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Discussion in 'Announcements' started by EleonGameStudios, Jul 25, 2019.
ANNOUNCEMENT: Alpha 10.4 (Build 2548)
- Not all shutters flowing O2 1x3, 1x4 & 1x5
DAMN! I was just logging on to take back my bug report on this... the "bounding box" issue had a pretty cool side effect.... "Merged Blocks"!
@Taelyn , updating now, but if this isn't possible any longer in 2603... where can I send a bribe and how many cookies is going to take to revert it?
>ANNOUNCEMENT: Alpha 10.4 (Build 2603)
Is Alpha experimental supposed to show build 2603? I just got the download push and it says Alpha 10.4.0 2548 at the top.
2548 i believe
Hey Pantera, I'm still running through test runs to try to get a reproducible example for you - in the meantime, would it be possible to add a "set to forward facing/level elevation" process to both the extend and retract animations?
(This would solve the issue I reported, and also address a few comments I've seen along the same lines - that turrets pointing in all different directions can get to look a bit silly IMO)
It happened again, and I was able to capture screens/saves/logs - they are posted at: https://empyriononline.com/threads/turret-barrels-protruding-from-block.61769/
Is there a command to fix existing blueprints that have this problem? I'm running into this issue a lot trying to convert existing blueprints into POIs with the current 2548 build. They are floating/sinking/or offset from the terrain cutout. Resaving the blueprints doesn't work.
The Destroyed Mining Towers default prefab still has the offset problem too. Did this POI fix not make it into the patch?
Just wanted to say, I finally got around to trying the commands Pantera suggested and "Reset" seemed to do the trick. I've since had an attack against one of my bases that was stuck, others are apparently under attack (Next attack = "Now") but I've not visited them yet.
Update 2019-08-02 (Build 2549)
- More relaxed times for 'UDP delay detection' to avoid "Connection lost" popups
- Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off
The attacks should start when you are actually at each base & a issue was found with the 'Now' status it may take another 2 ingame days for the attack to happen which will be looked into.
Jacob's Teeny Tiny Bugs "Report", Episode II
These are in the "trivial" category, and so minor I don't think they merit a formal report (if you feel any of them do, let me know which, and I'll collect a proper report on them):
1) Salvaging a Polarized Hull Shield (T2) [CV] returns a Polarized Hull Shield (T1) [CV]
2) In creative mode, cutting and pasting a selection of blocks (in this case to move the 'section' of the station to a different position) causes all blocks/devices within the selection to lose group assignments, property settings, and signal logic.
Possibly intentional afaik will check.
This is a known issue.
One more I forgot to add to my "Teeny Tiny Bugs" list above - POI's (in this case, starter/crash site ones) are still not "sinking" during placement
correctly; I've noticed this on multiple POI's over the last number of builds:
Example (from a fresh new game in 2549):
Yes, I was aware that my presence is required for a base attack to trigger, I'll do the rounds of each base when I get a moment.
On my current base - said captured POI - the attack triggered the same day as "Now" appeared, but I'll check the behaviour of the other bases too.
I believe we got a new report about it yesterday
Intentional yes. To prevent you can place 2 shield generators. It's not the best solution but we have nothing better atm
There is a fix being done in one of the next exp releases which may fix this.
Keep a eye out for a note about floating POI's or BP's being offset.
Thanks for the reply - couple of questions/clarifications: 1) I'm not sure how placing 2 shield generators would address this? I discovered the issue when I was only setting out to move the existing installed T2 up one set of blocks (i had reworked the hull and created more room)... do you mean placing 2 to preserve the shield already "built" - as in, the pentaxid already spent to construct the shield to 100%?
If that's what you meant, that's a good idea - that said, I was more just mentioning that it doesn't really make much sense to me that salvaging/uninstalling a T2 would give you a T1...
Also, I was curious as to the strategy/thought process for the T2 Shield Gens - they are a departure from all other devices in that you can't construct them directly in any constructor, but have to install a T1 and then upgrade to the T2 with the multi-tool... are you able to provide any insight as to what the rationale was for going in this, somewhat unique, direction for this one device?
Will do Pantera, thanks for the info!