Unnamed: 0,id,type,created_at,repo,repo_url,action,title,labels,body,index,text_combine,label,text,binary_label 480008,13821856508.0,IssuesEvent,2020-10-13 03:31:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,No voting for removing someone from office,Category: Laws Priority: Medium Type: Feature,"It seems like the supreme court that can remove a president from office can not do so by a majority vote of the three, but the members are only able to remove him from office by themselves - each one can alone.",1.0,"No voting for removing someone from office - It seems like the supreme court that can remove a president from office can not do so by a majority vote of the three, but the members are only able to remove him from office by themselves - each one can alone.",1,no voting for removing someone from office it seems like the supreme court that can remove a president from office can not do so by a majority vote of the three but the members are only able to remove him from office by themselves each one can alone ,1 467441,13448570066.0,IssuesEvent,2020-09-08 15:38:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Accounts: Newsletter Consent,Category: Accounts Category: Web Priority: Medium,"It does look like we are currently not actively asking for a newsletter subscription when someone registers an account on SLG, at least i cannot remember ever having been asked. Regarding to EU law we are required to give them a checkbox that must be unticked by default, though. We have a little elevated rate of newsletter unsubscribes and this might be a potential reason. People in the EU don't like to get e-mails they never explicitly asked for. Please take a look how this currently is done and in case we do not do it like i described above, change it to a unticked checkbox at registration.",1.0,"Accounts: Newsletter Consent - It does look like we are currently not actively asking for a newsletter subscription when someone registers an account on SLG, at least i cannot remember ever having been asked. Regarding to EU law we are required to give them a checkbox that must be unticked by default, though. We have a little elevated rate of newsletter unsubscribes and this might be a potential reason. People in the EU don't like to get e-mails they never explicitly asked for. Please take a look how this currently is done and in case we do not do it like i described above, change it to a unticked checkbox at registration.",1,accounts newsletter consent it does look like we are currently not actively asking for a newsletter subscription when someone registers an account on slg at least i cannot remember ever having been asked regarding to eu law we are required to give them a checkbox that must be unticked by default though we have a little elevated rate of newsletter unsubscribes and this might be a potential reason people in the eu don t like to get e mails they never explicitly asked for please take a look how this currently is done and in case we do not do it like i described above change it to a unticked checkbox at registration ,1 380732,11270711601.0,IssuesEvent,2020-01-14 11:27:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6] Crash in UpdateSkinPoseBuffer ,Priority: Medium,"Reported by EcoBuilder13, shortly after character creation. He's on Discord if you need to follow up. Dump: https://drive.google.com/open?id=14MaEZJqZ7WdAfWxmJYQ8ezpufblPx9iq [error (1).log](https://github.com/StrangeLoopGames/EcoIssues/files/2195331/error.1.log) > CContext::TID3D11DeviceContext_Map_<4>() Unknown StreamOutSkinPoseBuffer::Update() Unknown GfxDeviceD3D11Base::UpdateSkinPoseBuffer() Unknown GfxDeviceWorker::RunCommand() Unknown GfxDeviceWorker::RunExt() Unknown GfxDeviceWorker::RunGfxDeviceWorker() Unknown Thread::RunThreadWrapper() Unknown ",1.0,"[7.6] Crash in UpdateSkinPoseBuffer - Reported by EcoBuilder13, shortly after character creation. He's on Discord if you need to follow up. Dump: https://drive.google.com/open?id=14MaEZJqZ7WdAfWxmJYQ8ezpufblPx9iq [error (1).log](https://github.com/StrangeLoopGames/EcoIssues/files/2195331/error.1.log) > CContext::TID3D11DeviceContext_Map_<4>() Unknown StreamOutSkinPoseBuffer::Update() Unknown GfxDeviceD3D11Base::UpdateSkinPoseBuffer() Unknown GfxDeviceWorker::RunCommand() Unknown GfxDeviceWorker::RunExt() Unknown GfxDeviceWorker::RunGfxDeviceWorker() Unknown Thread::RunThreadWrapper() Unknown ",1, crash in updateskinposebuffer reported by shortly after character creation he s on discord if you need to follow up dump ccontext map unknown streamoutskinposebuffer update unknown updateskinposebuffer unknown gfxdeviceworker runcommand unknown gfxdeviceworker runext unknown gfxdeviceworker rungfxdeviceworker unknown thread runthreadwrapper unknown ,1 211861,7208622142.0,IssuesEvent,2018-02-07 04:13:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Shovel not working correctly,Medium Priority,"**Version:** 0.6.4.2 alpha **Steps to Reproduce:** Equip Shovel and use on dirt. Place dirt somewhere. Try to use shovel on different, or same, dirt and doesn't work. Work around currently used: After placing dirt unequip and requip shovel and use for one more dirt block. Repeat as needed. **Expected behavior:** Shovel should work continuously, without needing to requip it each time. **Actual behavior:** Shovel has to be requipped after each use.",1.0,"USER ISSUE: Shovel not working correctly - **Version:** 0.6.4.2 alpha **Steps to Reproduce:** Equip Shovel and use on dirt. Place dirt somewhere. Try to use shovel on different, or same, dirt and doesn't work. Work around currently used: After placing dirt unequip and requip shovel and use for one more dirt block. Repeat as needed. **Expected behavior:** Shovel should work continuously, without needing to requip it each time. **Actual behavior:** Shovel has to be requipped after each use.",1,user issue shovel not working correctly version alpha steps to reproduce equip shovel and use on dirt place dirt somewhere try to use shovel on different or same dirt and doesn t work work around currently used after placing dirt unequip and requip shovel and use for one more dirt block repeat as needed expected behavior shovel should work continuously without needing to requip it each time actual behavior shovel has to be requipped after each use ,1 278854,8651190312.0,IssuesEvent,2018-11-27 01:55:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Showing additional information in the currency viewer,D3nnis3n's List Fixed Medium Priority,"Everyone knows the situation of you driving miles to a shop only to find out the player does either not have enough money to buy what you want to sell or it's storage is full. This can be and is seriously enerving for some players. I propose to elaborate if you can add these QoL-Changes: - Show on the economy viewer how much currency the store owner has. - Show on the economy viewer how much of an item the linked storages of this store can still hold (at least with some colors, red yellow green for example, based on percentage of available room)",1.0,"Showing additional information in the currency viewer - Everyone knows the situation of you driving miles to a shop only to find out the player does either not have enough money to buy what you want to sell or it's storage is full. This can be and is seriously enerving for some players. I propose to elaborate if you can add these QoL-Changes: - Show on the economy viewer how much currency the store owner has. - Show on the economy viewer how much of an item the linked storages of this store can still hold (at least with some colors, red yellow green for example, based on percentage of available room)",1,showing additional information in the currency viewer everyone knows the situation of you driving miles to a shop only to find out the player does either not have enough money to buy what you want to sell or it s storage is full this can be and is seriously enerving for some players i propose to elaborate if you can add these qol changes show on the economy viewer how much currency the store owner has show on the economy viewer how much of an item the linked storages of this store can still hold at least with some colors red yellow green for example based on percentage of available room ,1 251718,8025995252.0,IssuesEvent,2018-07-27 01:07:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: you can hoe trees?,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. hold a hoe 2. highlight the ground under a tree 3. hoe it and the tree vanishes **Expected behavior:** The tree shouldnt vanish. **Actual behavior:** It vanishes. Makes it way too easy to grief. And being able to hoe a tree IRL or in a game makes no sense",1.0,"USER ISSUE: you can hoe trees? - **Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. hold a hoe 2. highlight the ground under a tree 3. hoe it and the tree vanishes **Expected behavior:** The tree shouldnt vanish. **Actual behavior:** It vanishes. Makes it way too easy to grief. And being able to hoe a tree IRL or in a game makes no sense",1,user issue you can hoe trees version beta steps to reproduce hold a hoe highlight the ground under a tree hoe it and the tree vanishes expected behavior the tree shouldnt vanish actual behavior it vanishes makes it way too easy to grief and being able to hoe a tree irl or in a game makes no sense,1 259663,8198744023.0,IssuesEvent,2018-08-31 17:31:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Atmosphere Scattering turns back on unpon exiting water,Medium Priority,"I am not one for Atmosphere Scattering graphics setting I find it washes out all my colors so I turn it off. but upon exiting the water the effect turns back on, but not in the settings so I have to bring settings up then close settings to get rid of the effect. Could Someone please look into this. ",1.0,"Atmosphere Scattering turns back on unpon exiting water - I am not one for Atmosphere Scattering graphics setting I find it washes out all my colors so I turn it off. but upon exiting the water the effect turns back on, but not in the settings so I have to bring settings up then close settings to get rid of the effect. Could Someone please look into this. ",1,atmosphere scattering turns back on unpon exiting water i am not one for atmosphere scattering graphics setting i find it washes out all my colors so i turn it off but upon exiting the water the effect turns back on but not in the settings so i have to bring settings up then close settings to get rid of the effect could someone please look into this ,1 497679,14382993171.0,IssuesEvent,2020-12-02 08:28:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minimap is underlit,Category: UI Priority: Medium Staging,"![image](https://user-images.githubusercontent.com/3536496/100290578-8880a500-2f30-11eb-8655-afe999918e0e.png) Something is wrong, its dimmer than it used to be. It looks like the darkening filter that is turned-on when you're viewing an overlay is now just on all the time. Toggling a n overlay now does not just brightness of the minimap at all. ",1.0,"Minimap is underlit - ![image](https://user-images.githubusercontent.com/3536496/100290578-8880a500-2f30-11eb-8655-afe999918e0e.png) Something is wrong, its dimmer than it used to be. It looks like the darkening filter that is turned-on when you're viewing an overlay is now just on all the time. Toggling a n overlay now does not just brightness of the minimap at all. ",1,minimap is underlit something is wrong its dimmer than it used to be it looks like the darkening filter that is turned on when you re viewing an overlay is now just on all the time toggling a n overlay now does not just brightness of the minimap at all ,1 307162,9414245386.0,IssuesEvent,2019-04-10 09:41:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Truck storage and store interaction.,Medium Priority,"**Version:** 0.7.5.1 beta Truck storage and store interaction. You cannot buy\sold if you disable _fuel_ storage e.g. you sold everytime from fuel storage, then bed storage. Coal trading is impossible, you sold truck fuel everytime X_X! ![20180707005423_1](https://user-images.githubusercontent.com/4980243/42404955-6057523e-8197-11e8-9fd2-69f911f4a110.jpg) ![20180707005440_1](https://user-images.githubusercontent.com/4980243/42404957-624d1498-8197-11e8-9ff9-621bd789bafb.jpg) And sell log from unchecked storage ![20180707014750_1](https://user-images.githubusercontent.com/4980243/42404964-74fe9346-8197-11e8-862e-5835d2f46461.jpg) ![20180707014756_1](https://user-images.githubusercontent.com/4980243/42404965-76b6c442-8197-11e8-864a-914c96e3eb18.jpg) ",1.0,"USER ISSUE: Truck storage and store interaction. - **Version:** 0.7.5.1 beta Truck storage and store interaction. You cannot buy\sold if you disable _fuel_ storage e.g. you sold everytime from fuel storage, then bed storage. Coal trading is impossible, you sold truck fuel everytime X_X! ![20180707005423_1](https://user-images.githubusercontent.com/4980243/42404955-6057523e-8197-11e8-9fd2-69f911f4a110.jpg) ![20180707005440_1](https://user-images.githubusercontent.com/4980243/42404957-624d1498-8197-11e8-9ff9-621bd789bafb.jpg) And sell log from unchecked storage ![20180707014750_1](https://user-images.githubusercontent.com/4980243/42404964-74fe9346-8197-11e8-862e-5835d2f46461.jpg) ![20180707014756_1](https://user-images.githubusercontent.com/4980243/42404965-76b6c442-8197-11e8-864a-914c96e3eb18.jpg) ",1,user issue truck storage and store interaction version beta truck storage and store interaction you cannot buy sold if you disable fuel storage e g you sold everytime from fuel storage then bed storage coal trading is impossible you sold truck fuel everytime x x and sell log from unchecked storage ,1 390856,11564790694.0,IssuesEvent,2020-02-20 09:20:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1331] Civics: view feature won't show contained districts,Priority: Medium Status: Fixed,"1. Propose a district map 2. Press View 3. You can see te ,ap itsel but there is no names. I see ![bandicam 2020-01-10 16-35-19-564](https://user-images.githubusercontent.com/27898520/72150609-b6680400-33c7-11ea-8308-4078b1f9e8da.jpg) But there should be the name ![bandicam 2020-01-10 16-38-49-465](https://user-images.githubusercontent.com/27898520/72150885-80774f80-33c8-11ea-886b-20c37e75fc18.jpg) ",1.0,"[0.9.0 staging-1331] Civics: view feature won't show contained districts - 1. Propose a district map 2. Press View 3. You can see te ,ap itsel but there is no names. I see ![bandicam 2020-01-10 16-35-19-564](https://user-images.githubusercontent.com/27898520/72150609-b6680400-33c7-11ea-8308-4078b1f9e8da.jpg) But there should be the name ![bandicam 2020-01-10 16-38-49-465](https://user-images.githubusercontent.com/27898520/72150885-80774f80-33c8-11ea-886b-20c37e75fc18.jpg) ",1, civics view feature won t show contained districts propose a district map press view you can see te ap itsel but there is no names i see but there should be the name ,1 206747,7120977126.0,IssuesEvent,2018-01-19 04:44:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Backup wont load on new Server Installation,Medium Priority,"Did you guys had it happen that Backups dont work after reinstalling the Server? It was like that for our Server. first it was still online but trying to enter it was trying to create the world and booted me out of the Server. Other Servers were still working. So we tried to restart it but it didnt came back online at all. After some Support Stuff happened we got an new install so we tried to apply the backup. But it didnt work, even with standart Settings. But with a fresh start it worked out. Providing that Backup below, please look what we did wrong or if the Game saved something wrong. Hope for a good answer: https://mega.nz/#!CdNzlSCS!TTbfELpdoWa4xNx-dgEVGWLQCsjLav8TIr6_HlicYsg ",1.0,"Backup wont load on new Server Installation - Did you guys had it happen that Backups dont work after reinstalling the Server? It was like that for our Server. first it was still online but trying to enter it was trying to create the world and booted me out of the Server. Other Servers were still working. So we tried to restart it but it didnt came back online at all. After some Support Stuff happened we got an new install so we tried to apply the backup. But it didnt work, even with standart Settings. But