Could you please explain further what did happen with Metall Grill Slabs and Stabilization ?
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Apr 5 2018
Apr 3 2018
Apr 1 2018
Mar 29 2018
Mar 28 2018
It fixed it for me, I am using the shipped Java 7 again after the Admin updated to 335. ^^
different version numbers do not work with each other
Mar 27 2018
Will that work properly when joining a .334 Server, or do I have to Bug the admin to update ASAP?
try .335 please
Try .335 please
Mar 20 2018
Some other admin commands do not work with the new power system too, changing task a bit to include the ones I know.
Does not exist | |
---|---|
/entity_set_reactor_hp_percent | float |
Does not work with new power system | |
/entity_reboot | ~~~~~ |
/shield_damage | float |
/shield_regen | boolean |
/shield_outage | boolean |
An improvement would be to only have the tooltip display if you're hovering over the square with the block preview in it, excluding the arrows.
If you do this, then also reduce the tooltip delay for it so it shows faster.
One of the older issues, cargo doesn't always update visually. Duplicate, merging tasks together.
Merging tasks together.
This issue is a follow up on T2694 as putting any other block in a 'ghost link' position results in this.
Duplicate, merging tasks.
The EULA has broken characters, and some parts were copy/pasted that should probably not be there like
A "png_get_copyright" function is available, for convenient use in "about" boxes and the like:
Seems wormholes are seen as stars still. If you get very close to the center, you'll even get the graphical effect of being within a star.
There's seems to be some heat damage, but hard to notice as usually you get TP'd before it is triggered.
I did die as an astronaut when being near the center so there's definitely a star there but with most likely low damage/heat strength.
Mar 18 2018
Transporters save their target UID in the blueprint, so spawning in a new one will make all of their links point towards the original entity of where the blueprint was taken from.
Most likely the original entity doesn't exist anymore, so you'll end up with invalid links unless the newly spawned entity has the exact same name.
Not a bug, but could be done better. Currently there's not enough information saved for the fleets to use the coordinate of a pickup area relative to the ship the drone is directly docked to. It still uses that coordinate though, but then relative to the mothership.
Instead it might be better to just use the coordinate relative to the main ship, which I think is also the suggestion of the OP. This has as downside that it would not work for pickup blocks on moving rails.
Mar 17 2018
The "blocking" part appears for me too for loading big ships from a .sment. Ship seems like to be loaded, but there are no blocks and all shipyard menu items are disabled.
Mar 13 2018
Old bug, and its task is a bit outdated. Merging and updating tasks.
Mar 12 2018
Mar 11 2018
PowerPerHit is set to nerf for the Beam - Beam combination. It should be an inversed nerf, or a normal buff.
Other beams are fine.
Duplicate, merging tasks.
Mar 6 2018
Open for Testing
Open for Testing
Open for Testing
Mar 3 2018
This one is a bit tricky. Having noticed similar, though not identical, instances of this issue (ship taking damage while shield is up) I have been unable to tie this to any specific reproducible scenario (and why I have been avoiding putting in a report for this until I at least found something I could point at, so far I have nothing except for one thing.... I have ONLY seen this on multiplayer).
At first I thought the issue was piercing effect as a weapon support but that didnt happen. Then I even tried pushing a reactor to well over 100% power usage and shooting that target and couldnt get it to happen. I even put over 100% stabilization on a ship (previously had found it on ships with less than 100%) and found that it did happen but couldnt identify the cause.
Mar 1 2018
Its not happening as you do discribe it.
please take a few screen shots from what to shot at and please do add the blueprints of the shooting ship and the target
(maybe its weapon specific)
Feb 26 2018
Feb 24 2018
I tried the method you said above but the bug still occurs, maybe it’s something to do with my computer
Ok So I tried to upload the Blueprint giving me issues and I think it may have been the cause of my crashes although I can't say for sure. The reason I think it was the cause is because I can't upload it here it won't allow me and when I tried to download a new copy of the blueprint and re upload it to here I got a PDF that wouldn't open instead of an .sment file and Adobe told me that it may be damaged or not coded correctly. I'm going to try a different method and try again just to be sure that its not the fact that I already have the blue print in my game. So, I'll comment again once I know.
I think this is the file in its entirety. It was the only one I could find with the name logstarmade.0 as the file name.
Feb 23 2018
Tried to go back in and try again with an export, but it seems the universe has now become corrupted and is unable to load. That could be why it wasn't working. Started a new universe and built the same thing again, this time it does export and admin loads fully complete. Sorry for the false bug report. I've never had a universe fail before.
Feb 21 2018
I believe it's the same issue Crusade is having here
https://i.imgur.com/KrUMmNh.jpg
https://i.imgur.com/37YRRyX.png
I am not sure what means about shipyard broken. My ship is in 100% loaded situation, but I just can't build it or unload it then start a new one.
Feb 20 2018
is there a storage attached to the salvager ?
and you wouldnt be able to transfer the salvaged blocks through the turret docks anyways
(or has that being changed ?)
Ship yards are broken
Ok just give me a bit more time to add the things that need. Also the specific blueprint is a Venator Class star destroyer blueprint that uses old power. I just need a bit more time and I will add that to the report.