- repro cases of commands causing crashes or freezes,
- commands not doing things you expect them to,
- unforeseen limitations,
- or unexpected changes in how commands behave between updates
Please limit reports to:
- concise code snippet(s) that would suffice to illustrate a problem,
- in addition to a description of what went wrong or how it could be improved,
- and the version of the game where the problem was encountered.
A link to a save game if it would help to reliably reproduce an issue would also be appreciated.
That said, please do bear in mind that we have a small team, and priority remains in working on making the vanilla game better.
Maintenance of mods are still the responsibility of modders. As such, mod users who encounter problems should still post reports in the respective mod threads. This saves us time by keeping our attention on the vanilla code, saves modders time by not having to look in different places for reports or feedback that might be related to their mods, and should result in you getting a better game faster.
And please do bear in mind that this is not a modding tutorial thread. Resources for that are available in the X Rebirth Tools, Tutorials, and Resources thread in the X Rebirth Scripts and Modding forum.
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PROGRESS REPORT:
1) No way to keep track of mass traffic networks launched from one entity onto another. - w.e
- being investigated
.......
2) <add_buy_order/> and <add_sell_order/> moves money between the player's account and the captain's/manager's/architect's even if the entity is not directly subordinate to the player. - UniTrader
- functionality will change in an upcoming build
.......BurnIt! wrote:the code will be changed to always use the account of the commanderentity - for player ships in the player squad or without any commander that will be the player, so everything works as before.
For ships assigned to a Manager that will be the Manager. For ships assigned to the Defence Officer it will be the DO etc.
WARNING: if the commander entity does not have it's own account (typically the case for a Defence Officer or Captain/Pilot of a ship not currently trading) it would still default to the faction account which means player owned ships assigned to any such entity would still use the player account for money transfers! (see script property $entity.hasownaccount)
3) When using <create_ship/> to create a ship with a defined basket, scripts acting on that ship do not recognize the basket. - Clownmug
- working as intended - While the "basket" property can be used with create_ship to spawn wares upon ship creation, the basket as an actual ware basket for later script reference is only used for job ships.
.......
4) "{1001,101} Cr" in move.refuel is read in twice before printing to logbook, thus printing "$amount Cr Cr" - jth
- FIXED in an upcoming build
.......
5) Reservation handling like get_ware_reservation does not distinguish between incoming and outgoing trades. - Marvin Martian
- CHANGED as of 4.0 Beta 4 HF2
http://forum.egosoft.com/viewtopic.php?t=366346
.......
6) Using a certain number of components in a crafting recipe prohibits using a different number of components in a different recipe. - oliverjanda
- FIXED in an upcoming build
.......
7) Loading game via "Continue" does not appear to trigger <event_game_loaded/> - oliverjanda
- working properly as of 4.00 Beta 3
.......
8 ) Using unrecognized characters causes corrupted save. - UniTrader
- FIXED as of 4.00 Beta 4 HF 1
.......
9) Reset of mass traffic between save-load cycles causes loss of wares. - Marvin Martian
- working as intended - Mass traffic elements are generated upon game load, but wares within a mass traffic network are written into the save file, and are transferred normally upon game load.
.......
10) When using <move_to boost="true"/>, ships start boosting immediately rather than rotating into a good orientation before boosting. - Marvin Martian
- MM confirmed that it works for flightcontrolmodel.spline
clarification: <move_to boost="true"/> does only boost if it has a straight-line path and the way is unobstructed. This means that rather than the old behavior where ships about to boost stop and turn before boosting, they'll turn and maneouver the way they normally do until it is safe to boost, and will do so only in that case.
HOWEVER, ships will only do so if they are using flightcontrolmodel.spline. This is the default flight control model, so if this is not overridden by either specifying a different fcm, or using forcesteering="true" ships will use this.
Important note about forcesteering: if forcesteering is set to true at ANY point in the controlling entity's (usually captain or pilot) history, fcm is changed, even if forcesteering is later set to "false." In this case, setting fcm back to spline by using
Code: Select all
<set_flight_control_model object="$ship" flightcontrolmodel="flightcontrolmodel.spline"/>
In any other flight control model, ships are much less selective about when to boost, and will tend to do so immediately when the move_to is called.
@Adrian, if any of this is wrong, please feel free to correct.
@Marvin, thanks for the report, and for testing and confirming that it works as described.
.......
11) Plot-triggered station construction in DeVries does not begin until player is in-zone. - YorrickVander
- being investigated
.......
12) Stations constructed in DeVries via plot-trigger do not upgrade, so do not have shields nor turrets. - YorrickVander
- being investigated
.......
13) Vile lua stuff - jth
- FIXED
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Thank you for your reports thus far!
If you have reported what appears to be a problem, and it does not appear on this list, or if I didn't summarize a problem you reported correctly, please let me know.
If a reported issue appears unaddressed, and has been marked as addressed, I probably screwed up and didn't understand what the problem was in the first place. In such a case, please do not hesitate to let me know -- either on this thread or via PM.