Difference between revisions of "Bug List"
From Unofficial Stationeers Wiki
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** (seem to randomly switch back and forth between which one it operates on loading of save) | ** (seem to randomly switch back and forth between which one it operates on loading of save) | ||
* There is no version check on joining multiplayer. | * There is no version check on joining multiplayer. | ||
− | * | + | * <s>When joining with wrong version you tend to get cablenetwork, pipenetwork and wirelessnetwork errors where ID is already in use.</s> |
+ | ** Wireless transmitters cause issues deserializing networkings, avoid them for now | ||
* save data is not cleared between loading up completely other saves | * save data is not cleared between loading up completely other saves | ||
** overlapping bases | ** overlapping bases |
Revision as of 15:07, 31 July 2022
- Printer lists have weird gaps, overlapping texts sometimes when searching for items.
- Network Messages
- Host waves, but clients do not see wave. clients can wave to host. throws error "cannot send message, only clients can send message."
- Clients updating advanced air lock chip pressures, the pressures on the dipslay update for the host immediately.
- Client sees update once assigned devices are changed.
- Host and client both see ingots in a stacker as x1. But, items such as solar panels in stackers show as correct.
- text on tablet is no longer lined up, overlapping like the size or font changed.
- Thrown when a client splits stack on something in a bottom row of a back pack:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <7b935204f5ff4bcab44b3b0ebca330bf>:0 at Assets.Scripts.Networking.InteractionMessage.Process () [0x00037] in <39374a2742c348ada627094b2c3f3664>:0 at NetworkBase.DeserializeReceivedData (Assets.Scripts.Networking.RocketBinaryReader reader) [0x000d8] in <39374a2742c348ada627094b2c3f3664>:0 at Assets.Scripts.Networking.NetworkManager.HandleGeneralTraffic (System.Int32 incReceivedSize) [0x0004c] in <39374a2742c348ada627094b2c3f3664>:0 at Assets.Scripts.Networking.NetworkManager.HandleDataEvent (System.Int32 incChannelId, System.Int32 incReceivedSize) [0x0004a] in <39374a2742c348ada627094b2c3f3664>:0 at Assets.Scripts.Networking.NetworkManager.ReceiveEvents () [0x0005d] in <39374a2742c348ada627094b2c3f3664>:0 at Assets.Scripts.Networking.NetworkManager.Update () [0x00010] in <39374a2742c348ada627094b2c3f3664>:0
- low duct tape percentage incorrectly applies full heal amount until game restarted, or panels are further damaged in another storm.
- Clicking on scenarios on main menu throws errors.
- Chickens are not moving around.
- Chickens dont die when health is at 0.
- Splitting cables, cables wants to go to left hand. If a tool such as wire cutters is present. split stack is lost instead of dropped. Bug is intermittent.
- Cyrotubes and sorter have Very Deep bases that stick through floors below them.
- Pipe lables have no texture, they come out pink from the printer
- Diode slides have no color
- IC editor screen when using a computer with more than 3 IC housings, bottom ones become hard to select.
- Sorter Motherboard drop down menus are hard to use when clicking on down arrow, or dragging scroll bar, menu will close and have to do it again.
- Logic Button Activate (only writeable setting) cannot be activated via logic, only the important button can be.
- Ores appear and disappear as you mine. (long time bug)
- Regional input of "," instead of "." does not work depending on region. (though, I cannot test). (long time bug). (Risu posted a potential fix).
- Cable junctions (regular cable)have no damage model and when destroyed, are not removed which could cause difficulty troubleshooting a cable network
- Heavy Cable junctions are always placed upsidedown and damage is only show on a single side
- Fixing plant decay made produce also invincible because it's the same item class
- Autominer doesn't work networkmessage issues
- First worldchunks generated ignore the mineableoverrides
- IC LR function uses localnames for reagent so breaks when playing on non-english for example
- Forcefeeding a stun-pill to another player will crash that players game
- Decay on produce as a result of changes to centralized decay system seem to be stuck at 1hr.
- Some items such as Signs and medium shelves cannot placed anywhere at all, in any orientation
- passive vent smart rotate
- Tooltips elements overlap themselves
- IC labels not pushed to tooltip (actually hiding behind bigger tooltip, overlap).
- custom savepath also effects mods folder
- steam_autocloud.vdf still gets saved in the default location when savepath is set
- PlayerCosmetics_0.xml still gets saved in the default location when savepath is set
- Mousedragging a seedbag in growing slot will glitch and throw errors
- (Just a general) Resource rockets can't be disassembled completely, usually the couplers can't be targeted successfully.
- Doors will still remember being tied to airlock circuitboards that are not in a console anymore
- (seem to randomly switch back and forth between which one it operates on loading of save)
- There is no version check on joining multiplayer.
-
When joining with wrong version you tend to get cablenetwork, pipenetwork and wirelessnetwork errors where ID is already in use.- Wireless transmitters cause issues deserializing networkings, avoid them for now
- save data is not cleared between loading up completely other saves
- overlapping bases
- wrong world textures
- etc etc
- wall corners not placeable
- wall corners not covering point of cube