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Kingofanime (Clinton Kloack)
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User Details

User Since
Feb 2 2016, 1:11 AM (459 w, 2 d)
Availability
Available

Recent Activity

Aug 31 2017

Kingofanime created T2560: Fill Tool replaces with incorrect slabs.
Aug 31 2017, 5:45 PM · Starmade, Issue Navigation

Jul 19 2017

Kingofanime created T2498: Unable to lock symmetry plane in place with empty hotbar slot.
Jul 19 2017, 12:44 AM · Quality Assurance, GUI/HUD, Starmade

Feb 2 2017

Kingofanime added a comment to T2175: beam weapons lose damage across sector borders.

I mentioned this bug in the latest starmade update thread and schema hotfixed it. Long range beams are working good now.

Feb 2 2017, 3:18 PM · Starmade

Jan 28 2017

Kingofanime added a comment to T2175: beam weapons lose damage across sector borders.

In the newest version (v0.199.432)... it now destroys zero blocks when shooting a beam/beam weapon across a sector border. Shooting a target inside the same sector is more impressive though.

Jan 28 2017, 9:09 PM · Starmade

Jan 18 2017

Kingofanime created T2175: beam weapons lose damage across sector borders.
Jan 18 2017, 7:52 PM · Starmade

Dec 13 2016

Kingofanime created T2094: Fleets losing docked entities .
Dec 13 2016, 7:50 PM · Quality Assurance, Game Development (Alpha), Fleets, Starmade

Dec 3 2016

Kingofanime added a comment to T2065: Outcast Miners are Chasing Me.

I was surprised that you couldn't recreate this, so I did some further testing.

Dec 3 2016, 2:48 PM · AI, Starmade

Dec 2 2016

Kingofanime created T2068: Shop Buy/Sell Price Exploit.
Dec 2 2016, 6:37 PM · Starmade

Dec 1 2016

Kingofanime renamed T2066: Faction Shop Cargo is 0 from Faction Shop Cargo to Faction Shop Cargo is 0.
Dec 1 2016, 1:41 PM · Starmade
Kingofanime created T2066: Faction Shop Cargo is 0.
Dec 1 2016, 1:40 PM · Starmade
Kingofanime created T2065: Outcast Miners are Chasing Me.
Dec 1 2016, 1:27 PM · AI, Starmade

Sep 10 2016

Kingofanime added a comment to T1906: Auxiliary Power is Infinite.

Feel free to close/delete this ticket. I didn't realize, at first, that auxiliary reactors were meant to be permanently left turned on. That surprised me.

Sep 10 2016, 8:35 AM · Starmade

Sep 9 2016

Kingofanime added a comment to T1906: Auxiliary Power is Infinite.

I can't make sense of the math.

Sep 9 2016, 11:54 PM · Starmade
Kingofanime added a comment to T1906: Auxiliary Power is Infinite.

Correction... I did some more testing. It is doing an initial dump of a lot of power, follow by a lesser recharge when the auxiliary tank empties, but the empty auxiliary tank recharge rate feels like the recharge rate of that listed for the "on" stat.

Sep 9 2016, 11:49 PM · Starmade
Kingofanime created T1906: Auxiliary Power is Infinite.
Sep 9 2016, 11:39 PM · Starmade

Jul 30 2016

Kingofanime created T1760: Can't Decorate with Cargo Blocks using Lighten Checkbox.
Jul 30 2016, 4:14 PM · Engine, Starmade

Jul 19 2016

Kingofanime added a comment to T1690: Inconsistent Lighting.

Woah, I updated and opened my starmade this morning and everything was dark, like the lighting engine was turned off. So I set "CUBE_LIGHT_NORMALIZER_NEW_M = true" and everything is back to normal. But I know that I launched starmade multiple times last night with that set to false and it wasn't dark. What does that setting do?

Jul 19 2016, 1:34 PM · Engine, Starmade
Kingofanime added a comment to T1690: Inconsistent Lighting.

