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Nov 10 2015
this is the station i was working on. it naturally has a jump inhibitor turned on. in order to test it i had a ship with a jump drive and kept trying to charge it. if things were working correctly then the ship wouldn't be able to charge its jump drive. however i found that when i logged out of the game and logged back in I was able to charge a jump drive floating right next to the station.
Nov 9 2015
-confirmed-
Been testing; AMC, missile, and pulse work fine, Beam doesn't seem to want to do anything however. It's like i do nothing.. (does work on ships however)
You have Beams showing in the settings Tim?
-install inhibitors on ship
-activate with button
-hop in core to be sure power is being used
-leave sector ( i went 18 sectors away)
-return, find Inhibitor not drawing power by checking core usage.
In T842#30832, @TartarusMkII wrote:I am using the Feeder.co aggregator for Chrome: https://chrome.google.com/webstore/detail/rss-feed-reader/pnjaodmkngahhkoihejjehlcdlnohgmp
The reader lets me subscribe, but then it does not appear in my list of feeds. If I try to subscribe again, it doesn't stop me saying I've already done so.
I understand that I am not using the feeders you tested with, and I can't say that many others use the feeder I choose to use, but I wonder if it's still a sign that some users would have this issue, and assume that the RSS feed is simply broken (as I did).
I don't see a bit of difference with either one.. All the pictures look the same.. I see no difference in my testing either..
-Edit-
My Vid. Adap. is and AMD radeon hd 6700.
Will You upload the station BP to here?
No feedback, this isn't going anywhere without it.
This needs some more AMD/Nvidia/Intel HD comparisons.
-Confirmed-
It's seems to be just a client side issue. I can make them constantly fall by using Tab + F6, but for another client, they will appear fine.
I am using the Feeder.co aggregator for Chrome: https://chrome.google.com/webstore/detail/rss-feed-reader/pnjaodmkngahhkoihejjehlcdlnohgmp
Post phoning this one till I have some more information in how to handle this.
Getting rid of this one, there are still a few issues left but these should be separate tasks.
-Feedback-
Are you sure this is related to non cubic blocks? It sounds like you're getting it a lot on docked entities (big or small ones?) but not on undocked ships.
Will check the logs as the ship turret issue was over a period of hours.
No feedback + This should be intended, you have both a focused mode (which is what you want) and an unfocused mode (which is what you think is the bug). Both modes have their purpose.
Can you provide logs? They're located in the starmade/logs folder. If you don't know which one to give, zip the whole folder and give an approximate time + day when this happened so we can track it down.
Hm, it sounds like a certain amount of entities just didn't save, didn't save correctly or got reverted (to their non existent state)...It's most likely to do something with save.
I subscribed to the feed http://star-made.org/news.rss with 2 clients:
- mozilla firefox' dynamic bookmarks
- thunderbird's blogs&news-feeds
If any of them do not identify the next newspost on star-made.org, I will see this issue as requiring further research.
Individual blocks are not missing.
My base turret was missing the barrel entity, the turret base was still there attached to the homebase.
The design of the turret means that the barrel if detached, would still be trapped in the turret base if it was detached by a player by mistake.
I did search the surrounding sectors and could not find it.
All player stations are centred in their sectors including mine using "teleport_selected_to 0 0 0 as we have had issues with sector borders.
Can you elaborate on this? Is it the whole entity that is missing, or a selection of chunks on that entity?
You're saying the missing entity is not detached from its dock but you can't find it anywhere, so how do you know it's not detached?
Have you checked nearby sectors too? I'm thinking that some of your docks appear in a nearby sector.
Also, was the ship/station that experienced this, parked on a sector border? As in, it is both in sector X and Y (easy to check if you fly around it in a shipcore and see if you change sectors).
Thank you for this information. The announcement sounded like there is a function in it. "Upon the game requiring a wave it will use the closest difficulty of a wave with the faction it needs to spawn on."
Nov 8 2015
-Confirmed-
I can confirm this is happening on v0.19488.
-Validated-
I thought we had this reported, maybe on redmine...Either way, the same goes for planets (static entities in general). I think it was only for beam tools/weapons but not sure.
This also affects the "Fire at Selected Target" setting for AI turrets on docked ships. Found this out the hard way when I dunked a faction mate in a core.
Hmm, that's probably intended or an oversight.
I imagine the logical thing to have would be that it activates the turrets on your own ship + everything docked to it (the whole chain) and not the things you are docked to yourself.
For now, the difficulty isn't relevant. The game picks a random one so it's intended.
That's fixed in the hotfix, 0.19488. If not, poke me on a conpherence
Don't test this on the test server, SP only.
There are things that cannot be translated yet. We'll have to make a masterlist (in excel) to figure out most of them.
It's intended. Beam ticks are way more expensive than the cannon equivalent.
The cooldown is set to the beam duration though so you can fire it continuous (which is what cannon suppport does).
Found by Jananton:
I can also confirm that this is happening in the latest update (0.19488).
Pretty much the entire MushroomFleet server is shaking an angry fist at their core every time they go beyond sector boundaries. Quite repro'able.
rejecting as a duplicate of T52
and should be fixed already
v0.19485 -- i'm finding all storage modules in the current release, be they loaded in from blueprints created in older patches, or indeed saved after being rewired in the current release need to have their storage module's wiring connections undone and subsequently rewired in order for their storage filters to begin actually pulling items from their slave modules (storage and factories both). players on our server are reporting needing to rewire their entire factory systems.
all storage wiring in a given sector also breaks again upon sector unload / reload, meaning players have to rewire your factory system each time you return home or do everything manually.
can test using the following blueprint:
http://starmadedock.net/content/ninewerks-products-token-vending-machine.3629/
load it in and place grey hull in the rear, watch as the neighboring storage module is active, set to pull grey hull, but will not until un-wired and re-wired to the rear chest.
v0.19488 - seems okay on loaded blueprints now. will continue to test and let you know anything i find after i upgrade our server to v0.19488,
Any relation to T100
v0.19485 -- i'm finding all storage modules in the current release, be they loaded in from blueprints created in older patches, or indeed saved after being rewired in the current release need to have their storage module's wiring connections undone and subsequently rewired in order for their storage filters to begin actually pulling items from their slave modules (storage and factories both). players on our server are reporting needing to rewire their entire factory systems.