Duplicate, merging tasks.
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Jun 7 2017
Duplicate, merging tasks.
Can't reproduce although I managed to get an exception that broke any weapon.
I tried out with a modified config, 500 pulses per second but even firing that for 30 seconds didn't break anything, doing an auto-save while doing that didn't do anything either.
What you describe, is what handles the explosions dies, and only a server restart would resolve that (till it breaks again).
In T2328#101765, @lancake wrote:-feedback-
Unfortunately I can't reproduce. I have tried it out with a quite large sector (10 mil blocks total), even making sure the spawn location would be occupied by chunks, loads in just fine and time to load/spawn is pretty much the same as usual.
Do you manage to get past the loading screen and you just end up unable to spawn after clicking the spawn button, or do you timeout during the loading screen? Could you upload your log file too for the client that is timing out? Logs are located in the Starmade/logs folder, logstarmade.0.log is the most recent one. Upload that file here by drag and dropping it in phabricator's message box.
Any rail that was docked to, cannot be used again with create docking if that entity has moved to another rail already. Only undocking that entity will "unoccupy" it.
Error message: "Cannot create dock!\nDock is already in use!"
Same issue as in T2215. This is an invalid rail link, a relatively recent check was added to prevent rails from working in case an invalid connection is found. That's probably why previous blueprints still worked because the check wasn't there yet to prevent rails from working.
Rejecting, not a bug, just the result of a mechanic that prevents your own weapons from hitting the ship it's on. Needs to be changed at some point perhaps, or become a config option.
Without this mechanic, you would always need to make sure there's empty space in front of any weapon which is quite a big design change.
Duplicate, merging tasks.
One of the older tasks, merging them together.
This issue will automatically be resolved with the upcoming power priority queue, as your priority queue will make sure power will go where most needed which is something you determine.
Is this only happening for displays you copy/pasted around? In the description you mention that just writing and exiting out of a display is enough to make it show [no data] again but any further details implies that it only resulted after pasting them.
If this only happens with pasting, it's a duplicate task of T118.
Oh my, we didn't notice :(
Sorry about that!
If this still happens and you can get a blueprint to reproduce it consistently (assuming it's a regex issue), please upload the blueprint here: T2388
Will merge this one another task though since the original nullpointer was fixed (or it changed into T2388), which was at the time the same issue you were talking about.
More of a future feature than a bug, we need UI scaling to really support 4K resolutions. In this case, also caring about DPI.
Sensor is reading it fine, it's just that you can't fill up a storage chest completely if that one already contains a block already.
The reason why the storage says it's 100 volume out of 100 volume is because of rounding. 1999 blocks out of 2000 is 99.95% but it rounds to 1 decimal, so rounds up to 100.0
Yeah, was reported before, will merge tasks together.
Unfortunately I can't reproduce. I have tried it out with a quite large sector (10 mil blocks total), even making sure the spawn location would be occupied by chunks, loads in just fine and time to load/spawn is pretty much the same as usual.
Duplicate, merging tasks together.
Possibly the same, or similar issue as mentioned in T2230
If you only had 1 (player) faction in each world, they both would have had faction ID 10 000. I'm not sure why it would also display a different name for a station but perhaps that's also saved in the faction.fac file.
I assume both stations were homebases so that could be it.
We had an old task about this issue but it was closed as presumably fixed.
Scrollbar pops up, but does not seem to use the correct number of lines.
Couldn't find another task about it, putting in queue. Template preview doesn't perform well, not a bug but it's definitely something that will need to be addressed later on.
If you still have this problem, can you upload your recent log file? Go to starmade/logs and find logstarmade.0.log after reproducing the problem (in your case, just logging in, trying to load a few ships and then leaving again).
Drag and drop that file in phabricator's message box to upload it here.
Jun 6 2017
Related, if not the same issue of another task. Merging tasks and info together. The reason why you're not encountering the problem again during that session is because all the blueprint info has been cached and can be re-used, or related to blueprint migration (although not sure about the latter).
Forwarding to developers.
This only happens for docking actions. It's fine if it just moves from one rail to another.
C - V rail detection doesn't work if you dock something to that rail, touching logic however will trigger just fine.
If this still happens for you, can you upload your logstarmade.0.log located in Starmade/logs right after you crash? Drag and drop the file into the phabricator's message box to upload it here.
For me it's set to the + numpad key, it's also like that in the code but perhaps your enter is recognized as that too.
Currently, there's a debug setting set to the + numpad key to open your settings menu. You get this result because this method isn't meant to be used at all outside of testing.
It has lost its purpose now so we can safely remove it (which will also fix this issue).
When trying to salvage those ships. Were you unable to harvest the blocks (the ones that got hit, did not disappear) or did you harvest the blocks but just not see them appear in your inventory or the chest that was linked to your salvager?
In case it's the first one, it would be a duplicate of T1143 (npc ships are AI/fleets).
Do you still get this in version 0.199.535? If so, are these logic blocks you can't see still there? As in, can you look at the empty spot and press R to activate them, or C to select them?
Really thought we had that reported somewhere but can't find it, nothing to add.
Will contact the server owner to see if this issue is still there and if so, to get some log files to help us out. Sounds like a corrupt faction.fac file although I don't think that should affect NPC factions, not sure.
A gl exception may make you crash, but it doesn't make sense that it would also delete your playerfile on the server (it's why your faction is gone, and why you spawn at 2 2 2).
If this happens again, can you upload your log files? They're located in Starmade/logs
We need all the logstarmade.x.log files you have, they should range from 0 to 20. Zip them up and drag + drop the file into the comment section of phabricator to upload it here.
StarNet doesn't support sql queries. If it does, it would also need to send the reply back to StarNet instead of showing the default "Admin command execution ended" one.
Factions.fac.corrupt is attached.
Jun 5 2017
In case this is still happening, please provided logs located in your starmade/logs folder. Drag and drop logstarmade.0.log in the comment box of this task to upload it to phabricator.
It leads to situations where the GUI doesn't always update properly, your missile computer may be recharging according to the menu. But if you truly didn't fire the missile, you can just fire again and it will work even if it's supposedly reloading.
Goes for anything you can use on the hotbar.
Merging with another related task, warp gates have the same issue.
Duplicate, merging tasks together.
Only happens for Cannon projectiles.
Also to add to this, when I used the "/save BuggedBlackRose" command to create a blueprint, it creates a blueprint that has 0 points in everything, but then has 60,496 points in defense. When clicking the "blocks" button to see what blocks are in the blueprint, it is blank.
Jun 4 2017
Duplicate, merging with older one.
Weird issue, trading is a movement order combined with a trading action but since the trading action can not be set with the fleet menu yet, nothing happens when it reaches the destination.
Just an annoying GUI issue, although it may result in some fleet commands breaking if they're not properly switched between states.
Just like T1729, this is a missing feature and will have to be added later just like fleet orders staying persistent was added a while ago.
Pretty sure we used to have this reported but can't find it. The ellipsoid generation has a different result for 1/2 of an octant, most likely because no mirroring is used and rounding could give you odd results otherwise.
Jun 3 2017
Jun 2 2017
Jun 1 2017
happens almost every time i use missiles on multiplayer servers