@Lunchbox and @The_Onion
Can any of you upload a blueprint of the ship + thing docked to it that causes it? And/or provide very clear steps to reproduce for a simple example?
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Jun 14 2017
Tried out that blueprint and works just fine, looking at the logs, it's a NaN issue which received another fix on 11 March 2017, meaning only 0.199.535 has it. The task number is T1422 although it's a private issue so you won't be able to see its content.
No feedback, closing task.
Alright, thanks for the feedback, closing task.
Might have been an issue but most likely resolved with the new missile targeting system, which currently has a severe issue that targets the wrong location. See T2392, closing task.
No feedback, closing task.
No feedback, not even sure if this is an issue or just the wrong conclusion from 2 completely different damaged ships.
Assuming user error, no feedback so can't confirm that assumption. Closing task.
Jun 13 2017
This is also happening to me as well and many others on the server I play on. Nothing we do seems to get our ship yard to work while other people on the server have the same issue but others don't experience it at all.
There was a fix attempt for trade network shops, lack of feedback on it so assuming it worked, closing task.
Unfortunately without a way to reproduce it consistently, it's not possible to find out if it's something related to drivers or with starmade.
You could brute force this issues to happen by holding F1 and F2, but I'm still unable to trigger anything related to it involving missiles or explosions.
So one of those turrets on the right is still active (yet has no bobby AI, assumed you removed that before taking the blueprint). It doesn't listen to the de-activate/activate buttons since it has no bobby AI of its own.
I docked that turret to a new entity to check if it works like it should, and it does.
Interesting, found this:
[2017-06-07 09:59:12] Exception in thread "pool-2-thread-1" [2017-06-07 09:59:12] java.lang.ArrayIndexOutOfBoundsException: 10485763 [2017-06-07 09:59:12] at org.schema.game.common.data.explosion.ExplosionDataHandler.a(SourceFile:162) [2017-06-07 09:59:12] at obfuscated.adN.run(SourceFile:313) [2017-06-07 09:59:12] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) [2017-06-07 09:59:12] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) [2017-06-07 09:59:12] at java.lang.Thread.run(Unknown Source)
which is about a minute after your force-save started.
Jun 12 2017
Nightrune was unable to reproduce, not much information to go on otherwise so rejecting task.
Closing task, no feedback.
I tried on your save once more and the refinery seems to be still fine, with or without "bleeding over capacity" enabled. Perhaps fixed along the way since there were some issues related to pulling that were resolved.
Closing this task, send me a message if it requires re-opening.
No feedback, closing task.
Should have been fixed along the way.
Probably a number of shops were set to infinite on purpose, can't really check as the server is not being run anymore + don't have information which shops on that server were affected.
Closing task, no feedback.
No idea how to reproduce and don't have the blueprint that was affected to test with.
Closing task, no feedback.
Must have been a conversion error, which was reported and resolved close after its release. No feedback so I'm assuming it's fine now.
Couldn't reproduce but I assume it's a ghost link issue which were tackled a few months ago. If this still occurs, make a new report about it and perhaps include some screenshots to make it more clear.
Closing task, no feedback and unable to reproduce.
Can't do anything with the provided logs, server probably ran out of memory due to lack of restarts. Could have been a memory leak too but since this report is from a year ago, it can be closed.
Never a bug to begin with, didn't receive feedback if the author managed to resolve it or not so closing task.
Might still happen although I still can't reproduce it, no feedback so closing task.
That makes sense, just old stuff popping up which at this time should not be happening anymore.
Jun 11 2017
Can't reproduce, perhaps fixed along the way?
Tried out a large battle of the big ships but no GL related exception or nullpointer occurred.
No feedback and couldn't reproduce.
Could not reproduce before, still can't. Possibly fixed by now and if not, we'll need a new task about it.
Jun 10 2017
Jun 9 2017
I see. Main issue is then that the "Set price to Buy" and "Set price to Sell" for the shop owner (only the shop owner gets this anyway), should be switched around when it comes to function.
We might as well give them the exact same name as in the Trade Order one
Yeah, can reproduce fine now, probably messed up and forgot that '+ protected' isn't persistent between shutdowns.
The last one could be related to the docking system. If a parent entity overheats, it removes the faction and that of all its docks unless those have their own faction module. Then it either got undocked by losing the rail block, or lost its parent when it despawned. The result is a turret/previously docked ship, turning neutral with AI still enabled.
Interesting details, missile targeting changed quite a bit but this could give us clues of what's happening in another issue. Merging them together.
No feedback, most likely a duplicate of the issue we had before where fleets don't load when they should. They did however re-appear after unloading/loading the sector.
This should have been implemented recently.
Jun 8 2017
Still happens, but since the debug button was moved to F1 and F1 + F8 works just fine, it's really not a concern.
Merging this issue into another one.
Possibly related to the "swiss cheese" issue where some chunks would not load, or not load immediately. Anything having a rail in those chunks would then not be able to dock.
This was addressed before so most likely also fixed any issue that caused this one.
No logs and no clue what would have caused it.
New launcher didn't work properly with it back then, now it should.
Was changed a few months ago, now the max removed AHP per block is capped to a multiplication of itself. Forgot the value but it's something along the lines of 3-5 times of the AHP it adds itself.
Could be temporary only though...
This one has been gathering dust for a while now...Along the way a few things changed possibly related to this issue.
Most likely at least a part of it still happens, but we need new logs/new information around it.
Seems to be working fine now, probably fixed along the way since I remember doing something (or poking someone) about it. Works fine for multiple languages, both in SP and MP.
Well I can reproduce some of it, but doesn't sound as severe as you describe it.
Basically anything from a single tick can only apply either planet core damage, or block damage.
Some weapon related exceptions can cause something similar like this to happen. Without steps to reproduce or logs, this task isn't going anywhere.
Rejecting, too old and no feedback.
Should have been caused by a NaN exception upon undocking. Shootout rails pointing towards each other and including pick up rails close by would have triggered that.
That's fixed, or at least most cases are fixed...any remaining issue will be handled in another task. Merging them together now
This bug would have been caused by a Not a Number exception, something that probably can still happen with shoot out rails, although that's a different task.
Rejecting as there wasn't any new feedback or clues on this, assuming it doesn't happen anymore (for normal docks).
What you describe here is a feature: https://phab.starma.de/T1059#49293
Jun 7 2017
Same as before.
Thank you for the report though we already have one, merging tasks together.
There's more information if needed in the merged task, it will be fixed for the next public version.
T1870 could perhaps be related although sounds like a completely different cause.
Putting in queue but not sure if it contains enough info to be fixed. Another entity had it too so will include info if needed.
Depends on the amount of blueprints you have (and also on the server I believe). It freezes, but as long as you don't really do anything it will get through.
Would merge this one with T2176 but wouldn't mind your logstarmade.0.log after crashing to see if it's the same issue or some sort of exception that pops up first.