(my internet is finally back up, and I can post this)

Jul 19 2016, 12:52 AM · Engine, Starmade

Jul 16 2016

Kingofanime updated the task description for T1690: Inconsistent Lighting.
Jul 16 2016, 2:28 PM · Engine, Starmade
Kingofanime created T1690: Inconsistent Lighting.
Jul 16 2016, 2:27 PM · Engine, Starmade

Jul 14 2016

Kingofanime added a comment to T1679: Girder and shipyard block rotations.

I feel like if you use the shipyard modules in a downward facing "C" shape, then you're fine. And that would be the most common shipyard shape, but stray from the path just a little and you're blocks might not align. The alignment I mentioned earlier could be used in a side "C" shaped shipyard, where it opens to the side. I wonder if they've always been like this?... I guess I usually make traditional shipyards.

Jul 14 2016, 12:13 PM · Game Development (Beta), Blockconfig, Starmade
Kingofanime created T1679: Girder and shipyard block rotations.
Jul 14 2016, 2:13 AM · Game Development (Beta), Blockconfig, Starmade

Jun 19 2016

Kingofanime created T1592: unloaded and overheated fleet ships follow move orders.
Jun 19 2016, 11:52 PM · Fleets, Starmade

May 23 2016

Kingofanime added a comment to T1470: SP universe advanced numerical settings display default values on startup.

I would also like to note that some of the values that it's defaulting to are not what I remember the defaults being. It's defaulting the sector size to 1000. I thought the default was supposed to be 2000, but I'm not positive. That may affect people's single player worlds.

May 23 2016, 2:40 PM · GUI/HUD, Starmade

May 22 2016

Kingofanime edited Steps to reproduce on T1470: SP universe advanced numerical settings display default values on startup.
May 22 2016, 11:28 PM · GUI/HUD, Starmade
Kingofanime created T1470: SP universe advanced numerical settings display default values on startup.
May 22 2016, 11:16 PM · GUI/HUD, Starmade

May 13 2016

Kingofanime added a comment to T1198: Ships will get stuck on pickup rails when re-docked without a player inside.

I probably didn't have a faction module on the ship I was picking up, during my earlier listed steps. Since, it was just a quickly built test ship. Apparently that makes a difference.

May 13 2016, 12:18 PM · Fleets, Starmade

May 11 2016

Kingofanime created T1418: Incorrect mass value on blueprint list.
May 11 2016, 7:10 PM · Starmade

May 5 2016

Kingofanime created T1403: AI resists momentum effects.
May 5 2016, 12:45 PM · Game Development (Beta), CBS: Weapons, Starmade

Apr 27 2016

Kingofanime created T1389: Display module data tags incorrect.
Apr 27 2016, 12:09 PM · Game Development, Starmade

Apr 25 2016

Kingofanime added a comment to T1238: carrier recall drones unable to redock properly and get stuck in a loop caused by non physical rails .

Those are some really short pickup rail lines in your gif... I would try making them longer.

Apr 25 2016, 4:35 PM · Fleets, Starmade

Apr 17 2016

Kingofanime added a comment to T210: Thruster plumes do not depend on the orientation of the thruster.
Apr 17 2016, 3:02 PM · Game Development (Beta), Engine (Rendering), Starmade

Apr 15 2016

Kingofanime added a comment to T1198: Ships will get stuck on pickup rails when re-docked without a player inside.

WOW... after getting the ship stuck to me... if I travel back a sector it disappears. And if I travel forward a sector it reappears. Very Strange.

Apr 15 2016, 4:01 PM · Fleets, Starmade
Kingofanime added a comment to T1198: Ships will get stuck on pickup rails when re-docked without a player inside.

I've never had this problem before, but I decided to try recreating it for the fun of it. I usually never move my ships when something is docking to me. But I was able to recreate it first try by crossing a sector border while manually picking up a ship. Here are my exact steps.

