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icycooladdict

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Everything posted by icycooladdict

  1. Warped with required inventory (War Robots) to mission sector. Forgot to turn off autocannons, so while in dialog the pirate trader was blown up. Warped out then back in. Selected mission from mission tab and crashed immediately upon pressing the "abandon" button. Crash Report ------------------------------------------------------------------------------------------------------------------------------------------------------ (174:90) Noble Metal Mine L's population consumed 6 Mining Robots and paid you ¢1.061.896 for it (¢50.566 profit). Entered exception handler Thread 1 Error: EXCEPTION_ACCESS_VIOLATION CurrentFunction [11]: CurrentScript [12]: CurrentFunction [12]: Workpacket [31]: CurrentFunction [14]: CurrentScript [13]: Coordinates: 124_118 Thread Name [28]: Steam Networking Receive Thread Name [27]: UDP Connection Receive Workpacket [24]: Thread Name [24]: AmbientOcclusion WorkerPool Thread 0 CurrentFunction [31]: Runtime: 1 hour, 8 minutes Seed: ED1bRcwfZP Difficulty: Expert Script Memory: 88.15MB Total memory in use (whole system): 9.07GB Workpacket [20]: Workpacket [19]: Workpacket [18]: Thread Name [19]: Lua WorkerPool Thread 2 Thread Name [31]: BuildingStats WorkerPool Thread 0 Workpacket [17]: Thread Name [17]: Lua WorkerPool Thread 0 Workpacket [16]: Workpacket [25]: Workpacket [15]: Thread Name [16]: Analytics WorkerPool Thread 1 Thread Name [25]: AmbientOcclusion WorkerPool Thread 1 Thread Name [15]: Analytics WorkerPool Thread 0 Workpacket [14]: GLSL Version: 4.00 - Build 25.20.100.6519 CurrentScript [11]: Global ProfilerSection [1]: update message processing GL Version String: 4.0.0 - Build 25.20.100.6519 GPU Vendor: Intel GameVersionHash: e6e24eaa0998 Thread Name [10]: Game WorkerPool Thread 7 Thread Name [4]: Game WorkerPool Thread 1 Workpacket [13]: CPU: Intel® Core i7-8650U CPU @ 1.90GHz 8 Cores CurrentFunction [1]: GL Version: 4.0 Workpacket [8]: RAM: 16 Workpacket [3]: CurrentScript [31]: GPU Renderer: Intel® UHD Graphics 620 Thread Name [8]: Game WorkerPool Thread 5 Thread Name [18]: Lua WorkerPool Thread 1 CurrentScript [1]: Workpacket [5]: Thread Name [6]: Game WorkerPool Thread 3 Workpacket [4]: Thread Name [13]: UI WorkerPool Thread 2 CurrentFunction [13]: Thread Name [20]: Lua WorkerPool Thread 3 Thread Name [7]: Game WorkerPool Thread 4 Thread Name [3]: Game WorkerPool Thread 0 Workpacket [6]: Thread Name [12]: UI WorkerPool Thread 1 Thread Name [26]: UDP Connection Receive Thread Name [5]: Game WorkerPool Thread 2 Workpacket [7]: Workpacket [9]: Thread Name [9]: Game WorkerPool Thread 6 Total memory in use by process: 3.08GB Workpacket [10]: Workpacket [11]: Workpacket [12]: CurrentScript [14]: GameVersion: Beta 0.30 r19012 e6e24eaa0998 Thread Name [11]: UI WorkerPool Thread 0 Thread Name [14]: UI WorkerPool Thread 3 === STACKTRACE ===================================== #1: ?? [0xf331ea] #2: ?? [0xf33491] #3: ?? [0xb126b7] #4: ?? [0xd4a4e7] #5: ?? [0xd51b21] #6: ?? [0x489bed] #7: ?? [0xb6f572] #8: ?? [0xb6e4ee] #9: ?? [0xb6f572] #10: ?? [0x550921] #11: ?? [0xb6e4ee] #12: ?? [0xb6f5a2] #13: ?? [0x54ba80] #14: ?? [0x54d8c0] #15: ?? [0x40a178] #16: ?? [0x40bb0b] #17: ?? [0x403d99] #18: Mix_SetPanning [0x17c3e41] #19: ?? [0x4013c7] #20: ?? [0x4014cb] #21: [ext] BaseThreadInitThunk [0x7ffca5f17974] #22: [ext] RtlUserThreadStart [0x7ffca844a271]
  2. Occasionally cannon based ships are spawned with amazing power. Currently playing veteran difficulty and already visited the core. I have lots of core materials/guns/etc. Was visiting outside the core for some stuff when a group of Xsotan warped in. The cannon ship one-shotted my 200mil credit ship with over 1.6E6 shield. I easily tank huge groups in that area. Seems like there's an outlier with damage output lurking the spawning algorithm. Love all the new changes except this one.
