Its already reported in T962
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Jul 5 2016
Has been fixed already in other issue.
Does this still happen?
So wedges, etc. would handle like slabs do now?
I like it, unless someone can provide a good reason against having it that way, apart from the workload on the devs.
closing report then.
Voting outcome:
4/5 yes
1/5 no
0/5 skip
In T1650#64427, @Megacrafter127 wrote:Considering the stats of any selected ship show up in the top left corner, and that any ship in the nav menu can be selected, there is no difference, so I have no reason to say no to that part. Once that changes, the bars in the nav menu should also change their behaviour accordingly.
As for showing these bars for each ship in each of one's fleets, makes sense IMO, even if it will only be an average bar.
I say for now, Blueprints should get this feature because there is no efficient way to get ships.
Considering the stats of any selected ship show up in the top left corner, and that any ship in the nav menu can be selected, there is no difference, so I have no reason to say no to that part. Once that changes, the bars in the nav menu should also change their behaviour accordingly.
Thats right, but this log was to add the "tester information" that both argument sets with and without -steam do not make a difference.
(Inverse logic could have stopped the update if -steam was missing, but that was to show there is no difference)
I tried several combinations and just took the last log to show its all the same
In T1649#64379, @AndyP wrote:-Confirmed-
Jul 4 2016
i have this too, as it seems like the block behind that is visible.
For me this happens only when i exit a moving core. and then go thru some of the ship as an astronaught. and then teh ship just bugs out like this
Ok thanks for the tip, didn't it was possible.
You can disable or alter the keys for that in the windows menus for language support.
"Flag"
Steam true/false flip their state, but have no visible effect.
In T1645#64316, @lancake wrote:Are you sure you didn't accidentally switched it yourself? For windows your keyboard normally has 2 different "languages". 1 is azerty, the other is qwerty.
-Validated-
Jul 3 2016
As whole we agreed to it, as a useful feature and want to implement it.
Are you sure you didn't accidentally switched it yourself? For windows your keyboard normally has 2 different "languages". 1 is azerty, the other is qwerty.
Managed to get the error using only warheads.
If a blueprint is too heavy you would have to keep it in a storage system large enough to hold the mass. This way you cannot have pocket battleships.
Jul 2 2016
In T1643#64287, @Crimson-Artist wrote:In T1643#64253, @Megacrafter127 wrote:In T1643#64225, @Sven_The_Slayer wrote:In T1643#64171, @Crimson-Artist wrote:Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops
Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.
This can easily be solved by forcing blueprints to have the same mass/volume as all the items they contain.
but then that brings up the problem of holding blueprints in your inventory. how do you spawn a ship whose mass is significantly greatly than the inventory space players have? Using Personal Cargo?
v 0.198.223#20160627_191803
In T1643#64253, @Megacrafter127 wrote:In T1643#64225, @Sven_The_Slayer wrote:In T1643#64171, @Crimson-Artist wrote:Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops
Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.
This can easily be solved by forcing blueprints to have the same mass/volume as all the items they contain.
Might also be related to T1510 ...as that's the same character, and multi-sector teleporting is an element of that ticket as well.
We're still seeing this too, same player as well (IGN: Wolfe, SM Account: lordWolfe): she has two stations each in their own sector, and the results of teleporting between them are console spam, admin spam, and log ballooning.
Consoles and Pipes also are valid targets for the Create Docking build option.
I couldnt stop laughing after seeing this post.
that duplicate claimed to have it happen wile using teleporters across sector borders
Got it to happen again and so far it appears to happen when messing around in menus and then crossing sector borders.
have you been upgrading and downgrading the game between versions ?
if so .. dont !
-rejected-
this is more likely a duplicate of T1564
video from game start till error occurs
In T1643#64225, @Sven_The_Slayer wrote:In T1643#64171, @Crimson-Artist wrote:Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops
Slow build times doesn't address the fact that you can still store a huge number of blocks without any mass. I would much rather see the ability to hire NPC shipyards to construct a ship or buying ships from NPCs for early players.
So, all voted yes.
Great.
In T1643#64171, @Crimson-Artist wrote:Understandable. However i feel that it's a nessecary game play element. Especially for new players. We can take steps to encourage the building of shipyards with some nerfs to blueprint spawning such as having a build time that's slower than a shipyard. But ultimately I think that blueprint spawningis how we're gonna eventually be able to sell completed ships at player shops
Jul 1 2016
Both the server and my client were running the same version. If it is the wrong file Ill look again. I only have a couple logs before this problem.
In T1643#64168, @Sven_The_Slayer wrote:I am voting no because I feel that the ability to spawn from blueprints and to use blueprints to store items bypassing cargo requirements be removed from the game entirely. Blueprint spawning makes shipyards unnecessary. With massive cargo stores, instant spawning and no need for a specific structure there is never any actually need to build a shipyard over simply using blueprints.
In T1643#64159, @Megacrafter127 wrote:If a player has multiple blueprints in their inventory, which one is shown? Or are all shown in a sort of tree like structure?
I am voting no because I feel that the ability to spawn from blueprints and to use blueprints to store items bypassing cargo requirements be removed from the game entirely. Blueprint spawning makes shipyards unnecessary. With massive cargo stores, instant spawning and no need for a specific structure there is never any actually need to build a shipyard over simply using blueprints.
If a player has multiple blueprints in their inventory, which one is shown? Or are all shown in a sort of tree like structure?
and i lost my turrets and doors