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Oct 29 2015
In T762#28485, @Ithirahad wrote:I have had this and related bugs as well; they are hard to reproduce on purpose but probably have something to do with server lag. Shipyards in multiplayer do have the tendency to not complete orders for certain things in some cases. This will result in unusable, corrupted designs if relogging does not fix the issue, as a user has to remove the shipyard core anchor to fix the issue while the design is stuck in an operation, which invariably seems to destroy designs.
Pasting templates that contain linked modules can cause a null pointer when it is pasted in a chunk that has not been initialized yet. At least that's what I think but it seems to be reproducible.
Reproduced it again but this time with activation gates.
-Validated-
How to reproduce:
- place down activation gate controller
- place down some activation gate modules (while having the controller selected)
- notice how it auto links
- try the same for other (logic) blocks like AND, OR, NOT,...
- those don't get auto linked
Activation gates can't put a flip flop on false either (it should since it's receiving a true signal when you fly through it)
those pictures show working mipmap, but the levels aren't enough for a checkerboard, so it looks bad in distance
I have had this and related bugs as well; they are hard to reproduce on purpose but probably have something to do with server lag. Shipyards in multiplayer do have the tendency to not complete orders for certain things in some cases. This will result in unusable, corrupted designs if relogging does not fix the issue, as a user has to remove the shipyard core anchor to fix the issue while the design is stuck in an operation, which invariably seems to destroy designs.
I'm still having this issue.
Hm, was this a power supply beam with or without support? The support version has issues with logic where 1 out of 5 ticks don't seem to apply.
Didn't get any feedback, don't know what is supposed to be broken either.
Did you do anything in particular before the server went offline? like constructing a design, or having multiple shipyards on 1 station with multiple designs loaded etc?
We had this before but it's hard to reproduce, we thought it was fixed after it didn't occur for a while (used to be very frequent), seems that there are multiple causes and only one of them got fixed.
-Feedback-
http://phab.starma.de/T642 is where designs unload after restarting the server or unloading the sector it is in. Could be related to what you had.
i have to reject this for now. there isnt any solid information to work with here. feel free to report again if it occures again and you can obtain a logfile for it.
I apologize for the late response, what you describe appears familiar to me but I could use some more information.
Closing the language editor or the block config editor both close the startup connection menu, don't know about the other tools.
-Validated-
Hop in core and scroll up or down fast makes it act jittery. Doing so slow, it works proper.
Oct 28 2015
Turrets and rail docked entities definitely can clip through undocked opjects although this does not happen all the time, still need time and tests to figure out why and when...
Un-claiming it so that anyone can change it.
In T761#27753, @Ithirahad wrote:Well, are we going to use British or American spellings? Because right now both are peppered around willy-nilly...
Update as of latest version (0.19452 (Dev)): Transporters seem a lot more reliable now, but the computer synch bug still exists; a transporter seems to have a 1-2 minute cooldown rather than a second or so as it is in singleplayer.
@lancake can you please attach the race gate template?
Fix confirmed; Schema implemented multi-pad functionality. It even puts you on different pads and will only transport as many people as there are destination teleport pads.
just tested it right now and multiple modules still work and i can teleport me and a npc at the same time from different modules
-Confirmed-
The description seems to be spot on. I've only been able to get transported by entering the transporter field as fast as possible (standing in it already didn't work for me). A few seconds too long and you can try for minutes, nothing will happen. So yeah, it seems to work for a small time, then it gets stuck at that state for maybe 5 minutes.
-Confirmed-
Yep, that's about it.
Should be easy to compare SP behaviour with MP behaviour.
If you could provide a blueprint of that station + its turrets, it would help a lot.
Could be a client <-> server issue. Server thinks it is already aiming at its target (so it shoots in that direction) but the turret for our client got stuck somewhere or is blocked.
-Validated-
This might be intended, but if that's the case, it should not allow you to link multiple modules.
I have seen this as well. Can be a real pain in combat.
Oct 27 2015
-Rejected-
OK .. then i do reject this for now
Edit: It somehow fixed itself, I'm currently not getting any more of these lighting bugs
P.S.: I tried screwing around with GPU usage before when trying to play Shadow of Mordor, to no avail sadly.
Is there some problem with having a textbox that is validated against system max RAM? I often set my RAM to values such as 5800MB, a value that is unlikely to be on the proposed slider.