with a fresh start it worked out. Providing that Backup below, please look what we did wrong or if the Game saved something wrong. Hope for a good answer: https://mega.nz/#!CdNzlSCS!TTbfELpdoWa4xNx-dgEVGWLQCsjLav8TIr6_HlicYsg ",1,backup wont load on new server installation did you guys had it happen that backups dont work after reinstalling the server it was like that for our server first it was still online but trying to enter it was trying to create the world and booted me out of the server other servers were still working so we tried to restart it but it didnt came back online at all after some support stuff happened we got an new install so we tried to apply the backup but it didnt work even with standart settings but with a fresh start it worked out providing that backup below please look what we did wrong or if the game saved something wrong hope for a good answer ,1 494059,14244314362.0,IssuesEvent,2020-11-19 06:40:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Accounts: notification updates,Category: Accounts Category: Web Priority: Medium Status: Fixed,"notifications that are not updated to new notification system: 1 error on resetting password: ""Incorrect E-mail"" 2 error on setting incorrect password: ""The New password field must be at least 6 characters in length."" Also, can you set them to display longer. a full 2 minutes on average",1.0,"Accounts: notification updates - notifications that are not updated to new notification system: 1 error on resetting password: ""Incorrect E-mail"" 2 error on setting incorrect password: ""The New password field must be at least 6 characters in length."" Also, can you set them to display longer. a full 2 minutes on average",1,accounts notification updates notifications that are not updated to new notification system error on resetting password incorrect e mail error on setting incorrect password the new password field must be at least characters in length also can you set them to display longer a full minutes on average,1 249163,7953940592.0,IssuesEvent,2018-07-12 04:56:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crash when trying to tick crafting,Medium Priority,"Object reference not set to an instance of an object. at Eco.Gameplay.Items.AuthorizationInventory.MakeGameAction(Type itemType, Int32 delta, User user) at Eco.Gameplay.Items.AuthorizationInventory.InventoryChanged(User user, IEnumerable`1 changes) at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid) at Eco.Gameplay.Items.Inventory.TryModify(Action`1 callback, User user) at Eco.Gameplay.Items.WorkOrder.TryToGiveItems(Inventory destInventory, User performer) at Eco.Gameplay.Components.CraftingComponent.Tick() at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Gameplay.Objects.WorldObject.Tick() at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable`1 enumeration, Action`1 action) at Eco.Gameplay.Objects.WorldObjectManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj)",1.0,"Crash when trying to tick crafting - Object reference not set to an instance of an object. at Eco.Gameplay.Items.AuthorizationInventory.MakeGameAction(Type itemType, Int32 delta, User user) at Eco.Gameplay.Items.AuthorizationInventory.InventoryChanged(User user, IEnumerable`1 changes) at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid) at Eco.Gameplay.Items.Inventory.TryModify(Action`1 callback, User user) at Eco.Gameplay.Items.WorkOrder.TryToGiveItems(Inventory destInventory, User performer) at Eco.Gameplay.Components.CraftingComponent.Tick() at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Gameplay.Objects.WorldObject.Tick() at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable`1 enumeration, Action`1 action) at Eco.Gameplay.Objects.WorldObjectManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj)",1,crash when trying to tick crafting object reference not set to an instance of an object at eco gameplay items authorizationinventory makegameaction type itemtype delta user user at eco gameplay items authorizationinventory inventorychanged user user ienumerable changes at eco gameplay items inventorychangeset applyinternal boolean throwoninvalid at eco gameplay items inventory trymodify action callback user user at eco gameplay items workorder trytogiveitems inventory destinventory user performer at eco gameplay components craftingcomponent tick at system collections generic list foreach action action at eco gameplay objects worldobject tick at eco shared utils enumerableextensions foreach ienumerable enumeration action action at eco gameplay objects worldobjectmanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj ,1 375645,11114827236.0,IssuesEvent,2019-12-18 09:30:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Storage chest bg should be wood not marble,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/70104124-f3372300-15f1-11ea-805a-b4c07fb42343.png) Not sure whats happening there, should give a look over the assignments for all the objects. ",1.0,"Storage chest bg should be wood not marble - ![image](https://user-images.githubusercontent.com/3536496/70104124-f3372300-15f1-11ea-805a-b4c07fb42343.png) Not sure whats happening there, should give a look over the assignments for all the objects. ",1,storage chest bg should be wood not marble not sure whats happening there should give a look over the assignments for all the objects ,1 452733,13058565248.0,IssuesEvent,2020-07-30 09:13:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1672] Another players can change default account in Mint,Category: Gameplay Priority: Medium,"Step to reproduce: - place mint, clame it, add everyone in autorization tab, craft some coins. Select Target accont: ![image](https://user-images.githubusercontent.com/45708377/87914416-42df3780-ca79-11ea-9172-68f3295f674e.png) - another player open mint and change account: ![image](https://user-images.githubusercontent.com/45708377/87914436-4a9edc00-ca79-11ea-86e3-84cca411f748.png) - first player check default account: ![image](https://user-images.githubusercontent.com/45708377/87914465-57233480-ca79-11ea-9570-847dabe70585.png) - it should still be craft here!!!, but it was changed to another player account.",1.0,"[0.9.0 staging-1672] Another players can change default account in Mint - Step to reproduce: - place mint, clame it, add everyone in autorization tab, craft some coins. Select Target accont: ![image](https://user-images.githubusercontent.com/45708377/87914416-42df3780-ca79-11ea-9172-68f3295f674e.png) - another player open mint and change account: ![image](https://user-images.githubusercontent.com/45708377/87914436-4a9edc00-ca79-11ea-86e3-84cca411f748.png) - first player check default account: ![image](https://user-images.githubusercontent.com/45708377/87914465-57233480-ca79-11ea-9570-847dabe70585.png) - it should still be craft here!!!, but it was changed to another player account.",1, another players can change default account in mint step to reproduce place mint clame it add everyone in autorization tab craft some coins select target accont another player open mint and change account first player check default account it should still be craft here but it was changed to another player account ,1 428502,12412543379.0,IssuesEvent,2020-05-22 10:47:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1539] Sleep doesn't finish the order and multiply pollution,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Status: Reopen,"1. Place a blast and make an oeder for 1 hour ![bandicam 2020-05-05 14-26-42-842](https://user-images.githubusercontent.com/27898520/81052785-81833e00-8edd-11ea-8744-c89a8a3e9360.jpg) So we know, that our blast will make 3.6 ppm for that hour 2. Go to sleep for an hour or little more ![bandicam 2020-05-05 14-26-59-948](https://user-images.githubusercontent.com/27898520/81052890-b2fc0980-8edd-11ea-99a8-44d9fffba6cf.jpg) 3. Wake up and see what you have on your blast Expected: order is finished and pollution is +3.6 ppm Actual: 1) Order is not finished visually, it still have timer on and looks like it's trying to finish itself very fast, though time bar will show complited status ![bandicam 2020-05-05 14-47-18-208](https://user-images.githubusercontent.com/27898520/81053996-6adde680-8edf-11ea-95b0-2aeb1c851128.jpg) 2) Pollution is > 10 ppm ![bandicam 2020-05-05 14-27-43-356](https://user-images.githubusercontent.com/27898520/81054089-95c83a80-8edf-11ea-9811-f2d6e97b1abb.jpg) ",1.0,"[0.9.0 staging-1539] Sleep doesn't finish the order and multiply pollution - 1. Place a blast and make an oeder for 1 hour ![bandicam 2020-05-05 14-26-42-842](https://user-images.githubusercontent.com/27898520/81052785-81833e00-8edd-11ea-8744-c89a8a3e9360.jpg) So we know, that our blast will make 3.6 ppm for that hour 2. Go to sleep for an hour or little more ![bandicam 2020-05-05 14-26-59-948](https://user-images.githubusercontent.com/27898520/81052890-b2fc0980-8edd-11ea-99a8-44d9fffba6cf.jpg) 3. Wake up and see what you have on your blast Expected: order is finished and pollution is +3.6 ppm Actual: 1) Order is not finished visually, it still have timer on and looks like it's trying to finish itself very fast, though time bar will show complited status ![bandicam 2020-05-05 14-47-18-208](https://user-images.githubusercontent.com/27898520/81053996-6adde680-8edf-11ea-95b0-2aeb1c851128.jpg) 2) Pollution is > 10 ppm ![bandicam 2020-05-05 14-27-43-356](https://user-images.githubusercontent.com/27898520/81054089-95c83a80-8edf-11ea-9811-f2d6e97b1abb.jpg) ",1, sleep doesn t finish the order and multiply pollution place a blast and make an oeder for hour so we know that our blast will make ppm for that hour go to sleep for an hour or little more wake up and see what you have on your blast expected order is finished and pollution is ppm actual order is not finished visually it still have timer on and looks like it s trying to finish itself very fast though time bar will show complited status pollution is ppm ,1 462776,13253406817.0,IssuesEvent,2020-08-20 07:32:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fish trap showing in salt water when in river,Category: Gameplay Priority: Medium Status: Fixed,"ECO 9.0 beta_playtest steps to reproduce: place a fish trap in a river away from the ocean expected result: Fish trap should show active and working Actual result: Fish trap shows that it needs to be placed in salt water, despite having been placed in what is shown to be freshwater on both the map and according to logic. fish trap will not work. ![20200809064018_1](https://user-images.githubusercontent.com/69419464/89730264-4a0bbc80-da0b-11ea-8cbf-44d4628605e9.jpg) ![20200809064034_1](https://user-images.githubusercontent.com/69419464/89730266-4aa45300-da0b-11ea-897f-2e503df00c29.jpg) ![20200809063916_1](https://user-images.githubusercontent.com/69419464/89730290-6dcf0280-da0b-11ea-8dc8-64a9dfa5bb3e.jpg) ![20200809064004_1](https://user-images.githubusercontent.com/69419464/89730291-6e679900-da0b-11ea-89e7-ba178dbd0f27.jpg) ",1.0,"Fish trap showing in salt water when in river - ECO 9.0 beta_playtest steps to reproduce: place a fish trap in a river away from the ocean expected result: Fish trap should show active and working Actual result: Fish trap shows that it needs to be placed in salt water, despite having been placed in what is shown to be freshwater on both the map and according to logic. fish trap will not work. ![20200809064018_1](https://user-images.githubusercontent.com/69419464/89730264-4a0bbc80-da0b-11ea-8cbf-44d4628605e9.jpg) ![20200809064034_1](https://user-images.githubusercontent.com/69419464/89730266-4aa45300-da0b-11ea-897f-2e503df00c29.jpg) ![20200809063916_1](https://user-images.githubusercontent.com/69419464/89730290-6dcf0280-da0b-11ea-8dc8-64a9dfa5bb3e.jpg) ![20200809064004_1](https://user-images.githubusercontent.com/69419464/89730291-6e679900-da0b-11ea-89e7-ba178dbd0f27.jpg) ",1,fish trap showing in salt water when in river eco beta playtest steps to reproduce place a fish trap in a river away from the ocean expected result fish trap should show active and working actual result fish trap shows that it needs to be placed in salt water despite having been placed in what is shown to be freshwater on both the map and according to logic fish trap will not work ,1 477503,13763506991.0,IssuesEvent,2020-10-07 10:38:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Civics: Description text alignment,Category: UI Priority: Medium,"Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c3b968e3-d1b8-4edb-aa9d-e85e302b6a30) split from #18590",1.0,"Civics: Description text alignment - Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c3b968e3-d1b8-4edb-aa9d-e85e302b6a30) split from #18590",1,civics description text alignment capitol constitution description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue split from ,1 584490,17456361163.0,IssuesEvent,2021-08-06 02:13:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.4] Residency should default to something if you have no housing XP,Priority: Medium Category: UI Squad: Wild Turkey Sprint Must Have Type: Story,"While playing on the Sea Otter, I built my house and was wondering why my house XP didn't update like it used to. Turns out I didn't click that I wanted residency on my only property: ![image](https://user-images.githubusercontent.com/964559/113426396-422cce00-9388-11eb-8169-2a10c4c2c7f2.png) It would be nice if the residency defaulted to something, anything if you have no housing value and you start placing furniture. This would probably solve the majority of use cases for people, maybe with the main caveat being some cooks with shops that are outside of their one residence. At the very least, the game should probably prompt you and say ""hey, you have a nice house here but you haven't set your residency, maybe you should do that?"".",1.0,"[0.9.2.4] Residency should default to something if you have no housing XP - While playing on the Sea Otter, I built my house and was wondering why my house XP didn't update like it used to. Turns out I didn't click that I wanted residency on my only property: ![image](https://user-images.githubusercontent.com/964559/113426396-422cce00-9388-11eb-8169-2a10c4c2c7f2.png) It would be nice if the residency defaulted to something, anything if you have no housing value and you start placing furniture. This would probably solve the majority of use cases for people, maybe with the main caveat being some cooks with shops that are outside of their one residence. At the very least, the game should probably prompt you and say ""hey, you have a nice house here but you haven't set your residency, maybe you should do that?"".",1, residency should default to something if you have no housing xp while playing on the sea otter i built my house and was wondering why my house xp didn t update like it used to turns out i didn t click that i wanted residency on my only property it would be nice if the residency defaulted to something anything if you have no housing value and you start placing furniture this would probably solve the majority of use cases for people maybe with the main caveat being some cooks with shops that are outside of their one residence at the very least the game should probably prompt you and say hey you have a nice house here but you haven t set your residency maybe you should do that ,1 454376,13099707158.0,IssuesEvent,2020-08-03 22:16:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Civics: impossible to restrict the trade of an item to a specific claim or district,Category: Gameplay Priority: Medium Type: Regression,"We didn't find an option to select ""Land Claim Papers"" at all, even when checking not-discovered and it additionally seems to be impossible to restrict the trade of an item to a specific claim or district. On White-Tiger we got a law that restricts the selling and buying of land claim papers to only one shop on the federal bank property.",1.0,"Civics: impossible to restrict the trade of an item to a specific claim or district - We didn't find an option to select ""Land Claim Papers"" at all, even when checking not-discovered and it additionally seems to be impossible to restrict the trade of an item to a specific claim or district. On White-Tiger we got a law that restricts the selling and buying of land claim papers to only one shop on the federal bank