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  2020-03-31 Etherium
Posted by: Haxus - 03-31-2020, 02:36 PM - Forum: Updates - Replies (14)

Etherium
There is a problem recalling home. Sometimes it works; sometimes it does nothing or you end up somewhere weird.

This is caused by a desync problem that moves you to unexpected and deadly places, seemingly at random. It manifests in many different ways. Recent changes exacerbated the problem.

Groking the desync problem exposed a logical conundrum that was impossible to solve within the atom hierarchy of the SoH universe. A low level data structure that has endured since the first days of writing the SoH code was fundamentally flawed when used by multiple threads simultaneously, even though it was guarded by appropriate locks. I won't go into details because there is always someone who will say it was obviously stupid to do it that way in the first place (and I hate that). Then there are others who might follow in my footsteps and get waylaid by the same pitfall, which I would not mind.

The solution to the problem required a rewrite of the game universe's atomic structure. This took about a week; lots of code changed; every atom was affected. An entirely new object was created to manage atoms in a different way. I call it etherium, hence the title of this topic. It is a little nod to Nikola Tesla, who discusses the ether as the medium of space.

Etherium eliminates many problems with the old atom data structures; we shall see if it creates any new ones. Most of the server deadlocks of the past could not have happened if this was done years ago.

I've tested the critical parts as well as I can on the debug servers. Don't be surprised if there are problems. The live server farm is quite a different animal from the debug servers. There is a lot more going on simultaneously. Rest assured I'll be monitoring this closely. I'm looking forward to nailing this and putting it behind me.

My town is ready for Gagarin to show up. Now I can find out why he is not doing that, which is the next bug on my to-do list, after this etherium change.

I apologize for the instability of the past week. I added 10 days of time to all active accounts, to compensate for the brokenness of things while I worked on fixing the problem.

Recall Pose
My pose is wrong when I awaken in my berth from recalling.

Should be fixed by the etherium change.

System Transition
System transitions seem to make your avatar appear in odd places.

Should be fixed by the etherium change.

Ships Collide
And the bigger one, ships flying in the same sector seem to collide.

Should be fixed by the etherium change.

Transition Death
Oh right, another thing that happens after transitions would be suffocating on the ship, even while weaing an ev suit.

I think this is fixed. I had a similar bug while working on etherium and I fixed that bug.

Homeworld Death
People still report starting a new avatar, appearing in space and dying, then respawning somewhere else with one less item.

Etherium changes likely fixed this. I haven't been able to recreated the problem on the debug servers since the change. We'll see if this one is gone for good; I think it is.

Star Map Selection Bug
There is a bug that prevents selecting things on the star map when zoomed in closely.

Fixed a projection matrix inconsistency that was introduced when I last worked on the star map.

Magmium EV Suit
Metal EV suit patent should be a prerequisite to developing the magmium EV suit patent.

Fixed an error in the manufacturing process data.

Asteroid Report
It would be nice to know if the asteroid hit the sun or something.

Observatories will now report the event when an asteroid hits the sun or a planet.

System Map Location
Show my location on the solar system map

Done.

Patent Q
Minimum production Q should consider the Q of patents that are required and limit Q.

Min Q setting now affects the minimum Q of patents that are fetched.

Monster Origin?
When a monster is spotted aboard, the spotter should speculate where it came from if possible.

The crewman who spots a monster will now say something about its origin. This will give a hint to how it got aboard the ship.

Acid Immunity
My ship seems to be immune to acid damage from insidious atmosphere, from orbit all the way to the ground, if I keep it over the airport.

A spacecraft must now be on the ground at the airport to be immune to atmospheric damage. This is supposed to represent the presence of ground crew who take care of your ship while you are at the airport, though it does not require the airport to actually have workers or people. Droids?

Acid Damage Spam
Acid damage from insidious atmo message is spammy.

Fixed.

Client Crash on Scene Change
When teleporting from a planet, it is not uncommon to have the client program crash.

This happens to me a lot because I teleport a lot. It is always caused by a background thread building some terrain or plants or something. The etherium changes fixed the crash for me.

Vehicle Transporter Magmium Heat Sink
Why does a vehicle transporter require a magmium heat sink? A personnel transporter doesn't require any heat sinks. It seems like a big jump to go right to magmium, putting Atlantis that much farther out of reach. :(

Vehicle transporter now requires cryo heat sinks instead of magmium heat sinks.

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  Large ship system stats different in-game than design indicates
Posted by: Apollo - 03-31-2020, 03:12 AM - Forum: Prerelease Bug Reports - Replies (2)

When manufacturing ships with millions of volume, ship systems are much weaker than the design indicates.

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  Spacecraft unable to spawn
Posted by: jakbruce2012 - 03-31-2020, 01:02 AM - Forum: Closed Bug Reports - Replies (9)

Spacecraft waiting to appear due to "No Unobstructed Slab Nearby"

design is 22117 ESI UFO NoFTL, built at a Haxus designed spacecraft factory.

Slabs were removed from the game long ago, spacecraft factory seems to still be looking for them to spawn ground sized spacecraft.

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  Manual Hull Repair issues
Posted by: Deantwo - 03-28-2020, 12:34 AM - Forum: Prerelease Bug Reports - Replies (1)

I have been attempting to keep my poor spacecraft alive for a while longer by manually repairing it.

