This should have been fixed in 0.19518 but requires some long term testing.
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Dec 5 2015
Dec 4 2015
Appears to be fixed but may need to stay open for a while just to be sure. Lowering priority
Not fixed in 0.19517, was switched around (you could do things that went over capacity but not the normal actions). Should be fixed in the next one
Not fixed, still had it a while ago, could be related to multiple multi slots of the same block but having a hard time to reproduce. It happens very rarely...
-QA Testing-
from version 0.19513+
Dec 3 2015
first one is fixed, the factory issue seems to be fixed too but it's possible i couldn't reproduce this consistently and I got lucky back then.
Doesn't look like that is fixed but not sure if that is in the latest dev build.
from 0.19511+
from dev version 0.19511+
-QA Testing-
Nov 30 2015
Doesn't look like it is fixed.
Nov 28 2015
Nov 21 2015
Appears to be fixed completely now.
Appears to be fixed, might be because of T875.
Wasn't fixed, using the "Add" button added the slab blocks but it didn't deduct from your block count. It did check if you could add the entered number though but just didn't do anything with it.
Nov 20 2015
Wasn't in the latest dev build.
This appeared to be fine in some cases, but sometimes it randomly switches rotations while switching between slab types. It doesn't always change to the default FRONT rotation either.
Nov 8 2015
v0.19485 -- i'm finding all storage modules in the current release, be they loaded in from blueprints created in older patches, or indeed saved after being rewired in the current release need to have their storage module's wiring connections undone and subsequently rewired in order for their storage filters to begin actually pulling items from their slave modules (storage and factories both). players on our server are reporting needing to rewire their entire factory systems.
all storage wiring in a given sector also breaks again upon sector unload / reload, meaning players have to rewire your factory system each time you return home or do everything manually.
can test using the following blueprint:
http://starmadedock.net/content/ninewerks-products-token-vending-machine.3629/
load it in and place grey hull in the rear, watch as the neighboring storage module is active, set to pull grey hull, but will not until un-wired and re-wired to the rear chest.
v0.19488 - seems okay on loaded blueprints now. will continue to test and let you know anything i find after i upgrade our server to v0.19488,
v0.19485 -- i'm finding all storage modules in the current release, be they loaded in from blueprints created in older patches, or indeed saved after being rewired in the current release need to have their storage module's wiring connections undone and subsequently rewired in order for their storage filters to begin actually pulling items from their slave modules (storage and factories both). players on our server are reporting needing to rewire their entire factory systems.
Nov 7 2015
-QA Testing-
-QA Testing-
Nov 6 2015
Same here, checked 2 ships, 1 of them has a 5 long "turret" chain.
-QA Testing-
Looked good to me . the station with stuff attached that i did save to local had still all its parts after respawning it localy
helps if u have a computer or build block next to the core to enter after getting out of the core
Nov 5 2015
Since the other ticket got merged with this one since the last update the power supply beams are now passing through a lot of entities.
Before 0.19476 the power supply beams were mostly hitting the first block in its way. Sometimes I would see what I assumed was a graphical glitch of the beam passing through the ship but it was very rare even with 96 x 2 alternating power supply beams.
After update 0.19476 I'm getting power supply beams on docked power modules passing through up to 2 sections of main ship (1 section is 40+ layers of jump modules), 2 sections of a docked shield module attached to the main ship only to hit a 3rd section of the shield module. Also sometimes pass through all of that to hit the forward docked weapon modules. Approximately over half of them are passing through at least two sections of main hull.
The beams in my testing, will hit the first entity of a type in its path.