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Starmade | Storage Blocks Cannot Be Linked To Logic
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Description

Storage Blocks are no longer capable of being linked to Logic blocks. Already existing links also cannot be removed.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.198.131
Category
Logic Gates
First occurrence (version)
0.197.51#20160424_191721
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce

1.Place a storage block as well as an Activator or an OR block.
2.Select Storage block with C and attempt to connect it to the logic with V, no connection is made.

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

Event Timeline

Restricted Application added a project: Issue Navigation. · View Herald TranscriptApr 24 2016, 11:10 PM
SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.Apr 26 2016, 2:56 PM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon removed a project: Starmade.
SmilingDemon claimed this task.
SmilingDemon triaged this task as Normal priority.

What was again the purpose of linking them in the first place ??

Linking Storage Computers (Chests) to logic gets output based on if a chest is full or not. When linking to an OR you get a signal when there is anything in the chest and an ACTIVATOR will trigger when the storage is full. These connections can no longer be made.

That was through linking ?
not only placing it alongside a block?
(like the trigger-activator thing)

Ok ... its a verylong time ago that i did play around with that stuff

SmilingDemon changed Last tested (version) from 0.197.51#20160424_191721 to 0.197.51#20160429_155055.
SmilingDemon raised the priority of this task from Normal to Release Blocker.
Restricted Application added a subscriber: AndyP. · View Herald TranscriptMay 2 2016, 6:54 PM
SmilingDemon changed the task status from Open to In Queue (Game).May 2 2016, 6:55 PM

-Validated-
-Confirmed-
Indeed not possible as per authors description
sorry that i couldnt remember how that originaly worked

Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptMay 2 2016, 6:55 PM
SmilingDemon changed Category from Control Block System: Functional to Logic Gates.
AndyP changed the task status from In Queue (Game) to Open.May 2 2016, 10:32 PM

Nope.
the system has changed.

It pushes the information on pull cycles to adjacent logic modules.

OR should trigger an "empty" cycle
Activators should turn to false if the cycle was successful.
Going to retest the behaviour ingame first.
I am also sure we have a task about it already, the manual put in does not trigger the "empty state" to be cleared on next cycle.

Restricted Application edited projects, added Issue Navigation; removed Game Development. · View Herald TranscriptMay 2 2016, 10:32 PM
AndyP closed this task as Rejected.May 2 2016, 11:18 PM

-Rejected-

Intended behaviour.

Links to adjacent modules are even shown now.
No way or need to manually link them, they work on adjacent storage chests.

An activator beside the chest will be "set to true" every pull turn that was NOT limited by the capacity. (So nothing to pull, and successful pull = set true), an OR-SIGNAL beside the chest will be set to true, if the storage cycle made the chest become "non-empty", and it will be set to false if another chest pulls out the last item out of it and thus makes it empty.

Same behaviour is intended for the shipyards.
(see T84: Logic blocks next to storages and shipyard computer do not get triggered for reference)

Restricted Application removed a project: Issue Navigation. · View Herald TranscriptMay 2 2016, 11:18 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
Sven_The_Slayer added a comment.EditedMay 3 2016, 12:43 AM

This feature originally used adjacency to work but then went to linking so Schema decided to go back to adjacency?

Just tested it, adjacent logic blocks do not trigger in any circumstance while logic blocks that were previously linked to the storage computer continue to function and work as expected. I do not believe that the system is intended to work with adjacency.

AndyP added a comment.May 3 2016, 1:42 AM

It is intended to work that way.

Please read this comment for details on what works and what does not work: T84#34805
Possible link based connections are for now kept for legacy reasons, but cause performance issues with cargo, and can also lead to problems with updating cargo blocks.

AndyP changed Last tested (version) from 0.197.51#20160429_155055 to 0.198.131.May 23 2016, 7:36 PM
AndyP added a subscriber: SmilingDemon.
AndyP reopened this task as In Queue (Game).
AndyP claimed this task.

-Reopened-

New behaviour:
No links are made at all.

The storage chest does not get linked to an activator.

Restricted Application added a project: Game Development. · View Herald TranscriptMay 23 2016, 7:37 PM
schema changed the task status from In Queue (Game) to Resolved.May 24 2016, 4:48 PM
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptMay 24 2016, 4:48 PM
AndyP closed this task as Closed.

-QA Testing-

Fix confirmed.

Outgoing link by C-V now works again.
No more needing for adjacent activators.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptMay 24 2016, 7:23 PM
Restricted Application added a project: Logic. · View Herald TranscriptMar 10 2017, 6:14 PM