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As reporting a bug usually is a process with no feedback and as picking talents usually means hoping they actually work, here is a public bug list. If you want anything added, please describe them clearly. No need to be salty towards me, I am just the salty guy who wants them fixed or at least known, too.

Do not spread exploits. There are plenty of exploits, I would love to make them all public for a level playing field, but it is against the TOS. So as I want to keep my list, please no exploit talk at all!

Talent related:

 

Industry
-industry effiency does not work at all (tested)
-industry handling works (tested)

              not for t2 assembly L at all, likely not any of the new assemblers, still testing
-assembly efficiency does not work (tested)
-assembly handling work (tested)
-the five X-element efficiency work, but I heard people say they dont work for the items introduced with patch .23, like t3 and higher engines, also supposedly dont work for gates (uncommon furniture and appliance element industry efficiency). Some items are not included into their group, like fuel tanks are not piloting elements.
- planet elements (territory units) do not have an associated talent

Crafting
-plenty of text is wrong, like exceptional parts manufacturer claiming to decrease crafting time for functional parts, not sure what it actually influences, so if it is a description only or actual issue
-[tier] product refining is for honeycomb, again not sure if description or real issue
-carbon plastic honeycomb refining does not work at all

Mining/inventory
-mining efficiency (dredger), support says it is broken, DU-twitter says it way nerfed but tooltip not adjusted, users say it increases ore gain by 1% per talent, so up to 5%

Pilotin

-when placing a craft via blueprint, only element specific talents are applied, like space engine thrust, but not talents for groups, like "atmospheric element handling" things

Radar
-T5 radars unaffected by radar handling skills

Combat

-Rate of fire skills reduce rate of fire

 

Gameplay related

 

Industry

-High tier parts and industry: All parts with a size in the name (frames, combustion chambers, etc) can only be made in t1 industry machines.

Higher industry is needed for all high tier parts without a size in the name (screws, pipes, power units). So these work as intended. Those parts can also be build in a machine of a higher tier (so a rare electronics industry can build an uncommon power unit)

-Large-ish amounts of machinery (>4000)  lead to crashes, freezes when entering pilot seats, sound bugs (game tries to load FX of all machines)

-A machine with missing output capacity in a container hub will get unknown server error if the hub is expanded, reconnecting the machine to the hub fixes it.

-So many more unknown server errors leading to random machine stops

 

Ships/piloting

-Diagonal (as seen from the front) elements add crosssection based on their max coordinates they cover. As in, the game checks the difference between their highest and lowest X value, highest and lowest Z value, multiplies them, and that is the cross section of the element. In simpler terms: If you place a wing diagonally, in order to get a little lift and a little stabilization, it has as much cross section as an upright, rectangular box that covers it.
-configuring pilot seat resets connections and autoconnects different parts. Sadly never my gyro.

-Wing lift is reduced during braking

-Cruise control has more brake power compared to holding breakes (test by comparing normal brake holding, 6km over Alioth, vs cruise control set to zero)

-Collisions are checked client side

-A large amount of active elements (very noticable above 200 wings+engines) slows down the craft’s movement. UI will still show normal speed, but you can have an L core burning up in atmo at 1000 km/h and a shuttle flying next to it at 400km/h.
-Inertia matrix of large ships shows different numbers depending on player position.

-As long as you are above 3420meter (space engine can activate) and 6270 meters (space engine generally can be active at 100%) your space engines can only generate as much power, as your atmo engines facing the same direction have max power.

-if items are placed in a container from a market container, due to trade with linked container, when mining or due to dispenser usage, their mass is not reduced by the "container optimization" talent. Moving any item in the container manually fixes this.

 

Trade/markets

-Notifications do not include market or size of item.

-Schematics and crafting have different item names. eg ammo containers or anti-matter cores

-The expected profit part of the market interface (when doing a sell order) shows numbers in groups of three, ie 1 234 000 quanta. Trading with players or the market interface to set a sell price do not.

