please do add a blueprint of a broken sample
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Apr 6 2018
Graphics Card name: Mobile Intel(R) 4 Series Express Chipset Family ....FAIL
Apr 5 2018
back in old power the generation was added to planets later on.
i do not think asteroids should provide power at all
There is no bug description here.
Integrity of systems is probably getting another look at in balancing changes of some sorts.
Apr 3 2018
Could you please explain further what did happen with Metall Grill Slabs and Stabilization ?
Apr 1 2018
This is an issue related to have docks on your design. Ship size does not matter as this even occurs on the smallest of examples.
In T2925#121879, @gregoriustechneticies wrote:Does this Bugtracker not have a "Fixed" State? "Rejected" sounds like "This has never been a Bug, now go fuck yourself" to say it as rudely as possible, lol.
Lets hope this reply doesnt auto-re-open the issue XD
Mar 29 2018
Does this Bugtracker not have a "Fixed" State? "Rejected" sounds like "This has never been a Bug, now go fuck yourself" to say it as rudely as possible, lol.
i assume this is the SSL problem fixed with .335
rejecting therefore
i thought so ;)
rejecting this then
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
An older issue that is more pronounced now. Could be related to T1539 but can always merge later if it's the same issue.
With the lighting source right above it, so behind the camera in the following pictures, you can clearly see that any surface not perpendicular to the lighting source is dimmed.
This is I believe how it should be, but some blocks are much darker than others.
Not enough info and too old of a task to still have that somewhere.
If you have this again, upload your logstarmade.0.log file in your /Starmade/logs folder
One of the older issues, cargo doesn't always update visually. Duplicate, merging tasks together.
Merging tasks together.
T1602 might still cause issues though.
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 19 2018
Actually the problem extends much further than OP realises. If you dock the mothership to a station using a pickup point the drones will attempt to dock in the vicinity of the pickup point on the station instead of the drone bay of the mothership even when the mothership is undocked and in an adjacent sector.
Mar 18 2018
This Problem is back again in v0.200.334
as soon as a player came close enough to more than one sector with these Duplicate Asteroids in the same place our server crashed and had to be restarted manually.
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.
I dont know if that is a separate Issue or belonging to this Issue, but if a Gravity Unit is toggled by a Trigger Area Controller, it will toggle Gravity for EVERYONE on the Ship/Station and not just the Person who went through the Area Controller (ofcourse Multiplayer). I will make a separate Bug Report for it just in case.
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 15 2018
The actual issue is that only activation modules trigger gravity modules.
If you set up a trigger area controller the activation module that you send its output to can trigger a gravity module with no issue.