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Jun 21 2016

godmars changed the status of T1573: steam delete local content only deletes launcher files from Open to In Queue (Launcher).

delete local content via steam and then open up SMs folder. all game files are still intact save for launcher .exe

Jun 21 2016, 5:14 AM · Starmade
godmars claimed T1573: steam delete local content only deletes launcher files.
Jun 21 2016, 5:06 AM · Starmade

Apr 12 2016

godmars moved T752: Shipyard loading issue and greyed out buttons from Open / Validated to Feedback on the Issue Navigation board.
Apr 12 2016, 6:58 PM · CBS: Shipyards, Starmade

Apr 10 2016

godmars added a comment to T752: Shipyard loading issue and greyed out buttons.

33Cav, was the error you got a NullPointer?
I know you said it was a db error - the reason I ask is trying to reproduce your issue gives me this:

Apr 10 2016, 2:28 AM · CBS: Shipyards, Starmade

Apr 8 2016

godmars created T1332: 'Rejected Execution Exception' when attempting to save a blueprint.
Apr 8 2016, 5:13 AM · Engine, Starmade

Apr 7 2016

godmars added a comment to T752: Shipyard loading issue and greyed out buttons.

I gave that a shot and didn't get any kind of error message. Did you experience any of the other isssues in the original description? Being unable to unload the design or cancel any other actions, hanging at 80-90%, etc? Will try again later

Apr 7 2016, 6:00 AM · CBS: Shipyards, Starmade

Mar 29 2016

godmars edited Tester information (Internal use only) on T1282: can't place small amounts of single block items into inventories in creative mode.
Mar 29 2016, 4:27 PM · Game Development (Beta), GUI/HUD, Starmade
godmars changed the status of T1282: can't place small amounts of single block items into inventories in creative mode from Open to In Queue (Game).

-confirmed-

Mar 29 2016, 4:23 PM · Game Development (Beta), GUI/HUD, Starmade
godmars claimed T1282: can't place small amounts of single block items into inventories in creative mode.
Mar 29 2016, 5:05 AM · Game Development (Beta), GUI/HUD, Starmade

Mar 26 2016

godmars changed the status of T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat) from Open to In Queue (Game).

-confirmed-

Mar 26 2016, 8:52 PM · Game Development (Beta), GUI/HUD, Starmade
godmars edited Steps to reproduce on T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat).
Mar 26 2016, 8:52 PM · Game Development (Beta), GUI/HUD, Starmade
godmars added a comment to T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat).

ok, thanks.

Mar 26 2016, 8:35 PM · Game Development (Beta), GUI/HUD, Starmade
godmars added a comment to T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat).

Not seeing this occur as described. Taking fire with shields up or down does not cause the indicated behavior

Mar 26 2016, 8:00 AM · Game Development (Beta), GUI/HUD, Starmade
godmars set Last tested (version) to .19624 on T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat).
Mar 26 2016, 8:00 AM · Game Development (Beta), GUI/HUD, Starmade
godmars moved T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat) from Open / Validated to Feedback on the Issue Navigation board.
Mar 26 2016, 7:58 AM · Game Development (Beta), GUI/HUD, Starmade

Mar 25 2016

godmars claimed T1265: Entity structure menu collapses submenus when under fire (unable to use the "undock all" or "activate AI" functions in combat).
Mar 25 2016, 7:51 PM · Game Development (Beta), GUI/HUD, Starmade

Mar 24 2016

godmars added a comment to T1244: Missile Tracking inaccurate vs smaller ships.

I think this has been fixed since the latest release

Mar 24 2016, 4:30 AM · CBS: Weapons, Starmade

Mar 19 2016

godmars added a comment to T1211: AI aim is nearly 100% accurate, regardless of difficulty setting.

you're right.