  3. I have resolved this by removing a mod that somehow was interfering with something. Consider this bug resolved.
  4. Thank you for the feedback. I disabled all mods(one) and that fixed it. I didn't even know I still had it. Consider this bug resolved.
  5. It would seem that ships in other sectors lose their commands after maybe ~10 min. I cannot get the time down exactly. I noticed this with a few mining vessels I set to mine. Would appreciate a conformation of this bug.
  6. Modules are not given stats or descriptions with a new world creation. I tried an old save and they work fine. Modules are not showing up at starting sector as well. To try replicating just create a new world and see if starting sector equipment station has blank modules tab. Placing the modules on a ship does not have any effect(checked in building mode).
  7. You would be correct. Thank you for that info. I'll be sure to pass it on.
  8. No 0.26 Beta selection is available under the Beta tab in Steam properties. I'm trying to join a server, but my game auto-updated and I cannot roll back. The last selection in the list (latest beta) is for 0.27.
  9. -Clipping of popup info box on mouse hover on right of UI through popup notifications black bar https://imgur.com/a/1tOllx6 -Player owned factories only work when player is in sector but still charge crew pay. They start working when player warps in. So after some more testing I see now there are no notifications for income earned or goods transported. It seems to be working okay. -When building green/red numbers on right hand stats when adding blocks are incorrect It turns out that building with an axis mirrored does not account for overlap in blocks you're trying to place (e.g. placing a block centered in plane.) I do a lot of weird things I shouldn't probably with mirrors. Consider this no longer an issue. -In SP upon exiting building mode everything is frozen but can look around. Entering and exiting either the main menu or building mode corrects this Singleplayer. This happens most commonly with the lua script for cheating in items. Transporter blocks do not function. See my other post a while ago about that Resolved -Cargo fighters don’t transport cargo when player is out of sector. I'm going to test this again and see if it still is a problem. I played some today and my inventories are changing again. -Warping ships around in map mode occasionally requires multiple clicks for action. Having a small ship jump around new green dots in an area requires multiple clicks per dot while holding shift to chain commands. Some jump orders on list repeat sector. Possible freezing taking place at some interval which queues commands causing repeats. Again single player and I haven't had any notifications like that.
  10. That seems to have done the trick. I didn't notice it in the description (helps if I read it in more detail)! Consider this closed.
