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Closed Wiring disconnect issue still exists

Discussion in 'Starbound Support' started by Paragon123, Jan 29, 2014.

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  1. Paragon123

    Paragon123 Subatomic Cosmonaut

    (Sorry double post, accidentally posted once in general discussion)
    while I remain on a planet the wiring does not seem to disconnect, however beaming off and returning to a planet tends to disconnect some nodes, as does save/loading a game. It seems more likely to occur with long connections (multiple screens), but I have seen at least one instance where two nodes, close enough for both to be on the same screen at the same time were disconnected.

    I am not sure the cause of the bug, either quantity of nodes, quantity of connections, length of connections or a combination of those. I started noticing it after >300 logic gates with easily three or even 9 times that number of connections. Most connections are one to two chunk widths away from each other, but some long connections may be more than five chunk widths apart. This is especially frustrating since having too many nodes on a single screen causes extreme FPS drop rate but moving them too far apart causes unreliable connections.

    Also, not sure if it is a bug or a feature, but at a certain distance, connections are not displayed despite being connected (Moving closer to the output node causes the connections to be drawn again), honestly though this isn't too big an issue, it can actually make it easier to work in some situations (Being able to control when a connection is displayed would be ideal, perhaps shift clicking with the wiring node onto a node hides/displays connections? This would help with FPS and also with being able to keep track of everything. although something would still have to indicate that there ARE connections. )

    In some cases (Not certain of cause) you need to click to the right of a connection node to make the connection, the distance offset from the center you have to click is fairly predictable so once you realize clicking the connection node its self won't work you know to click about half a tile to the right.

    Small wall switches don't seem to work the way they had... maybe intentional?
     
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  2. Michelle911

    Michelle911 Orbital Explorer

    I'm having an issue too with a single disconnect. it's simply a single proximity sensor, and it's right next to an apex security door that's wired to open it. I can leave the planet and come back and it still works. this in combination with Paragons observations it seems to me it's simply a random or otherwise unrelated issue *shrugs*

    given time tho, it always disconnects. and other same doors and same switches, also in the same areas never do.

    I've tried replacing the sensor, replacing the door, replacing both sensors (there's one on each side) , I've even replaced the door. besides removing the whole door and sensors and relocating, I'm not sure what else I could try.
     
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  3. Your Buddy Bill

    Your Buddy Bill Existential Complex

    Yeah, I have an underground base with two different areas that have wiring in them. One is at the surface-level entrance, and I have about two dozen wires there spanning 8 logic gates (6 NOT, 2 AND), 12 doors (4 ship doors, 8 modern sliding doors), a pair of small wall switches, and a single small wall button. Those are never lost upon loading or leaving/returning.
    HOWEVER
    Further down, there's a small area with four small wall switches (the levers), six doors, and two XOR gates connected. Upon the first time I load the planet, the outputs of the XOR gates (which are connected to the doors) are ALWAYS removed. If I leave and come back without replacing those, after several returns it will ALSO remove the connections between the levers and the gate inputs.
    This is a very problematic bug.
     
  4. DraconX

    DraconX Subatomic Cosmonaut

    Strange but it always disconnect in same place, I moved by XOR gates and it work normal, strange bug
     
  5. Your Buddy Bill

    Your Buddy Bill Existential Complex

    OBSERVATION MADE, I may have found part of the problem.
    When two nodes are right next to each other (put two modern sliding doors right next to each other to witness), they may overlap slightly. One will be on top, the other will be on the bottom.
    Sometimes, which one is "layered" on top changes. This seems to correspond to the deletion of the wires, sometimes. As in, unlayered objects have never deleted wires for me, and layered ones have sometimes. Then again I barely use the wiring tool.
    I suspect that the problem is related to overlapping nodes and the wires trying to connect themselves to the wrong objects and then being deleted for being wrong. It might be related to loading order, not sure about that, but I draw a conclusion thus:

    Certain things seem to be deleted if a node is close enough to be layered atop another wired object, and the nodes change layering order.

    It's really weird, but the gates topside are all spaced out, while the doors down below are squished together (as are the gates).
    Screenshots of my most recent test are forthcoming.

    EDIT: After further testing, I have determined further testing is necessary to support or refute this conclusion. Further testing will commence when further testing can commence, i.e. for the next few minutes.
     
    Last edited: Feb 14, 2014
  6. Your Buddy Bill

    Your Buddy Bill Existential Complex

    Update on the testing:
    It seems that if one input of a multi-input gate goes bad, BOTH inputs will be deleted.
    Further, it seems that layering logic gates atop or next to each other with no space in between them is one sure-ass way to get stuff deleted.
    It may or may not involve "chunk" loading problems. This should be tested by modifying the "chunk" size, i know it's in a config file somewhere.
    But yeah, this whole deal is really bizarre. I found a single pair of wirings that were being troublesome.
    Worth noting is that the "topside" section that never breaks is within loading distance of the spawn on my planet.
     
  7. Your Buddy Bill

    Your Buddy Bill Existential Complex

    Ok, after even further testing, I have determined that the "bad wires" may or may not continue to exist in the files. If they do, they appear to continue to cause problems, and will, over the course of multiple loads, completely delete all systems they are connected to.
    I have also determined that I cannot determine anything for certain, except the determination that I cannot determine anything for certain.
     
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  8. Michelle911

    Michelle911 Orbital Explorer

    yeah, after a bunch of testing that's pretty much what I came up with too.... if there's a pattern to it I definitely cannot see it :confused:
     
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  9. Your Buddy Bill

    Your Buddy Bill Existential Complex

    After moving the two XOR gates that operated the whole system, my wiring is no longer being deleted. Odd thing is that I moved them from a room to the left of the doors to the room below the doors. Either way, I guess they work now.
     
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