Mar 19 2016, 5:37 AM · AI, Starmade

Mar 18 2016

godmars updated the task description for T1246: rail-based functions no longer work in dev build.
Mar 18 2016, 1:29 AM · CBS: Rails, Starmade
godmars renamed T1246: rail-based functions no longer work in dev build from Existing entities rail-based functions no longer work to Existing entities rail-based functions no longer work in dev build.
Mar 18 2016, 1:28 AM · CBS: Rails, Starmade
godmars renamed T1246: rail-based functions no longer work in dev build from Existing Rail-Based entities&designs no longer function to Existing entities rail-based functions no longer work.
Mar 18 2016, 1:27 AM · CBS: Rails, Starmade
godmars created T1246: rail-based functions no longer work in dev build.
Mar 18 2016, 1:27 AM · CBS: Rails, Starmade
godmars added a comment to T1244: Missile Tracking inaccurate vs smaller ships.

sure, here you go

Mar 18 2016, 1:14 AM · CBS: Weapons, Starmade

Mar 16 2016

godmars created T1244: Missile Tracking inaccurate vs smaller ships.
Mar 16 2016, 8:49 PM · CBS: Weapons, Starmade
godmars renamed T1169: Fleet ships slow each other down with collision checks while following the flagship from Fleet ships will slow each other down when following the flagship to Fleet ships slow each other down with collision checks while following the flagship.
Mar 16 2016, 8:33 PM · Game Development (Beta), Fleets, Starmade
godmars changed the status of T1169: Fleet ships slow each other down with collision checks while following the flagship from Open to In Queue (Game).

Put together a fleet of 3 and accelerated at 78 m/s, turned around and see the two other ships flying into each other:

Mar 16 2016, 8:30 PM · Game Development (Beta), Fleets, Starmade
godmars added a comment to T1169: Fleet ships slow each other down with collision checks while following the flagship.

I was able to reproduce but its not something consistent from what I can see. Were you flying the flagship yourself?

Mar 16 2016, 2:54 AM · Game Development (Beta), Fleets, Starmade
godmars moved T1169: Fleet ships slow each other down with collision checks while following the flagship from Open / Validated to Feedback on the Issue Navigation board.
Mar 16 2016, 2:16 AM · Game Development (Beta), Fleets, Starmade

Mar 14 2016

godmars claimed T1169: Fleet ships slow each other down with collision checks while following the flagship.

I don't think this is an issue anymore? Will double check...

Mar 14 2016, 2:18 PM · Game Development (Beta), Fleets, Starmade

Mar 11 2016

godmars closed T1125: removing shipyard computer while constructing results in item loss as Closed.

-QA TESTING-
fix confirmed

Mar 11 2016, 5:13 AM · CBS: Shipyards, Starmade

Mar 6 2016

godmars added a comment to T1203: Radar Jammer no longer reduces AI Accuracy.

Radar Jammers have always reduced AI's aiming ability up until the latest release AND halve their engagement range. This only stopped being the case in the latest build(s) that were introduced after combat AI was broken then fixed.

Mar 6 2016, 7:18 PM · AI, Starmade
godmars changed Affected Gamemode(s) from issuegamemode:none to issuegamemode:sponly on T1203: Radar Jammer no longer reduces AI Accuracy.
Mar 6 2016, 4:04 AM · AI, Starmade

Mar 4 2016

godmars renamed T1211: AI aim is nearly 100% accurate, regardless of difficulty setting from AI aim is 100%, regardless of difficulty setting to AI aim is nearly 100% accurate, regardless of difficulty setting.
Mar 4 2016, 10:09 PM · AI, Starmade
godmars created T1211: AI aim is nearly 100% accurate, regardless of difficulty setting.
Mar 4 2016, 10:09 PM · AI, Starmade

Mar 3 2016

godmars set Task Type to issuetype:bug on T1203: Radar Jammer no longer reduces AI Accuracy.
Mar 3 2016, 8:50 PM · AI, Starmade

Mar 1 2016

godmars created T1203: Radar Jammer no longer reduces AI Accuracy.
Mar 1 2016, 9:56 PM · AI, Starmade
godmars set Task Type to issuetype:bug on T1199: Nullpointer when opening map after deleting a fleet.
Mar 1 2016, 5:20 AM · Fleets, Starmade
godmars created T1199: Nullpointer when opening map after deleting a fleet.
Mar 1 2016, 5:19 AM · Fleets, Starmade

Feb 27 2016

godmars created T1182: Fleet and normal AI is stationary in combat.
Feb 27 2016, 5:06 AM · Fleets, Starmade
godmars closed T1160: Rank column of fleet-member table partially hidden and unresizable as Closed.
Feb 27 2016, 4:24 AM · Fleets, Starmade
godmars moved T1160: Rank column of fleet-member table partially hidden and unresizable from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Feb 27 2016, 4:24 AM · Fleets, Starmade
godmars added a comment to T1160: Rank column of fleet-member table partially hidden and unresizable.