property.",1,civics impossible to restrict the trade of an item to a specific claim or district we didn t find an option to select land claim papers at all even when checking not discovered and it additionally seems to be impossible to restrict the trade of an item to a specific claim or district on white tiger we got a law that restricts the selling and buying of land claim papers to only one shop on the federal bank property ,1 378725,11206801361.0,IssuesEvent,2020-01-06 00:06:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crafting ui inventory count is missing some inventories,Medium Priority,"I was on someone else's property where I had auth, and linking their stockpile to a crafting table didn't cause the numbers in the crafting ui to update. But they were taken when I started a project",1.0,"Crafting ui inventory count is missing some inventories - I was on someone else's property where I had auth, and linking their stockpile to a crafting table didn't cause the numbers in the crafting ui to update. But they were taken when I started a project",1,crafting ui inventory count is missing some inventories i was on someone else s property where i had auth and linking their stockpile to a crafting table didn t cause the numbers in the crafting ui to update but they were taken when i started a project,1 324823,9913110000.0,IssuesEvent,2019-06-28 10:47:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Treasury in ""Your Accounts"" on the Economy viewer displays ALL currencies",Fixed Medium Priority QA Verified,"Including those the treasury does not hold. Enerving, especially as those are not shown in the treasury nor in the circulation tab.",1.0,"Treasury in ""Your Accounts"" on the Economy viewer displays ALL currencies - Including those the treasury does not hold. Enerving, especially as those are not shown in the treasury nor in the circulation tab.",1,treasury in your accounts on the economy viewer displays all currencies including those the treasury does not hold enerving especially as those are not shown in the treasury nor in the circulation tab ,1 565128,16749475807.0,IssuesEvent,2021-06-11 20:25:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.4 Release-226 | 0.9.4 Develop-286] Stews uses the same Icon display asset,Category: Art Priority: Medium Squad: Saguaro,"Build: - 0.9.3.4 Release-226 - 0.9.4 Develop-286 ## Issue The **Jungle Campfire Stew** and **Meaty Stew** use the same icon art display. The same issue can be observed between **Field Campfire Stew** and **Root Campfire Stew**. ### Jungle Campfire Stew and Meaty Stew ![Jungle and Meaty](https://user-images.githubusercontent.com/77248866/118348108-9a0b4700-b57a-11eb-9715-102287efca10.jpg) ### Field Campfire Stew and Root Campfire Stew ![Field and Root](https://user-images.githubusercontent.com/77248866/118348125-b4452500-b57a-11eb-99d2-d377ac7f7f10.jpg) #### Expected Result There should be a visual difference between these stews so players can tell visually which is which and eliminates the need to hover their mouse icons over each item.",1.0,"[0.9.3.4 Release-226 | 0.9.4 Develop-286] Stews uses the same Icon display asset - Build: - 0.9.3.4 Release-226 - 0.9.4 Develop-286 ## Issue The **Jungle Campfire Stew** and **Meaty Stew** use the same icon art display. The same issue can be observed between **Field Campfire Stew** and **Root Campfire Stew**. ### Jungle Campfire Stew and Meaty Stew ![Jungle and Meaty](https://user-images.githubusercontent.com/77248866/118348108-9a0b4700-b57a-11eb-9715-102287efca10.jpg) ### Field Campfire Stew and Root Campfire Stew ![Field and Root](https://user-images.githubusercontent.com/77248866/118348125-b4452500-b57a-11eb-99d2-d377ac7f7f10.jpg) #### Expected Result There should be a visual difference between these stews so players can tell visually which is which and eliminates the need to hover their mouse icons over each item.",1, stews uses the same icon display asset build release develop issue the jungle campfire stew and meaty stew use the same icon art display the same issue can be observed between field campfire stew and root campfire stew jungle campfire stew and meaty stew field campfire stew and root campfire stew expected result there should be a visual difference between these stews so players can tell visually which is which and eliminates the need to hover their mouse icons over each item ,1 607115,18773149540.0,IssuesEvent,2021-11-07 07:23:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Refactor user icon adding,Priority: Medium Category: Refactoring Squad: Wild Turkey,"from https://github.com/StrangeLoopGames/EcoIssues/issues/18736 Currently to add new icon it's necesarry to: 1) Add to web icon image and text 2) Add to client same image 3) Add to IconMap.prefab link to PlayerIcons It's includes several teams (art, web, client ui) and duplicates images. It should be refactored, so there are single api with list of icons, and both web and client uses same image from single place.",1.0,"Refactor user icon adding - from https://github.com/StrangeLoopGames/EcoIssues/issues/18736 Currently to add new icon it's necesarry to: 1) Add to web icon image and text 2) Add to client same image 3) Add to IconMap.prefab link to PlayerIcons It's includes several teams (art, web, client ui) and duplicates images. It should be refactored, so there are single api with list of icons, and both web and client uses same image from single place.",1,refactor user icon adding from currently to add new icon it s necesarry to add to web icon image and text add to client same image add to iconmap prefab link to playericons it s includes several teams art web client ui and duplicates images it should be refactored so there are single api with list of icons and both web and client uses same image from single place ,1 306658,9397910398.0,IssuesEvent,2019-04-08 10:54:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Forum Register/Login Issues and Excavator Issues,Medium Priority," ![unbenannt](https://user-images.githubusercontent.com/38613613/39094567-b707fe40-4631-11e8-8a7b-28f0d953bb8c.png) hello, I have discovered the following two mistakes. 1. I cannot register myself (all the same with which browser). If I I register anew there originates a mistake, I should want to log in me then it does not go. 2. The excavator has problems 2. 1 I become I the shovel if turns, away tele-ported. 2. 2 The shovel of the excavator disappears and flies by the area 2. 3 Of the excavators Flippt often found very fast and very simply from inexplicable ones. 2. 4 The excavator disappears in nothing why also always Unfortunately, I can make off no video If they excuse because of my bad English I have written with a translator. I become the original into German also here post. ____________________________________German_________________________________________________________________ Hallo, Ich habe folgende zwei Fehler entdeckt.. 1. Ich kann mich (egal mit welchem Browser) nicht registrieren. Wenn ich mich neu registriere entsteht ein Fehler, sollte ich mich einloggen wollen geht es dann nicht. 2. Der Bagger hat Probleme 2.1 Ich werde wenn ich die Schaufel schwenke, weg teleportiert. 2.2 Die Schaufel des Baggers verschwindet und fliegt durch die Gegend 2.3 Der Bagger Flippt oft sehr schnell und sehr einfach aus unerklärlichen gründen. 2.4 Der Bagger verschwindet in das nichts warum auch immer Ich kann leider kein video davon machen Entschuldigen sie wegen mein schlechten Englisch ich habe das mit einem Übersetzer geschrieben. Ich werde das Original in Deutsch auch hier posten.",1.0,"Forum Register/Login Issues and Excavator Issues - ![unbenannt](https://user-images.githubusercontent.com/38613613/39094567-b707fe40-4631-11e8-8a7b-28f0d953bb8c.png) hello, I have discovered the following two mistakes. 1. I cannot register myself (all the same with which browser). If I I register anew there originates a mistake, I should want to log in me then it does not go. 2. The excavator has problems 2. 1 I become I the shovel if turns, away tele-ported. 2. 2 The shovel of the excavator disappears and flies by the area 2. 3 Of the excavators Flippt often found very fast and very simply from inexplicable ones. 2. 4 The excavator disappears in nothing why also always Unfortunately, I can make off no video If they excuse because of my bad English I have written with a translator. I become the original into German also here post. ____________________________________German_________________________________________________________________ Hallo, Ich habe folgende zwei Fehler entdeckt.. 1. Ich kann mich (egal mit welchem Browser) nicht registrieren. Wenn ich mich neu registriere entsteht ein Fehler, sollte ich mich einloggen wollen geht es dann nicht. 2. Der Bagger hat Probleme 2.1 Ich werde wenn ich die Schaufel schwenke, weg teleportiert. 2.2 Die Schaufel des Baggers verschwindet und fliegt durch die Gegend 2.3 Der Bagger Flippt oft sehr schnell und sehr einfach aus unerklärlichen gründen. 2.4 Der Bagger verschwindet in das nichts warum auch immer Ich kann leider kein video davon machen Entschuldigen sie wegen mein schlechten Englisch ich habe das mit einem Übersetzer geschrieben. Ich werde das Original in Deutsch auch hier posten.",1,forum register login issues and excavator issues hello i have discovered the following two mistakes i cannot register myself all the same with which browser if i i register anew there originates a mistake i should want to log in me then it does not go the excavator has problems i become i the shovel if turns away tele ported the shovel of the excavator disappears and flies by the area of the excavators flippt often found very fast and very simply from inexplicable ones the excavator disappears in nothing why also always unfortunately i can make off no video if they excuse because of my bad english i have written with a translator i become the original into german also here post german hallo ich habe folgende zwei fehler entdeckt ich kann mich egal mit welchem browser nicht registrieren wenn ich mich neu registriere entsteht ein fehler sollte ich mich einloggen wollen geht es dann nicht der bagger hat probleme ich werde wenn ich die schaufel schwenke weg teleportiert die schaufel des baggers verschwindet und fliegt durch die gegend der bagger flippt oft sehr schnell und sehr einfach aus unerklärlichen gründen der bagger verschwindet in das nichts warum auch immer ich kann leider kein video davon machen entschuldigen sie wegen mein schlechten englisch ich habe das mit einem übersetzer geschrieben ich werde das original in deutsch auch hier posten ,1 277950,8634738764.0,IssuesEvent,2018-11-22 18:08:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.8.0 #79e33fd9] Reconnecting to servers does not work sometimes,Medium Priority,"See the video, the issues only arises every so much tries, but then i need to restart the game to be able to get on the server again. https://drive.google.com/open?id=1xXZEktqZSTmpIy9P03R-QqVbasbK0sAn If you press ""Escape"" when in that never-ending loading screen you get the message: ""Error or otherwise informative message goes here"" - one we know good, eh? :D",1.0,"[7.8.0 #79e33fd9] Reconnecting to servers does not work sometimes - See the video, the issues only arises every so much tries, but then i need to restart the game to be able to get on the server again. https://drive.google.com/open?id=1xXZEktqZSTmpIy9P03R-QqVbasbK0sAn If you press ""Escape"" when in that never-ending loading screen you get the message: ""Error or otherwise informative message goes here"" - one we know good, eh? :D",1, reconnecting to servers does not work sometimes see the video the issues only arises every so much tries but then i need to restart the game to be able to get on the server again if you press escape when in that never ending loading screen you get the message error or otherwise informative message goes here one we know good eh d,1 460852,13219125421.0,IssuesEvent,2020-08-17 09:55:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-21] Chat won't show me my message,Category: UI Priority: Medium,"1, Scroll down to the bottom of the chat window 2. Write something You expect to see your message, but you won't ![2bef744d5c92575638a8d0efe9ae9f49](https://user-images.githubusercontent.com/27898520/89283725-0f023580-d667-11ea-899c-c644eb040320.gif) ",1.0,"[0.9.0 develop-21] Chat won't show me my message - 1, Scroll down to the bottom of the chat window 2. Write something You expect to see your message, but you won't ![2bef744d5c92575638a8d0efe9ae9f49](https://user-images.githubusercontent.com/27898520/89283725-0f023580-d667-11ea-899c-c644eb040320.gif) ",1, chat won t show me my message scroll down to the bottom of the chat window write something you expect to see your message but you won t ,1 378588,11204902069.0,IssuesEvent,2020-01-05 10:13:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1248] Dropping Markers glitch,Fixed Medium Priority Verified,"![image](https://user-images.githubusercontent.com/45708377/68749485-5f37f400-060f-11ea-9f69-87a61e27a05a.png) Step to reproduce: - drop first marker: ![image](https://user-images.githubusercontent.com/45708377/68749551-737bf100-060f-11ea-8d3b-e99a50ee2d2a.png) - drop second marker: ![image](https://user-images.githubusercontent.com/45708377/68749590-87275780-060f-11ea-8486-9dd29e79df10.png) - drop more marker ![image](https://user-images.githubusercontent.com/45708377/68749640-a0c89f00-060f-11ea-9670-d2494b198fd1.png) You can see minimap panel UI in 8.3.0. And need to pay attention to #13170 - 8 point.",1.0,"[0.9.0 staging-1248] Dropping Markers glitch - ![image](https://user-images.githubusercontent.com/45708377/68749485-5f37f400-060f-11ea-9f69-87a61e27a05a.png) Step to reproduce: - drop first marker: ![image](https://user-images.githubusercontent.com/45708377/68749551-737bf100-060f-11ea-8d3b-e99a50ee2d2a.png) - drop second marker: ![image](https://user-images.githubusercontent.com/45708377/68749590-87275780-060f-11ea-8486-9dd29e79df10.png) - drop more marker ![image](https://user-images.githubusercontent.com/45708377/68749640-a0c89f00-060f-11ea-9670-d2494b198fd1.png) You can see minimap panel UI in 8.3.0. And need to pay attention to #13170 - 8 point.",1, dropping markers glitch step to reproduce drop first marker drop second marker drop more marker you can see minimap panel ui in and need to pay attention to point ,1 368717,10883686269.0,IssuesEvent,2019-11-18 05:56:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1248] UI: textures with bad quality,Fixed Medium Priority,"It should be fixed, but its back. Example for tutorial icons. They have bad quality. ![bandicam 2019-11-13 11-50-55-809](https://user-images.githubusercontent.com/27898520/68740022-fc912900-060b-11ea-80d0-d1c6881e9bbb.jpg) ",1.0,"[0.9.0 staging-1248] UI: textures with bad quality - It should be fixed, but its back. Example for tutorial icons. They have bad quality. ![bandicam 2019-11-13 11-50-55-809](https://user-images.githubusercontent.com/27898520/68740022-fc912900-060b-11ea-80d0-d1c6881e9bbb.jpg) ",1, ui textures with bad quality it should be fixed but its back example for tutorial icons they have bad quality ,1 249144,7953912065.0,IssuesEvent,2018-07-12 04:43:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Clickling any button that opens external window starts steamVR,Medium Priority,"Hello! its a little annoyance when playing the game. when i click one of the buttons at the bottom right that opens an external window my steamVR fires up, in task manager it says SteamVR (3) so it fired up 3 times and i also cant close it as long as ECO runs. If i use task manager to close it it just starts back up with the (3) still.",1.0,"Clickling any button that opens external window starts steamVR - Hello! its a little annoyance when playing the game. when i click one of the buttons at the bottom right that opens an external window my steamVR fires up, in task manager it says SteamVR (3) so it fired up 3 times and i also cant close it as long as ECO runs. If i use task manager to close it it just starts back up with the (3) still.",1,clickling any button that opens external window starts steamvr hello its a little annoyance when playing the game when i click one of the buttons at the bottom right that opens an external window my steamvr fires up