NPC faction or player fleets are leaving docked entities behind. I've been noticing this for a while. But haven't seen any bug reports for it yet, so here it is.
- Restricted Diffusion Commit
Restricted Diffusion Commit
- Task Type
- Affected Gamemode(s)
- Single and Multi
- Last tested (version)
- 0.199.335 (DEV)
- First occurrence (version)
- Video Card Vendor
- Video Card Model
- Nvidia Geforce GTS 750 Ti
- Username on Registry
- create a fleet
- add a ship with a lot of entities
- order that fleet to go somewhere
- wait at the destination and watch it show up with missing parts
in my test i could only once find one of those missing docks on the flight path.
it was one sector away from the destination.
the others i couldnt find anywhere
looks like a inverted version of https://phab.starma.de/T1172
Running on thread: main
Driver Version: 10.18.13.6200
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 362.00
Renderer: GeForce GTX 750 Ti/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA
Starmade System Checker Report
Windows version: Windows 8.1 64-bit ....PASS
Processor: Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz (4 CPUs), ~3.6GHz
Memory: 8192MB RAM
Graphics Card name: NVIDIA GeForce GTX 750 Ti ....PASS
Java version: 64-bit Java 8 ....PASS
WORLD = Test19 //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_POINT_X_1 = 8.0 //First Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_POINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_POINT_Z_1 = 0.0 //First Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_POINT_X_2 = 15.0 //Second Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_POINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_POINT_Z_2 = 8.0 //Second Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_POINT_X_3 = 8.0 //Third Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_POINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_POINT_Z_3 = 15.0 //Third Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_POINT_X_4 = 0.0 //Forth Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_POINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_POINT_Z_4 = 8.0 //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_RADIUS_MAX = 64 //Asteroid max radius in blocks (from -x to +x) PLAYER_MAX_BUILD_AREA = 10 //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_PROBABILITY = 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_BLOCK_QUEUE_SIZE = 1024 //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_SIMULTANEOUS_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_GENERATED_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 = false //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 BACKUP_WORLD_ON_MIGRATION = true //Back up world when migrating to a new file format BACKUP_BLUEPRINTS_ON_MIGRATION = true //Back up blueprints when migrating to a new file format DISPLAY_GROUPING_DEBUG_INFORMATION = false //Displays grouping calculation information SECTORS_TO_EXPLORE_FOR_SYS = 15 //How many sectors of a system have to be explored NPC_FACTION_SPAWN_LIMIT = -1 //Maximum npc factions per galaxy (-1 for unlimited (will still be around 2-10)) NPC_DEBUG_MODE = false //Sends complete NPC faction package to clients (very bandwith intensive) FLEET_OUT_OF_SECTOR_MOVEMENT = 6000 //How long for an unloaded fleet to cross a sector in ms NPC_LOADED_SHIP_MAX_SPEED_MULT = 0.7 //How fast NPC fleet ships are compared to their max speed when loaded USE_FOW = true //Use 'fog of war'. Turning this off will make everything visible to everyone NPC_LOG_MODE = 0 //use 0 for npc file logs [/logs/npc/] and 1 for normal log output NPC_DEBUG_SHOP_OWNERS = //Additional shop owners for npc faction shops (seperate with comma)