-there are no t3 space engine L schematics

 

Other UI

-Mouseover text of talent queue completion time says "Total duration of the crafting queue". Literally unplayable!

-on the org page the orgs do not swipe from left to right or reversed resulting in hidden orgs beyond your reach

-opening a notification log with more than 10k entries freezes the game for seconds, it re-freezes every time a new notifaction pops up while notifications still open, until you finally manage to set it to "last 24h" or similar.

 

Other

-container link range is reset after using VR

-Running harder than rendering speed gets you trapped in buildings as you can effectively run through walls

-some people, maybe related to spaces in the name, do not get the daily quanta, eg "Aaron Cain"

-when setting the batch content of a dispenser (the new ones), holding shift to set a number does not work. You are able to insert a number, but the batch size will be whatever number of items you initially dragged into the dispenser.  So if you shift+drag your stack of 500 engines over and change the number to 6, the batch size will be 500.

-pasting coords into a bookmark overwrites the coords to the last set destination, workaround is to clear destination

-radar lua function of fetching target world pos returns to 0.0 coords

-"last 30 days" in the VR location list should read "last 24h"

-using a LUA parameter with a decimal comma instead of decimal point (damn Germans) will ignore the comma and the numbers behind it, run normal otherwise but the LUA parameter will not be displayed anymore to be edited, as the the whole export part is skipped, too.

- tutorials still sometimes broken, trapping new players until they figure out how to skip steps, about to test for details.

 

Mining

-Multiple people mining the same spot causes errors

 

 

Account/Billing

-revoked keys show error 106 on log in

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Thank you for the list, this is really useful. I noticed that the last several releases on discord no longer include the 'Known Issues' section. Perhaps a list like this can be included instead.

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8 hours ago, Gottchar said:

 

-Large-ish amounts of machinery (>4000)  lead to crashes, freezes when entering pilot seats, sound bugs (game tries to load FX of all machines)

 

Wasn't the schematic change all about stopping people from having mega-factories?  So that went well.  

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-Daily quanta is never given since day one

-on the org page the orgs do not swipe from left to right or reversed resulting in hidden orgs beyond your reach

-Running harder as rendering speed gets you trapped in buildings as you can effectively run through walls

-mining at the same spot generates calculation errors, same for landscaping/terraforming

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4 hours ago, XKentX said:

adv/rare/exotic Precision Laser L - has the damage numbers of the M model

Is this a pure typo in the description or do they really deal that much (little) damage?

 

2 hours ago, Aaron Cain said:

-Daily quanta is never given since day one

So this is only for certain players? just saw you in another thread. Will add. May I take your name as an example? Same spelling as here in the forums?

 

2 hours ago, Aaron Cain said:

-on the org page the orgs do not swipe from left to right or reversed resulting in hidden orgs beyond your reach

will add

 

2 hours ago, Aaron Cain said:

-Running harder as rendering speed gets you trapped in buildings as you can effectively run through walls

will add

2 hours ago, Aaron Cain said:

-mining at the same spot generates calculation errors, same for landscaping/terraforming

you mean multiple people?

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8 minutes ago, Gottchar said:

Is this a pure typo in the description or do they really deal that much (little) damage?

 

So this is only for certain players? just saw you in another thread. Will add. May I take your name as an example? Same spelling as here in the forums?  Yes

 

will add

 

will add

you mean multiple people? Yes, already noticed it with 2

 

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25 minutes ago, Gottchar said:

Is this a pure typo in the description or do they really deal that much (little) damage?

Don't know as I don't want to throw money away but I think they will do less damage as in their description.

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-ore extraction bonus skills and some honeycomb crafting skills are not working 

-various misspellings for skill descriptions

-planet type says planet 2 times unnecessarily

-mass reduction exploit still works in the form of putting ore in nanocrafter and player mass not affecting ship weight

-pasting coords into a bookmark overwrites the coords to the last set destination, workaround is to clear destination

-radar lua function of fetching target world pos returns to 0.0 coords

-large amount of ships fighting in one area causes significant gun misses while firing

-when departing a ship, any linked containers will disconnect and reconnect in the span of 10 seconds

-monthly subs are reported to not end on end date.

