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Jan 22 2019
Sep 23 2018
Jul 8 2018
-QA Testing-
-QA Testing-
-QA Testing-
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.
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.
Thanks for sharing that world but it seems the files are incomplete. It only contains the npcFactions, where as your world should also contain a DATA and index folder.
Jul 6 2018
Hi Schema!!!!
Jul 5 2018
Unfortunately I'm unable to reproduce the issue following those steps to the letter.
Anything you did after the "Create a station" step that you forgot to mention? Even trivial stuff like connecting a factory to something could be a cause.
tried tons of things with the steps provided but could not reproduce unfortunately.
Jul 4 2018
Fixed by now.
Fixed by now.
Fixed by now.
This issue might not happen anymore. Can't reproduce it with those steps and haven't run into it myself for a long time either.
If anyone else still gets it, any specific steps you did to reproduce it?
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.
The new power system cannot be used in combination with the old one, that means you can't dock a new power ship to an old power station without converting it first. What you do here, is the same, but the message you're getting is wrong and confusing.
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
---> NEWER VAGUER CRASH LOGS <---
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?
I was able to reproduce this crash! Here is my exact sequence of events:
Jun 29 2018
Ok then, was wrong but unfortunately those logs have a too vague stacktrace to determine exactly where it happens.
It seems to be caused by something going null in your HUD Context, although not sure which part.
Should apparently be fixed already.
Reverting merge, different issue.
Duplicate, merging tasks.
Nevermind, they still blink with that. Better to fix burst time -1 power consumption then.
Good find, seems to only happen with BurstTime -1, used for all 3 support beams.
I'll change the config again to put burst time the same as cooldown, and up the burst time a little bit so that it doesn't blink on/off in between cycles.
I'll change up the HUD Context a bit for shields to give you different information in case your regen < upkeep, that should explain it better (assuming HUD context is enabled)
Oh, I thought upkeep was in power, what an... odd way to go about things. xD
Jun 28 2018
The shield config was changed, the upkeep cost is higher now so you need more rechargers to compensate for it. (The power usage for rechargers is less though)
-QA Testing-
Jun 26 2018
Jun 25 2018
--->SHIP FILE<---
--->CRASH LOGS???<---
Jun 24 2018
Jun 12 2018
Obsolete issue.
May 20 2018
Mar 20 2018
An older issue that is more pronounced now. Could be related to T1539 but can always merge later if it's the same issue.
With the lighting source right above it, so behind the camera in the following pictures, you can clearly see that any surface not perpendicular to the lighting source is dimmed.
This is I believe how it should be, but some blocks are much darker than others.
Fixed by now.
fixed by now
Some other admin commands do not work with the new power system too, changing task a bit to include the ones I know.
Does not exist | |
---|---|
/entity_set_reactor_hp_percent | float |
Does not work with new power system | |
/entity_reboot | ~~~~~ |
/shield_damage | float |
/shield_regen | boolean |
/shield_outage | boolean |
An improvement would be to only have the tooltip display if you're hovering over the square with the block preview in it, excluding the arrows.
If you do this, then also reduce the tooltip delay for it so it shows faster.
Was part of the dev process, textures and icons get added near the very end.