- User Since
- Sep 2 2016, 5:27 AM (335 w, 2 d)
Jul 5 2018
Tested it agan on .104
Had the same issue. Cannons and/or beams just ignore the shields.
I jumped to a pirate station and just let it fire on me (42M shields at 100%).
The just damage the hull.
Maybe this is related to the fact, that pirates or other NPC ships are based on the old power system.
Jun 29 2018
I tested it again. Insanth seems to completly ignore my shields this time. The shield indicator remained 100%, but in built mode I could see, that the actual value was fluctuating in a range, that fits the dmg values I expect of an Insanth (Shields remained 100%, because less then 1% changed of the shield value). So i believe, the shield value was recalculated correctly, but the weapons bypassed my shields because of some other reason.
Jun 28 2018
Jun 26 2018
Jun 25 2018
May 28 2018
Jul 2 2017
We get NullPointerExceptions very often just by placing the display module somewhere.
And also, when the display modules get loaded or you get close to it. We kept crashing in relatively short intervals, so we removed them all.
I'm having this issue for many entities, stations and ships, in multiplayer. Each time, when loaded, shields are set back to zero.
May 22 2017
May 20 2017
May 19 2017
My homing missles do all diverge from the locked target.
In single- and multiplayer. They diverge from the target in perfect curve away from it into empty space.
May 18 2017
Feb 7 2017
the option is called 'show connections between logic blocks'. factories aren't logic blocks.
factories are more like storage blocks. but connections between storage blocks are not being shown with this option turned on.
so the option doesn't do, what it says.
Feb 3 2017
also: if you connect factories with each other, connections are vissible, although only connections between logic blocks should be.
Jan 28 2017
I have the same issue now, when spawning on our server. The game immediatelly crashes. No way to recover or join.
It works in single player. I assume it crashes, when it trys to print a certain entity, because some chunks had been loaded.