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bug: invisible system at pos 0 0 #2369
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I'm certain I've seen this in a Steam image somewhere, but thanks for providing a method which we can use to reproduce it. |
I think this is a duplicate issue. Trying to find it. Edit: Not sure if there ever actually was an issue of it here, but here is a Steam thread on the topic. |
Can confirm this invisible system. I thought it was just one of my many, many, many plugins. |
If you create a system and don't define its location, that's a bug in your mod, not in the game itself. There's no way for the game to know whether you really meant to create a system or not, so it always assumes that you do. An easy work-around would just be to have the system start off in a position so far off the map that the player will never see it. |
@endless-sky : I mostly agree with you.
I though about your work-around before you suggested it :-) |
if you do not want the system and job be available, you could try adding both via an event. |
that's exactly what I am doing, @Wrzlprnft -- I supplied a stripped version of the code for exactly that purpose, showing that that is exactly what I wanted to achieve. ;-) |
ya can spawn entire systems w/ events (and thus remove them too)? kinky |
I have not yet tested if you really can remove a system completely. @KiLEdEnNis
might eventually only empty it and not remove it completely. Actually, I have not even yet tested if I can fully clear the object list later on. But you can spawn entire systems dynamically - without them appearing in advance at pos 0 0 - if you never reference them explicitely but only use them via filters. And if you connect them via hyperspace links, of course. In my case, I dont have a |
So has #5142 fixed this in full, or did that only change incorrect pathfinding through 0,0? |
Can confirm that people have seen the 0,0 system in v0.9.13, so it still exists, but that was on saves from before v0.9.12 where it probably already existed. I'm wondering if it can be caused to appear on a brand new save, though. |
I still get reports of this every so often, although I'm still uncertain if it's a save age situation. Seems like something we just need someone to do a bit of digging into. |
I can confirm I don't have this on my v0.9.16 pilot, same for 0.9.15. edit: just saw this happen in my plugin playtrough in v9.1.16.2 |
When a system is not valid (no position defined) it is not drawn (u can't click it) but it seems that pressing tab will actually be able to select it. I'll fix this. |
Was fixed by the relevant PR not sure why it didjt get linked but I'll close this |
There might be some other place where that system appears 😅. |
Not sure what you mean. Also this whole thing was a hacky way of doing "hidden", before it existed, or errors in system definitions. |
Hopefully that was the last instance of the bug, I'll unpin this for now. |
https://www.reddit.com/r/endlesssky/comments/10cfx84/so_i_jumped_into_this_spot_of_empty_space_pretty/ seems we need to check for this when looking at the flight path as well. shouldn't be too hard though |
In the 2nd chapter of my plugin I have a mission which places an NPC in a system which has not yet been defined for the game.
Though I came across this bug by accident (accidently clicking next to Kor Men while doing ......) and though the bug in this case is caused by some sort of "intention", this can happen to any content writer with the simplest typo. So: Better watch out for typos! ;-)
In my current active savegame, the event has not been offered yet, the
to offer
requirement has not been met so far. But the game parses through all data files upon start and thus through all missions and thereby seems to find the reference to the system "Ancient ship". It seems then to create an empty data node in memory (not even filling it with the name of the unknown ship) which is positioned at 0 0 and invisible, but selectable. Below the code segment you find a screenshot composition.To give you an idea I pasted a strapped mission and event definition below.
The system definition is by purpose that short. No star or other objects. The system wrapper is only a necessity to provide a location wrapper for the jump drive and for the npc location. ;-)
I dont want to "exist" the system in advance because its pure existance would give a hint on there being something...
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