on the WIP blueprint there are 4 inner ship remotes in the 2nd quickbar. The first on the left was supposed to operate the shootout rail clock chain drive but I noticed the rail fail while trying to load the pendulum entity onto it. Second from the left should open the drive pods at the back of the ship, third is supposed to extend the docked reactors (which I removed after power aux update) and the last should open the missile silo doors on top of the ship, as well as the docking arms on the bottom.
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Oct 3 2016
Oct 2 2016
-validated-
obsolete. Menu on F3 is gone
no answer
are you on a wireless network maybe ?
You did that on NFD .. right ?
Right, the chest continues to pull from it for me but the issue is that the refinery has 999999 (for example) capsules in it every time i boot up the world. I first noticed it when the refinery started spitting capsules into space (i turned that on) so that's why i worded the title the way i did.
Closing this one, a while ago a lot was done to improve the reliability of shipyards. It still has 2 issues as far as I can see but none related to this. Can't reproduce the steps mentioned by 33cav either so assuming this is fixed.
Looks fine to me. Yeah it goes to 100.0/100.0 (and then shows it's over capacity) but the chest pulling still gets rid of that. If there's an issue, it's probably that it's not truly over 100% and is just sitting on the threshold.
Not sure yet but it sounds like it's not linking to the cargo, resulting in the default chest capacity to be used. This should resolve itself once it's linking more though..
Can reproduce at least, seems to be related if it has a slave or not. Linking a 100% cannon to the cannon gives it the correct orientation again. Even a 0% support works fine.
Very similar to a different issue we had/still have. Not sure right now but I'll check this out again a bit more thoroughly later.
You may need to upload that blueprint to me (if you don't want it to be available for public, send me it on here via Conpherence http://phab.starma.de/conpherence/ or on StarmadeDock with a conversation)
Interesting issue, might be some specific orientation that causes it to shift.
Can't reproduce. doing your steps does not result in a crash even when firing the salvage + missile one. The cannon computer isn't visible in the weapons computer but that's normal since it's linked to the missile computer, which on its own is a slave (so it doesn't display its own slaves).
The subtitles exist but there are 2 typos in the file name that causes them to not be found by the game.
I'll merge this one with the other transparency issues task.
Oct 1 2016
My apologies for my delayed response.
someone suggested that a [Sector] value which would display the current sector also be added. would that be possible?
Error in class 'ChannelJava Sound' Unable to attach buffer to clip in method 'attachBuffer' [SOUND] ERROR NOT CRITICAL. LEAVING SOUND SYS ON ERROR MESSAGE: unable to prepare stream STACK TRACE: org.classpath.icedtea.pulseaudio.PulseAudioDataLine.connect(PulseAudioDataLine.java:278) org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:101) org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:283) org.classpath.icedtea.pulseaudio.PulseAudioClip.open(PulseAudioClip.java:402) paulscode.sound.libraries.ChannelJavaSound.attachBuffer(ChannelJavaSound.java:278) paulscode.sound.libraries.SourceJavaSound.play(SourceJavaSound.java:311) paulscode.sound.Library.play(Library.java:706) paulscode.sound.Library.play(Library.java:675) paulscode.sound.SoundSystem.CommandPlay(SoundSystem.java:2076) paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2599) paulscode.sound.CommandThread.run(CommandThread.java:121) java: /home/abuild/rpmbuild/BUILD/icedtea-3.1.0/icedtea-sound-1.0.1/src/native/org_classpath_icedtea_pulseaudio_Stream.c:729: Java_org_classpath_icedtea_pulseaudio_Stream_native_1pa_1stream_1cork: Assertion `operation' failed.
Yes, I see the same results on version 0.199.152 when I rolled back too it.
Doing some testing here's what I see:
- If I use the destroy_entity command on a ship with docked entities. Things work as expected. The docked entities become undocked, and can be hit without becoming ghosts
- If I blast the main ship until it starts overheating, and wait for it to overheat, we see the same bug.
Sep 30 2016
In recent patches, this is happening again. Overheated a few ships and turrets were there without Nav markers (I play with turret markers disabled normally). Enabling them again showed they were still "docked" to the now deleted ship.
Existing blueprints with these setups work just fine, and the reactors stay docked in vanilla config when you spawn them in.
That's their choice. Even if you get the block through admin commands, they shouldn't be dock-able unless you enable that in the server config.
If you're going to edit the config to make it work (dock-able), you might as well make it work in the blockbehaviorconfig.
Sep 29 2016
Also in regards to the LoD system, pretty sure the community would rejoice if any kind of LoD chair/bench is added. The makeshift chairs look bad. Even Minecraft can do it better. (Stair block and two fences). I think it's been avoided until chairs with certain usefu integrated functions could be added. But I'd love just to have a prop or new generic LoD detailing blocks that could be be combined with other blocks to create something that somewhat resembles a chair.
This issue can be absolutely crippling in terms of FPS at least on my computer.
Any plans to streamline turret construction in the future?
Probably a stupid question but I assume you inherited the thrusters in the first place?
A potential solution IMO is to introduce a new AI setting for passive ship parts. That would solve some other problems too.
Sep 28 2016
In T1954#77181, @lancake wrote:As a side note, when you updated from 214 to 234 with the new launcher, did it download a decent amount of files? It could have been that it was correctly updated but the launcher still thought it was your downgraded version. If that was the case, it should barely have downloaded a file, maybe 1, when you upgraded to 234.
Converting to task for #workflow_game_development.
Converting to task for #workflow_game_development.
Converting to task for #workflow_game_development.
Converting to task for #workflow_game_development.
Sep 27 2016
While the old launcher allows me to access the Main Menu, I cannot join any online servers because I can't uplink to the StarMade servers.
In the Multiplayer menu, you have a button "uplink to starmade registry" at the top right. Does this not work for you?
Might be some registry issue instead.
-validated-
-confirmed-
Good ... no clue about it .. and cant reproduce myself .. will ask someone with Win10.
Sep 26 2016
I tried deleting the .cache folder, but that didn't resolve the issue.
Add these files to the backup:
/settings.cfg
/server.cfg
/keyboard.cfg
/joystick.cfg
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-QA Testing-
-QA Testing-