-fix comfirmed-

Feb 27 2016, 4:23 AM · Fleets, Starmade
godmars closed T1174: UI: Docked entities appear in list of ships to add to the fleet as Closed.
Feb 27 2016, 4:23 AM · Fleets, Starmade
godmars moved T1174: UI: Docked entities appear in list of ships to add to the fleet from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Feb 27 2016, 4:22 AM · Fleets, Starmade
godmars added a comment to T1174: UI: Docked entities appear in list of ships to add to the fleet.

-Fix confirmed-

Feb 27 2016, 4:21 AM · Fleets, Starmade

Feb 26 2016

godmars changed the status of T1173: Fleets of ships with different thrust values will not maintain formation. from Open to In Queue (Game).
Feb 26 2016, 5:44 PM · Game Development (Beta), Fleets, Starmade
godmars added a comment to T1173: Fleets of ships with different thrust values will not maintain formation..

for easy replication spawn in a large ship with around 1.0 t/m then create a core and give it enough thrust for 2.5. the core will leave the other ship(s) in the dust.

Feb 26 2016, 5:43 PM · Game Development (Beta), Fleets, Starmade
godmars claimed T1173: Fleets of ships with different thrust values will not maintain formation..
Feb 26 2016, 5:39 PM · Game Development (Beta), Fleets, Starmade
godmars changed the status of T1174: UI: Docked entities appear in list of ships to add to the fleet from Open to In Queue (Game).
Feb 26 2016, 5:34 PM · Fleets, Starmade
godmars changed Last tested (version) from 0.1956 (Dev) to 0.19563 on T1174: UI: Docked entities appear in list of ships to add to the fleet.
Feb 26 2016, 5:34 PM · Fleets, Starmade
godmars claimed T1174: UI: Docked entities appear in list of ships to add to the fleet.
Feb 26 2016, 5:33 PM · Fleets, Starmade
godmars added a comment to T1174: UI: Docked entities appear in list of ships to add to the fleet.

enter any sector with a ship with rails on it and create a fleet, then select the option to add members

Feb 26 2016, 5:33 PM · Fleets, Starmade

Feb 25 2016

godmars set Task Type to issuetype:bug on T1172: ships assigned to fleet lose all rail based entities on unload.
Feb 25 2016, 5:26 PM · Fleets, Starmade
godmars created T1172: ships assigned to fleet lose all rail based entities on unload.
Feb 25 2016, 5:03 PM · Fleets, Starmade

Feb 21 2016

godmars changed the status of T1160: Rank column of fleet-member table partially hidden and unresizable from Open to In Queue (Game).
Feb 21 2016, 1:45 AM · Fleets, Starmade
godmars added a comment to T1160: Rank column of fleet-member table partially hidden and unresizable.

-confirmed-
issue occurs as described

Feb 21 2016, 1:44 AM · Fleets, Starmade
godmars moved T1160: Rank column of fleet-member table partially hidden and unresizable from Open / Validated to Confirmed on the Issue Navigation board.
Feb 21 2016, 1:44 AM · Fleets, Starmade
godmars renamed T1160: Rank column of fleet-member table partially hidden and unresizable from Columns of fleet-member table partially hidden and unresizable to Rank column of fleet-member table partially hidden and unresizable.
Feb 21 2016, 1:43 AM · Fleets, Starmade

Feb 20 2016

godmars claimed T1160: Rank column of fleet-member table partially hidden and unresizable.
Feb 20 2016, 10:10 PM · Fleets, Starmade

Feb 19 2016

godmars closed T1075: Can hit through walls with beams, missiles and other explosive or fast traveling projectiles as Rejected.

no additional feedback in 2 weeks and described situation cannot be reproduced

Feb 19 2016, 4:49 PM · CBS: Weapons, Starmade

Feb 10 2016

godmars changed the status of T1125: removing shipyard computer while constructing results in item loss from Open to In Queue (Game).