  11. I've put some serious time recently into the game and had come across a few times something I felt needed correcting or improvement. Here's a list I've compiled of immediate (not necessarily easy) improvements that would really help the game without introducing any new mechanics. -Fleet icons with health and bugout ability. There's space on the left side of the screen to list the icon of the ship and a small health bar below it (just like the circular pictures in map mode but with tiny health bars below even overlapping). They would pop up if they are in danger. Too many times the notification has popped up but I missed it because I'm researching and a massive queue has amassed and it's still getting to it. Furthermore the option to set a bugout sector that has the ship warp immediately to. Multiple jumps would be used if necessary. This would be accessible from the popup icon of the ship (like fighters) and commanded quickly. They could blink yellow when in a system with hostile ships and blink red when they're being fired upon. Ships not in danger would not show. -Notification segmentation. There needs to be a major overhaul of notifications. They are too large and too numerous. If you have two fleets operating in different sectors and stations while you are in another sector salvaging it's easy to miss important notifications. A possible solution is to separate the notifications into different parts for different reasons. For example the top third of the original area is dedicated to warp ins from pirates and craft under attack, the middle for items, and the last third for resources. At least this would allow important mechanics to work but show the most impacting notifications longer. -Tabs for turrets and module types in inventory window. The search bar is great, but having multiple tabs based on turret and module type would be a wonderful addition. The leftmost tap could be "All" like we have now and more tabs to the right have lasers and thruster modules for example. -The ability to command your own ship in RTS mode. When I need to move my mining fleet out of danger I usually put my main craft (it's a tank) between the offenders to distract them long enough for escape. When I'm in RTS mode I cannot coordinate that. I would hope if I exited RTS mode it would put me back in my ship like normal and cut off the commands I gave it. -Depth indicators for ships in RTS mode. See picture for example. -Tab in ship details for writing notes. They can stay with the ship and even follow through steam too. There's room to the right of Co-Op controls. -Tab in player window where we could write things. Maybe a journal style with nameable sub-tabs. There's room next to the Alliance Tab -Shade density and font size slider for black background of notifications. They take up a lot of the screen. -The station price ratio is confusing. Needs example or other clarification. Maybe independent sell and buy % sliders -Caravanning. Assemble a fleet unit where all units assigned to fleet stay/warp/etc. with fleet unless doing something like refining. It would allow single-command options to assemble and move. It could be limited by the smallest jump distance. -Player trade stations with selectable sale items. I can't tell you how many times I wish I could get rid of 6 units of coffee and 10 units of copper. If we could dump it in a station and set a price where ships could come get it I believe the game would feel less grindy. Same with requesting items. You could request items (like that targeting system you just can't find a factory for) but pay a high price for it. -History of all notifications. Possibly split up into multiple tabs based on subject (e.g. important notifications, crew payments, resources, etc.) Also a short statement of income/expenses over a time period. Nothing crazy just maybe a balance over the last hour to see where some resource flows are. I hope you all give these consideration.
  12. Foremost I apologize for not following posting protocol by not making separate posts for each bug, but I didn't want to flood the forum page. I can do just that if wanted. I've put in 150+ hours over the last 3 weeks and found these bugs. (Worst are in red) -Clipping of popup info box on mouse hover on right of UI through popup notifications black bar -Exiting strategy mode rotates ship -Mining ships warping to refine ores (no player involved) drop ores for refinement but when you try to pick them up the refinery doesn’t have it losing all your ore. (After further testing the ore is added to the player’s inventory but not notified as per my testing. This goes for scrap and ore. If the ordered refining ship leaves the system it refined in, the ores are added. The ores are not added if the refining ship remains in system. If that is the case selecting the sector on the map gives the ores. No need to warp there. A notification that ore was given needs to be in place.) -Player owned factories only work when player is in sector but still charge crew pay. They start working when player warps in. -When building green/red numbers on right hand stats when adding blocks are incorrect -Game “freezes” occasionally causing module movement and station actions