-sharing constructs sometimes doesnt work

-sharing org constructs never works even as a super legate, work around is to put share-ee in said org

-res nodes cannot be remote deactivated, i thought this was implemented?

 

will report more as they come up :D, love this thread idea

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https://board.dualthegame.com/index.php?/topic/22123-mining-efficiency-5-talent-likely-adds-zero-per-level/

 

 

Also: The daily quanta login screen blocks the "back to the surface ..." event from triggering. This means that if you fall through the surface on login, and the daily quanta screen is up, you will continue to fall until you click "ok". The effects of this can be interesting: if you continue falling, then by inspecting the altimeter and speed you can see that you will eventually oscillate around the centre of the planet (no interaction with the planet "core" that is in the game proper). When you finally get bored and click "ok" on the daily quanta screen, you'll be teleported to the surface of the tile that you are in. Of course, if you've oscillated to the other side of the centre of the planet you'll appear exactly on the other side of the planet to the one you started on. Free teleporting!

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On 2/23/2021 at 8:12 AM, Sawafa said:

Old and new Scanner results have different spell: "Scanner result" vs "Scanner Result".

I think this is below my threshold of importance. I already have one of those mini bugs as a joke.

As a sidenote, the loading screen loading bar loops incorrectly.

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On 2/23/2021 at 3:11 PM, ELX987 said:

-ore extraction bonus skills and some honeycomb crafting skills are not working

already in the list
 

On 2/23/2021 at 3:11 PM, ELX987 said:

-various misspellings for skill descriptions

too minor to be mentioned, see post above. You are 100% right, but I dont want to add too much purely cosmetic stuff.

On 2/23/2021 at 3:11 PM, ELX987 said:

-mass reduction exploit still works in the form of putting ore in nanocrafter and player mass not affecting ship weight

will check, lets stop talking about it here for obvious reasons.

On 2/23/2021 at 3:11 PM, ELX987 said:

-pasting coords into a bookmark overwrites the coords to the last set destination, workaround is to clear destination

will add, tested

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-large amount of ships fighting in one area causes significant gun misses while firing

to be expected, even large factories dont work

On 2/23/2021 at 3:11 PM, ELX987 said:

-radar lua function of fetching target world pos returns to 0.0 coords

will add, unable to test

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-when departing a ship, any linked containers will disconnect and reconnect in the span of 10 seconds

to be expected, as the game re-checks where you are. It is a tech restriction, not a bug. I sound like an ass, sorry.

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-monthly subs are reported to not end on end date.

Correct, tested, confirmed, but again, I dont want to list exploits, lets not talk about it.

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-sharing constructs sometimes doesnt work

so far it always worked after some amount of time and relogs, even when just "refresh construct rights" didnt initially did it.

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-sharing org constructs never works even as a super legate, work around is to put share-ee in said org

is that only for "share with nearby player"?

 

On 2/23/2021 at 3:11 PM, ELX987 said:

-res nodes cannot be remote deactivated, i thought this was implemented?

never seen talk about it, unaware of it being intended. guess they dont want to do it, as it would allow for free teleporting

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18 hours ago, Knight-Sevy said:

Engineering skills applied to elements do not remain on the blueprint. Lots of talents in some cases or just one at random

this is intended, whoever uses a blueprint applies his skills, well, most of them.

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thank you for acknowledging my contribution, i complied them from what friends have told me and what ive seen, some like the radar one might be outdated, some were exploits and i apologize for listing them here, the 2nd to last one is for nearby player yes, and i saw the res node thing added as a fix, might not be remote though

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20 minutes ago, ELX987 said:

thank you for acknowledging my contribution, i complied them from what friends have told me and what ive seen, some like the radar one might be outdated, some were exploits and i apologize for listing them here, the 2nd to last one is for nearby player yes, and i saw the res node thing added as a fix, might not be remote though

Thx for listing anything you heard of. The more the merrier.

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