We've been having problems with fleets refusing to mine on LvD as well. I tested with some 3k miners. The salvage computers had salvage beams and a storage attached. Plenty of power and thrust. When issuing the command, nothing happens.
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Jun 2 2017
May 24 2017
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May 10 2017
The error as extracted from raw log file above:
[2017-05-10 17:28:21] GLFRAME processErrorDialogException()
[2017-05-10 17:28:21] java.lang.NullPointerException
[2017-05-10 17:28:21] at obfuscated.aIy.e_(SourceFile:180)
[2017-05-10 17:28:21] at obfuscated.Vz.a(SourceFile:304)
[2017-05-10 17:28:21] at obfuscated.hA.e(SourceFile:1738)
[2017-05-10 17:28:21] at obfuscated.hU.e_(SourceFile:402)
[2017-05-10 17:28:21] at obfuscated.hv.e(SourceFile:566)
[2017-05-10 17:28:21] at obfuscated.hv.b(SourceFile:742)
[2017-05-10 17:28:21] at obfuscated.hv.e_(SourceFile:439)
[2017-05-10 17:28:21] at obfuscated.aFN.g(SourceFile:546)
[2017-05-10 17:28:21] at obfuscated.aFN.a(SourceFile:687)
[2017-05-10 17:28:21] at obfuscated.aFT.b(SourceFile:703)
[2017-05-10 17:28:21] at obfuscated.V.e(SourceFile:1110)
[2017-05-10 17:28:21] at org.schema.game.common.Starter.startMainMenu(SourceFile:1489)
[2017-05-10 17:28:21] at org.schema.game.common.Starter.main(SourceFile:1034)
May 7 2017
Any news ?
May 5 2017
May 1 2017
Fighting was about the issues long directory names can cause, if you go beyond sane limits.
Anyway, if the max chain docking setting does not work it would be a different report to look into.
Yes, they are in a single chain one on top of the other.
It appears the server is completely ignoring the setting. It should have stopped me several times from docking then. I say that because you are correct that is in the config file.
MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
Apr 30 2017
I assume those entities are in a single long chain, right?
It still exists just checked in latest versions.
http://i.imgur.com/vXu9N1d.png
The stack you see on the left is what i created in game 128 docked entities.
The right was what came of trying to admin spawn a copy of it. 108
Figured that was faster than building an entire station and entities over again.
The system still thinks there should be docked parts on it and tries to transfer you up to it if you use the arrow keys. This results in a Long pointer null exception error.
Apr 28 2017
We have created a blueprint to show you the bug, the bug still occurs when we fill arround 100 displays and each display have a different text. If all the displays have the exact same text there is no a massive fps drop.
Apr 27 2017
In T2140#99133, @John wrote:The bug is still here , we have arround 100 displays fill with text and when we add a new display with some text our fps drop to 8
The bug is still here , we have arround 100 displays fill with text and when we add a new display with some text our fps drop to 8
Apr 25 2017
Just thought I'd update this. Entities are now spawning in when the sector import is completed. I did not check if there are still errors in the logs though.
Apr 24 2017
Unable to replicate on v0.199.535
The original issue wasn't there anymore, although shop interaction (take and put in as owner) were not working properly. Buttons were greyed out when they should not have been, an ownership problem even though I was the owner.
That's fixed now.
Stay on resolved silly bug
Apr 23 2017
Was fixed between releases.
Apr 21 2017
0.199.535 or higher
In T2094#98608, @MoonDoggi wrote:Since all of the docking/station problems are fixed, all station have now 0 mass and dos not get damage by any weapon (the projectiles hit without dmg).
Since all of the docking/station problems are fixed, all station have now 0 mass and dos not get damage by any weapon (the projectiles hit without dmg).
I couldnt pinpoint the ships involved, no, there was a lot going on around me. I havent loaded that world since, so I can probably try to track them down
Apr 20 2017
(3.) is fixed
0.199.532 or higher
In T2094#98528, @EricBlank wrote: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
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
Just ran .199.531 on a game where I reinstalled starmade from scratch and then added my blueprints and server-database.
Apr 19 2017
misclicked on "closed" instead of "resolved"
In T2094#98467, @EricBlank wrote:In T2094#98459, @AndyP wrote:Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
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?
In T2094#98459, @AndyP wrote:Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
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.
Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
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.
Apr 18 2017
Optimized Data (disabled for now. need extra checking)
In T2094#98394, @schema wrote:in 0.199.526 or later
in 0.199.526 or later
Fixed a bug where the fallback would trigger in the wrong circumstances.
thank you. this might help a lot
In T2094#98359, @schema wrote: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."
Apr 15 2017
Andy you are welcome.
Now the stations are merged.
That's the error who crash's the universe.
The Log's for the merged stations (2 and 3) and the crash (0 and 1).
Thank you for the logs, we will look into them.
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 Know this is not my thread but i want to help.
I have version .524 and get the Admin message.
Here is the Log file.
Please report if you encounter the admin message:
I have a possible fix (0.199.524 or later).
Apr 14 2017
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).
Oh and another thing. I suppose the turrets aren't part of the fleet directly (as in: you added them to the fleet and then docked them)
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?
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)
Log zip dragged and dropped per lancake's request. The logs include a bit of unrelated building, the fleet launch, fleet debug maneuvers, a game crash, and fleet movements that include turret loss and turret return.
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)
In T2094#98298, @Cecil_Effwad wrote: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?
Definitely needs resolving. Fed up of finding missing turrets or NPC delivery fleets leaving doors or turrets behind!
Could schema please clarify which game build has corrected the problem?
Can go one over allowed dimension. Once that happens only remove will work on that structure.
on mac the caps lock key counts as if the caps lock key was pressed continuously for some reason
This should be finally resolved.
Apr 12 2017
That's great news! I'll leave it on resolved for a while in case some special case pops up.