Yes, with double quote (" ") only for the "command" param, and the escape sequence :)
Thanks and Sorry for forgetting to report it.
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May 5 2017
Checked the behaviour and could not see a problem, possibly a slight oversight?
Looks like a broken blockconfig.
May 4 2017
Location to remove rail to fix movement:
May 3 2017
May 2 2017
Seems to be fixed in 0.199.535a
May 1 2017
We have some additional information for you.
Apr 30 2017
This is no longer an issue. (v0.199.535a)
Apr 29 2017
Bug occurred again during a server autosave while attempting to use the pulse/cannon system. Pulse systems on that ship no longer have any effect other than purely visual (no block damage applied). Removing the damage pulse computer and re-slaving it to the modules has no effect, either.
Please see attached.
I have just tested it, and it teleports to the correct position promptly. When I reported this I believe the rail entity was stuck and teleported to the original position, but it seems to be okay now.
Apr 28 2017
Yeah for AI it's quite a concern. Easiest solution to this would be to always have power auxiliary on as default when placed down.
I don't immediately see an issue with doing this. If there is one, please leave a comment here explaining why.
Apr 27 2017
Could you upload those serverlogs you have? Drag and drop them in the comment section to upload to phabricator
Tonight, Apr 26, checked some new displays I copy/pasted last night. They were displaying properly when I left, they now show (no data). This seems to be related to the 118 bug somehow as only copy/pasted displays are affected.
Apr 26 2017
We released a few improvements on them again,
may you examine the behaviour again?
Open for testing.
^ ship I used in testing
Did this happen again afterwards?
It could be some server-side rollback, and not really shipyard related.
Open for testing
Open for testing.
This is a visual artefact only, to allow the client to get back in sync with the server, without having to speedup the rail movement.
As in general a slight speed variance would be easier to notice, we allow the rail to move directly toward the server position.
The server remains in charge of keeping the path checked, so they cannot travel otherwise impossible paths if they would have followed the rails properly, but it gets a few milliseconds back to be back in sync in a short time.
Yeah, that was a mass-comment to usually poke those people again that did not reply on our feedback request, looks like your reply slipped through. (And this was the exact reason we switched toward auto-tagging, so replies do not rely on reading notification mails or looking for them by hand.)
Apr 25 2017
Apr 24 2017
Waiting on Author?
Duplicate, merging tasks.
Good find.
With cannons only the 1st block damage number applies. a 1 million damage cannon has 61 penetration blocks, dealing 40 000 damage on the 1st block and in this case also the planet core.
It's fine for beams
It doesn't work at all for missiles and pulse but that's reported here T461
Update: beams apply damage correctly. this damage reduction effect of the bug only affects cannons.
Apr 23 2017
Apparently there is no existing task of this issue. It's one of the older shipyard issues most likely going back to its dev builds.
There's some issue with loading/unloading designs where the game still thinks an older design is loaded, thus "overlaps with structure" as it is part of the shipyard.
Apr 21 2017
Merging with duplicate task, alt gr doesn't work properly.
Apr 20 2017
ClassCastException and missing planet cores?
Not entirely sure, logs: