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Sep 4 2016
Checked out the sector, it loads but it has many missing chunks. Those probably gave a nullpointer till you repaired it? Would have been nice to have an export before it was fixed but the log might be helpful enough to fix it.
Looking at your logs, it doesn't spawn because the ship has no ship core. This is something that would only occur if you're trying to load a chunk 16 blueprint into a chunk 32 build. It is however a smd3 file so something must have gone wrong during conversion.
I'm so sorry but I've tried to make sense of what you described and I'm not 100% sure... Sounds like those 2 independent checkerboard groups interlock and touch each other. If a plane touches them then when linked, they'll all be in 1 single group. I don't think that's what you mean but that's how I see it.
When teleporting unmanned ships around, lag compensation will think it moved that distance and try to compensate for it.
I think I also noticed it with sector changes but it definitely happens for teleports.
Looks fixed now.
I tried both the french part and using Tab for other controls. Still worked fine for me.
Don't know how to reproduce so I'll leave this on feedback for a while, maybe someone else will have a clue.
please at the blueprint of one of those broken gates
very obvious ... Dev build problem
All tests were single module and if secondary was linked it was single module as well.
Acknowledged.
not really a thing ... everything despawns from overheating after 60 seconds.
the shown timer is wrong.
Sep 3 2016
need rechecking
-rejected-
Even if this is a good idea .. this is the bugtracker, and not the collection board for feature suggestions or requests.
only Devs usually do place requests like that as a reminder on the tracker if at all.
*Been around since BEFORE those patches.
I lack the resources to confirm when this issue has been happening
I've added 2 client logfiles in "steps to reproduce" or do you need the one from the server?
Can you upload a log file of when that happened?
They're located in the starmade/logs folder, upload logstarmade.0.log after you've crashed/timed out.
Make sure the blueprints you did save arnt set to enemy usable under the permissions tab in the catalog.
Sep 2 2016
This must have been fix along the way. Kicking a member works fine. No error messages.
-Rejected-
Rabid stated in T1837:
Sep 1 2016
- Small ships used (L13, W9 H7) with salvage comp linked to storage
- After issuing order, drone fleet took position around asteroid then aligned orientation with the mothership, and did nothing but mimic its movements. Did not mine asteroid.
Not a bug, just not implemented.
Although it should be faster to implement it now when that part got reworked. Was done for wedges but not for the rest.
work in progress on development build
(Tested on win7x64)
Aug 31 2016
If I remember right this has everything to do with the config setting that causes inventory holding blocks to bleed cargo if over capacity. Since the old Trade Station shops for the Trading Guild don't have cargo space they'll bleed their items. This is more of an issue of those old things needing to be replaced or updated than it is a bug.
A copy of the sector.
Aug 30 2016
No, I'm not talking about alt+shift. I'm specifically talking about ctrl+shift.
Are you talking about alt + shift? I can't remember that ctrl + shift changed anything.
It does change depending on what windows you have though, and probably also if it's a laptop.