-confirmed-

Feb 10 2016, 5:28 AM · CBS: Shipyards, Starmade
godmars added a comment to T1125: removing shipyard computer while constructing results in item loss.
Feb 10 2016, 5:28 AM · CBS: Shipyards, Starmade
godmars edited Steps to reproduce on T1125: removing shipyard computer while constructing results in item loss.
Feb 10 2016, 5:27 AM · CBS: Shipyards, Starmade
godmars moved T1125: removing shipyard computer while constructing results in item loss from Open / Validated to Confirmed on the Issue Navigation board.
Feb 10 2016, 5:17 AM · CBS: Shipyards, Starmade

Feb 6 2016

godmars claimed T1125: removing shipyard computer while constructing results in item loss.
Feb 6 2016, 10:49 PM · CBS: Shipyards, Starmade

Feb 4 2016

godmars closed T1013: Missiles don't hit the target anymore as Rejected.

Missiles are working as intended within the parameters described in the ticket. Closing due to no additional feedback

Feb 4 2016, 6:45 AM · CBS: Weapons, Starmade
godmars moved T1075: Can hit through walls with beams, missiles and other explosive or fast traveling projectiles from Open / Validated to Feedback on the Issue Navigation board.
Feb 4 2016, 6:45 AM · CBS: Weapons, Starmade
godmars added a comment to T1075: Can hit through walls with beams, missiles and other explosive or fast traveling projectiles.

Tested, does not occur in vanilla config. I noticed missiles do seem to pass through the station and then 'explode' on contact with the player, but in every instance I observed this I still took 0 damage anyway

Feb 4 2016, 6:44 AM · CBS: Weapons, Starmade

Feb 1 2016

godmars claimed T1075: Can hit through walls with beams, missiles and other explosive or fast traveling projectiles.

I was in a homebase being attacked a few days ago and this was not occurring, but I will test it again. Im thinking this only occurs with modified configs as well though, mind posting your server config up here?

Feb 1 2016, 7:40 PM · CBS: Weapons, Starmade

Jan 29 2016

godmars changed First occurrence (version) from 0.19552 to 0.19522 on T982: Pirates spawning while disabled.
Jan 29 2016, 6:43 PM · AI, Starmade
godmars changed First occurrence (version) from 0.19522 to 0.19552 on T982: Pirates spawning while disabled.
Jan 29 2016, 6:42 PM · AI, Starmade
godmars closed T982: Pirates spawning while disabled as Rejected.

Still have not ran into the problem described and no further input from other testers or players. Assuming this is no longer an issue

Jan 29 2016, 6:37 PM · AI, Starmade
godmars closed T982: Pirates spawning while disabled, a subtask of T471: Hub-Issue: Pirate spawning / response fleets, as Rejected.
Jan 29 2016, 6:37 PM · CBS: Weapons, Starmade

Jan 21 2016

godmars moved T1013: Missiles don't hit the target anymore from Open / Validated to Feedback on the Issue Navigation board.
Jan 21 2016, 6:06 AM · CBS: Weapons, Starmade
godmars added a comment to T1013: Missiles don't hit the target anymore.

Tested at ranges from 40m up to 2000m and none of described effects were observed. The missiles connected and did damage every time. Were you firing at something on the border of a sector?

Jan 21 2016, 6:06 AM · CBS: Weapons, Starmade
godmars claimed T1013: Missiles don't hit the target anymore.
Jan 21 2016, 12:35 AM · CBS: Weapons, Starmade

Jan 14 2016

godmars set Task Type to issuetype:bug on T1055: Nullpointer when sitting on blocks, crash.
Jan 14 2016, 5:52 AM · Engine, Starmade
godmars created T1055: Nullpointer when sitting on blocks, crash.
Jan 14 2016, 5:50 AM · Engine, Starmade

Jan 9 2016

godmars changed the status of T1034: Default menu size and minimal size are too small (causing clipping) from Open to In Queue (Game).
Jan 9 2016, 6:47 PM · GUI/HUD, Starmade
godmars moved T1034: Default menu size and minimal size are too small (causing clipping) from Open / Validated to Confirmed on the Issue Navigation board.
Jan 9 2016, 6:45 PM · GUI/HUD, Starmade
godmars changed the status of T1034: Default menu size and minimal size are too small (causing clipping) from In Queue (Game) to Open.
Jan 9 2016, 6:45 PM · GUI/HUD, Starmade
godmars changed the status of T1034: Default menu size and minimal size are too small (causing clipping) from Open to In Queue (Game).
Jan 9 2016, 6:43 PM · GUI/HUD, Starmade
godmars added a comment to T1034: Default menu size and minimal size are too small (causing clipping).

