"Set a redirect on a logout link" that's what it is. Currently, you can set a redirect on a login link, here's a SMD example https://starmadedock.net/register/external?reg=1&provider=73c70&redirect=https%3A%2F%2Fstarmadedock.net%2F .
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May 2 2016
-Validated-
-Confirmed-
Indeed not possible as per authors description
sorry that i couldnt remember how that originaly worked
Possible duplicate of T780?
That was through linking ?
not only placing it alongside a block?
(like the trigger-activator thing)
Linking Storage Computers (Chests) to logic gets output based on if a chest is full or not. When linking to an OR you get a signal when there is anything in the chest and an ACTIVATOR will trigger when the storage is full. These connections can no longer be made.
May 1 2016
Apr 30 2016
Video of the issue:
Yeah, similar, but I it could be a case where the shader skips the lightcalc for that plane. (making it invisible)
-QA Testing-
Apr 29 2016
Make the blueprint require its mass and volume regardless of how filled it is.
@lancake Your thoughts?
GIF showing the bug. Note that the inventory to the left is a storage from my station and is set as personal inventory, to the right is a storage on my ship docked to said station. Though this bug is reproducible if both inventories left and right are the same (storage) and are storage on a single entity.
Popped onto the server and noticed this today after moving a fleet.
Also I forgot to mention, but if you're going to test it probably try to use the same build helper though they all should glitch the same
Small update to this: null usernames are no longer accepted.
Let's go with "increase username sanity" instead and validate them across StarMade, the Registry, and StarMadeDock for consistency.
What exactly is this ticket about?
Please provide an explanation.
Apr 28 2016
doot doot
I fixed it in the latest build. Actually, I don't think this issue is visible in any of the tester builds, as I believe I fixed it in the first version containing the memory slider; I could be wrong, though, as this bug has plagued me for a long time. (It ended up being a bug within AngularJS itself)
-Validated-
-confirmed-
yeah, good idea to do this.
...Or copy to a design using a shipyard.
Charge occurs at time of blueprint purchase, just tested this.
The station cost should be refunded as well. (Or is it charged on actually spawning the station?)
There is a cost for station blueprints, using normal settings. Although ship blueprints are free.
T1376#53908
I agree to that in some ways,
however, any "abuse" is prevented by refunding the blocks if the blueprint changed for some reason.
Purchase shouldnt be possible on normal settings anyway?
and the "purchase" of the blueprint itself is without any costs.
I have mixed feelings about the position taken here.
I should probably point out that this NullPointer was initially discovered while investigating odd server slowdowns. The error will often be written dozens of times per second to logs, and that has the apparent effect of impairing response times for all players.
Apr 27 2016
This is an exported sector of where you'll see the NullPointerException in server logs, upon shooting the station within.
Added @spunkie as we were working together to flush-out an addition to T1385 at the time.
Editing...it may have been premature for me to assume this bug is the same. I've created a new one: http://phab.starma.de/T1388
Apr 26 2016
@spunkie invested some time chasing this bug with me last night. Tagging him for inclusion.
Getting multiple reports via support and diverse other channels about this.
Skipping ingame test.
What was again the purpose of linking them in the first place ??
Please add the exported Sector with drag and drop so we can take a look
-QA testing-
The transporter module will always try to place the player on top of itself with relation to the entity its mounted on regardless of the facing direction of the module. It will also place a player into a solid wall.
Apr 25 2016
In T1238#53620, @Keptick wrote:The drones most likely turn to properly orient their docker with the pickup rail, since that's what actually "connects", not when the drone touches the pickup point.
In T1238#53560, @megashub wrote:In T1238#53559, @Kingofanime wrote:Those are some really short pickup rail lines in your gif... I would try making them longer.
But isn't that just a work around for this bug? If the drones don't abruptly turn, they dock fine. A long pickup line is functionally okay, but when building at scale, that's a lot of extra work. This carrier, for example, carries 64 drones.
Finally, the longer the pickup lines, the easier it is to fly past idle ships and magnetically pick them up as docked entities without intending to do so. It's just messy and unnecessary just to work around the fact that the AI isn't yet smart enough to determine it's own collision area beyond a rough cube shape, which seems to be the case today. It perceives the space around the nose of those drones as being 'part of the ship' and so it tries to avoid a collision. If it was smart enough to know that is unoccupied space, it wouldn't swerve.