C_USE_NEW_PLAYER_MODEL_ = true CONTROL_HELP = false //Display help for controls C_MOUSE_BUTTON_SWITCH = false //Switch build/remove mouse buttons G_RESOLUTION = 1366 x 768 //Resolution G_FULLSCREEN = false //Fullscreen G_WINDOWED_BORDERLESS = false //Borderless windowed mode G_TEXTURE_PACK = Default //Texture Pack G_TEXTURE_PACK_RESOLUTION = 128 //Texture Quality (Resolution) G_VSYNCH = false //Vert-Synch G_MULTI_SAMPLE_TARGET = 0 //Antialiasing (Samples) G_MULTI_SAMPLE = 0 G_GAMMA = 1.2 //Gamma (Needs Frambuffer) G_FOV = 85.0 //Field of View G_MAX_SEGMENTSDRAWN = 1100 //Amount of Chunks possibly drawn (view distance) G_NORMAL_MAPPING = true //Enable Normal mapping G_SHADOWS = false G_SHADOW_QUALITY = BEST G_SHADOWS_TARGET = false //Enable Shadows G_SHADOW_QUALITY_TARGET = BEST //Set Shadow Quality G_PROD_BG = true //Procedural Background (fbo req) G_PROD_BG_QUALITY = 2048 //Procedural BG quality G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false //Draw other galaxies in map (slow) HIT_INDICATION_NUMBERS_LIFETIME = 0.4 //Time, hit numbers remain (sec) PLAYER_SKIN_CREATE = //Create Player Skin PLAYER_SKIN = //Path to player skin. Remove to Use default D_LIFETIME_NORM = 30 //Lifetime (secs) of debris (0 to turn off) S_SOUND_SYS_ENABLED = true S_SOUND_ENABLED = true //Sound S_SOUND_VOLUME_GLOBAL = 4 //Sound Volume USE_OPEN_AL_SOUND = true //OpenAL (Off fixes stutter, but silent videos. restart needed. working on fix) N_TRANSMIT_RAW_DEBUG_POSITIONS = false C_SELECTED_JOYSTICK = 0 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 //Damage display distance G_STAR_COUNT = 4096 //Star Count G_VBO_BULKMODE_SIZE = 4 G_DRAW_FOG = false G_DRAW_BEAMS = true //Draw beams G_DRAW_EXHAUST_PLUMES = true //Draw thruster plums 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 = true //Draw space dust particles G_DRAW_MOUSE_COLLISION = false G_ATMOSPHERE_SHADER = normal F_FRAME_BUFFER = true //Use Framebuffer G_SHADOW_NEAR_DIST = 1.0 G_SHADOW_FAR_DIST = 75.0 G_SHADOW_DEPTH_RANGE_NEAR = 0.0 G_SHADOW_DEPTH_RANGE_FAR = 1.0 G_SHADOW_SPLIT_FAR_0 = 0.325 G_SHADOW_SPLIT_NEAR_1 = 0.325 G_SHADOW_SPLIT_FAR_1 = 0.325 G_SHADOW_SPLIT_NEAR_2 = 0.325 G_SHADOW_SPLIT_MULT = 1.005 G_SHADOW_CROP_MATRIX_MAX = -1000.0 G_SHADOW_CROP_MATRIX_MIN = 1000.0 G_SHADOW_EXTRA_BACKUP = 20.0 G_SHADOW_NEAR_CLIP = 0.05 G_SHADOW_SPLIT_MAT_RADIUS_ADD_0 = 0.0 G_SHADOW_SPLIT_MAT_RADIUS_ADD_1 = 10.0 G_SHADOW_SPLIT_MAT_RADIUS_ADD_2 = 10.0 G_SHADOW_SPLIT_MAT_RADIUS_ADD_3 = 3.0 G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_0 = 0.0 G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_1 = 100.0 G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_2 = 50.0 G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_3 = 150.0 G_SHADOW_SPLIT_ORTHO_NEAR_ADDED = -100.0 G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_0 = -0.013 G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_1 = -0.002 G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_2 = -0.002 G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_0 = -0.023 G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_1 = -0.002 G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_2 = -0.0 G_SHADOW_FOV_ADDED_RAD = 0.2 G_SHADOW_DISPLAY_SHADOW_MAP = false G_DRAW_SHIELDS = true //Shield Effect G_DRAW_WATER = true G_DRAW_BACKGROUND = true //Background Image G_WATER_USE_MIPMAPS = false E_NAVIGATION_FILTER = 613 G_DRAW_ENTITIES = true G_FRUSTUM_CULLING = true G_DRAW_EFFECTS = true G_SHADER_RELOAD = false G_FRAMERATE_FIXED = 60 //Limit Framerate (30, 60, 120, 240, or -1 for unlimited), G_SHADERS_ACTIVE = true G_DEBUG_DRAW_GRID = false G_DEBUG_DRAW_LINES = true 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_TEXTURE_COMPRESSION_BLOCKS = false G_TEXTURE_ARRAY_COMPRESSION = true G_TEXTURE_ARRAY_MIPMAP = true G_TEXTURE_MIPMAP = true G_SHADOWS_VSM = false S_PAUSED = false S_SETTINGS_SHOW = false MINIMAP_MODE = LARGE //Radar (minimap) size SECTOR_INDICATION_MODE = INDICATION_ONLY //Indicators for other sectors S_KEY_ALLOW_DUPLICATES = true //Allow key assign duplicates GIF_WIDTH = 640 GIF_HEIGHT = 640 GIF_FPS = 15 GIF_GUI = false G_DEBRIS_THRESHOLD_MS = 4 S_INITIAL_SETTING = Single 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_DEBUG_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 = true //Draw additional stars G_DRAW_PASTE_PREVIEW = true //Draw preview for paste G_USE_SPRITE_VBO = true TUTORIAL_NEW = false //Tutorial enabled G_AUTOSELECT_CONTROLLERS = true //AutoSelect Controllers S_INFO_DRAW = FPS_AND_PING //Tech Info G_VBO_FLAG = STATIC N_LAG_COMPENSATION = true N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true N_SERVERTIME_UPDATE_FREQUENCY = 10000 M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/ G_MIPMAP_LEVEL_MAX = 3 M_MOUSE_SENSITIVITY = 0.6 //MoUse Sensitivity G_HIT_INDICATION_SIZE = 1.0 //Size of hit indications F_BLOOM = false //Bloom Effect F_BLOOM_INTENSITY = 0.4 //Bloom Intensity S_MOUSE_LOCK = true G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true //flip through hotbars on mouse wheel without control S_ZOOM_MOUSEWHEEL = SLOTS //primary mouse wheel function S_MOUSE_SHIP_INVERT = false //Invert MoUse-Y (Ship) S_MOUSE_ALL_INVERT = false //Invert MoUse-Y (All) S_USE_REGION_SIGNATURE_TEST = false G_PREVIEW_TO_BUILD_BLOCK = false //Preview Block to build S_EXIT_ON_ESC = false G_USE_HIGH_QUALITY_BACKGROUND = false G_DRAW_POPUPS = true G_USE_VBO_MAP = true G_DRAW_JUMP_OVERLAY = true G_MAG_FILTER_LINEAR_BLOCKS = false //Use linear mag filter on Blocks (restart required) BLOCK_TEXTURE_ANISOTROPY = true //Anisotropic block textures (restart required) G_MAG_FILTER_LINEAR_GUI = false //Use linear mag filter on GUI (restart required) G_MAX_BEAMS = 1024 //MaxBeamsDrawn (restart required) SEGMENT_REQUEST_BATCH = 64 //Size of Chunk request-queue CLIENT_BUFFER_SIZE = 65536 ICON_BAKERY_SINGLE_RESOLUTION = 150 LIGHT_RAY_COUNT = 48 //Block light quality (impacts chunk refresh time, but not fps) ICON_BAKERY_SINGLE_ICONS = false G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 //Popup Detach Warning (% server speed, -1 off) G_USE_SHADER4 = true O_OCULUS_RENDERING = false G_USE_VERTEX_LIGHTING_ONLY = false //Simple Lighting Quality (faster) CLIENT_TRAFFIC_CLASS = true G_DRAW_SELECTED_BLOCK_WOBBLE = true G_USE_TWO_COMPONENT_SHADER = false A_FORCE_AUTHENTICATION_METHOD = -1 MIN_FFA = 2 B_UNDO_REDO_MAX = 30 G_DRAW_ANY_CONNECTIONS = true //Draw connections between logic blocks G_DRAW_ALL_CONNECTIONS = false //Draw all connections (not only logic) N_ARTIFICIAL_DELAY = 0 SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767 G_MAX_MISSILE_TRAILS = 128 //Max Missile Trails (restart required) G_USE_OCCLUSION_CULLING = false C_AUTOASSIGN_WEAPON_SLOTS = true //Autoassign weapons on fire if bar empty G_DRAW_NT_STATS_OVERLAY = false //Draw network statistics in hud CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures SECRET = none LIMIT_FPS_UNFOCUS = true GUI_USE_DISPLAY_LISTS = false USE_GL_MULTI_DRAWARRAYS = true //MultiDraw Optimization (turn off on chunk Draw problems) USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true CHAT_CLOSE_ON_ENTER = true //Close chat on enter A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false G_SHIP_INFO_ZOOM = 0 G_SINGLEPLAYER_CREATIVE_MODE = true //creative mode G_DRAW_LAG_OBJECTS_IN_HUD = true //Draw lag statistics in hud G_SHOW_SYMMETRY_PLANES = true //Show symmetry planes LANGUAGE_PACK = english LANGUAGE_PACK_ASSIGNED = true DELETE_SEVER_DATABASE_ON_STARTUP = false G_BASIC_SELECTION_BOX = false //Draw basic selection boxes OFFLINE_PLAYER_NAME = Kingofanime ONLINE_PLAYER_NAME = SERVERLIST_COMPATIBLE = true SERVERLIST_RESPONSIVE = true SERVERLIST_FAVORITES = false SERVERLIST_CUSTOMS = false CUBE_LIGHT_NORMALIZER_NEW_M = true SERVERLIST_LAST_SERVER_USED = LAST_GAME = SP;Test19;4242;Kingofanime PLAY_INTRO = true //Play Intro SUBTITLES = true //Subtitles TUTORIAL_BUTTON_BLINKING = true TUTORIAL_PLAY_INTRO = true TUTORIAL_WATCHED = SHOW_32BIT_WARNING = true USE_INTEGER_VERTICES = true LOD_DISTANCE_IN_THRESHOLD = 80.0 //Non Block Render Distance (LoD) AUTOSET_RESOLUTION = false FIRST_START = false USE_TGA_NORMAL_MAPS = true PLUME_BLOOM = true
Microsoft Windows [Version 6.3.9600]
(c) 2013 Microsoft Corporation. All rights reserved.
