As far as I've noticed, "carrier recall" is broken because of this. Half the ships wont obey the command and the others may go to the wrong sector, and none actually dock.... it is terrible.
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Jan 21 2019
Mar 19 2018
Actually the problem extends much further than OP realises. If you dock the mothership to a station using a pickup point the drones will attempt to dock in the vicinity of the pickup point on the station instead of the drone bay of the mothership even when the mothership is undocked and in an adjacent sector.
Mar 18 2018
Mar 13 2018
Aug 30 2017
Managed to cause the ship not same as self exception in v0.199.654, happened in trader controlled area.
Log 0-1 for serverlog/logstarmade/npcs included.
Could not join world directly after that exception but a restart allowed me to enter at an earlier point.
Jul 24 2017
Potentially related, recently noticed that the behaviour of AI is affected by the relative locations of the COM and the core with behaviour becomming less reliable the further apart these two are. Could be that with larger mining drones the distance between the COM and core is causing the issue. This also may be worth looking into as its own issue.
Jul 22 2017
Jul 21 2017
Jul 20 2017
Seconded, tried to perform a test (I have an idea as to what the issue might be) but couldn't do so due to drones just refusing to aknowledge any mining order.
Jul 18 2017
In T1187#100067, @Benevolent27 wrote: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.
Jun 26 2017
Jun 12 2017
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.
Jun 9 2017
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 5 2017
Jun 4 2017
May 22 2017
We've been having problems with fleets refusing to mine on LvD as well. I tested with some 3k miners. The salvage computers had salvage beams and a storage attached. Plenty of power and thrust. When issuing the command, nothing happens.
May 7 2017
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.
Apr 25 2017
Apr 24 2017
Apr 23 2017
Apr 21 2017
In T2094#98608, @MoonDoggi wrote:Since all of the docking/station problems are fixed, all station have now 0 mass and dos not get damage by any weapon (the projectiles hit without dmg).
Since all of the docking/station problems are fixed, all station have now 0 mass and dos not get damage by any weapon (the projectiles hit without dmg).
I couldnt pinpoint the ships involved, no, there was a lot going on around me. I havent loaded that world since, so I can probably try to track them down
Apr 20 2017
In T2094#98528, @EricBlank wrote:I ran .529 for about an hour and a half and couldnt trigger the debug script or lose any docked entities. Updating to .531 now
Again in .531 cannot seem to trigger the bug. I got loads of messages about docked entities from traders guild faction fleets losing their docks and having them moved, but none of them triggered the debug script and my fleet had no such problems
I ran .529 for about an hour and a half and couldnt trigger the debug script or lose any docked entities. Updating to .531 now
Just ran .199.531 on a game where I reinstalled starmade from scratch and then added my blueprints and server-database.
Apr 19 2017
In T2094#98467, @EricBlank wrote:In T2094#98459, @AndyP wrote:Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
Sorry, i mean the server debug script detected something changed and shut itself down. When i went to view the bombers after reloading it all their docked entities are still attached. So i guess the bug didnt happen but the server thought it did?
In T2094#98459, @AndyP wrote:Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
ok thank you. This is likely a false positive. I uploaded another build that will fix that. It will also notify admins, if a ship is waiting for its docks for a bigger amount of time.
Does replicate mean: you could get the bug to happen again and thus upload the logs again, or does it mean you replicated the situation and the bug did not happen?
I replicated the bug again, this time in 199.527. did not get the admin error messages this time. Jumping around on their patrol path when they're about to offload does seem to be fairly reliable.
Apr 18 2017
In T2094#98394, @schema wrote:in 0.199.526 or later
in 0.199.526 or later
Fixed a bug where the fallback would trigger in the wrong circumstances.
thank you. this might help a lot
In T2094#98359, @schema wrote:Please report if you encounter the admin message:
[ADMIN] (NON FATAL) WARNING: Dock for <ShipName> was not in
the right sector.
It has been moved to its mothership.
