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Starmade | Logic triggered weapons often refuse to reload using new power
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Description

Logic triggered weapons only activate once, and can't activate again. Confirmed with beam, cannon, salvage, salvage+beam for sure.

Assigning the weapon to a logic block (eg, a button) also removes the computer from the ship's weapons menu. That may be intentional. But removing the logic block doesn't bring the weapon back into the menu until the player restarts the world, which certainly isn't intentional.

Screenshots: https://imgur.com/a/A9C2b

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Singleplayer
Reproducible
Yes
Last tested (version)
0.200.164
Category
Logic Gates
First occurrence (version)
0.200.144
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
Quadro 600
User/Reporter/Contact
Username on Registry
brucethemoose
Username/Profile on Steam
brucethem00se
Steps to reproduce
  1. Build a few simple weapons on a ship, with new power on it
  2. link a button to each of them and notice your power consumption dropping. You are also only able to fire any of these weapons once
  3. link your ship core back to all of your weapon computers
  4. make one of these a support of another computer
  5. link a button to that support computer, notice how power consumption stays the same (as it should), you can also fire it multiple times with logic as it reloads properly.
Tester information (Internal use only)

If you link a logic block to a weapon computer, the weapon computer loses its link with the ship core.
Yet now, if you look at your power consumption, you'll see that as soon as you link a logic block to a weapon computer, power consumption on the ship drops. The "at rest" charge is completely gone, which makes me conclude that it simply not part anymore of the new power system.

There seems to be 2 cases:

  1. Linking a logic block to a computer that's already a support of something else, links it properly to the logic block and it gets linked to the ship core too. Power consumption is fine and logic firing works 24/7
  2. Linking a logic block to a standalone computer, the computer loses its ship core link and power consumption of that weapon is gone. You can only fire the weapon once, assuming it was already fully reloaded.
Detected video (Graphicsinfo.txt)

Running on thread: main
Adapter: nvd3dumx,nvwgf2umx,nvwgf2umx
Driver Version: 21.21.13.7295
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 372.95
Renderer: Quadro 600/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA
GL30: true
Shader4Ext Capability: true
MacOGL4: false
ForceOpenGl30: true
EXT_GPU_SHADER4: true

Serverconfig (server.cfg)

default

Clientconfig (settings.cfg)

default

Java Version (64bit)

1.8.0_144

Event Timeline

brucethemoose updated the task description. (Show Details)Nov 4 2017, 5:13 AM
brucethemoose renamed this task from Logic triggered weapons only activate once, then are rendered unusable. to Logic triggered weapons fire once, then are rendered unusable..
brucethemoose updated the task description. (Show Details)Nov 4 2017, 5:16 AM

Still happens in 200.154

lancake moved this task from New / Unconfirmed to Confirmed on the Issue Navigation board.EditedNov 6 2017, 1:12 PM
lancake added a subscriber: lancake.
lancake claimed this task.

-validated- & -confirmed-

If you link a logic block to a weapon computer, the weapon computer loses its link with the ship core.
Yet now, if you look at your power consumption, you'll see that as soon as you link a logic block to a weapon computer, power consumption on the ship drops. The "at rest" charge is completely gone, which makes me conclude that it simply not part anymore of the new power system.

There seems to be 2 cases:

  1. Linking a logic block to a computer that's already a support of something else, links it properly to the logic block and it gets linked to the ship core too. Power consumption is fine and logic firing works 24/7
  2. Linking a logic block to a standalone computer, the computer loses its ship core link and power consumption of that weapon is gone. You can only fire the weapon once, assuming it was already fully reloaded.
lancake shifted this object from the S1 Public space to the S3 Starmade space.Nov 6 2017, 1:15 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 edited Steps to reproduce. (Show Details)
lancake edited Tester information (Internal use only). (Show Details)
lancake changed Last tested (version) from 200.153 to 0.200.154.
lancake set First occurrence (version) to 0.200.144.
lancake renamed this task from Logic triggered weapons fire once, then are rendered unusable. to Logic triggered weapons often refuse to reload using new power.
lancake raised the priority of this task from Normal to Pre-Release Quality Assurance.
Restricted Application added a subscriber: AndyP. · View Herald TranscriptNov 6 2017, 1:15 PM
lancake changed the task status from Open to In Queue.Nov 6 2017, 1:16 PM
Restricted Application edited projects, added Game Development, Logic; removed Issue Navigation. · View Herald TranscriptNov 6 2017, 1:16 PM
schema added a subscriber: schema.Nov 6 2017, 11:50 PM

issue due to slaved weapon systems being excluded from power consumption

schema changed the task status from In Queue to Resolved.Nov 6 2017, 11:55 PM
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptNov 6 2017, 11:55 PM
lancake closed this task as Closed.

-QA Testing-

Fix confirmed.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptNov 13 2017, 3:50 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
lancake changed Last tested (version) from 0.200.154 to 0.200.164.Nov 13 2017, 3:50 PM