C:\Users\Clinton>java -d32 -version
Error: This Java instance does not support a 32-bit JVM.
Please install the desired version.
C:\Users\Clinton>java -d64 -version
java version "1.8.0_111"
Java(TM) SE Runtime Environment (build 1.8.0_111-b14)
Java HotSpot(TM) 64-Bit Server VM (build 25.111-b14, mixed mode)
Just to add.
This only effects ships in a fleet.
Set "move order" and fly the flagship to a waypoint and it will lose some turrets and also some of the other fleet ships will as well when hey arrive.
When all ships are at the waypoint, take flagship one jump away and the turrets return back on the flagship.
Did this fall off the radar? I thought the comment above said a fix had already been generated. Please forgive any impertinence as I know there are far bigger fish to fry and this is really my first time using this, but this really gets in the way of my plans for galactic domination. :)
Please any diety listening fix this issue. This game could be the perfect blend of minecraft and homeworld if only my drone fleets had turrets that actually stay on them when the fleets go out on maneuvers. I spend half my time improving turret design and the other half of my time building fleets. Fleets with ships that have turrets. Right now they can't leave my homeworld's local space unless they do so one ship at a time. Or if I go out with the fleet myself. And even then one unit got too far away and had a turret 'accident'.
tldr - Please fix. Please.
This has been happening to me also. It makes me want to quit playing the game. Go out with 5 ships on a mission 3 come back with no turrets, 64 turrets gone. Time and resources just disappear.
This just happened to me aswell, my fleets did a round then returned bare of any turrets - I have no idea where any them are. This really cripples the use of fleets - cannot wait for a fix!
I think an update to the title of this bug is required - it doesnt only affect NPC fleets, but player fleets aswell. Hopefully this will get some traction, as its currently crippling the use of combat fleets, and its even getting mentioned in YouTube videos (https://www.youtube.com/watch?v=UO74wAJxtPc at 2:40) as 'that fleet turret bug' #FleetTurretBug!
This should be finally resolved.
To test, use
/fleet_debug_move sectorX sectorY sectorZ (while having a fleet ship selected)
and /fleet_speed 10 (for 10 ms sector changes)
the fleet will then start to move back and forth between this position and the target. There will also be automatic debug checking if the docks are ok when it comes back. The game willa auto shutdown also to preserve the logs.
(keep in mind that the debug can also be triggered by manually removing a dock, so be careful not to cause it accidentially. /fleet_debug_stop on any ship of a fleet stops the debugging patrol)
Could schema please clarify which game build has corrected the problem?
I installed the latest pre-release availabe today and performed the fleet debug mve test described above. At first I thought that the issue was well and truely gone as I watched a fleet of four ships with ten turrets each do a debug mission and keep all their turrets. That worked, so I disabled fleet debug and sent the fleet from one of my bases to another one. When I caught up to them they still had all their turrets. I ordered them home and jumped ahead of them to watch their arrival.
This time they lost all their turrets. Just like before. I turned them back around and followed their flight path until they magically regained their turrets about half-way through the journey.
Was the latest pre-release build the wrong build? Should I install the dev build instead?
