When removing, in this example a logic clock that uses spinning cores, the mother entity is removed however two of the four cores that used to be docked entites and are now undocked cores + docker enter a ghost state.
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.198.485
- Category
- Models
- First occurrence (version)
- unsure
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- AMD/ATI
- Video Card Model
- Radeon HD 7950
- Username on Registry
- Blobfscrazy
- Username/Profile on Steam
- Blobfscrazy
Admin load the following blueprint : https://www.mediafire.com/?zobmdtqn3o7dddk
use command : "/destroy_entity" on mother entity
Observe that two out of the four previously docked cores are in a "ghost state"
Running on thread: main
Adapter: aticfx64
Driver Version: 8.17.10.1452
Vendor: ATI Technologies Inc.
OpenGL Version: 4.5.13431 Compatibility Profile Context 16.150.2211.0
Renderer: AMD Radeon HD 7900 Series
GLSL Ver: 4.50
Starmade System Checker Report
22/07/2016
22:19:51.46
RESULTS:
Windows version: Windows 10 64-bit ....PASS
Processor: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz
Memory: 24576MB RAM
Graphics Card name: AMD Radeon HD 7900 Series ....PASS
Java version: 64-bit Java 8 ....PASS
WORLD = Titan 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 = true 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 = 75 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 = false Enable super admin for this server
SUPER_ADMIN_PASSWORD = mypassword 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 = 0.05 how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.05 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 = 0.5 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 = 5 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 = 200 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 = true 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)
ASTEROID_SIZE = 4 Asteroid max dimension length
PLAYER_MAX_BUILD_AREA = 200 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 = -1 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 = true 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 = 10 Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 2 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 = false 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 = 1.2 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 = 0.8 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 = 1 general multiplier on all mining
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 max logic trace queue allowed
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 = false 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
java -d64 -version
java version "1.8.0_66"
Java(TM) SE Runtime Environment (build 1.8.0_66-b18)
Java HotSpot(TM) 64-Bit Server VM (build 25.66-b18, mixed mode)
Event Timeline
-rejected-
yes .. that is sort of expected ... you did remove the dock without undocking ...
this causes problems.
However .. the entities will be good again after relogging
next time simply use /destroy_entity_dock