Apr 15 2016, 3:55 PM · Fleets, Starmade

Apr 12 2016

Kingofanime added a comment to T1278: Transporter names, wireless logic and other data sometimes reset.

I just checked them... I have 9 transporter computers and each one of them is connected to 9 modules. I also checked the block counts in my blueprint, and all transporter computers are accounted for.

Apr 12 2016, 3:24 PM · CBS: Functional, Starmade

Apr 10 2016

Kingofanime added a comment to T1278: Transporter names, wireless logic and other data sometimes reset.

I save my mothership blueprint at the end of every building session as a different blueprint name (ship01, ship02, ship03).

Apr 10 2016, 6:58 PM · CBS: Functional, Starmade
Kingofanime added a comment to T1278: Transporter names, wireless logic and other data sometimes reset.

It just happened to me again. I exited my ship core after doing some building and noticed that 8 of my 9 transporter names on my mothership build in progress were blank. I tried retracing all the different things I've done in the past 2 days, but I'm still unable to figure out the steps to recreate the bug.

Apr 10 2016, 6:31 PM · CBS: Functional, Starmade

Apr 9 2016

Kingofanime added a comment to T1288: Fleet move command doesn't use any kind of braking at destination..

I tried some stuff out In today's official patch (v0.197.36). The move command still doesn't use any kind of braking when reaching it's destination. But if you interrupt the move order with an idle command, it stops very suddenly, too suddenly.

Apr 9 2016, 12:23 AM · Game Development (Beta), Fleets, Starmade
Kingofanime added a comment to T1180: fleets get stuck with old orders (sometimes until they are unloaded?).

Since today's official patch (v0.197.36) came out, I'm no longer seeing any problems with persistent move orders.

Apr 9 2016, 12:18 AM · Fleets, Starmade

Apr 6 2016

Kingofanime added a comment to T1322: undo causes critical error.

I just noticed ticket T1316. That sounds similar to this.

Apr 6 2016, 1:49 AM · Starmade
Kingofanime created T1322: undo causes critical error.
Apr 6 2016, 1:40 AM · Starmade

Apr 1 2016

Kingofanime added a comment to T1287: Fleets on defend/attack don't move back to assigned sector after combat.

This bug could have occurred after some attempts were made to fix T1180. Because I remember the defend sector command moved ships correctly before the current patch (v0.19624). But in v0.19624 I was surprised when they didn't move.

Apr 1 2016, 9:06 PM · Game Development (Beta), Fleets, Starmade

Mar 29 2016

Kingofanime added a comment to T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.

The Sentry command is working great now.

Mar 29 2016, 3:44 PM · Fleets, Starmade

Mar 28 2016

Kingofanime added a comment to T1287: Fleets on defend/attack don't move back to assigned sector after combat.

I think it might also be doing the same thing on the attack sector fleet command.

Mar 28 2016, 11:45 PM · Game Development (Beta), Fleets, Starmade
Kingofanime created T1288: Fleet move command doesn't use any kind of braking at destination..
Mar 28 2016, 11:30 PM · Game Development (Beta), Fleets, Starmade
Kingofanime updated the task description for T1287: Fleets on defend/attack don't move back to assigned sector after combat.
Mar 28 2016, 11:15 PM · Game Development (Beta), Fleets, Starmade
Kingofanime created T1287: Fleets on defend/attack don't move back to assigned sector after combat.
Mar 28 2016, 11:09 PM · Game Development (Beta), Fleets, Starmade
Kingofanime added a comment to T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.

Wow, you're right, this does seem be working.

Mar 28 2016, 10:46 PM · Fleets, Starmade
Kingofanime added a comment to T1232: Recall to Carrier Ships, try to collision avoid pickup rails.

This issue was fixed for me in the last patch release.

Mar 28 2016, 10:14 PM · Fleets, Starmade

Mar 27 2016

Kingofanime added a comment to T1278: Transporter names, wireless logic and other data sometimes reset.