How to Reproduce:

Jan 9 2016, 6:39 PM · GUI/HUD, Starmade

Jan 8 2016

godmars claimed T1034: Default menu size and minimal size are too small (causing clipping).
Jan 8 2016, 11:37 PM · GUI/HUD, Starmade

Jan 2 2016

godmars added a comment to T752: Shipyard loading issue and greyed out buttons.

Not 100% sure if it is the same due to how the original description is worded; if they were loading schematics then could have occurred while nothing was docked.

Jan 2 2016, 12:23 AM · CBS: Shipyards, Starmade

Dec 27 2015

godmars created T1020: Diminishing returns of Inherited Thrust is based off the dock, not mothership.
Dec 27 2015, 4:20 PM · Blockconfig, Starmade

Dec 21 2015

godmars added a comment to T752: Shipyard loading issue and greyed out buttons.

For anyone who's had this happen before; do you recall it occuring regardless of what state the shipyard is in? I.E. , with or without a blueprint loaded up on it, with ships docked to it or not, etc

Dec 21 2015, 11:22 PM · CBS: Shipyards, Starmade
godmars claimed T432: Resetting turret position with "c" has no collision check.
Dec 21 2015, 4:55 AM · Game Development (Beta), CBS: Rails, Starmade

Dec 20 2015

godmars claimed T752: Shipyard loading issue and greyed out buttons.

Third time's a charm

Dec 20 2015, 6:05 AM · CBS: Shipyards, Starmade

Dec 19 2015

godmars added a comment to T303: beams passing through ship .

Ran into this same issue today.

Dec 19 2015, 4:10 PM · Engine, Starmade

Dec 17 2015

godmars changed Last tested (version) from 0.19524 to 0.1953 on T987: ship core unable to pitch or rotate upon removal of thrusters .
Dec 17 2015, 9:39 PM · Engine, Starmade
godmars closed T987: ship core unable to pitch or rotate upon removal of thrusters as Closed.

-QA testing-

Dec 17 2015, 9:37 PM · Engine, Starmade
godmars moved T987: ship core unable to pitch or rotate upon removal of thrusters from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Dec 17 2015, 9:36 PM · Engine, Starmade

Dec 14 2015

godmars added a comment to T982: Pirates spawning while disabled.

I went back and gave warping about a shot as well but wasn't able to recreate it that way either. I'll keep tooling around for a little to see if I can get any better luck. Let me know if recreating the server fixed it.

Dec 14 2015, 6:53 PM · AI, Starmade

Dec 13 2015

godmars updated the task description for T987: ship core unable to pitch or rotate upon removal of thrusters .
Dec 13 2015, 10:47 PM · Engine, Starmade
godmars updated the task description for T987: ship core unable to pitch or rotate upon removal of thrusters .
Dec 13 2015, 10:42 PM · Engine, Starmade
godmars changed the status of T987: ship core unable to pitch or rotate upon removal of thrusters from Open to In Queue (Game).
Dec 13 2015, 10:25 PM · Engine, Starmade
godmars added a comment to T987: ship core unable to pitch or rotate upon removal of thrusters .

issue happens as described. Placing 2 or more blocks of -any- type then removing them recreates the problem

Dec 13 2015, 10:24 PM · Engine, Starmade
godmars moved T987: ship core unable to pitch or rotate upon removal of thrusters from Open / Validated to Confirmed on the Issue Navigation board.
Dec 13 2015, 10:20 PM · Engine, Starmade
godmars claimed T987: ship core unable to pitch or rotate upon removal of thrusters .
Dec 13 2015, 9:52 PM · Engine, Starmade