Could you provide logs of that session where they disappeared? Zip those up so you don't have to upload them individually. (Drag and drop the file into the comment section to upload to phabricator)
I saw a false positive in there (debug triggered shutdown because it thought there was a difference but the docking process just didn't finish)
I can't really identify the ship the issue happened on.
There is a "Minion Seven" which seems to have some undocking going on. However, the logs says that there are some parts of that missing in the database. This suggests they have ben removed otherwise. I also cannot find any mention of that ship in the prior logs that had the usage of the debug patrol. And it would also not fit in your description of those turrets reappearing.
Which ship did exactly lose their turrets?
Also, did you jump into their path? I mean, did you trigger the loading by jumping in a sector next to them directly, or did you jump into a sector that wasn't close enough for them to load so they went into loading range and loaded?
Minion Seven was decomissioned due to losing turrets before these logs. The turrets themselves may have been floating around in the background. The fleet in question had: Minion 01, Minion 02, Underling 01, and Underling 02. (Names partially abbreviated due to my mark/version system).
I watched from another ship as they followed a fleet move command until i lost sight of them. I believe they fell off radar as well. I then jumped past the fleet to their destination. They were not close enough to show on radar yet. When they appeared, they were all turret free.
I then turned the fleet around and sent them back to the very sector they started at. This time I followed the fleet closely. When the fleet reached a certain sector, the turrets re appeared where they belonged. I can't be sure, but I think the sector may have been the same one I lost sight of them
In before jumping past them.
As far as fleet-turret relations, all four ships were built in a shipyard with turrets pre-attached as part of the design. The trurrets do not have their own faction modules.
What percentage of the player base has this problem? Could it be due to the age of my savegame or file corruption of some sort? Would taking my blueprints into a newly generated single player server have any chance of solving the issue?
I have a possible fix (0.199.524 or later).
This fix will manually check if a ship is missing docks after it loaded. If so, docks will be moved to the sector. This will create a log entry and broadcast a message to admins on that server, since it is more a fallback than it is a real fix. However, this trigger might help us find the actual cause of the remaining problem.
Please report if you encounter the admin message:
[ADMIN] (NON FATAL) WARNING: Dock for <ShipName> was not in
the right sector.
It has been moved to its mothership.
Please send in logs since this fallback shouldn't happen."
The attached file is a zip of the logs from trying the new pre-build.
The first time entering the world I didn't even make it in before error occured.
I tried again. Upon doing so i got many many errors flashing across the screen and red text to small to see all across the screen. So i did some looking to see what I could find before the server shut down.
i took a screen shot of what I seen. I enclosed it in the file as well.
It probably would have been better if I recorded it.
From appearances the errors happened as the ships loaded in. It appears you created a function to test if a child entity is missing from the parent from looking at the error log.
I would bet this is a database race condition as I posted in the thread.
I replicated the bug again, this time in 199.527. did not get the admin error messages this time. Jumping around on their patrol path when they're about to offload does seem to be fairly reliable.
However, when I went over all the bombers, all their turrets and canopies are still docked. Last time I ran the debug and came back, the docked components were actually missing.
ok thank you. This is likely a false positive. I uploaded another build that will fix that. It will also notify admins, if a ship is waiting for its docks for a bigger amount of time.
Please try and cause the error again on that build (0.199.528 or later)
Sorry, i mean the server debug script detected something changed and shut itself down. When i went to view the bombers after reloading it all their docked entities are still attached. So i guess the bug didnt happen but the server thought it did?
Yes, had it too. It was a false positive meaning that the script thought the docks were gone but everything was still fine (as you saw yourself).
This false positive should not happen anymore in version 0.199.528 or later.
Just ran .199.531 on a game where I reinstalled starmade from scratch and then added my blueprints and server-database.
The turret issue seems to have been cured. I ran the same four ship fleet that bugged out the other day back and forth between to points 18km apart and jumped around them to set up different encounters. The four ships retained their turrets every time. Four fleet move commands may not sound like heavy stress testing, but that was three movement commands longer than I had ever kept my turrets before.
FYI, when running .529 earlier it kept crashing when I attempted to undock a ship from my home base. This bug seems fixed in .531.
I ran .529 for about an hour and a half and couldnt trigger the debug script or lose any docked entities. Updating to .531 now
Again in .531 cannot seem to trigger the bug. I got loads of messages about docked entities from traders guild faction fleets losing their docks and having them moved, but none of them triggered the debug script and my fleet had no such problems