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Discussion in 'Bugs' started by EleonGameStudios, Dec 20, 2016.
BP loading with correct light settings - Thank you!!!!
BPs are still loading with ramps extended.
I don't know if this is a bug or intentional & I don't remember seeing any notes for it. When placing a block the 3 axis you can change rotation with ( Insert key ) used to be coloured Green Blue & red now I'm seeing Green Red & Pink.
I assume they changed Blue to Pink/Purple due to the ghost image being blue.
dont think you need all that stuff for who what when where for this
Animals are dissapearing, scorpions, snowy rockmonsters. all there is on this planet ive seen. all they way lvling up to 20 they randomly dissapear as I approach them. Whether on foot or flying a sv around looking. Of all the ones I saw about 1/2 of them dissapeared when i got in range to kill them. Very frustrating. Means it took 2x as long to lvl up as it should have.
I complained about this yesterday in the Experimental build. nice to see it wasn't fixed.
I actually reported this bug quite a while back, and it's not random.
What happens is that a creature spawns at a given location and you kill it. Later, you're approaching that location and you see the creature, but it vanishes when you get close.
I tested this quite extensively some time ago. In a fresh location where I've not been hunting, distant creatures remain as I approach. Making a mental note of the locations I had hunted, I could return later and guarantee the vanishing creature issue.
This issue is partially related to another issue I reported, basically an exploit: If you see a creature in the far distance that's "moonwalking" i.e. it's animated but not moving across the terrain, using a decent ranged weapon such as the Assault Rifle, you can shoot the creature repeatedly and it'll NOT die. Until that is, you approach it more closely, then it's death animation will apply.
Also linked to these two is the repeating death animation. To trigger, kill a creature, watch it die, then wander off. If you return into the distant visual range of the corpse before it depawns, you'll see the death animation play once more.
So, in summary, there are three distinct "extreme range" issues going on here:
i) Spawn-point "ghosts" that disappear when you approach and cannot be shot at long range
ii) Moonwalking Bullet sponges that don't die...until you get closer.
iii) Repeating death animations, when leaving then approaching a corpse.
Well this seems like a sync/cache/LOD issue.
Your client renders a creature that is supposed to be there, somehow the client 'forgot' you killed that creature as soon as you left.
Then the server updates your client abour that area/creature as you get closer and it goes *poof*.
I have been noticing this a little bit myself in the past day. On omicron some arachnids are just walking on the spot in the hills high up & you can get really close to them then they just disappear when you get a certain distance to them.
Not everything that wasnt game breaking could be fixed in the timeframe they wanted to get 5.0 pushed out to the rest of the world.
Thats what 5.1 5.2 5.3 are for Prolly gonna see at least 2 smaller patches before the year is out. Eleon don't know how to sleep.
xD Fix this) Run on bike)
Ningues is not a Vanilla Starter Planet. The new Vanilla Starter Planet is Masperon.
LONG overdue in my Shamelessly Biased Opinion, glad to hear this.
Axis Change from Blue to Pink/Purple was a intentional change in one of the last Experimental Builds cause the old Blue Coloring on the Axis blended in with the Holo-Blue of the Block Placement Holo too much.
Hv drills either type can't mine meteors. Im sure this is a bug because if its not its beyond retarded.
OR, you know, a technical problem pending for revision?
They aren't voxels, this has been discussed before.
yes i did. it is :
20-17:04:56.290 -WRN- Error in 'C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\Content\Playfields\Desert\playfield.yaml':
(Line: 135, Col: 4, Idx: 5934) - (Line: 135, Col: 4, Idx: 5934): While parsing a block mapping, did not find expected key.
here is a link to the modified yaml file. https://www.dropbox.com/s/qn6w9rj2x37rf7q/playfield.yaml?dl=0
Also with a non modified yaml. it will run fine EXEPT the constructors dont empty their queue when no one is on the server and they did in the previous version.
I understand. I just feel like its a small bug as it was not there on the build before 777
When using the T2 drill in Flatten mode there is no reload sound...
MODIFIED PLAYFIELDS: No
In any constructor, when an item or device is being built and I click to add or remove an item to the queue the build time for the part that is currently being built gets reset
Steps to Reproduce:
adding an item to the queue
Screenshots, Crash Logs, any other Relevant Information:
100% repro anytime anywhere.
Build tier 1 hover or SV from official blueprint.
Get blocks back with Multi Tool. You get these armor blocks valid for BA,CV,SV,HV.
Want to put these in factory for another blueprint, but are not accepted.
Location: Dedicated Server
SERVER NAME: Server was not public (password protected and we don't give the password out) but it's called Mech and Friends
MODIFIED PLAYFIELDS: No
Reproducibility: Unknown at this time
Summary: Drone attack waves on Masperon spawn right by your base, before warning is issued
Description: We had been on Masperon for a while. I put down a turret and WHAM, five laser drones spawn right by the base. The base was already getting shot at by the time the warning that drones were coming to attack our base appeared. The drone base was on the other side of the planet.
Steps to Reproduce:
Spawn on Masperon. Place a turret on your base. Take cover.
Screenshots, Crash Logs, any other Relevant Information: I am attaching the dedicated.yaml as dedicated.txt, the only file I customized. The password was made fake and is not the server's actual password.