in task manager it says steamvr so it fired up times and i also cant close it as long as eco runs if i use task manager to close it it just starts back up with the still ,1 290899,8909535048.0,IssuesEvent,2019-01-18 06:44:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,ISSUE: starting quests overlap the UI,Medium Priority,"i having an issue when i have too many stzarter quests open, they stack up and block the UI so i can not select my skills https://puu.sh/zRTLq/ea07eea4b9.jpg maybe make em stack somehow or some dropdown option",1.0,"ISSUE: starting quests overlap the UI - i having an issue when i have too many stzarter quests open, they stack up and block the UI so i can not select my skills https://puu.sh/zRTLq/ea07eea4b9.jpg maybe make em stack somehow or some dropdown option",1,issue starting quests overlap the ui i having an issue when i have too many stzarter quests open they stack up and block the ui so i can not select my skills maybe make em stack somehow or some dropdown option,1 408420,11946720135.0,IssuesEvent,2020-04-03 08:39:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1494] Wet Taillings,Priority: Medium Status: Fixed,"Version [0.9.0 staging-1494] Tailing and wet tailing can be contained in wood cart with 0 pollution,i didn't test the other vehicles",1.0,"[0.9.0 staging-1494] Wet Taillings - Version [0.9.0 staging-1494] Tailing and wet tailing can be contained in wood cart with 0 pollution,i didn't test the other vehicles",1, wet taillings version tailing and wet tailing can be contained in wood cart with pollution i didn t test the other vehicles,1 525425,15253251974.0,IssuesEvent,2021-02-20 06:54:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 release-156] House Circle has wrong proportions,Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Fixed,"Step to reproduce: 1. make a house with 4 Bedroom, 2 General, 1 Bathroom and 1 Kitchen. In my example - 4 Bedroom with penalties will give me: 15,01 + 7,17 + 3.55 +1.71 = 27,44 XP - Kitchen: 15,94 XP - Bathroom: 12,71 XP - General: 13,63 + 5,67 - So total exp will be 75,39: ![image](https://user-images.githubusercontent.com/45708377/106852021-63df4100-66c8-11eb-8087-51852a36c909.png) 2. Calculate percent XP of 4 Bedrooms: 27.44/75.39 *100 = 36,4 % - which means about a third of a circle. But my bedroom take more than a half of circle: ![image](https://user-images.githubusercontent.com/45708377/106852200-bae51600-66c8-11eb-8564-51ffeeb66cb0.png) Seems penalties doesn't include in circle calculation.",1.0,"[0.9.2 release-156] House Circle has wrong proportions - Step to reproduce: 1. make a house with 4 Bedroom, 2 General, 1 Bathroom and 1 Kitchen. In my example - 4 Bedroom with penalties will give me: 15,01 + 7,17 + 3.55 +1.71 = 27,44 XP - Kitchen: 15,94 XP - Bathroom: 12,71 XP - General: 13,63 + 5,67 - So total exp will be 75,39: ![image](https://user-images.githubusercontent.com/45708377/106852021-63df4100-66c8-11eb-8087-51852a36c909.png) 2. Calculate percent XP of 4 Bedrooms: 27.44/75.39 *100 = 36,4 % - which means about a third of a circle. But my bedroom take more than a half of circle: ![image](https://user-images.githubusercontent.com/45708377/106852200-bae51600-66c8-11eb-8564-51ffeeb66cb0.png) Seems penalties doesn't include in circle calculation.",1, house circle has wrong proportions step to reproduce make a house with bedroom general bathroom and kitchen in my example bedroom with penalties will give me xp kitchen xp bathroom xp general so total exp will be calculate percent xp of bedrooms which means about a third of a circle but my bedroom take more than a half of circle seems penalties doesn t include in circle calculation ,1 306679,9398178154.0,IssuesEvent,2019-04-08 11:38:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Excavator - Stockpile,Medium Priority,"**Version:** 0.7.5.0 beta **Steps to Reproduce:** 1. Place an excavator and enter it. 2. Fill your inventory/shovel with any world materials for example earth and stone. 3. Put the content of your shovel/inventory ínto a stockpile. 4. Press the LMB like you're trying to fill up the shovel again. **Expected behavior:** It should pick up the materials which you're digging for. **Actual behavior:** Your shovel contains the items you transfered to the stockpile before. http://shox-tech.goip.de/stuff/2018-06-27_19-27-14.mp4 ",1.0,"USER ISSUE: Excavator - Stockpile - **Version:** 0.7.5.0 beta **Steps to Reproduce:** 1. Place an excavator and enter it. 2. Fill your inventory/shovel with any world materials for example earth and stone. 3. Put the content of your shovel/inventory ínto a stockpile. 4. Press the LMB like you're trying to fill up the shovel again. **Expected behavior:** It should pick up the materials which you're digging for. **Actual behavior:** Your shovel contains the items you transfered to the stockpile before. http://shox-tech.goip.de/stuff/2018-06-27_19-27-14.mp4 ",1,user issue excavator stockpile version beta steps to reproduce place an excavator and enter it fill your inventory shovel with any world materials for example earth and stone put the content of your shovel inventory ínto a stockpile press the lmb like you re trying to fill up the shovel again expected behavior it should pick up the materials which you re digging for actual behavior your shovel contains the items you transfered to the stockpile before ,1 478306,13777075644.0,IssuesEvent,2020-10-08 10:22:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,TagParser refactoring,Priority: Medium,"Current tag parser implementation not flexible enough to handle scenarios like """" text (with non-tag text formatted as tag) (see https://github.com/StrangeLoopGames/EcoIssues/issues/17381). It was fixed by change in `ViewExtensions.SetText` as: ```csharp text.text = EcoTagParser.Parse(val, false, false); ``` but it breaks another cases where it should be auto-closed (i.e. if text is ""abc""). This change should be reverted and proper support for such cases added. I started refactoring in https://github.com/StrangeLoopGames/Eco/tree/tag-parser-refactoring, planned for 9.1/9.2. ",1.0,"TagParser refactoring - Current tag parser implementation not flexible enough to handle scenarios like """" text (with non-tag text formatted as tag) (see https://github.com/StrangeLoopGames/EcoIssues/issues/17381). It was fixed by change in `ViewExtensions.SetText` as: ```csharp text.text = EcoTagParser.Parse(val, false, false); ``` but it breaks another cases where it should be auto-closed (i.e. if text is ""abc""). This change should be reverted and proper support for such cases added. I started refactoring in https://github.com/StrangeLoopGames/Eco/tree/tag-parser-refactoring, planned for 9.1/9.2. ",1,tagparser refactoring current tag parser implementation not flexible enough to handle scenarios like text with non tag text formatted as tag see it was fixed by change in viewextensions settext as csharp text text ecotagparser parse val false false but it breaks another cases where it should be auto closed i e if text is abc this change should be reverted and proper support for such cases added i started refactoring in planned for ,1 492273,14199690169.0,IssuesEvent,2020-11-16 03:08:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Lastest docker [Eco Server 0.9.0.0 beta] - network crash on start,Category: Tech OS: Linux Priority: Medium Status: Fixed,"[10:18:57] Initializing NetworkManager... Finished in 26.6ms [10:18:57] Initializing WorldLayerManager... [10:18:57] Initializing WorldLayerManager... Finished in 0.1ms [10:18:57] Initializing WebServerPlugin... [10:18:57] Skipping Windows firewall setup, platform = Unix [10:18:57] (You may need to manually open port 3001 if the EcoWebServer is inaccessible) warn: Microsoft.AspNetCore.DataProtection.Repositories.FileSystemXmlRepository[60] Storing keys in a directory '/root/.aspnet/DataProtection-Keys' that may not be persisted outside of the container. Protected data will be unavailable when container is destroyed. warn: Microsoft.AspNetCore.DataProtection.KeyManagement.XmlKeyManager[35] No XML encryptor configured. Key {65b99124-6f13-478b-8350-8032da9b7389} may be persisted to storage in unencrypted form. [10:18:57] Web Server now listening on: http://0.0.0.0:3001 [10:18:57] Initializing WebServerPlugin... Finished in 333.0ms [10:18:57] Initializing IntegrationTestsPlugin... [10:18:57] Initializing IntegrationTestsPlugin... Finished in 0.2ms Unhandled exception. System.InvalidOperationException: Host creation call failed at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() in C:\Jenkins\workspace\Eco Release\Server\Eco.Networking.ENet\ENetUdpPeer.cs:line 124 at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) in C:\Jenkins\workspace\Eco Release\Server\Eco.Plugins\Networking\NetworkServer.cs:line 268 at Eco.Plugins.Networking.NetworkManager.Run() in C:\Jenkins\workspace\Eco Release\Server\Eco.Plugins\Networking\NetworkManager.cs:line 292 at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() ",1.0,"Lastest docker [Eco Server 0.9.0.0 beta] - network crash on start - [10:18:57] Initializing NetworkManager... Finished in 26.6ms [10:18:57] Initializing WorldLayerManager... [10:18:57] Initializing WorldLayerManager... Finished in 0.1ms [10:18:57] Initializing WebServerPlugin... [10:18:57] Skipping Windows firewall setup, platform = Unix [10:18:57] (You may need to manually open port 3001 if the EcoWebServer is inaccessible) warn: Microsoft.AspNetCore.DataProtection.Repositories.FileSystemXmlRepository[60] Storing keys in a directory '/root/.aspnet/DataProtection-Keys' that may not be persisted outside of the container. Protected data will be unavailable when container is destroyed. warn: Microsoft.AspNetCore.DataProtection.KeyManagement.XmlKeyManager[35] No XML encryptor configured. Key {65b99124-6f13-478b-8350-8032da9b7389} may be persisted to storage in unencrypted form. [10:18:57] Web Server now listening on: http://0.0.0.0:3001 [10:18:57] Initializing WebServerPlugin... Finished in 333.0ms [10:18:57] Initializing IntegrationTestsPlugin... [10:18:57] Initializing IntegrationTestsPlugin... Finished in 0.2ms Unhandled exception. System.InvalidOperationException: Host creation call failed at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() in C:\Jenkins\workspace\Eco Release\Server\Eco.Networking.ENet\ENetUdpPeer.cs:line 124 at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) in C:\Jenkins\workspace\Eco Release\Server\Eco.Plugins\Networking\NetworkServer.cs:line 268 at Eco.Plugins.Networking.NetworkManager.Run() in C:\Jenkins\workspace\Eco Release\Server\Eco.Plugins\Networking\NetworkManager.cs:line 292 at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() ",1,lastest docker network crash on start initializing networkmanager finished in initializing worldlayermanager initializing worldlayermanager finished in initializing webserverplugin skipping windows firewall setup platform unix you may need to manually open port if the ecowebserver is inaccessible warn microsoft aspnetcore dataprotection repositories filesystemxmlrepository storing keys in a directory root aspnet dataprotection keys that may not be persisted outside of the container protected data will be unavailable when container is destroyed warn microsoft aspnetcore dataprotection keymanagement xmlkeymanager no xml encryptor configured key may be persisted to storage in unencrypted form web server now listening on initializing webserverplugin finished in initializing integrationtestsplugin initializing integrationtestsplugin finished in unhandled exception system invalidoperationexception host creation call failed at enet host create address address peerlimit channellimit incomingbandwidth outgoingbandwidth buffersize at enet host create address address peerlimit channellimit at enet host create address address peerlimit at eco networking enet enetudppeer start in c jenkins workspace eco release server eco networking enet enetudppeer cs line at eco plugins networking networkserver initialize iudplibrary udplib in c jenkins workspace eco release server eco plugins networking networkserver cs line at eco plugins networking networkmanager run in c jenkins workspace eco release server eco plugins networking networkmanager cs line at system threading threadhelper threadstart context object state at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state end of stack trace from previous location where exception was thrown at system threading threadhelper threadstart ,1 254715,8087262633.0,IssuesEvent,2018-08-09 00:38:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cannot pick up cart,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Go in third person 2. Put wood in small cart 3. Look in inventory 4. Move cart **Expected behavior:** Changed interface to pick up cart. **Actual behavior:** Does not allow me to pick up cart.",1.0,"USER ISSUE: Cannot pick up cart - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Go in third person 2. Put wood in small cart 3. Look in inventory 4. Move cart **Expected behavior:** Changed interface to pick up cart. **Actual behavior:** Does not allow me to pick up cart.",1,user issue cannot pick up cart version beta steps to reproduce go in third person put wood in small cart look in inventory move cart expected behavior changed interface to pick up cart actual behavior does not allow me to pick up cart ,1 375697,11132982630.0,IssuesEvent,2019-12-20 08:17:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,No Interact Key UI for several common actions,Medium Priority,"Harvesting Carcasses Planting Seeds Shooting an Arrow",1.0,"No Interact Key UI for several common actions - Harvesting Carcasses Planting Seeds Shooting an Arrow",1,no interact key ui for several common actions harvesting carcasses planting seeds shooting an arrow,1 249150,7953919023.0,IssuesEvent,2018-07-12 04:46:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Players can block each other in character creation,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. Player 1 joins server 2. Player 2 joins server. **Expected behavior:** Neither player should see each other during character creation **Actual behavior:** Player 1 and Player 2 are both visible on Player 1s screen. Player 2s screen behaves as expected.",1.0,"USER ISSUE: Players can block each other in character creation - **Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. Player 1 joins server 2. Player 2 joins server. **Expected behavior:** Neither player should see each other during character creation **Actual behavior:** Player 1 and Player 2 are both visible on Player 1s screen. Player 2s screen behaves as expected.",1,user issue players can block each other in character creation version beta steps to reproduce player joins server player joins server expected behavior neither player should see each other during character creation actual behavior player and player are both visible on player screen player screen behaves as expected ,1 437566,12599388668.0,IssuesEvent,2020-06-11 05:52:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Missing Sprites for 9.0,Category: Art Priority: Medium,"We are missing the follow sprites that are needed for 9.0: - [x] Legal Action: Change Reputation - [x] Game Action: Completed Contract - [x] Game Action: Item Crafted - [x] Item: Plastic - [x] Tag: Silica",1.0,"Missing Sprites for 9.0 - We are missing the follow sprites that are needed for 9.0: - [x] Legal Action: Change Reputation - [x] Game Action: Completed Contract - [x] Game Action: Item Crafted - [x] Item: Plastic - [x] Tag: Silica",1,missing sprites for we are missing the follow sprites that are needed for legal action change reputation game action completed contract game action item crafted item plastic tag silica,1 483695,13928642848.0,IssuesEvent,2020-10-21 21:51:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0.0 beta staging-stable-7] Election tooltip : write if ""Majority required for instant win"" require ""Minimum Election Hours ?""",Category: Gameplay Priority: Medium Status: Fixed,"Current tootltip: ![image](https://user-images.githubusercontent.com/339611/88243688-83b19900-cc91-11ea-84bc-ee18283bdd44.png) ",1.0,"[0.9.0.0 beta staging-stable-7] Election tooltip : write if ""Majority required for instant win"" require ""Minimum Election Hours ?"" - Current tootltip: ![image](https://user-images.githubusercontent.com/339611/88243688-83b19900-cc91-11ea-84bc-ee18283bdd44.png) ",1, election tooltip write if majority required for instant win require minimum election hours current tootltip ,1 223842,7461177628.0,IssuesEvent,2018-03-30 23:54:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Sawmill Catch 22 loop,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** -Anvil requires tier 2 room materials to work -Lumber is a tier 2 material -Lumber can only be made in the sawmill -Sawmill can only be made at the anvil While it is possible to use brick as a tier 2 material instead of lumber, it creates an unnecessary bottleneck and removes player choice. **Expected behavior:** Saw mill should be craft-able at the workbench or carpentry table, enabling two paths to tier 2 materials. **Actual behavior:** Saw mill cannot be crafted until the player has already built a brick structure to enable to anvil, making lumber construction obsolete before it is even unlocked.",1.0,"USER ISSUE: Sawmill Catch 22 loop - **Version:** 0.7.2.5 beta **Steps to Reproduce:** -Anvil requires tier 2 room materials to work -Lumber is a tier 2 material -Lumber can only be made in the sawmill -Sawmill can only be made at the anvil While it is possible to use brick as a tier 2 material instead of lumber, it creates an unnecessary bottleneck and removes player choice. **Expected behavior:** Saw mill should be craft-able at the workbench or carpentry table, enabling two paths to tier 2 materials. **Actual behavior:** Saw mill cannot be crafted until the player has already built a brick structure to enable to anvil, making lumber construction obsolete before it is even unlocked.",1,user issue sawmill catch loop version beta steps to reproduce anvil requires tier room materials to work lumber is a tier material lumber can only be made in the sawmill sawmill can only be made at the anvil while it is possible to use brick as a tier material instead of lumber it creates an unnecessary bottleneck and removes player choice expected behavior saw mill should be craft able at the workbench or carpentry table enabling two paths to tier materials actual behavior saw mill cannot be crafted until the player has already built a brick structure to enable to anvil making lumber construction obsolete before it is even unlocked ,1 254702,8087175346.0,IssuesEvent,2018-08-09 00:04:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.7.3.3 - 0.7.4.5] Small cart operable while typing.,Medium Priority,"The small cart, not sure if others do it too but definitely the small cart lets you drive it backwards while typing. I've been observing this behaviour for a while now and thought I better report it. Only really dangerous when using carts but still nothing more annoying than falling off a bridge with the cart because you decided to respond to people's questions. Expected Behaviour: Full motion stop when typing in chat. Observed behaviour: Pressing any movement keys let you move while in the process of typing.",1.0,"[0.7.3.3 - 0.7.4.5] Small cart operable while typing. - The small cart, not sure if others do it too but definitely the small cart lets you drive it backwards while typing. I've been observing this behaviour for a while now and thought I better report it. Only really dangerous when using carts but still nothing more annoying than falling off a bridge with the cart because you decided to respond to people's questions. Expected Behaviour: Full motion stop when typing in chat. Observed behaviour: Pressing any movement keys let you move while in the process of typing.",1, small cart operable while typing the small cart not sure if others do it too but definitely the small cart lets you drive it backwards while typing i ve been observing this behaviour for a while now and thought i better report it only really dangerous when using carts but still nothing more annoying than falling off a bridge with the cart because you decided to respond to people s questions expected behaviour full motion stop when typing in chat observed behaviour pressing any movement keys let you move while in the process of typing ,1 493327,14231050630.0,IssuesEvent,2020-11-18 09:01:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Accounts: Some links in mail is broken,Category: Accounts Category: Web Priority: Medium Status: Fixed,"After buying game I have 2 letters. In second letter I have a lot of links to download game, forum and etc. Some of them are broken: ![image](https://user-images.githubusercontent.com/45708377/91529777-97948e80-e912-11ea-8c2c-7c3b013e8c47.png) So broken links: - [ ] 1. To download game and server: ![image](https://user-images.githubusercontent.com/45708377/91529846-b85ce400-e912-11ea-9c7f-fdbdcf42b95e.png) - [x] 2. Wiki link is old. it redirects you to this https://eco.gamepedia.com/Getting_Started, but we already have a new wiki https://wiki.play.eco/en/Getting_Started 9.0 is soon so we can change this link too. - [x] 3. Forum link is broken. It has old link too http://forum.strangeloopgames.com/, a new one is https://forum.play.eco/ ",1.0,"Accounts: Some links in mail is broken - After buying game I have 2 letters. In second letter I have a lot of links to download game, forum and etc. Some of them are broken: ![image](https://user-images.githubusercontent.com/45708377/91529777-97948e80-e912-11ea-8c2c-7c3b013e8c47.png) So broken links: - [ ] 1. To download game and server: ![image](https://user-images.githubusercontent.com/45708377/91529846-b85ce400-e912-11ea-9c7f-fdbdcf42b95e.png) - [x] 2. Wiki link is old. it redirects you to this https://eco.gamepedia.com/Getting_Started, but we already have a new wiki https://wiki.play.eco/en/Getting_Started 9.0 is soon so we can change this link too. - [x] 3. Forum link is broken. It has old link too http://forum.strangeloopgames.com/, a new one is https://forum.play.eco/ ",1,accounts some links in mail is broken after buying game i have letters in second letter i have a lot of links to download game forum and etc some of them are broken so broken links to download game and server wiki link is old it redirects you to this but we already have a new wiki is soon so we can change this link too forum link is broken it has old link too a new one is ,1 474533,13671521884.0,IssuesEvent,2020-09-29 07:08:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.2 beta develop-60] Self improvement XP gaining balance,Category: Balance Priority: Medium Status: Fixed,"Now we can gain XP for Self improvement with building and drilling process (maybe something else). 1) Maybe we should balance this XP value? 2) Should not be a drill a Mining XP tool? 3) Should digging give Self Improvement XP too?",1.0,"[0.9.0.2 beta develop-60] Self improvement XP gaining balance - Now we can gain XP for Self improvement with building and drilling process (maybe something else). 1) Maybe we should balance this XP value? 2) Should not be a drill a Mining XP tool? 3) Should digging give Self Improvement XP too?",1, self improvement xp gaining balance now we can gain xp for self improvement with building and drilling process maybe something else maybe we should balance this xp value should not be a drill a mining xp tool should digging give self improvement xp too ,1 255636,8125930542.0,IssuesEvent,2018-08-16 23:02:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Text infomation,Medium Priority,"**Version:** 0.7.2.4 beta **Steps to Reproduce:** When I change the window, the text in item is missing. **Expected behavior:** Show nomally the text, as usual. ![eco](https://user-images.githubusercontent.com/37344176/37357630-3a477078-26e9-11e8-83b7-0d6765173f7f.png) **Actual behavior:** But the text is missing. ![eco without](https://user-images.githubusercontent.com/37344176/37357629-3a1876ce-26e9-11e8-9e5a-b5a09c90cdaf.png) ",1.0,"USER ISSUE: Text infomation - **Version:** 0.7.2.4 beta **Steps to Reproduce:** When I change the window, the text in item is missing. **Expected behavior:** Show nomally the text, as usual. ![eco](https://user-images.githubusercontent.com/37344176/37357630-3a477078-26e9-11e8-83b7-0d6765173f7f.png) **Actual behavior:** But the text is missing. ![eco without](https://user-images.githubusercontent.com/37344176/37357629-3a1876ce-26e9-11e8-9e5a-b5a09c90cdaf.png) ",1,user issue text infomation version beta steps to reproduce when i change the window the text in item is missing expected behavior show nomally the text as usual actual behavior but the text is missing ,1 421995,12264755096.0,IssuesEvent,2020-05-07 05:23:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1539] Housing tag is missing,Priority: Medium Status: Fixed Week Task,"1.Open economy viewer 2. Open item filter There is no Housing category anymore ![bandicam 2020-05-05 16-07-05-486](https://user-images.githubusercontent.com/27898520/81059738-7b478e80-8eea-11ea-9aa0-9484a4405eb2.jpg) ",1.0,"[0.9.0 staging-1539] Housing tag is missing - 1.Open economy viewer 2. Open item filter There is no Housing category anymore ![bandicam 2020-05-05 16-07-05-486](https://user-images.githubusercontent.com/27898520/81059738-7b478e80-8eea-11ea-9aa0-9484a4405eb2.jpg) ",1, housing tag is missing open economy viewer open item filter there is no housing category anymore ,1 193618,6886588147.0,IssuesEvent,2017-11-21 20:01:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Skill UI has some new issues,Medium Priority,"- Not scrolled to the right place on open - Background does not block raycasts (can accidentally click through and hide cursor)",1.0,"Skill UI has some new issues - - Not scrolled to the right place on open - Background does not block raycasts (can accidentally click through and hide cursor)",1,skill ui has some new issues not scrolled to the right place on open background does not block raycasts can accidentally click through and hide cursor ,1 249102,7953805384.0,IssuesEvent,2018-07-12 03:57:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Continue Button Fails Since update to 7.2,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** Since the update from 7.1 to 7.2 the continue button fails with the below message. I can work around the issue by clicking Join and finding the server that way. The server is located on the same network as myself. Please let me know if there is any further information needed. **Expected behavior:** Continue button should word **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1.0,"USER ISSUE: Continue Button Fails Since update to 7.2 - **Version:** 0.7.2.3 beta **Steps to Reproduce:** Since the update from 7.1 to 7.2 the continue button fails with the below message. I can work around the issue by clicking Join and finding the server that way. The server is located on the same network as myself. Please let me know if there is any further information needed. **Expected behavior:** Continue button should word **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1,user issue continue button fails since update to version beta steps to reproduce since the update from to the continue button fails with the below message i can work around the issue by clicking join and finding the server that way the server is located on the same network as myself please let me know if there is any further information needed expected behavior continue button should word actual behavior the following error message popped up connection failed ,1 370759,10948499671.0,IssuesEvent,2019-11-26 09:01:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Can duplicate craft icons,Fixed Medium Priority QA,"![image](https://user-images.githubusercontent.com/45708377/63495685-fbe36d80-c4c8-11e9-8790-a6f9f9a26773.png) Step to reproduce: - place 2 craft table near each other. ![image](https://user-images.githubusercontent.com/45708377/63496023-c428f580-c4c9-11e9-98d2-b1a42ec231e2.png) - Don't add fuel to campfire (or place craft table with a long craft). Start order at campfire: ![image](https://user-images.githubusercontent.com/45708377/63496118-f9354800-c4c9-11e9-9046-d7961b478b81.png) - add Log (for crafting Hewn Log) to stockpile. - stand between two craft tables so as you don't see campfire. - start Hewn Log order and after that look to Campfire. Icon will duplicate: ![image](https://user-images.githubusercontent.com/45708377/63496522-c17ad000-c4ca-11e9-9f58-e872c8bd022a.png) - Until the completion of crafting Hewn logs, turn the camera so that you do not see the Campfire. We are waiting for the craft completion. After crafting, turn the camera on Campfire. The icon was duplicated again and it became 3 icons: ![image](https://user-images.githubusercontent.com/45708377/63496539-c93a7480-c4ca-11e9-83c7-705e42e43f56.png) ",1.0,"[master-preview] Can duplicate craft icons - ![image](https://user-images.githubusercontent.com/45708377/63495685-fbe36d80-c4c8-11e9-8790-a6f9f9a26773.png) Step to reproduce: - place 2 craft table near each other. ![image](https://user-images.githubusercontent.com/45708377/63496023-c428f580-c4c9-11e9-98d2-b1a42ec231e2.png) - Don't add fuel to campfire (or place craft table with a long craft). Start order at campfire: ![image](https://user-images.githubusercontent.com/45708377/63496118-f9354800-c4c9-11e9-9046-d7961b478b81.png) - add Log (for crafting Hewn Log) to stockpile. - stand between two craft tables so as you don't see campfire. - start Hewn Log order and after that look to Campfire. Icon will duplicate: ![image](https://user-images.githubusercontent.com/45708377/63496522-c17ad000-c4ca-11e9-9f58-e872c8bd022a.png) - Until the completion of crafting Hewn logs, turn the camera so that you do not see the Campfire. We are waiting for the craft completion. After crafting, turn the camera on Campfire. The icon was duplicated again and it became 3 icons: ![image](https://user-images.githubusercontent.com/45708377/63496539-c93a7480-c4ca-11e9-83c7-705e42e43f56.png) ",1, can duplicate craft icons step to reproduce place craft table near each other don t add fuel to campfire or place craft table with a long craft start order at campfire add log for crafting hewn log to stockpile stand between two craft tables so as you don t see campfire start hewn log order and after that look to campfire icon will duplicate until the completion of crafting hewn logs turn the camera so that you do not see the campfire we are waiting for the craft completion after crafting turn the camera on campfire the icon was duplicated again and it became icons ,1 378525,11203531742.0,IssuesEvent,2020-01-04 20:43:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1304] Civics: Population comparison counts all species.,Fixed Medium Priority,"When using the Population comparison to check species population, it counts all species population combined (both plants & animals). Law to replicate: ![PopulationCheck](https://user-images.githubusercontent.com/47330823/71304293-953c6680-2379-11ea-94e0-9278071a977c.png) Civics debug message: ![PopulationCheckDebug](https://user-images.githubusercontent.com/47330823/71304294-98cfed80-2379-11ea-9430-3e58ea13e394.png) If you leave the Species Type as ""Any"", it returns 0 for the population count. This should be replaced with the value currently returned when you select a species to count. ",1.0,"[0.9.0 staging-1304] Civics: Population comparison counts all species. - When using the Population comparison to check species population, it counts all species population combined (both plants & animals). Law to replicate: ![PopulationCheck](https://user-images.githubusercontent.com/47330823/71304293-953c6680-2379-11ea-94e0-9278071a977c.png) Civics debug message: ![PopulationCheckDebug](https://user-images.githubusercontent.com/47330823/71304294-98cfed80-2379-11ea-9430-3e58ea13e394.png) If you leave the Species Type as ""Any"", it returns 0 for the population count. This should be replaced with the value currently returned when you select a species to count. ",1, civics population comparison counts all species when using the population comparison to check species population it counts all species population combined both plants animals law to replicate civics debug message if you leave the species type as any it returns for the population count this should be replaced with the value currently returned when you select a species to count ,1 452246,13047475437.0,IssuesEvent,2020-07-29 10:47:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CW: view all versions of cw game servers,Category: Cloud Worlds Category: Web Priority: Medium Status: Fixed Type: Task,"1 Currently only admins can see all versions of game servers in their hosted world. Change it so doesnt matter if admin, but you must have slg tier product_id = 516 2 Also, on develop and staging server, users have access only to staging game versions. 