UPDATE! After hopping on today and checking if any updates resolved my problem I got a similar error but it pointed to certain shading files. Going into setting.cfg and turning off shaders did the trick and my Starmade was able to run successfully!
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Jan 22 2019
Aug 26 2018
Jul 25 2018
I came across this bug in a much different way, I imagine it could be related. However I could not replicate this again.
I created a drone miner, and set it to mine near an asteroid until I could upgrade it. I upgraded it after removing every block except the core. I rebuilt it using more blocks. I left the sector and asked the fleet into formation. As my drone reached the flagship the outer edge was the new ship, and the center was the old ship. Both were merged together.
Jul 14 2018
I do get Paste not complete: not enough blocks! when pasting now, seems I either did not saw it or it was fixed along the way.
Issue seems to be fixed in v0.201.129.
Issue seems to be fixed in v0.201.129.
Jul 12 2018
In the new release version (201.129 - didn't test it in the initial weapons release version) I am not able to reproduce this problem at all. It's gone and I can't recreate it. It went from every large shape being instantly corrupted, to no problems at all, so... will advise if I catch back up to it.
Jul 10 2018
Same errors when changing FRAME_BUFFER_USE to false
here is the logstarmade.0.log file
thank you so much for your quick feedback.
Ok... this is way more extensive than I suspected. I ran some more tests with just straight grey standard on fresh cores and the results are not good.
Jul 9 2018
When first discovered, I rejoined my SPG after some days, and found chunks missing from the original, but didn't want to try to debug so I attempted an admin load to just get a clean copy, but that came up with identical missing chunks. So I assumed I'd made some catastrophic symmetry error before saving and exiting my last session, went ahead and rebuilt the ship (patched the missing chunks), thoroughly looked over my ship for quality in build mode and 3rd-person and it was perfect. So I quit and immediately rejoined to make sure it was still good but it wasn't. I found similar (unsure if identical) missing chunks on my rebuild and admin loads all had copies of the error, so this time I knew it was not my mistake and started trying to pin it down.
Jul 7 2018
It works for me as well in .105!!! :D
Scratch that, I can reproduce now ^^
I should have tried your settings.cfg sooner, but using yours seems to cause it indeed.
Jul 6 2018
Hi Schema!!!!
Jun 26 2018
Also, think this person is having a related issue.
Jun 25 2018
I have the same issue in PRE v0.201.084.... maybe try in my ship?
Apr 19 2018
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?
Mar 3 2018
This one is a bit tricky. Having noticed similar, though not identical, instances of this issue (ship taking damage while shield is up) I have been unable to tie this to any specific reproducible scenario (and why I have been avoiding putting in a report for this until I at least found something I could point at, so far I have nothing except for one thing.... I have ONLY seen this on multiplayer).
At first I thought the issue was piercing effect as a weapon support but that didnt happen. Then I even tried pushing a reactor to well over 100% power usage and shooting that target and couldnt get it to happen. I even put over 100% stabilization on a ship (previously had found it on ships with less than 100%) and found that it did happen but couldnt identify the cause.
Feb 24 2018
Ok So I tried to upload the Blueprint giving me issues and I think it may have been the cause of my crashes although I can't say for sure. The reason I think it was the cause is because I can't upload it here it won't allow me and when I tried to download a new copy of the blueprint and re upload it to here I got a PDF that wouldn't open instead of an .sment file and Adobe told me that it may be damaged or not coded correctly. I'm going to try a different method and try again just to be sure that its not the fact that I already have the blue print in my game. So, I'll comment again once I know.
I think this is the file in its entirety. It was the only one I could find with the name logstarmade.0 as the file name.
Feb 23 2018
Tried to go back in and try again with an export, but it seems the universe has now become corrupted and is unable to load. That could be why it wasn't working. Started a new universe and built the same thing again, this time it does export and admin loads fully complete. Sorry for the false bug report. I've never had a universe fail before.
Feb 21 2018
I believe it's the same issue Crusade is having here
https://i.imgur.com/KrUMmNh.jpg
https://i.imgur.com/37YRRyX.png
I am not sure what means about shipyard broken. My ship is in 100% loaded situation, but I just can't build it or unload it then start a new one.
Feb 20 2018
Ship yards are broken
Ok just give me a bit more time to add the things that need. Also the specific blueprint is a Venator Class star destroyer blueprint that uses old power. I just need a bit more time and I will add that to the report.
Yes, this happens in test server. My station is near at -2,23,22. Next to UA2's home base.
Feb 17 2018
This may have been fixed a couple of versions ago. The thing about integrity explosions not deducting RHP might be what caused this behavior, but I don’t think that had been reported as such at the time I found this.
Feb 15 2018
Feb 7 2018
Jan 17 2018
windows 10, maybe it is limited to the wireless receiver? or maybe only the xbox controller?
Jan 9 2018
Jan 4 2018
Turret axis are not compatible with rail systems, so I am inclined to believe they do not contribute to this bug. Also, your rotator arrow is not facing any of the adjacent rail blocks.
