 30 how many login history objects (with name, IP, account-name, and time) should be saved by player state
PROJECTILES_ADDITIVE_VELOCITY = false
initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.0 multiplicator for projectile velocity
IGNORE_DOCKING_AREA = false
ignores docking area size
ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true enables clients being able to upload their pre-build-blueprints to the server
SHOP_NPC_STARTING_CREDITS = 10000000
how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 100000 how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 10
how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
BROADCAST_SHIELD_PERCENTAGE = 5 percent of shields changed for the server to broadcast a shield synch
BROADCAST_POWER_PERCENTAGE = 50
percent of power changed for the server to broadcast a power synch (not that critical)
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = false admins can enter ships of any faction
STAR_DAMAGE = true
suns dealing damage to entities
SQL_NIO_FILE_SIZE = 256 megabyte limit of .data file when to use NIO (faster) (must be power of 2)
PLANET_SIZE_MEAN = 225.0
Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 85.0 Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
PLAYER_MAX_BUILD_AREA = 100
max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000 period of spam protection
ASTEROID_SECTOR_REPLENISH_TIME_SEC = 3000
seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1
ips excepted from spam control (separate multiple with comma) (default is localhost)
NT_SPAM_PROTECT_ACTIVE = true enables connection spawn protection (flooding servers with login attempts)
USE_PERSONAL_SECTORS = false
will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
BATTLE_MODE = false turn on battlemode (warning, don't use unless you know what you're doing)
BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1;
General config for battlemode
BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] Faction config for battlemode
LEADERBOARD_BACKLOG = 24
time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
ANNOUNCE_SERVER_TO_SERVERLIST = false announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST =
this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = NoName max length 64 characters
SERVER_LIST_DESCRIPTION = NoDescription
max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = false can shoot down own or missiles from own faction
USE_DYNAMIC_RECIPE_PRICES = true
use recipe based prices (the price is the price of the parts it is made out of in crafting)
MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
PLANET_SPECIAL_REGION_PROPABILITY = 240
one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
NT_BLOCKUPDATE_QUEUE_SIZE = 127 how many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25
Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3 Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
BUY_BLUEPRINTS_WITH_CREDITS = true
buy blueprints directly with credits
SHOP_USE_STATIC_SELL_BUY_PRICES = false shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 10.0
maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.1 minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
MINING_BONUS = 2
general multiplier on all mining
MAX_COORDINATE_BOOKMARKS = 20 coordinate bookmarks per player allowed
ALLOWED_STATIONS_PER_SECTOR = 1
how many stations are allowed per sector
STATION_CREDIT_COST = 50000 how much does a station or station blueprint cost
SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256
how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
ALLOW_OLD_DOCKING_BEAM = false enables old docking beam
WEIGHTED_CENTER_OF_MASS = true
if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
SECURE_UPLINK_ENABLED = false dedicated servers can be registered on the StarMade registry
SECURE_UPLINK_TOKEN =
uplink token, provided when registering a dedicated server
USE_STRUCTURE_HP = true ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
SHOP_REBOOT_COST_PER_SECOND = 100.0
Cost to reboot a ship at a shop (per second it would take to reboot in space)
SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 Cost to repair a ship's armor at a shop
MAX_SIMULTANIOUS_EXPLOSIONS = 10
the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
OVERRIDE_INVALID_BLUEPRINT_TYPE = true
If a loaded blueprint is invalid, it's type will be overridden
FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 Days of inactivity after which a founder may kick another founder
DEBUG_BEAM_POWER_CONSUMPTION = false
server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
DEBUG_BEAM_TICKS_DONE = false server will send notifications on ticks done on server (costs performance, so only use for debugging)
DEBUG_BEAM_POWER_PER_TICK = false
server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
DEBUG_MISSILE_POWER_CONSUMPTION = false server will send notifications on missiles on server (costs performance, so only use for debugging)
BLUEPRINT_SPAWNABLE_SHIPS = true
enables or disables blueprint spawning from item
BLUEPRINT_SPAWNABLE_STATIONS = true enables or disables blueprint spawning from item
USE_OLD_GENRATED_PIRATE_STATIONS = false
enables spawning of old style pirate stations
CARGO_BLEED_AT_OVER_CAPACITY = false cargo is ejected every minute if storage is at over capacity
ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = true
Personal Inventory can go over capacity
ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = true only allows faction ships to be added to fleet
MAX_CHAIN_DOCKING = 25
maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
SHOP_RAILS_ON_ADV = true Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
SHOP_RAILS_ON_NORMAL = false
Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
ALLOW_FLEET_FORMATION = true //Allows fleet formation