I had this happen to me once. It was on my huge long-term ship building project, which I haven't finished yet. I went into my single player world to do some building on my ship, and noticed that all the transporter names had disappeared. It has 9 transporter rooms in it, and a rail elevator. I re-entered all the transporter names and it hasn't happened again since that one time.

Mar 27 2016, 8:59 PM · CBS: Functional, Starmade

Mar 26 2016

Kingofanime created T1276: turning off gravity un-aligns you from ship.
Mar 26 2016, 10:44 PM · Engine, Starmade

Mar 14 2016

Kingofanime added a comment to T1232: Recall to Carrier Ships, try to collision avoid pickup rails.

If your drones are docking backwards, then putting the rail docker on the very back end of the drone, with nothing sticking out past it, might help. That way the rail docker gets in range of the docking point before the drones collision box does.

Mar 14 2016, 10:33 PM · Fleets, Starmade

Mar 12 2016

Kingofanime added a comment to T1232: Recall to Carrier Ships, try to collision avoid pickup rails.

I was able to successfully create an animated gif of the problem. You can see in the gif that they are performing collision avoidance with the pickup rail, before getting close enough to dock.

Mar 12 2016, 2:59 PM · Fleets, Starmade

Mar 11 2016

Kingofanime created T1232: Recall to Carrier Ships, try to collision avoid pickup rails.
Mar 11 2016, 11:59 PM · Fleets, Starmade

Mar 10 2016

Kingofanime created T1229: Renaming a fleet ship doesn't update name immediately in fleet list.
Mar 10 2016, 5:32 PM · Game Development (Beta), Fleets, Starmade

Mar 8 2016

Kingofanime added a comment to T1180: fleets get stuck with old orders (sometimes until they are unloaded?).

I was trying out the move fleet command while I was aligned to, and inside my ship. I was about to create a bug report, but then I found this ticket.

Mar 8 2016, 1:32 AM · Fleets, Starmade

Mar 6 2016

Kingofanime added a comment to T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.

It's also worth noting, that when you're using the defend sector command, if your fleet ships have short range weapons that are less than the 2km sector size... I think it's possible to have enemies in your defended sector being ignored by your fleet.

Mar 6 2016, 7:53 PM · Fleets, Starmade
Kingofanime added a comment to T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.

One time I was testing the fleet sentry command... my fleet ship didn't respond until it got the beam computer shot off. Which switched the ship from a short range weapon (Beam/Cannon) to a longer range weapon (Cannon). It then began fighting back, but none of the other fleet members helped.

Mar 6 2016, 7:39 PM · Fleets, Starmade
Kingofanime added a comment to T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.

If an enemy is within weapons range, it works fine.

Mar 6 2016, 7:30 PM · Fleets, Starmade
Kingofanime set Task Type to issuetype:bug on T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.
Mar 6 2016, 6:23 PM · Fleets, Starmade
Kingofanime created T1221: fleet on sentry or defend doesn't fight back if enemy is out of weapon range.
Mar 6 2016, 6:20 PM · Fleets, Starmade

Mar 3 2016

Kingofanime created T1208: Can't add ship to fleet if it isnt in the same sector.
Mar 3 2016, 4:26 PM · Fleets, Starmade

Feb 28 2016

Kingofanime added a comment to T1188: Undo - redo sequence can destroy blocks.

I don't usually post here. but I'll post my experiences in case it helps. I saw this bug when working on my large EVE Oracle Shell. About 450m tall empty shell. If I wanted to try to recreate this bug, the easiest way I've found is to set you brush size to something large like 50x50x50, and use the replace block tool over a large area. I would estimate it to happen within 5 to 8 clicks... maybe. When it happens, only one single block out of the whole area will explode instead of replacing it with the new block.

Feb 28 2016, 8:27 PM · GUI/HUD, Starmade

Feb 2 2016

Kingofanime created T1118: explosions don't trigger shield recharge outage.
Feb 2 2016, 1:37 AM · CBS: Weapons, Starmade