Jan 1 2018
Dec 30 2017
Yeah .. ok that sounds like the usual glitches with F1+F8
Dec 29 2017
I just tried to replicate the results, with two standalone ship cores, and got another unexpected result:
That's right. I directly jumped from one ship to another. Neither ship was docked to anything else. I can try it again and see if you need confirmation.
Did you jump from ship to ship ... and nowhere was a station involved ? (even as dock for one of the ships?)
Dec 17 2017
As a matter of fact, I am going to give you the very ship that has been experiencing this problem. The elevators near the ship core have a habit of becoming disconnected if the rails change direction while moving. The splitting door on the left side of the ship near the front have not successfully opened and closed once. There are some rails and spaces for doors to come down in the very front where the ship opens to the unenclosed area where I had previously put the same door in four locations and one of those locations did not work at all and one only worked on occasion. If the ship doesn't load or the file doesn't work, please let me know.
Nov 30 2017
Reproduced.
[2017-11-30 16:20:40] [VERSION] loading version from install dir: ./
[2017-11-30 16:20:40] [VERSION] VERSION: 0.200.197
[2017-11-30 16:20:40] [VERSION] BUILD: 20171129_182906
[2017-11-30 16:20:40] #### StarMade #####
[2017-11-30 16:20:40] # version 0.200.197 - build 20171129_182906 #
[2017-11-30 16:20:40] ###########
[2017-11-30 16:20:40] [SERIAL] "not retrieved"
[2017-11-30 16:20:40] [INSTALLATION_DIRECTORY] "/home/patrick/Music/starmade-launcher-linux-x64/StarMade/."
[2017-11-30 16:20:40] [JVM-ARGUMENTS] [-Djava.net.preferIPv4Stack=true, -Xmn128M, -Xms512M, -Xmx4096M, -Xincgc]
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring lava.png: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring lava.png.zip: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring shield_tex.png.zip: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring shield_tex.png: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring lava.png: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring lava.png.zip: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring shield_tex.png.zip: not a directory
[2017-11-30 16:20:40] [TEXTURE-PACK] WARNING: ignoring shield_tex.png: not a directory
[2017-11-30 16:20:40] [STARTER] AUTH TOKEN SUBMITTED VIA ARGUMENT
[2017-11-30 16:20:40] [API-LOGIN] REQUESTING OWN INFO
[2017-11-30 16:20:41] [API-LOGIN] REQUESTING AUTH TOKEN TO AUTHORIZE ON SERVER
[2017-11-30 16:20:41] [OAuth2] Requesting Auth Token https://registry.star-made.org/api/v1/users/login_request.json
[2017-11-30 16:20:42] [OAuth2] server_auth token aquired
[2017-11-30 16:20:42] [STARTER] RETRIEVED REGISTRY NAME: kikaha; ID: 247358
[2017-11-30 16:20:42] [SERVER] using world: crashtest; ./server-database/crashtest/
[2017-11-30 16:20:42] [INIT] Segment Database Path: /home/patrick/Music/starmade-launcher-linux-x64/StarMade/./server-database/crashtest/DATA; exists? true; is Dir? true; creating dir successful (gives false if exists)? false
[2017-11-30 16:20:42] [LIBLOADER] OS Linux - 4.4.0-101-generic
[2017-11-30 16:20:42] [LIBLOADER] JAVA Oracle Corporation - 1.7.0_80 - /home/patrick/Music/starmade-launcher-linux-x64/dep/java/jre1.7.0_80
[2017-11-30 16:20:42] [LIBLOADER] ARCHITECTURE amd64
[2017-11-30 16:20:42] [LIBLOADER] LOADED LINUX 64bit OPENAL LIBRARIES
[2017-11-30 16:20:42] [LIBLOADER] LOADED LINUX 64bit NATIVE LIBRARIES
[2017-11-30 16:20:42] [LIBLOADER] FastNoiseSIMD Level: 2
[2017-11-30 16:20:42] [LIBLOADER] COMPLETE
[2017-11-30 16:20:42] [MAIN] CHECKING IF MIGRATION NECESSARY
[2017-11-30 16:20:42] [MAIN] MIGRATION PROCESS DONE
[2017-11-30 16:20:42] [MAIN] STARTING WITH ARGUMENTS: [-force, -port:4242, -auth 44eebc330504990511a7ae6a172f18cfbfb734671612bcd78e04d58aecc35369]
[2017-11-30 16:20:42] [LANGUAGE] loading language: english; Resolved to english
[2017-11-30 16:20:43] [LANGUAGE] Loading English; Version: 0
[2017-11-30 16:20:43] [LANGUAGE] LOADED FONT PATH/NAME: font/Monda-Regular.ttf
[2017-11-30 16:20:45] [CLIENT][STARTUP] Starting main menu
[2017-11-30 16:20:45] [CLIENT][STARTUP] Starting Graphics
[2017-11-30 16:20:45] [CLIENT][STARTUP] Initialize Open GL
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] UPDATE DISPLAY MODE
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] RETRIEVING DEFAULT SCREEN DEVICE
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] display received
[2017-11-30 16:20:45] [GRAPHICS] set display mode: FULLSCREEN: false; dim: 1440 / 900
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] GETTING AVAILABLE DISPLAY MODE
[2017-11-30 16:20:45] [GRAPHICS] WARNING Displaymode already set!!!
