AI will be getting a major revamp along with the universe update. Any fix will likely be then.
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Tue, Nov 19
Nov 6 2018
Jul 3 2018
I also (still!) get this fairly consistently on servers with a high player count or potentially other sources of high load.
Apr 2 2018
Jan 14 2018
Jan 8 2018
Jan 2 2018
Dec 30 2017
...Oh, right, I don't have the authority or permissions to close tickets properly. Could someone do that?
Last tested in v0.200.274.
Can no longer reproduce as of v0.200.274. Weapons fired in free-cam mode will now fire directly forward as they did before this development cycle.
Dec 14 2017
Dec 13 2017
Dec 12 2017
Dec 11 2017
Dec 10 2017
Still exists as of 0.200.251. (Why can't I update Last Tested?)
Nov 4 2017
My ticket needs to be merged in, I guess.
Nov 2 2017
Oct 26 2017
Oct 7 2017
the point is ... how is that an exploit as long as the AI can only fire on ONE spot with all outputs?
Sep 27 2017
Jul 18 2017
May 23 2017
Probably the local blueprint upload list dialog box. Upon pressing that, I get a very long program hang myself, so I generally hit the button and then alt-tab out and do something else :P
May 10 2017
It is a single activator triggering a large number of forcefield and forcefield wedge blocks distributed across several chunks, likely more than 50000. But this, alone, should not qualify as a 'logic bomb.' It doesn't alternate or repeat automatically to produce a sustained load on the server. Essentially, this 'feature' is just punishing large-scale implementation of the logic system that does not produce a noticeable effect on servers, which I can't imagine is an intended result. (therefore, bug.)
May 5 2017
Mar 20 2017
https://phab.starma.de/T382 related ticket
Mar 17 2017
Feb 5 2017
also: if you connect factories with each other, connections are vissible, although only connections between logic blocks should be.
Intended, and useful when you have large factory chains you are trying to keep track of.
Jan 24 2017
If memory serves, the last report I've heard about this bug is that it only happens after a certain number of turrets. Maybe 10 or so? Needs testing with a lot of turrets and preferably a larger ship than typical testing articles. Try a faction-level setup with some big turrets and lots of point-defense.
If the time can be put in to make this a feature, it'd be good if multiple storages could share cargo spaces as long as they aren't able to 'overlap' their capacity. It would make factory sorting systems and inventory sorting significantly easier.
Nov 2 2016
In T2018#79905, @lancake wrote:Can you reproduce this issue in a more controlled manner?
Oct 31 2016
Yeah, I can confirm same issue with names on Inner Ship Remotes. Also, names of inner ship remotes are not saving (reliably?) in local blueprints, but that goes in a separate ticket, and IDK if there's already a bug report for that.
Oct 18 2016
:(
Oct 14 2016
I would test this, but I don't have time right now. :P
Oct 12 2016
For me, relogging from the main menu can result in things like entities not visually loading, which persists until client restart.
For me, relogging from the main menu can result in things like entities not visually loading, which persists until client restart.
Oh, before reading the description I thought this was the timestamp bug that claimed that things like mail came from the past...
Sep 24 2016
Sep 16 2016
Logic gates: AND, NOT, OR, etc.
Sep 15 2016
Does this apply to activators/linked gates as well?
I'm not in the council, but can I go ahead and recommend integration with the trading system (if it's feasible), so that mass orders for blueprints can be made from other shops via the Trading Guild delivery service?
Jun 26 2016
Jun 24 2016
Jun 21 2016
Jun 19 2016
Jun 17 2016
Jun 15 2016
Jun 5 2016
Never mind. Duplicate of http://phab.starma.de/T149.
May 25 2016
:P
May 24 2016
I was talking about trying to open another menu on the main menu before closing the settings screen and hitting the confirmation box to implement the changes.
May 19 2016
Even at a 1-blueprint limit, a very large server will run into this problem.
May 18 2016
May 9 2016
NFD Build Server gets this issue periodically. We have to wipe the blueprint database, or the server lags and can even become unstable when people are doing stuff with blueprints.
May 5 2016
If this is just a Lua script error, this might be a good time to fix Lua script error handling in general, not just this script. One script crash should not spam everyone with a nullpointer until the server restarts.
Apr 28 2016
...Or copy to a design using a shipyard.
Apr 7 2016
Heh, I rather like the looks of the wireframe box thing from station build mode with the glitch...
Apr 6 2016
Can confirm Coolie hat can't be used. Recently, however, my joystick hasn't even been recognized by the game :|
Apr 1 2016
Can confirm.
Mar 27 2016
This is not the same bug. For me the ships will fly over and attempt to mine, but they will spend most of their time not actually hitting the asteroid. They will also randomly flip to the side and back.
Mar 26 2016
Wait, this wasn't reported already? O_o
Mar 16 2016
Yes.
Mar 10 2016
That was before the fix. I haven't tested it since then.