Please send in logs since this fallback shouldn't happen."
Apr 15 2017
Andy you are welcome.
Now the stations are merged.
That's the error who crash's the universe.
The Log's for the merged stations (2 and 3) and the crash (0 and 1).
Thank you for the logs, we will look into them.
The attached file is a zip of the logs from trying the new pre-build.
The first time entering the world I didn't even make it in before error occured.
I tried again. Upon doing so i got many many errors flashing across the screen and red text to small to see all across the screen. So i did some looking to see what I could find before the server shut down.
i took a screen shot of what I seen. I enclosed it in the file as well.
It probably would have been better if I recorded it.
From appearances the errors happened as the ships loaded in. It appears you created a function to test if a child entity is missing from the parent from looking at the error log.
I would bet this is a database race condition as I posted in the thread.
I Know this is not my thread but i want to help.
I have version .524 and get the Admin message.
Here is the Log file.
Please report if you encounter the admin message:
I have a possible fix (0.199.524 or later).
Apr 14 2017
Minion Seven was decomissioned due to losing turrets before these logs. The turrets themselves may have been floating around in the background. The fleet in question had: Minion 01, Minion 02, Underling 01, and Underling 02. (Names partially abbreviated due to my mark/version system).
Oh and another thing. I suppose the turrets aren't part of the fleet directly (as in: you added them to the fleet and then docked them)
Also, did you jump into their path? I mean, did you trigger the loading by jumping in a sector next to them directly, or did you jump into a sector that wasn't close enough for them to load so they went into loading range and loaded?
I saw a false positive in there (debug triggered shutdown because it thought there was a difference but the docking process just didn't finish)
Log zip dragged and dropped per lancake's request. The logs include a bit of unrelated building, the fleet launch, fleet debug maneuvers, a game crash, and fleet movements that include turret loss and turret return.
Could you provide logs of that session where they disappeared? Zip those up so you don't have to upload them individually. (Drag and drop the file into the comment section to upload to phabricator)
In T2094#98298, @Cecil_Effwad wrote:Could schema please clarify which game build has corrected the problem?
I installed the latest pre-release availabe today and performed the fleet debug mve test described above. At first I thought that the issue was well and truely gone as I watched a fleet of four ships with ten turrets each do a debug mission and keep all their turrets. That worked, so I disabled fleet debug and sent the fleet from one of my bases to another one. When I caught up to them they still had all their turrets. I ordered them home and jumped ahead of them to watch their arrival.
This time they lost all their turrets. Just like before. I turned them back around and followed their flight path until they magically regained their turrets about half-way through the journey.
Was the latest pre-release build the wrong build? Should I install the dev build instead?
Definitely needs resolving. Fed up of finding missing turrets or NPC delivery fleets leaving doors or turrets behind!
Could schema please clarify which game build has corrected the problem?
This should be finally resolved.
In T2094#98260, @5ilence wrote:I think an update to the title of this bug is required - it doesnt only affect NPC fleets, but player fleets aswell. Hopefully this will get some traction, as its currently crippling the use of combat fleets, and its even getting mentioned in YouTube videos (https://www.youtube.com/watch?v=UO74wAJxtPc at 2:40) as 'that fleet turret bug' #FleetTurretBug!
Apr 13 2017
I think an update to the title of this bug is required - it doesnt only affect NPC fleets, but player fleets aswell. Hopefully this will get some traction, as its currently crippling the use of combat fleets, and its even getting mentioned in YouTube videos (https://www.youtube.com/watch?v=UO74wAJxtPc at 2:40) as 'that fleet turret bug' #FleetTurretBug!
Apr 9 2017
This just happened to me aswell, my fleets did a round then returned bare of any turrets - I have no idea where any them are. This really cripples the use of fleets - cannot wait for a fix!
Apr 6 2017
This has been happening to me also. It makes me want to quit playing the game. Go out with 5 ships on a mission 3 come back with no turrets, 64 turrets gone. Time and resources just disappear.