*Been around since BEFORE those patches.
I lack the resources to confirm when this issue has been happening
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Sep 3 2016
I've added 2 client logfiles in "steps to reproduce" or do you need the one from the server?
Can you upload a log file of when that happened?
They're located in the starmade/logs folder, upload logstarmade.0.log after you've crashed/timed out.
Make sure the blueprints you did save arnt set to enemy usable under the permissions tab in the catalog.
Sep 2 2016
Sep 1 2016
Not a bug, just not implemented.
Although it should be faster to implement it now when that part got reworked. Was done for wedges but not for the rest.
work in progress on development build
Aug 31 2016
If I remember right this has everything to do with the config setting that causes inventory holding blocks to bleed cargo if over capacity. Since the old Trade Station shops for the Trading Guild don't have cargo space they'll bleed their items. This is more of an issue of those old things needing to be replaced or updated than it is a bug.
A copy of the sector.
Aug 30 2016
No, I'm not talking about alt+shift. I'm specifically talking about ctrl+shift.
Are you talking about alt + shift? I can't remember that ctrl + shift changed anything.
It does change depending on what windows you have though, and probably also if it's a laptop.
Also worth adding that mirroring materials from personal cargo on one sector side or another may be crucial to reproducing the bug.
Another issue I have also noticed that it takes quite some time after exiting to main menu before memory is de-allocated from the StarMade process (if at all). Entering back into a world (the same MP server as I was just on in this case) has the previously "used" memory counted as "used" still and now new memory is being taken up reloading chunks in the world. As a consequence of this I usually have to restart the entire game to free up the memory or risk poor performance (in the form of repeated game freezes) when the StarMade process dumps the older memory when I near my max memory allocation amount.
Hopefully you can get something useful from my description.
Aug 29 2016
I haven't seen this issue since the launcher update, and it seems like no one else has this issue, so this ticket can be closed.
Aug 28 2016
Nothing should have blocked the update, but well, I guess these things happen sometimes. There might also be a bug/incompatibility which causes corrupt installations of course (and caused that), but if that is the case I don't know about it.
Merging with other task.
The whole fleet mining mechanic seems to suffer from a major issue. Most likely this will end being merged with T1564.
The files in the data/config one should always be there after an update. It's what the game copies to the root folder, then it uses that file. It's so you can use the custom config files and still have a backup.
We already have this reported, unfortunately we can still not reproduce it.
-validated-
Aug 27 2016
That's something we tested multiple times. It had issues for several builds but it was fixed (or so it seemed).
I'll check some more things out but this might end up in the feedback column.
That invalid location is just the result of what you managed to get in the first place.
Wasn't able to reproduce with any of my blueprints that had logic links so might be depend on something specific.
Last time I checked, this option broke and bleeding over capacity never dropped something. Still the case for my SP one.
Back when it was still working, dropping used to duplicate stuff but that got fixed.
Re-opened older task. Merging this one into it.
Don't know anything about this, I'll forward it and see what info is needed to fix it, if that is even possible.
Might just be a faulty setting somewhere, like using a too big VBO size.
You're not meant to have actual slab blocks in your inventory. They don't work like that.
Get the full hull block and use the slab slider in advanced build mode to place it.
Aug 26 2016
Aug 25 2016
Aug 24 2016
Fired again on single player, this time with a cannon-cannon-Punch found on the fleet Corvette at a shielded target. This target has had numerous /shield_regen false and true statements applied to test if there were damage bugs with some weapon combinations (To which there wasnt any found with my small test)
Aug 23 2016
please try proper powers of 2 for the values.
Aug 22 2016
java -Xms4608M -Xmx8704M -jar StarMade.jar -server
Okay, there is some overhead in the JVM, but several GB over the set limit is unusual, and may be not physical memory being used, but rather swap memory that for some reason exceeds the size of our testserver by several times.
Can't reproduce, my gate still worked fine at 337.5m/s even for a tiny ship (3 blocks long).
Forgot to comment but can't reproduce this, the blueprint appears fine to me. Launches without a problem and looking at the rails themselves, I have no idea how that would cause this.
You can spawn an NPC and give him the shop keeper script to follow.
Duplicate, merging tasks.