3 And on staging site, new cloud worlds should default to most recent staging version.",1.0,"CW: view all versions of cw game servers - 1 Currently only admins can see all versions of game servers in their hosted world. Change it so doesnt matter if admin, but you must have slg tier product_id = 516 2 Also, on develop and staging server, users have access only to staging game versions. 3 And on staging site, new cloud worlds should default to most recent staging version.",1,cw view all versions of cw game servers currently only admins can see all versions of game servers in their hosted world change it so doesnt matter if admin but you must have slg tier product id also on develop and staging server users have access only to staging game versions and on staging site new cloud worlds should default to most recent staging version ,1 309950,9482064997.0,IssuesEvent,2019-04-21 11:46:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.7.0] Stairs can’t be placed on a wall in certain direction,Medium Priority,"Version: v0.7.7.0-beta-staging-13e8d143 Steps to reproduce: Try to build stairs on a wall, because a fourth row can not be reached in height. Expected behavior: The stairs should place as direction is selected. This could be done in former versions. Actual behavior: The stairs flip direction in the moment of placing and in addition it is depending on point of compass. before placing ![stairs4](https://user-images.githubusercontent.com/38510829/44401715-d0dddb00-a54f-11e8-83a8-d2ca50378e00.jpg) after placing ![stairs3](https://user-images.githubusercontent.com/38510829/44401740-e94df580-a54f-11e8-9ab7-b501197d8121.jpg) ",1.0,"[7.7.0] Stairs can’t be placed on a wall in certain direction - Version: v0.7.7.0-beta-staging-13e8d143 Steps to reproduce: Try to build stairs on a wall, because a fourth row can not be reached in height. Expected behavior: The stairs should place as direction is selected. This could be done in former versions. Actual behavior: The stairs flip direction in the moment of placing and in addition it is depending on point of compass. before placing ![stairs4](https://user-images.githubusercontent.com/38510829/44401715-d0dddb00-a54f-11e8-83a8-d2ca50378e00.jpg) after placing ![stairs3](https://user-images.githubusercontent.com/38510829/44401740-e94df580-a54f-11e8-9ab7-b501197d8121.jpg) ",1, stairs can’t be placed on a wall in certain direction version beta staging steps to reproduce try to build stairs on a wall because a fourth row can not be reached in height expected behavior the stairs should place as direction is selected this could be done in former versions actual behavior the stairs flip direction in the moment of placing and in addition it is depending on point of compass before placing after placing ,1 415061,12123909661.0,IssuesEvent,2020-04-22 13:27:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Staging needs update for auth server,Priority: Medium,"As we now have standalone non-prod auth server we need to adjust Eco code to use that server for staging Eco versions. ",1.0,"Staging needs update for auth server - As we now have standalone non-prod auth server we need to adjust Eco code to use that server for staging Eco versions. ",1,staging needs update for auth server as we now have standalone non prod auth server we need to adjust eco code to use that server for staging eco versions ,1 482259,13903662367.0,IssuesEvent,2020-10-20 07:34:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Using the Assemblies generated from a server to create mods causes an error.,Category: Modkit Priority: Medium Status: Fixed,"Issue: As per title Step to reproduce: get required *.dll files from ../AppData/Local/Temp/.Net/ start new Class Library project in VS (tried .Net Core 3.1 and .Net Standard 2.1 class libraries) add the Assemblies Create class that inherits from Item using the reference to Eco.Gameplay.Items Get CS0012 Error ![image](https://user-images.githubusercontent.com/35624562/93866522-1e1e6f00-fd0b-11ea-8e81-b92cd0d78d8c.png) Expected behavior: no error.",1.0,"Using the Assemblies generated from a server to create mods causes an error. - Issue: As per title Step to reproduce: get required *.dll files from ../AppData/Local/Temp/.Net/ start new Class Library project in VS (tried .Net Core 3.1 and .Net Standard 2.1 class libraries) add the Assemblies Create class that inherits from Item using the reference to Eco.Gameplay.Items Get CS0012 Error ![image](https://user-images.githubusercontent.com/35624562/93866522-1e1e6f00-fd0b-11ea-8e81-b92cd0d78d8c.png) Expected behavior: no error.",1,using the assemblies generated from a server to create mods causes an error issue as per title step to reproduce get required dll files from appdata local temp net start new class library project in vs tried net core and net standard class libraries add the assemblies create class that inherits from item using the reference to eco gameplay items get error expected behavior no error ,1 311942,9540787392.0,IssuesEvent,2019-04-30 20:28:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.4.7 Several Animal species have no food sources,Medium Priority,"On a freshly installed 0.7.4.7 installation, the Server GUI reports that Bison, Turkeys and Foxes have no food sources when going to: Simulation tab -> Species (Collection) [...] button -> (Animal) -> FoodSources (Collection) [...] button The window that pops up show these animals to have no food sources. On the KoS CM Server 6 we had to manually add the food sources for the bison population to start growing again. ![bison](https://user-images.githubusercontent.com/1360631/41739486-7d50fe7a-7595-11e8-910f-36dbda1c9557.jpg)",1.0,"0.7.4.7 Several Animal species have no food sources - On a freshly installed 0.7.4.7 installation, the Server GUI reports that Bison, Turkeys and Foxes have no food sources when going to: Simulation tab -> Species (Collection) [...] button -> (Animal) -> FoodSources (Collection) [...] button The window that pops up show these animals to have no food sources. On the KoS CM Server 6 we had to manually add the food sources for the bison population to start growing again. ![bison](https://user-images.githubusercontent.com/1360631/41739486-7d50fe7a-7595-11e8-910f-36dbda1c9557.jpg)",1, several animal species have no food sources on a freshly installed installation the server gui reports that bison turkeys and foxes have no food sources when going to simulation tab species collection button animal foodsources collection button the window that pops up show these animals to have no food sources on the kos cm server we had to manually add the food sources for the bison population to start growing again ,1 307125,9414205455.0,IssuesEvent,2019-04-10 09:36:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Physics (player position?) recalculation when action (placing\removing blocks).,Medium Priority,"(please rename if you find more appropriate variant, all details in video) If you stay on ramp and place\mine blocks close to it, your character and stone debris jump. https://youtu.be/Xaixp5MZUI8",1.0,"Physics (player position?) recalculation when action (placing\removing blocks). - (please rename if you find more appropriate variant, all details in video) If you stay on ramp and place\mine blocks close to it, your character and stone debris jump. https://youtu.be/Xaixp5MZUI8",1,physics player position recalculation when action placing removing blocks please rename if you find more appropriate variant all details in video if you stay on ramp and place mine blocks close to it your character and stone debris jump ,1 260726,8214122822.0,IssuesEvent,2018-09-04 21:53:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosted Worlds - admin powers not working in-game /fly,Medium Priority,"User logged into server with main account, can't use /fly or teleport But can change servername which does require admin",1.0,"Hosted Worlds - admin powers not working in-game /fly - User logged into server with main account, can't use /fly or teleport But can change servername which does require admin",1,hosted worlds admin powers not working in game fly user logged into server with main account can t use fly or teleport but can change servername which does require admin,1 541378,15826108090.0,IssuesEvent,2021-04-06 06:57:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1969] Door an interaction distance check failed (occupancy based). Fallback to default check.,Category: Tech Priority: Medium Squad: Pumpkin,"Step to reproduce: - take any door - Hewn door. - when you place it rotate on 90° (press Q one time) - place door. - take a position as in the video (diagonally from the door) and start opening and closing without stopping, the door wshould not be full close or open: https://user-images.githubusercontent.com/45708377/113258823-1ac8f900-92d5-11eb-8f30-71a21836b42d.mp4 I have a lot of warning in command line: ![image](https://user-images.githubusercontent.com/45708377/113258915-359b6d80-92d5-11eb-8e72-a8e57f6780cf.png) ",1.0,"[0.9.3 staging-1969] Door an interaction distance check failed (occupancy based). Fallback to default check. - Step to reproduce: - take any door - Hewn door. - when you place it rotate on 90° (press Q one time) - place door. - take a position as in the video (diagonally from the door) and start opening and closing without stopping, the door wshould not be full close or open: https://user-images.githubusercontent.com/45708377/113258823-1ac8f900-92d5-11eb-8f30-71a21836b42d.mp4 I have a lot of warning in command line: ![image](https://user-images.githubusercontent.com/45708377/113258915-359b6d80-92d5-11eb-8e72-a8e57f6780cf.png) ",1, door an interaction distance check failed occupancy based fallback to default check step to reproduce take any door hewn door when you place it rotate on ° press q one time place door take a position as in the video diagonally from the door and start opening and closing without stopping the door wshould not be full close or open i have a lot of warning in command line ,1 415780,12134337755.0,IssuesEvent,2020-04-23 10:32:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 -1445: Swapping stacks between Stockpiles,Priority: Medium Week Task,"**Version:** 0.9.0.0 beta staging-1445 **Steps to Reproduce:** Have two Stockpiles First has Tailings Second has stack of rock drag n drop rocks on tailings **Expected behavior:** Switch rocks and tailings slot **Actual behavior:** ""Target inventory cant accept the item"" (Works the other way around when dropping tailings on rocks) **Do you have mods installed? Does the issue happen when no mods are installed?:** No",1.0,"0.9 -1445: Swapping stacks between Stockpiles - **Version:** 0.9.0.0 beta staging-1445 **Steps to Reproduce:** Have two Stockpiles First has Tailings Second has stack of rock drag n drop rocks on tailings **Expected behavior:** Switch rocks and tailings slot **Actual behavior:** ""Target inventory cant accept the item"" (Works the other way around when dropping tailings on rocks) **Do you have mods installed? Does the issue happen when no mods are installed?:** No",1, swapping stacks between stockpiles version beta staging steps to reproduce have two stockpiles first has tailings second has stack of rock drag n drop rocks on tailings expected behavior switch rocks and tailings slot actual behavior target inventory cant accept the item works the other way around when dropping tailings on rocks do you have mods installed does the issue happen when no mods are installed no,1 295255,9083644994.0,IssuesEvent,2019-02-17 22:07:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Vehicles periodically jump from ramp.,Medium Priority,"Version: 0.7.5.0 beta staging-7be2f02c Look video https://youtu.be/1n_yTp8rWiU",1.0,"USER ISSUE: Vehicles periodically jump from ramp. - Version: 0.7.5.0 beta staging-7be2f02c Look video https://youtu.be/1n_yTp8rWiU",1,user issue vehicles periodically jump from ramp version beta staging look video ,1 531704,15503076554.0,IssuesEvent,2021-03-11 12:41:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[Web Sandbox] White links on white background,Category: Accounts Category: Web Priority: Medium,"Step to reproduce: - select white theme. - go to archived downloads: ![image](https://user-images.githubusercontent.com/45708377/110788313-83e1c180-827f-11eb-8c69-e3d6ed337cff.png) - expand any version: ![image](https://user-images.githubusercontent.com/45708377/110788445-ab388e80-827f-11eb-9f85-b118223af698.png) - in dark theme works fine: ![image](https://user-images.githubusercontent.com/45708377/110788847-33b72f00-8280-11eb-8f4f-6881b63e5efe.png) ",1.0,"[Web Sandbox] White links on white background - Step to reproduce: - select white theme. - go to archived downloads: ![image](https://user-images.githubusercontent.com/45708377/110788313-83e1c180-827f-11eb-8c69-e3d6ed337cff.png) - expand any version: ![image](https://user-images.githubusercontent.com/45708377/110788445-ab388e80-827f-11eb-9f85-b118223af698.png) - in dark theme works fine: ![image](https://user-images.githubusercontent.com/45708377/110788847-33b72f00-8280-11eb-8f4f-6881b63e5efe.png) ",1, white links on white background step to reproduce select white theme go to archived downloads expand any version in dark theme works fine ,1 386934,11453321031.0,IssuesEvent,2020-02-06 15:12:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Creating a work order will add ingredients without executing 'AddToWorkOrderAction',Priority: Medium Status: Fixed,"This can bypass laws. Delaying implementation pending Alex's refactor. ![image](https://user-images.githubusercontent.com/3536496/71697861-3231d300-2d6e-11ea-8952-a7bf76d712f0.png) ",1.0,"Creating a work order will add ingredients without executing 'AddToWorkOrderAction' - This can bypass laws. Delaying implementation pending Alex's refactor. ![image](https://user-images.githubusercontent.com/3536496/71697861-3231d300-2d6e-11ea-8952-a7bf76d712f0.png) ",1,creating a work order will add ingredients without executing addtoworkorderaction this can bypass laws delaying implementation pending alex s refactor ,1 199080,6980819636.0,IssuesEvent,2017-12-13 04:07:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Prevented from creating a law without reason,Medium Priority Web,"![image](https://user-images.githubusercontent.com/6262198/33347734-bcfc4d5c-d448-11e7-8f8d-7b2276922cff.png) There is no error text for why I cant propose this law. ",1.0,"Prevented from creating a law without reason - ![image](https://user-images.githubusercontent.com/6262198/33347734-bcfc4d5c-d448-11e7-8f8d-7b2276922cff.png) There is no error text for why I cant propose this law. ",1,prevented from creating a law without reason there is no error text for why i cant propose this law ,1 402262,11807005043.0,IssuesEvent,2020-03-19 10:36:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 X more needed calculated incorrect,Priority: Medium Status: Fixed,"just look, 34 craft req 12 carcasses. But in work order tooltip, you see ""a little"" different information. ![20200308184246_1](https://user-images.githubusercontent.com/4980243/76166076-c9e7df00-616c-11ea-8809-5a4841e941ff.jpg) ",1.0,"0.9 X more needed calculated incorrect - just look, 34 craft req 12 carcasses. But in work order tooltip, you see ""a little"" different information. ![20200308184246_1](https://user-images.githubusercontent.com/4980243/76166076-c9e7df00-616c-11ea-8809-5a4841e941ff.jpg) ",1, x more needed calculated incorrect just look craft req carcasses but in work order tooltip you see a little different information ,1 437628,12600391901.0,IssuesEvent,2020-06-11 08:04:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9-1515] Roof Block placement with a hammer targetting issues,Priority: Medium Status: Fixed Week Task,"When building the white outline with an item ghost should define