Those 5 Trading Guild stations were always invulnerable. The issue where they don't spawn in a response fleet was reported already (T672) but since this system is going to be taken over completely by NPC Factions at some point, it doesn't need fixing.
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May 15 2017
Not sure why width would matter here, at least it doesn't in my examples. Your 2 meter wide ship has the missile computer in front of the ship core, they're not offset from your aiming reticule so that would be why they always hit the ship core if you're aiming directly at it, tracking or no tracking.
The false positive causing it
java.lang.Exception: WARNING: Irregular block connected to rail speed: (21, 17, 10)[Storage]o[FRONT][active][50hp][BLOCK]; Removing Connection at org.schema.game.common.controller.elements.rail.speed.RailSpeedCollectionManager.checkAllConnections(RailSpeedCollectionManager.java:97) at org.schema.game.common.controller.elements.rail.speed.RailSpeedElementManager.getRailSpeedForTrack(RailSpeedElementManager.java:53) at org.schema.game.common.controller.rails.RailController.handleRailAutoMovementDecision(RailController.java:1196) at org.schema.game.common.controller.rails.RailController.update(RailController.java:890) at org.schema.game.common.controller.SegmentController.updateLocal(SegmentController.java:2732) at org.schema.game.common.controller.SendableSegmentController.updateLocal(SendableSegmentController.java:403) at org.schema.game.common.controller.EditableSendableSegmentController.updateLocal(EditableSendableSegmentController.java:1168) at org.schema.game.common.controller.Ship.updateLocal(Ship.java:493) at org.schema.game.server.controller.GameServerController.update(GameServerController.java:1366) at org.schema.schine.network.server.ServerController.run(ServerController.java:275) at java.lang.Thread.run(Thread.java:745)
Thank you for the extra information! It seems if a rail is also being used, it will cause some sort of false positive with invalid links and removes them. Not immediately though but after a restart or unloading/loading the client, they should definitely be gone.
Just logged back into the multiplayer server and all Rails have lost their links to all Stores on my station, and on all ships docked to my station. So contrary to what I previously witnessed, its not a couple of Rails, its all of them
May 14 2017
Thanks for having a look lancake - Id previously thought it was that issue, so I tested it myself (the first time it happened was on a fleet miner carrier), but I couldnt reproduce it like that either.
Adding error log{F17971}
Sounds like you're experiencing some form of T2323? In your steps to reproduce you do not mention logic to switch rail connections but I cannot reproduce it with those steps.
May 13 2017
Behavior has changed, the NOT gate no longer changes rail orientation on any state change.
even now I still produce unmovable cores. But only on the server. In a local game there s no problem
May 10 2017
It is a single activator triggering a large number of forcefield and forcefield wedge blocks distributed across several chunks, likely more than 50000. But this, alone, should not qualify as a 'logic bomb.' It doesn't alternate or repeat automatically to produce a sustained load on the server. Essentially, this 'feature' is just punishing large-scale implementation of the logic system that does not produce a noticeable effect on servers, which I can't imagine is an intended result. (therefore, bug.)
The error as extracted from raw log file above:
[2017-05-10 17:28:21] GLFRAME processErrorDialogException()
[2017-05-10 17:28:21] java.lang.NullPointerException
[2017-05-10 17:28:21] at obfuscated.aIy.e_(SourceFile:180)
[2017-05-10 17:28:21] at obfuscated.Vz.a(SourceFile:304)
[2017-05-10 17:28:21] at obfuscated.hA.e(SourceFile:1738)
[2017-05-10 17:28:21] at obfuscated.hU.e_(SourceFile:402)
[2017-05-10 17:28:21] at obfuscated.hv.e(SourceFile:566)
[2017-05-10 17:28:21] at obfuscated.hv.b(SourceFile:742)
[2017-05-10 17:28:21] at obfuscated.hv.e_(SourceFile:439)
[2017-05-10 17:28:21] at obfuscated.aFN.g(SourceFile:546)
[2017-05-10 17:28:21] at obfuscated.aFN.a(SourceFile:687)
[2017-05-10 17:28:21] at obfuscated.aFT.b(SourceFile:703)
[2017-05-10 17:28:21] at obfuscated.V.e(SourceFile:1110)
[2017-05-10 17:28:21] at org.schema.game.common.Starter.startMainMenu(SourceFile:1489)
[2017-05-10 17:28:21] at org.schema.game.common.Starter.main(SourceFile:1034)
Fixed along the way, closing task.
Not a bug but a feature request. Leave a suggestion thread on StarmadeDock
May 9 2017
It's something else causing this. The radial menu doesn't catch mouse clicks properly and if you click on anything that leads to another menu such as Structure, Fleet, ... it will also count as a click for anything on your hotbar.
You had your rail docker selected on the hotbar, so while using the radial menu you also used your rail docker causing it to undock.
Duplicate, merging tasks. This bug is only visual, the link is still there but your client won't see it till the next restart (unloading/loading sector might do the trick too).
May 7 2017
Any news ?
The first issue has since been fixed, but the second issue of fleet ships being able to move into and out of noexit/noenter sectors still exists and is a problem. We use these flags for our quests and build accounts (players are locked into a sector with creative mode), so this is a bit of a problem for us as we've been having users using fleets to get out of these sectors.
We're taking some preemptive action tomorrow to clear out the blueprints on the server as we're starting to get instability indicative of the type caused by this bug.
May 6 2017
May 5 2017
Well, the defaults are:
As is normal, after finally submitting a broad bug report, I was able to track down the freeze to a SINGLE block. There is a rail in the shuttle bay control room (in the top portion of the head) where a single rail somehow became linked to two other rails. I will include a screenshot of the rail with one of the links showing as well as a shot of the logic sitting beneath the rails\buttons. Removing that one rail unfroze all blocks. Oddly, this one rail was linked even on blueprints from before I had a freezing issue. I suspect that the linking was a result of one of the rail updates in the last few months.
Has negative side effects on Display Module functionality.
Yes, with double quote (" ") only for the "command" param, and the escape sequence :)
Thanks and Sorry for forgetting to report it.
Checked the behaviour and could not see a problem, possibly a slight oversight?
Looks like a broken blockconfig.
Single player always works for this.
That is exactly the problem with it.
Seems to only attack active AIs but also seems to ignore factioned ships without relation.
Have you turned on the target ship's AI? Turrets don't target inactive AI ships regardless of IFF.
May 4 2017
Location to remove rail to fix movement:
May 3 2017
Tried ingame, totally true and odd behaviour.
May 2 2017
Seems to be fixed in 0.199.535a
May 1 2017
We have some additional information for you.
Fighting was about the issues long directory names can cause, if you go beyond sane limits.
Anyway, if the max chain docking setting does not work it would be a different report to look into.