Ah, I just changed the category and lowered the priority, you did fine. UI Bugs belong here as well, this one should be fixed in the latest dev build, 0.201.105 or above.
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Jul 7 2018
Scratch that, I can reproduce now ^^
I should have tried your settings.cfg sooner, but using yours seems to cause it indeed.
Yes - it was just an UI error, sorry. Is this where UI bugs are reported or should they go elsewhere?
Thanks for sharing that world but it seems the files are incomplete. It only contains the npcFactions, where as your world should also contain a DATA and index folder.
Jul 6 2018
Hi Schema!!!!
Could you upload the blueprint of the ship you used? I can't reproduce it with my own ships, visited a random pirate station and fought a few NPC ships as well.
Maybe I got lucky or it's something specific to the ship.
Jul 5 2018
Tested it agan on .104
Had the same issue. Cannons and/or beams just ignore the shields.
I jumped to a pirate station and just let it fire on me (42M shields at 100%).
The just damage the hull.
Maybe this is related to the fact, that pirates or other NPC ships are based on the old power system.
Those issues should be fixed, shield should report its percentage more accurate now and any shield bypass should also not happen anymore.
Could you give it another check? It seems to work fine for my setup where I could reproduce it before.
Alright, I'm assuming you accidentally rotated it with that debug command. That or the issue got fixed along the way, thanks for checking it again!
Unfortunately I'm unable to reproduce the issue following those steps to the letter.
Anything you did after the "Create a station" step that you forgot to mention? Even trivial stuff like connecting a factory to something could be a cause.
tried tons of things with the steps provided but could not reproduce unfortunately.
Rod lights use normal block lights as source block. Using the give command allows you to get those blocks straight up but they're not meant to be used like that anymore.
Jul 4 2018
I can no longer reproduce this in v0.201.100
Fixed by now, it's meant to do this but the power consumption was incorrect.
Should not happen anymore.
Fixed by now.
Fixed by now.
All of those issues were fixed now.
Fixed by now.
Fixed by now.
Fixed by now.
There was a fix for the previous logic loop detection not working properly. Not 100% sure if it is also meant to interfere with the logic, I believe it was simply just a notification message for you to act on and investigate. I'll leave this task on open till I know for sure. Perhaps others can upload a blueprint + a screenshot of what part of their logic does not seem to work anymore that did before.
The message starts with Gate Destination too far!, the maximum distance shown is always the default config value and does not account for chambers,
It's only a GUI issue as jumping through a gate still works fine with a boosted warp distance.
-QA Testing-
Was fixed a while ago.
Duplicate, merging tasks.
Duplicate, merging tasks.
It may be fixed by now in the pre-release version. It's hard to tell what the original cause was though so another issue could still be there.
Leaving this task on open for more info/clues if it happens again.
What happens is ok, as you should normally not have these effect blocks in your inventory (especially is you use creative/shipyard).
I'm getting an error when I don't have them in my inventory: Paste not complete: not enough blocks!
Jul 3 2018
Re-purposing this task with a related issue.
I can't seem to reproduce this one, tried it out on AI controlled ships and normal ships that got bumped. I did not notice any jitter, perhaps the issue was fixed along the way,
I also (still!) get this fairly consistently on servers with a high player count or potentially other sources of high load.
Well, I just made a quick test ship in v0.201.100 that had a salvager which used 450% the reactors output and it would mine just fine forever... even though the reactors capacity was depleted very quickly. Maybe the issue is that it doesn't actually go to zero? It just bounces around 0.1% to .9% to 1.0% etc.
Yep, should have been fixed quite early on.
Can't reproduce, most likely because it was exactly the same issue as T2997 which is fixed now.
Can you still reproduce this issue? or do you have logs about it so that I can compare the error.
As long as you hold the button, you fire the beam. And now you also consume full power when that is happening. If your ship runs out of power, then your beam will stop firing as well even if you hold the button.
Not a bug, docked reactor's are disabled. You can change your priority queue on the station to make sure that the vital components are always charged. A change is needed as well to allow for completely disabling power inheriting which would help a lot in this situation. That's however a feature request, not a bug report.
Jun 30 2018
---> NEWER VAGUER CRASH LOGS <---
Hmm, If im understanding correctly you're saying that after the salvager depletes my power reserves it's then ment to only require the static power draw to operate... so long as the LMB is not released? If this is the case, is it really necessary to require the 3 support beams to draw a large amount of power initially if capacitor depletion does not interrupt them and sustained use uses very little power?