the spot where theblock is placed. However this is not the case at the moment. Most of times the ghost actually ""lags"" behind the real pointer and very often the block gets placed in a wrong position. This might contain several issues. First one can be easily reproduced if you try to place a ladder upwards when you are climbing one and try to extend it. Most probably the ghost is in correct position (extending the ladder) but the block will be placed behind your back. The second symptom is when you pick a block and move your cursor through existing block, starting from one side of it ending with another. The ghost will remain attached to the first side even if you hover another one. You will have to move your cursor away from the block and move it in so that the desired side is the first which the cursor meets. The third issue - not so long ago I was able to jump and put a block on top of another one during the jump (to build a building first wall as you can't do it in a sane way by pointing to the block's edge). But now with this ghost ""lag"" the task is impossible to do. This might be related to mirasrael's fix for object outline flickering.",1.0,"[0.9-1515] Roof Block placement with a hammer targetting issues - When building the white outline with an item ghost should define the spot where theblock is placed. However this is not the case at the moment. Most of times the ghost actually ""lags"" behind the real pointer and very often the block gets placed in a wrong position. This might contain several issues. First one can be easily reproduced if you try to place a ladder upwards when you are climbing one and try to extend it. Most probably the ghost is in correct position (extending the ladder) but the block will be placed behind your back. The second symptom is when you pick a block and move your cursor through existing block, starting from one side of it ending with another. The ghost will remain attached to the first side even if you hover another one. You will have to move your cursor away from the block and move it in so that the desired side is the first which the cursor meets. The third issue - not so long ago I was able to jump and put a block on top of another one during the jump (to build a building first wall as you can't do it in a sane way by pointing to the block's edge). But now with this ghost ""lag"" the task is impossible to do. This might be related to mirasrael's fix for object outline flickering.",1, roof block placement with a hammer targetting issues when building the white outline with an item ghost should define the spot where theblock is placed however this is not the case at the moment most of times the ghost actually lags behind the real pointer and very often the block gets placed in a wrong position this might contain several issues first one can be easily reproduced if you try to place a ladder upwards when you are climbing one and try to extend it most probably the ghost is in correct position extending the ladder but the block will be placed behind your back the second symptom is when you pick a block and move your cursor through existing block starting from one side of it ending with another the ghost will remain attached to the first side even if you hover another one you will have to move your cursor away from the block and move it in so that the desired side is the first which the cursor meets the third issue not so long ago i was able to jump and put a block on top of another one during the jump to build a building first wall as you can t do it in a sane way by pointing to the block s edge but now with this ghost lag the task is impossible to do this might be related to mirasrael s fix for object outline flickering ,1 561854,16625876047.0,IssuesEvent,2021-06-03 09:28:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-281]Jerky Map highlight marker (lag),Category: UI Priority: Medium,"Build: 0.9.4 Develop-281 ## Issue The highlight market when you try to edit a deed property or draft a district at the zoning office is lagging pretty badly. #### Reproduction Steps 1. Open the UI of one of your properties. 2. Click Edit. 3. Move your mouse icon. 4. Observe. #### Actual Result https://user-images.githubusercontent.com/77248866/117534671-0fc85d80-b025-11eb-88e8-455896d5548e.mp4 This makes it difficult to edit your land property as most of the time, the highlight marker tends to get stuck at one point. ",1.0,"[0.9.4 Develop-281]Jerky Map highlight marker (lag) - Build: 0.9.4 Develop-281 ## Issue The highlight market when you try to edit a deed property or draft a district at the zoning office is lagging pretty badly. #### Reproduction Steps 1. Open the UI of one of your properties. 2. Click Edit. 3. Move your mouse icon. 4. Observe. #### Actual Result https://user-images.githubusercontent.com/77248866/117534671-0fc85d80-b025-11eb-88e8-455896d5548e.mp4 This makes it difficult to edit your land property as most of the time, the highlight marker tends to get stuck at one point. ",1, jerky map highlight marker lag build develop issue the highlight market when you try to edit a deed property or draft a district at the zoning office is lagging pretty badly reproduction steps open the ui of one of your properties click edit move your mouse icon observe actual result this makes it difficult to edit your land property as most of the time the highlight marker tends to get stuck at one point ,1 375564,11105281441.0,IssuesEvent,2019-12-17 09:31:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bars or Ingots this is geting confusing (can we just stick to one name for them?),Medium Priority QA,"in the Older Versions of Eco we just made Ingots (Copper Ingot, Iron Ingot and Gold Ingot) but now we seem to be having mixed recipe tool tips that say we are making both types. This is what i mean Copper says this ![snap2545](https://user-images.githubusercontent.com/29383891/44823938-faa39b80-abfa-11e8-874f-7031e121549c.png) ![snap2548](https://user-images.githubusercontent.com/29383891/44823947-01caa980-abfb-11e8-9144-dd560421645a.png) ![snap2549](https://user-images.githubusercontent.com/29383891/44823954-07c08a80-abfb-11e8-807d-ec9a2a8bd8a5.png) ![snap2556](https://user-images.githubusercontent.com/29383891/44823963-0ee79880-abfb-11e8-8bc9-dd87cfa50782.png) ![snap2558](https://user-images.githubusercontent.com/29383891/44824301-b87b5980-abfc-11e8-9d36-44227804973a.png) Iron say this ![snap2547](https://user-images.githubusercontent.com/29383891/44823980-2d4d9400-abfb-11e8-8454-d9418176e3cc.png) ![snap2552](https://user-images.githubusercontent.com/29383891/44823985-3179b180-abfb-11e8-9b40-d1b309295842.png) ![snap2553](https://user-images.githubusercontent.com/29383891/44823988-35a5cf00-abfb-11e8-9f46-0be5b6ae55fb.png) ![snap2554](https://user-images.githubusercontent.com/29383891/44823993-3a6a8300-abfb-11e8-9e7d-bb00eeba7216.png) ![snap2557](https://user-images.githubusercontent.com/29383891/44824307-c29d5800-abfc-11e8-8d10-2cd0388d823c.png) Gold says this ![snap2546](https://user-images.githubusercontent.com/29383891/44824014-52da9d80-abfb-11e8-941b-5da1ba2d724e.png) ![snap2550](https://user-images.githubusercontent.com/29383891/44824017-579f5180-abfb-11e8-84cf-8aec10bf93cf.png) ![snap2551](https://user-images.githubusercontent.com/29383891/44824022-5bcb6f00-abfb-11e8-9ab8-e0fc7b0aafda.png) ![snap2555](https://user-images.githubusercontent.com/29383891/44824028-5ff78c80-abfb-11e8-970e-170b9e4e440e.png) ![snap2559](https://user-images.githubusercontent.com/29383891/44824312-c92bcf80-abfc-11e8-971f-8bea7aa68218.png) and finally A difference between a gold bar and a Gold Ingot Gold ingots may also be referred to as bars, but they are formed differently than the minted bars which are so popular. With ingots the weight contained can vary, and these bars are poured instead of stamped. This causes them to be thicker than the stamped bars usually. When you buy gold bullion bars you will normally get the stamped version, while purchasing gold ingots means you will get bars which were pored into a cast instead ",1.0,"Bars or Ingots this is geting confusing (can we just stick to one name for them?) - in the Older Versions of Eco we just made Ingots (Copper Ingot, Iron Ingot and Gold Ingot) but now we seem to be having mixed recipe tool tips that say we are making both types. This is what i mean Copper says this ![snap2545](https://user-images.githubusercontent.com/29383891/44823938-faa39b80-abfa-11e8-874f-7031e121549c.png) ![snap2548](https://user-images.githubusercontent.com/29383891/44823947-01caa980-abfb-11e8-9144-dd560421645a.png) ![snap2549](https://user-images.githubusercontent.com/29383891/44823954-07c08a80-abfb-11e8-807d-ec9a2a8bd8a5.png) ![snap2556](https://user-images.githubusercontent.com/29383891/44823963-0ee79880-abfb-11e8-8bc9-dd87cfa50782.png) ![snap2558](https://user-images.githubusercontent.com/29383891/44824301-b87b5980-abfc-11e8-9d36-44227804973a.png) Iron say this ![snap2547](https://user-images.githubusercontent.com/29383891/44823980-2d4d9400-abfb-11e8-8454-d9418176e3cc.png) ![snap2552](https://user-images.githubusercontent.com/29383891/44823985-3179b180-abfb-11e8-9b40-d1b309295842.png) ![snap2553](https://user-images.githubusercontent.com/29383891/44823988-35a5cf00-abfb-11e8-9f46-0be5b6ae55fb.png) ![snap2554](https://user-images.githubusercontent.com/29383891/44823993-3a6a8300-abfb-11e8-9e7d-bb00eeba7216.png) ![snap2557](https://user-images.githubusercontent.com/29383891/44824307-c29d5800-abfc-11e8-8d10-2cd0388d823c.png) Gold says this ![snap2546](https://user-images.githubusercontent.com/29383891/44824014-52da9d80-abfb-11e8-941b-5da1ba2d724e.png) ![snap2550](https://user-images.githubusercontent.com/29383891/44824017-579f5180-abfb-11e8-84cf-8aec10bf93cf.png) ![snap2551](https://user-images.githubusercontent.com/29383891/44824022-5bcb6f00-abfb-11e8-9ab8-e0fc7b0aafda.png) ![snap2555](https://user-images.githubusercontent.com/29383891/44824028-5ff78c80-abfb-11e8-970e-170b9e4e440e.png) ![snap2559](https://user-images.githubusercontent.com/29383891/44824312-c92bcf80-abfc-11e8-971f-8bea7aa68218.png) and finally A difference between a gold bar and a Gold Ingot Gold ingots may also be referred to as bars, but they are formed differently than the minted bars which are so popular. With ingots the weight contained can vary, and these bars are poured instead of stamped. This causes them to be thicker than the stamped bars usually. When you buy gold bullion bars you will normally get the stamped version, while purchasing gold ingots means you will get bars which were pored into a cast instead ",1,bars or ingots this is geting confusing can we just stick to one name for them in the older versions of eco we just made ingots copper ingot iron ingot and gold ingot but now we seem to be having mixed recipe tool tips that say we are making both types this is what i mean copper says this iron say this gold says this and finally a difference between a gold bar and a gold ingot gold ingots may also be referred to as bars but they are formed differently than the minted bars which are so popular with ingots the weight contained can vary and these bars are poured instead of stamped this causes them to be thicker than the stamped bars usually when you buy gold bullion bars you will normally get the stamped version while purchasing gold ingots means you will get bars which were pored into a cast instead ,1 309062,9460874992.0,IssuesEvent,2019-04-17 12:10:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.3] Steam tractor plough not synced in multiplayer,Medium Priority Quality Assurance,"When another player works on steam tractor and lowers a plough, I don’t see it. https://drive.google.com/file/d/1ZaeZSWnVpRO2JS3cCFkzHS6N5vzd2daH/view?usp=sharing",1.0,"[0.8.1.3] Steam tractor plough not synced in multiplayer - When another player works on steam tractor and lowers a plough, I don’t see it. https://drive.google.com/file/d/1ZaeZSWnVpRO2JS3cCFkzHS6N5vzd2daH/view?usp=sharing",1, steam tractor plough not synced in multiplayer when another player works on steam tractor and lowers a plough i don’t see it ,1 449113,12963560980.0,IssuesEvent,2020-07-20 18:59:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Title Screen Camera Should Anchor to the Right (So we have wide aspect ratio support),Category: UI Priority: Medium,"Current Title screen does not support super-wide aspect ratios, @MilenkoTunjic and @johnkslg agree we can extend the scene to the left with forest, leaving the right side anchored to the right side of the camera. This will maintain the 'ecosystem on the left, economy on the right' thematic layout: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/5b4403a1-d7e1-47d2-a38e-d19253dfe1c0) For reference, this is how far the right hand-side should always look at the end of the zoom-out/up animation that plays: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/87d9c2c6-74c4-44de-a91d-671eb16e85ce) And once this is working, right now it would look something like this: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/5cc08582-3fc5-444a-8a71-85b564d676da) I accomplished this look by rotating the camera on the Y axis-- this may be how the code has to work, not sure. There is a question as well of 'how far does it work?' What happens at this aspect ratio? I had to manually tweak this one since the camera clipping began clipping away the building on the right: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/584110dd-0400-4785-8e93-d34a8cf597de)",1.0,"Title Screen Camera Should Anchor to the Right (So we have wide aspect ratio support) - Current Title screen does not support super-wide aspect ratios, @MilenkoTunjic and @johnkslg agree we can extend the scene to the left with forest, leaving the right side anchored to the right side of the camera. This will maintain the 'ecosystem on the left, economy on the right' thematic layout: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/5b4403a1-d7e1-47d2-a38e-d19253dfe1c0) For reference, this is how far the right hand-side should always look at the end of the zoom-out/up animation that plays: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/87d9c2c6-74c4-44de-a91d-671eb16e85ce) And once this is working, right now it would look something like this: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/5cc08582-3fc5-444a-8a71-85b564d676da) I accomplished this look by rotating the camera on the Y axis-- this may be how the code has to work, not sure. There is a question as well of 'how far does it work?' What happens at this aspect ratio? I had to manually tweak this one since the camera clipping began clipping away the building on the right: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/584110dd-0400-4785-8e93-d34a8cf597de)",1,title screen camera should anchor to the right so we have wide aspect ratio support current title screen does not support super wide aspect ratios milenkotunjic and johnkslg agree we can extend the scene to the left with forest leaving the right side anchored to the right side of the camera this will maintain the ecosystem on the left economy on the right thematic layout for reference this is how far the right hand side should always look at the end of the zoom out up animation that plays and once this is working right now it would look something like this i accomplished this look by rotating the camera on the y axis this may be how the code has to work not sure there is a question as well of how far does it work what happens at this aspect ratio i had to manually tweak this one since the camera clipping began clipping away the building on the right ,1 259721,8199353316.0,IssuesEvent,2018-08-31 19:50:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,UI broken after skipping tutorial,Medium Priority,"Reported through Kayako. Part of the user's UI was missing: ![ecoerror](https://user-images.githubusercontent.com/13459026/44785836-f0679b80-ab2d-11e8-85f6-a7ce680c9272.jpg) ",1.0,"UI broken after skipping tutorial - Reported through Kayako. Part of the user's UI was missing: ![ecoerror](https://user-images.githubusercontent.com/13459026/44785836-f0679b80-ab2d-11e8-85f6-a7ce680c9272.jpg) ",1,ui broken after skipping tutorial reported through kayako part of the user s ui was missing ,1 380753,11270814769.0,IssuesEvent,2020-01-14 