[2017-11-30 16:20:45] ARB_SUPPORTED COULD NOT BE RETRIEVED
[2017-11-30 16:20:45] [GLFRAME] MULTISAMPLE!!! CHANGING PIXEL FORMAT! Samples 4
[2017-11-30 16:20:45] [DISPLAY] ViewPort for Resolution: 1440x900: 1395, 876
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] CHECKING CAPABILITIES
[2017-11-30 16:20:45] INITIAL MEMORY AVAILABLE
[2017-11-30 16:20:45] CURRENT_AVAILABLE: 718MB
[2017-11-30 16:20:45] TOTAL_AVAILABLE: 1789MB
[2017-11-30 16:20:45] INFO_DEDICATED: 768MB
[2017-11-30 16:20:45] INFO_EVICTED: 51MB
[2017-11-30 16:20:45] FILE CREATED: true
[2017-11-30 16:20:45] [CLIENT][GRAPHCIS] CREATING STACKS
[2017-11-30 16:20:45] [GLFrame] Open-GL initialized
[2017-11-30 16:20:45] Running on thread: main
Adapter: null
Driver Version: null
Vendor: X.Org
OpenGL Version: 3.0 Mesa 17.3.0-rc5
Renderer: AMD ARUBA (DRM 2.43.0 / 4.4.0-101-generic, LLVM 5.0.0)
Nov 20 2017
Nov 18 2017
Negative, in version 0.200.172 cross-sector beams still only reduce AHP, no actual damage to blocks.
Oct 22 2017
aaaand i cant reproduce this in a reliable way on the testserver at all.
Oct 19 2017
uhm .. this does look more complex than i thought
I make sure it(the grey hull) is a part of the building and in the same entity.
Oct 17 2017
The file is not created or updated, regardless of single player or multiplayer.
Oct 15 2017
After 1hr, I login the game again and keep building the production part.
Although I have collected all generators, they are still in "4 groups" in report(see below).
BUT, if it counts as groups(let us assume in group here), it should be 5 group as there is a BIG one next the production part.
Sorry, i think the message since "Mon, Oct 16, 4:41 AM" should be moved to T2633 Dev .122 - wrong value of power consumption
So, let me do an experiment~
ok...more questions: adding more generators, comparing the yellow circle and blue circle , it seems no change in "Recharge". BUT, see the green circle, the machine has been charged power.
Is this a NEW power requirement/setting for the production? Otherwise, no energy for the production if there is no conduit connected.
Another report when a player log-in.
I catch the overheat debug report screen finally...such reports have been reported many times, it seems happen when players log-in.
Oct 14 2017
there are "NO" Hit Points for my old ship and new station.
more information:
something with the reactor setup made it think the reactor was at 0hp and destroyed it.
Can you reply in T2624: Game crashed and station removed with possible details you know about the state before you left last time? AndyP10:09 PM
The red zone is the 161 reactors, yellow line is the pipe(3 -4blocks long), purple zone is the logistic chamber(94 blocks), the green circle is 217 stabilizers.
Time Line
Oct 12 2017
Correct.
Oct 8 2017
Oct 7 2017
The problem is this makes the extra outputs not have any penalty for power. Due to the logarithmic scaling of cannons/beam penetration with group size, more outputs is very powerful for destroying blocks.
OK .. that makes sense now ^^
the point is ... how is that an exploit as long as the AI can only fire on ONE spot with all outputs?
Ok . .so we do agree on the workings of it.
Oct 5 2017
Yes, they seem to be targeting the same spot, as if it was a single weapon. AI seems to be simply shooting all weapons simultaneosly. Ya, basically in excahnge for using a bunch of computers you can negate the 10% penalty. This becomes a lot worse on bigger ships where the computers make a very small portion of the turret.
Oct 3 2017
I had reinstalled SM this ticket is obsolete now I guess. No more problem so far. We can close it I guess.
Oct 2 2017
In T2569#108445, @SmilingDemon wrote:I assume it is intended behavior as described in T179
You place a button next to a Trigger (area) Controller and it isnt being activated but a Activator Module in the same spot is ?
did i understood that right ?
then that it expected and correct then.
there was a reason for it but i cant remember right now what it was.
Sep 27 2017
Should be the same issue as the one in that thread, it's covered in a different task so merging them together.
Sep 20 2017
log 9-20-2017
Sep 14 2017
First ... use the nvidia grafics control center thing (no clue how it is named) and add Java to the task to be run by your dedicated grafics card and not on the integrated intel one.
weird ... any specific mouse software in use ?
Sep 13 2017
Well, since then I haven't got the error, so not sure What was going on.
Yes, it is allready happening in the menu.
Cause of this i am not able to load a Univere.