Build: 1.7.7 3718 Mode: Multiplayer Mode: Creative, Survival SERVER NAME: - SEED-ID: - If applicable: MODIFIED PLAYFIELDS: Reproducibility: Always Severity: Major Type: Signal logic Summary: Signal logic does not work properly in MP Description: If you use a bit more complex circuitry than just a simple AND to turn on a light, signal logic gets really wonky in Multiplayer. Apart from increased delays in motion sensor signals and states being indeterministic after playfield changes or game loads some things just stop working at all. I tried a lot of things to reproduce things that work perfectly in SP but not at all in MP, but its hard, since i have no vanilla server with admin rights so i can prove anything. The bugs may also be caused by the motion sensors that provide the signals - i can't test this since i have no possibility to debug anything there. When a second player enters the area even motion sensors stop working but that's probably another issue. What definitely does NOT work properly in MP (but does in SP) are the signals when you dock the demo SV to the demo CV, as you can see in the linked video below. Try the exact same thing in SP and it works like a charm. Why major? If you want to coop with someone in your CV that has signal logic, you have to turn all logic off/turn all devices on manually. These things also break logic in POIs. Steps to Reproduce: Req: download BPs, spawn them both in a MP Server, can be creative too. 1) Turn off godmode 2) Walk to the cockpit of the CV, sit down and check that the "Autopiloting"-Logic works (Thrusters turn on) 3) Leave cockpit, walk to the SV. 4) Get to the SV cockpit, enter and fly & dock it in the blue area of the CV 5) Enter the cockpit seat of the CV: signal states are now broken. X) Do the exact same thing in SP and it will work Screenshots, Crash Logs, any other Relevant Information or Download links: Download demo CV: https://steamcommunity.com/sharedfiles/filedetails/?id=2768379513 Download demo SV: https://steamcommunity.com/sharedfiles/filedetails/?id=2775106247 Video demonstration of broken signal states in an MP-Creative server: https://imgur.com/a/vgeN1Kb Edit: The demos were originally created to simulate a signal sent from cockpits. Of course if you guys would make cockpits emit a signal when it is occupied, this would be amazing too.
To add to this problem described above: A SV or HV (even if docked) in the sensor area of a Motion Sensor in SP will not emit a signal, but will emit a signal in MP. Please make the sensors behave identically, since there's no point in creating nice things in creative when it doesn't work in MP.
Signal logic I noticed that was broken in the newer patches (not sure if 3411): My delay based circuit stops randomly halfway through it's execution. The logic is: 1. 1 signal started by dialogue, is input for a 60 sec delay 2. after the delay, x2AND for the input and the trigger signal, this output is used as input for another 60 second delay 3. repeat 1 and 2 until 5 minutes elapses, then trigger end state. steps 1-2 only trigger twice, then stops.
Encountering this still in build 4480 where any signals that use signal logic (OR, AND, DELAY, etc) can randomly stop functioning on a server. Note: this is NOT due to "signals" being turned off in the control panel, or the signal emitting devices being turned off. This is due to the signal logic itself outright breaking. Rewiring the same device using only a motion sensor or switch will cause it to work. Relogging will sometimes work. Or triggering the signal circuit on and off will sometimes work. This has caused us to no longer use any signal logic in our builds beyond simple motion sensors and switches. Anything involving a logic circuit will keep breaking on a server. This happens even with signal logic that uses no motion sensors or switches (IE: logic using landing gears only).
Even though landing gears are a bad example, because those also get stuck outside when they fail to recognise takeoff. Different bug though I think. Still, can we please have signal logic fixed?
To update this thread I went in to the ticket for this & retried what was previously reproducible with the provided repro steps & blueprints with a save we had setup for it. This use case no longer triggers the described issue at step 5 in MP (& SP) the states work. See the video (just a short check I recorded): https://streamable.com/zw5dxb I will leave this open for a day to confirm with you the OP for this particular use case.
As you know we have to have a way to reliably reproduce such an issue supplied to us where we can debug in a debugging environment to track down exactly what is going on f.ex we load in to a save, perform steps provided & the issue triggers where we can start tracing. I can understand it's annoying when something is random & has no clear way to repro I deal with this kind of stuff a lot Please create a separate dedicated thread for that issue (even if it is unreproducible, random, or sporadic) to avoid confusing a different report. Just some basic information should be sufficient to start. I think I have an idea to look at this what you describe (more of a stab in the dark, so don't get any expectations up too much). I will add instructions there on how to activate "extra logs" for players to use during sessions + other instructions. This might help detect and capture information when the issue occurs, as described in the quoted issue.
Thank you I have posted a report here with what I have experienced so far: https://empyriononline.com/threads/inconsistent-signal-logic-issues-on-dedicated-servers.102474/