The health bar has been as far down as 50% at one point. But using a quality 255 wrench I am easily able to slowly repair the ship all the way back to ~99%, even without having any metal.

The metal counter on the Spacecraft Damage window is now at 73, it has only very slowly been going up over the days. I can't repair the ship further than to (total HP - metal * 10), which is expected. But I would have expected the metal component counter to increase with the spacecraft's damage a lot more.

Once I have repaired my hull as much as I am able, I am stuck unable to repair the fuel cell and hold of the spacecraft. These used to be fixed after hull was repaired, but I assume I am unable to repair them since the hull is not at totally full health.

Maybe a suggestion would be to have us repair the fuel cell and hold before the actual hull, since those are normally more critical. But this was also an issue before the spacecraft modules update.

Spacecraft blueprint ID: 22112
Captain: Deantwo

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  Manual Subsystem Upgrading not working
Posted by: Deantwo - 03-28-2020, 12:22 AM - Forum: Closed Bug Reports - Replies (4)

Attempting to manually upgrade my spacecraft's FTL drive from a wormhole drive to a warp drive.

Once I had removed about 20-50 modules out of the total ~300 modules, the health bar was already empty. Attempting to insert a warp drive module gave the following message:

Code:
Deantwo: FTL Drive 38, Wormhole PNN FTL Drive Module repaired using Warp 1 FTL Drive Module Superb Q242 Made in Foxtail from my gear. The first new module changed the system type because all the old modules were removed or broken.
But the subsystem's type did not change.

I proceeded to try and remove all modules. I noticed that the quality of the subsystem had changed to that of the warp modules I had installed, which was weird but whatever.

I finally got all the modules uninstalled:
Code:
... Deantwo: Superb Wormhole PNN FTL Drive Module removed from FTL Drive 38, Wormhole PNN FTL Drive Module. Deantwo: Every Wormhole PNN FTL Drive Module has been removed from the subsystem.
I had dumped all the wormhole drive modules into the spacecraft's hold, and decided to just jettison them.

Now with only warp modules left, I took a warp drive module into my inventory and installed it into the service panel.
Code:
Deantwo: FTL Drive 38, Wormhole PNN FTL Drive Module repaired using Warp 1 FTL Drive Module Superb Q242 Made in Foxtail from my gear. The first new module changed the system type because all the old modules were removed or broken.
However the subsystem did still not change.

I attempted to remove the one module I had installed and noticed that I was getting wormhole drive modules, and a lot of them.
Code:
Deantwo: Superb Wormhole PNN FTL Drive Module removed from FTL Drive 38, Wormhole PNN FTL Drive Module. ...
I installed only one warp drive module but am able to uninstall another ~300 wormhole drive modules before I again get the message about having uninstalled all modules.

I have now done this multiple times and have gotten many many wormhole drive modules out and installed only a few warp drive modules that just seemed to vanish.

The Spacecraft Damage window is showing an ever increasing number of FTL modules that need replacing, and is seemingly tracking two separate FTL drive modules. When I install a warp drive module the two numbers merge and uninstalling modules starts a new counter from 0.

Spacecraft blueprint ID: 22112
Captain: Deantwo

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  Atmodive
Posted by: Xantheose - 03-25-2020, 09:45 PM - Forum: Prerelease Bug Reports - Replies (5)

Hi,

I got 5 spaceship destroyed today, due to "orbit at planet" orders.

Did Haxus updated AI?

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  Inventory Full, Empty
Posted by: Xantheose - 03-25-2020, 08:33 PM - Forum: Prerelease Bug Reports - Replies (9)

Hi

My plastic production says "Inventoy full" but there is not one plastic in city.

[Image: unknown.png]

[Image: unknown.png]

When I remove and rebuild the plastic factory, it works for few hours and then stop producing because "it's full"

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  [UI] Persist sensor UI
Posted by: OnePercent - 03-25-2020, 05:16 PM - Forum: Arena of Ideas - No Replies

Persist sensor UI on scene transition, a mostly quality of life improvement imo, I prefer looking at a 3D Cartesian plane from pic related angle, but unfortunately this always reverts back to the default and have to set it again. 

[Image: 2DGeJojl.png]

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  Client crash after entering wormholes
Posted by: Snowmantis - 03-25-2020, 04:25 PM - Forum: Prerelease Bug Reports - Replies (1)

My Client is crashing when I go down a wormhole  (PNN engine).   The windows client simply closes without freezing or the typical windows crash/error handling.
When I log back on I have arrived at the destination system with no issue.

Frequency:  I tried explored and unexplored wormholes, but does not seem to be linked.  At this time if feels like 30% of my wormhole travel causes the client to stop.  



Ship Blueprint Number = 2705
Emperor Garr CIZYH
Berthed Aboard XIZZJ

EDIT...   Crashes may not be wormhole related.   Client just closed on me while constructing new city.

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  Lost In Space?
Posted by: Greydog - 03-25-2020, 12:53 PM - Forum: Prerelease Bug Reports - Replies (12)

Skeexyx OMCUH

I can log in to the character, but he seems to be stuck in a perpetual warp. I cannot berth out while at warp and the warp doesn't seem to end as the map is empty of stars to warp to.

Logging to another character shows that the map does work as intended.

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