to not react until freeze is over. Backlogged actions are all taken at once. This is most notable on the research station when researching large numbers of things. The freezes are usually spaced out equally in time. Need third party testing on this. Spend 20 minutes at the research station doing nothing but researching and you should see it. When I noticed for the first time ships travelling in a straight line would revert back a few hundred meters like reversing time and proceed to stop and spin in place violently. This may be related. -In SP upon exiting building mode everything is frozen but can look around. Entering and exiting either the main menu or building mode corrects this. -Fighter factory causes massive amount of lag. Mouse movement is choppy and scrolling is slow. Actions are still possible and no loss of input. -Research of modules does not seem consistent. I have seen a few modules have “priority” over others. Combining like modules (e.g. m-tcs and a-tcs) don’t show this behavior, but when combining unlike modules (e.g. 3x rare shields and 1x rare thruster) the result is always a thruster. This only happens for certain combinations (one above is example). This may be hard to pin down if it’s a bug or mechanic. -Ships stop mining when out of sector for an amount of time. I know this has been reported on but it made this list. As a note with the new mechanic of placing ore and salvage in the cargo hold, these additions do not show up on player notifications when out of sector. This looks like they’re inactive until you jump over and check their cargo hold. -MAD Scientist – this boss cheats a new weapon in game. I have killed it several times to figure out what kind of weapon it is but doesn’t seem to drop. It locks a ship in place with a black dialog box and kills you while player tries to figure out how to escape it. Typically it destroys you before you can escape. Since there’s no name I’ll refer to it as the “Dialog Disruptor.” I hope it’s a module like the warp disruptor. -Ships ordered in RTS “defect” and travel in random (or opposite) direction hundreds of Km away at max speed. Not consistent or easily reproduceable. -Ships accidentally shoot other ships if they get between a target. I can’t have independent cannons on any ships in a friendly system because they’ll shoot a station or friendly ship and get all pissy. -Transporter blocks do not function. See my other post a while ago about that. https://www.avorion.net/forum/index.php/topic,5466.0.html -It would seem any R- type fighter (mining/salvaging) does not work. They laser the resource but they are not picked up even with a transporter upgrade (tried with avorion mining-R type with legendary transporter upgrade and 7x10x7 avorion transporter block). Normal less efficient laser/salvaging fighters work just fine. -In RTS mode the green path indicator is misaligned (ships do follow your direction in plane though). -Cargo fighters don’t transport cargo when player is out of sector. -Ship Modules sometimes darken or go black in systems tab. -Out of sector crew of stations on auto-assign will somehow cause an imbalance and cause the crew to revolt. I have come back to several of my stations with hull half destroyed. When I get in the station the crew is not balanced and resetting the auto-assign will fix it. -Warping ships around in map mode occasionally requires multiple clicks for action. Having a small ship jump around new green dots in an area requires multiple clicks per dot while holding shift to chain commands. Some jump orders on list repeat sector. Possible freezing taking place at some interval which queues commands causing repeats. OS: Win10 Pro V10.0.17134 Build 17134 CPU: Intel i7-8650U GPU: Intel UHD Graphics 620 Beta 0.21.2 r14300 5672696f4a10 Thank you for making such a wonderful game and I hope it continues to evolve.
  13. I have tried without resolution to get the new transporter system working. Each attempt posted "You must be docked to the station to trade." Same with transferring. All transporter blocks are 9x9x9. I have tried the following variations: -Player ship (occupied) with 3.5km module and Xanion transporter block at 1km distance from trader station requesting to buy good. -Player ship (occupied) with 3.5km module and Avorion transporter block at 1km distance from trader station requesting to buy good. -Player ship (occupied) with 3.5km module and Xanion & Avorion transporter block at 1km distance from trader station requesting to buy good. -Player ship (occupied) with 3.5km module and Xanion & Avorion transporter block at 1km distance from player owned scrap yard station requesting to buy good. -Player ship (occupied) with 3.5km module and Xanion & Avorion transporter block at 1km distance from player owned scrap yard station with transporter block and 3.5km module added requesting to buy good. -Switched previous to occupy scrap yard instead of ship. -Varied distance with first, third, and fifth point. None of these could get the ship to dock greater than 0m. I can provide additional info if necessary. OS: Win10 Pro V10.0.17134 Build 17134 CPU: Intel i7-8650U GPU: Intel UHD Graphics 620
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