Settings
C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false
C_MOUSE_BUTTOM_SWITCH = false
G_RESOLUTION = 1920 x 1080
G_FULLSCREEN = true
G_VSYNCH = false
G_FOV = 85.0
G_MAX_SEGEMENTSDRAWN = 1000
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
HIT_INDICATION_NUMBERS_LIFETIME = 0.4
D_LIFETIME_NORM = 5
G_WINDOWED_BORDERLESS = false
S_SOUND_SYSTEM_ENABLED = true
S_SOUND_ENABLED = true
S_SOUND_VOLUME_GLOBAL = 4
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = -1
ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0
MOUSE_WHEEL_SENSIBILITY = 7.0E-4
BUILD_MODE_SHIFT_SPEED = 25.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 600
G_STAR_COUNT = 1024
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = false
G_DRAW_EXHAUST_PLUMS = true
D_INFO_CONTROLMANAGER = false
D_INFO_SHADER = true
T_ENABLE_TEXTURE_BAKER = false
D_INFO_DRAW_TIMES = false
D_INFO_DRAW_SPACE_PARTICLE = false
G_SPACE_PARTICLE = false
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
G_SHADOW_QUALITY = BEST
G_DRAW_SHIELDS = true
G_DRAW_WATER = true
G_DRAW_BACKGOUND = true
G_WATER_USER_MIPMAPS = false
E_NAVIGATION_FILTER = 877
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLTING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMRATE_FIXED = 60
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
F_FRAME_BUFFER_USE = false
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = false
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_NORMAL_MAPPING = false
G_TEXTURE_COMPRESSION_BLOCKS = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS = false
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL
SECTOR_INDICATION_MODE = INDICATION_ONLY
S_KEY_ALLOW_DUPLICATES = true
G_PROD_BG = false
G_PROD_BG_QUALITY = 2048
G_TEXTURE_PACK = Default
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
G_TEXTURE_PACK_RESOLUTION = 128
S_INITIAL_SETTING = Multi Player
S_GAME_MODE = Sandbox
G_BONE_ANIMATION = true
P_NT_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
P_PHYSICS_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_MODE = 0
G_DEUBG_LINE_DRAWING_ACTIVATED = false
G_WINDOW_START_POSITION = center
G_DRAW_GUI_ACTIVE = true
G_DRAW_NO_OVERLAYS = false
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = false
G_DRAW_PASTE_PREVIEW = true
G_USE_SPRITE_VBO = true
S_TUTORIAL = false
G_AUTOSELECT_CONTROLLERS = true
S_INFO_DRAW = NO_INFO
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVER_TIME_UPDATE_FREQUENCE = 2000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MULTI_SAMPLE = 0
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 2.0
G_HIT_INDICATION_SIZE = 1.0
F_BLOOM = false
F_BLOOM_INTENSITY = 0.4
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_DRAW_ALL_CONNECTIONS = false
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true
S_ZOOM_MOUSEWHEEL = SLOTS
S_MOUSE_SHIP_INVERT = false
S_MOUSE_ALL_INVERT = false
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK = true
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_ACKGROUND = false
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false
G_MAG_FILTER_LINEAR_GUI = false
G_MAX_BEAMS = 1024
SEGMENT_REQUEST_BATCH = 64
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
G_RAYTRACE_COUNT = 64
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = true
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPENENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 128
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true
G_DRAW_NT_STATS_OVERLAY = false
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
USE_OPEN_AL_SOUND = true
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = true
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true
CHAT_CLOSE_ON_ENTER = true
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = false
G_DRAW_LAG_OBJECTS_IN_HUD = false
G_SHOW_SYMMETRY_PLANES = true
LANGUAGE_PACK = english
DELETE_SEVER_DATABASE_ON_STARTUP = false

nebc added a comment.Apr 1 2016, 3:41 AM

After Much testing i have found how to slove it and yes i feel like an idiot... i simpley forgot to connect the salvage computer to the storage. sorry
p.s. i did read the other thread about the same issue but mine was slighty different and i tried to give more information.

lancake claimed this task.

-Rejected-

Ah great, there are issues when a ship doesn't want to mine but that seems to be related to ship size. If you reach a certain size it seems it can't properly align and aim at the asteroid.
Even if it manages to do that, it will fly too close and ram the asteroid in order to fire its salvagers.

That's reported in T1247

Closing task, not a bug.

lancake shifted this object from the S1 Public space to the S3 Starmade space.Apr 10 2016, 7:57 PM
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake set Task Type to Bug.
lancake changed First occurrence (version) from v0.19624 to 0.19624.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake changed Last tested (version) from v0.19624 to 0.19624.
lancake renamed this task from Starmade Mining Fleet AI Bug to Starmade Mining Fleet AI Bug.
lancake closed this task as Rejected.
lancake triaged this task as Low priority.
Restricted Application edited projects, added Starmade; removed Issue Navigation. · View Herald TranscriptApr 10 2016, 7:57 PM
AndyP moved this task from Unclassed to Archived on the Starmade board.Apr 25 2016, 6:19 PM
Restricted Application added a project: Fleets. · View Herald TranscriptMar 10 2017, 6:14 PM