Workaround fix: cannot decrease size of window below what would be
causing oob. Real fix TODO: make multi-panel resizable with weight
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Feb 2 2019
Jan 22 2019
Jan 4 2019
Dec 2 2018
Problem is that neither blockConfig nor EffectConfig is loaded in the main menu in this stage.
Sep 25 2018
Fixed Tabs, fixed build buttons.
Aug 10 2018
Aug 9 2018
Jul 26 2018
Jul 11 2018
Wrong status
Jul 9 2018
Sweet - wasn't sure. Thanks for the work!
Jul 8 2018
Jul 7 2018
You had a few more HUD context options enabled than I did. But it's fixed either way as Schema went through them all to check for any possible mistakes (and fixed some that may have caused it).
Your settings are fine though, didn't see anything odd in it besides the extra HUD Contexts you had enabled.
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.
Yes - it was just an UI error, sorry. Is this where UI bugs are reported or should they go elsewhere?
Jul 6 2018
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.
Jul 4 2018
Jul 3 2018
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.
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.
Jun 30 2018
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?
Jun 29 2018
should have been fixed, other issues remain though.
Jun 28 2018
Cannot reproduce (worked fine)
Jun 26 2018
fixed a few versions ago
will no longer spam (once per 5 sec)
Jun 15 2018
Jun 12 2018
Obsolete issue.
Jun 8 2018
Thanks for the work.
Capping at 100% ratio doesnt allow for 100% conversion to a damage type. The numbers for primary, secondary and tertiary damage types (at 100% ratio) will thus be capped at 83%, 67% and 50% respectively.
Jun 7 2018
Jun 6 2018
May 20 2018
I'm still getting crashes from weapons fire but I'm not sure if it's related. Logs attached.