11:41:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Buggin trough wall/wood,Priority: Medium,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** I was digging dirt out of my house trough an open window. Then i accidently put it on the window (sill) and i stand in the dirt. After that I bugged out of my house and I stood on top of it. **Expected behavior:** I should be blocked so where I am I shouldn't be able to playce anything. **Actual behavior:** ",1.0,"USER ISSUE: Buggin trough wall/wood - **Version:** 0.7.2.5 beta **Steps to Reproduce:** I was digging dirt out of my house trough an open window. Then i accidently put it on the window (sill) and i stand in the dirt. After that I bugged out of my house and I stood on top of it. **Expected behavior:** I should be blocked so where I am I shouldn't be able to playce anything. **Actual behavior:** ",1,user issue buggin trough wall wood version beta steps to reproduce i was digging dirt out of my house trough an open window then i accidently put it on the window sill and i stand in the dirt after that i bugged out of my house and i stood on top of it expected behavior i should be blocked so where i am i shouldn t be able to playce anything actual behavior ,1 365553,10789134701.0,IssuesEvent,2019-11-05 11:13:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1234] Bad room definition,Medium Priority,"Step to reproduce: - Build room ![image](https://user-images.githubusercontent.com/45708377/68202591-12339c80-ffd5-11e9-8f1e-cf4ff49fbab4.png) - delete 1 roof block. Room is broken ![image](https://user-images.githubusercontent.com/45708377/68202611-195aaa80-ffd5-11e9-8b1f-692c9fef9768.png) - return roof block. Room should repair, but room is still broken ![image](https://user-images.githubusercontent.com/45708377/68202652-29728a00-ffd5-11e9-9e67-42db438362c4.png) - Command ""/rooms test"" defines room, but writes only about the material ![image](https://user-images.githubusercontent.com/45708377/68202690-38f1d300-ffd5-11e9-81cd-e24b46348203.png) - Place any world object in room and use ""/rooms test"". All is right. ![image](https://user-images.githubusercontent.com/45708377/68202733-4d35d000-ffd5-11e9-8ecb-541b29991623.png) ",1.0,"[0.9.0 staging-1234] Bad room definition - Step to reproduce: - Build room ![image](https://user-images.githubusercontent.com/45708377/68202591-12339c80-ffd5-11e9-8f1e-cf4ff49fbab4.png) - delete 1 roof block. Room is broken ![image](https://user-images.githubusercontent.com/45708377/68202611-195aaa80-ffd5-11e9-8b1f-692c9fef9768.png) - return roof block. Room should repair, but room is still broken ![image](https://user-images.githubusercontent.com/45708377/68202652-29728a00-ffd5-11e9-9e67-42db438362c4.png) - Command ""/rooms test"" defines room, but writes only about the material ![image](https://user-images.githubusercontent.com/45708377/68202690-38f1d300-ffd5-11e9-81cd-e24b46348203.png) - Place any world object in room and use ""/rooms test"". All is right. ![image](https://user-images.githubusercontent.com/45708377/68202733-4d35d000-ffd5-11e9-8ecb-541b29991623.png) ",1, bad room definition step to reproduce build room delete roof block room is broken return roof block room should repair but room is still broken command rooms test defines room but writes only about the material place any world object in room and use rooms test all is right ,1 414017,12097397910.0,IssuesEvent,2020-04-20 08:33:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9-1511 working water pump interface broken,Priority: Medium Status: Fixed,"""personnamehere"" ![изображение](https://user-images.githubusercontent.com/4980243/79117632-4e450780-7d94-11ea-8f8a-8cd6c6570702.png) (need green status, if something red - all ok) ![изображение](https://user-images.githubusercontent.com/4980243/79117657-5dc45080-7d94-11ea-9894-dbcade16a07e.png) ![изображение](https://user-images.githubusercontent.com/4980243/79117676-6cab0300-7d94-11ea-8ffa-2d7ff15e1316.png) ",1.0,"0.9-1511 working water pump interface broken - ""personnamehere"" ![изображение](https://user-images.githubusercontent.com/4980243/79117632-4e450780-7d94-11ea-8f8a-8cd6c6570702.png) (need green status, if something red - all ok) ![изображение](https://user-images.githubusercontent.com/4980243/79117657-5dc45080-7d94-11ea-9894-dbcade16a07e.png) ![изображение](https://user-images.githubusercontent.com/4980243/79117676-6cab0300-7d94-11ea-8ffa-2d7ff15e1316.png) ",1, working water pump interface broken personnamehere need green status if something red all ok ,1 244480,7875505918.0,IssuesEvent,2018-06-25 20:39:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Solid Ground Street Lamps,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Street Lamps on Asphalt roads have no Solid ground and are inaktiv **Expected behavior:** Lamp is shines and stay on Solid ground **Actual behavior:** have no Solid ground and do not light up",1.0,"USER ISSUE: Solid Ground Street Lamps - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Street Lamps on Asphalt roads have no Solid ground and are inaktiv **Expected behavior:** Lamp is shines and stay on Solid ground **Actual behavior:** have no Solid ground and do not light up",1,user issue solid ground street lamps version beta steps to reproduce street lamps on asphalt roads have no solid ground and are inaktiv expected behavior lamp is shines and stay on solid ground actual behavior have no solid ground and do not light up,1 223445,7456913660.0,IssuesEvent,2018-03-30 00:27:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator: Shortcut keys not matching hotbar slots,Medium Priority,"1. Enter Excavator 2. Select hotbar entry 2, by pressing '2' on the keyboard ->Notice that slot 3 is selected. (Side issue: Since pressing 1 selects slot 2, selecting slot 2 will always result in vehicle mode switch also.)",1.0,"Excavator: Shortcut keys not matching hotbar slots - 1. Enter Excavator 2. Select hotbar entry 2, by pressing '2' on the keyboard ->Notice that slot 3 is selected. (Side issue: Since pressing 1 selects slot 2, selecting slot 2 will always result in vehicle mode switch also.)",1,excavator shortcut keys not matching hotbar slots enter excavator select hotbar entry by pressing on the keyboard notice that slot is selected side issue since pressing selects slot selecting slot will always result in vehicle mode switch also ,1 220555,7360920787.0,IssuesEvent,2018-03-10 23:51:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"housing items placement order matters, not remembered on server restart",Medium Priority,"The order in which different housing items are placed matters for diminishing returns. A medium rug placed before a small run is worth more than if placed in the opposite order. But on a server restart, it seems almost random how the placement order gets redetermined, forcing users to pick up and re-place every item in their house to re-achieve optimum skill gain bonus. This placement order should be remembered through a restart.",1.0,"housing items placement order matters, not remembered on server restart - The order in which different housing items are placed matters for diminishing returns. A medium rug placed before a small run is worth more than if placed in the opposite order. But on a server restart, it seems almost random how the placement order gets redetermined, forcing users to pick up and re-place every item in their house to re-achieve optimum skill gain bonus. This placement order should be remembered through a restart.",1,housing items placement order matters not remembered on server restart the order in which different housing items are placed matters for diminishing returns a medium rug placed before a small run is worth more than if placed in the opposite order but on a server restart it seems almost random how the placement order gets redetermined forcing users to pick up and re place every item in their house to re achieve optimum skill gain bonus this placement order should be remembered through a restart ,1 487452,14046946617.0,IssuesEvent,2020-11-02 06:05:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.0 beta staging-1828] Inventory tooltips on previous positions,Category: UI Priority: Medium,"When i enter an inventory, i move an item to another slot the tooltip is still accessible from their original position until i clear cache ![Screenshot_45.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0f0e3690-9ae5-4e23-aede-970ce1d4695e)",1.0,"[0.9.1.0 beta staging-1828] Inventory tooltips on previous positions - When i enter an inventory, i move an item to another slot the tooltip is still accessible from their original position until i clear cache ![Screenshot_45.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0f0e3690-9ae5-4e23-aede-970ce1d4695e)",1, inventory tooltips on previous positions when i enter an inventory i move an item to another slot the tooltip is still accessible from their original position until i clear cache ,1 328292,9992444947.0,IssuesEvent,2019-07-11 13:28:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.0 staging-16-n] ""Copy to clipboard"" button doesn't support all symbols",Fixed Localization Medium Priority QA Staging,"Step to reproduce: - enter non-latin symbols - click ""Copy to clipboard"" button - enter copied text in chat. ![image](https://user-images.githubusercontent.com/45708377/58782642-d2145c00-85e7-11e9-9bdf-265b0ef97924.png) ![image](https://user-images.githubusercontent.com/45708377/58783072-b5c4ef00-85e8-11e9-9371-dc6931238eb5.png) ",1.0,"[0.8.2.0 staging-16-n] ""Copy to clipboard"" button doesn't support all symbols - Step to reproduce: - enter non-latin symbols - click ""Copy to clipboard"" button - enter copied text in chat. ![image](https://user-images.githubusercontent.com/45708377/58782642-d2145c00-85e7-11e9-9bdf-265b0ef97924.png) ![image](https://user-images.githubusercontent.com/45708377/58783072-b5c4ef00-85e8-11e9-9371-dc6931238eb5.png) ",1, copy to clipboard button doesn t support all symbols step to reproduce enter non latin symbols click copy to clipboard button enter copied text in chat ,1 439111,12677560057.0,IssuesEvent,2020-06-19 08:00:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosetd Worlds: sales page and account pade update,Priority: Medium,"User Story is: 1) My name is Vlad, I want to by a world as I'm a proper teacher and want to show Eco to my children (and school principal gave me money for it, imagine it!). 2) I go on the sales (educational) page, read all the stuff there and press the last button 3) I register my account 4) And I'm on the subscription page now (after a fix SLG team will make ) 5) I didn't buy anything. I have to go out, as my dog was barking out a bear. 6) When I'm back (and it was 3 days later, its not easy to make a friend with a bear) my browser logged me out. 7) I've pressed Login button and go to the account page. I still want to buy a world. - There is no button for it, only Learn more ![bandicam 2020-06-19 12-50-34-060](https://user-images.githubusercontent.com/27898520/85109932-961c5b00-b22b-11ea-95d7-63583425801c.jpg) - Ok, let press it and go on the sales page and scroll all this stuff again. Hey, wait, is my dog barking again? Solution: 1) Add Buy(Start-whatever) World button on the account page near the Learn More button. For those who don't need to learn anything anymore but didn't by a world. 2) Add Start World button somewhere on the first screen of the sales (educational) page. For those, who know information but somehow ended up there and just want to start their world.",1.0,"Hosetd Worlds: sales page and account pade update - User Story is: 1) My name is Vlad, I want to by a world as I'm a proper teacher and want to show Eco to my children (and school principal gave me money for it, imagine it!). 2) I go on the sales (educational) page, read all the stuff there and press the last button 3) I register my account 4) And I'm on the subscription page now (after a fix SLG team will make ) 5) I didn't buy anything. I have to go out, as my dog was barking out a bear. 6) When I'm back (and it was 3 days later, its not easy to make a friend with a bear) my browser logged me out. 7) I've pressed Login button and go to the account page. I still want to buy a world. - There is no button for it, only Learn more ![bandicam 2020-06-19 12-50-34-060](https://user-images.githubusercontent.com/27898520/85109932-961c5b00-b22b-11ea-95d7-63583425801c.jpg) - Ok, let press it and go on the sales page and scroll all this stuff again. Hey, wait, is my dog barking again? Solution: 1) Add Buy(Start-whatever) World button on the account page near the Learn More button. For those who don't need to learn anything anymore but didn't by a world. 2) Add Start World button somewhere on the first screen of the sales (educational) page. For those, who know information but somehow ended up there and just want to start their world.",1,hosetd worlds sales page and account pade update user story is my name is vlad i want to by a world as i m a proper teacher and want to show eco to my children and school principal gave me money for it imagine it i go on the sales educational page read all the stuff there and press the last button i register my account and i m on the subscription page now after a fix slg team will make i didn t buy anything i have to go out as my dog was barking out a bear when i m back and it was days later its not easy to make a friend with a bear my browser logged me out i ve pressed login button and go to the account page i still want to buy a world there is no button for it only learn more ok let press it and go on the sales page and scroll all this stuff again hey wait is my dog barking again solution add buy start whatever world button on the account page near the learn more button for those who don t need to learn anything anymore but didn t by a world add start world button somewhere on the first screen of the sales educational page for those who know information but somehow ended up there and just want to start their world ,1 417542,12167137674.0,IssuesEvent,2020-04-27 10:23:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Asphalt Migration,Priority: Medium Status: Fixed Week Task,"We need Migration for the Old AsphaltRoads & Ramps to the new Forms Now Asphalt use the BuildingBlock and Road would be AsphaltCube. And all the Ramps are now 4 seperate Blocks",1.0,"Asphalt Migration - We need Migration for the Old AsphaltRoads & Ramps to the new Forms Now Asphalt use the BuildingBlock and Road would be AsphaltCube. And all the Ramps are now 4 seperate Blocks",1,asphalt migration we need migration for the old asphaltroads ramps to the new forms now asphalt use the buildingblock and road would be asphaltcube and all the ramps are now seperate blocks,1 290067,8882005793.0,IssuesEvent,2019-01-14 11:53:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Missing Requirement,Localization Medium Priority Not reproduced,"**Version:** 0.7.3.0 beta staging-3decfca7 **Steps to Reproduce:** http://steamcommunity.com/sharedfiles/filedetails/?id=1332430218 there should be a ""reached x out of y"" display, but there's no number of the missing parts **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: Missing Requirement - **Version:** 0.7.3.0 beta staging-3decfca7 **Steps to Reproduce:** http://steamcommunity.com/sharedfiles/filedetails/?id=1332430218 there should be a ""reached x out of y"" display, but there's no number of the missing parts **Expected behavior:** **Actual behavior:** ",1,user issue missing requirement version beta staging steps to reproduce there should be a reached x out of y display but there s no number of the missing parts expected behavior actual behavior ,1 457312,13154636341.0,IssuesEvent,2020-08-10 07:14:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Movement speed buffs not working when running,Category: Gameplay Priority: Medium Status: Fixed,"**Version:** 0.8.2.8 beta **Steps to Reproduce:** Running speed with Light Backpack and Running Shoes equipped is same as without them. **Expected behavior:** With Light Backpack and Running Shoes equiped I should run faster than without them. **Actual behavior:** With Light Backpack and Running Shoes equiped I run same speed as without them. Walking speed is same as running speed with those items equiped",1.0,"USER ISSUE: Movement speed buffs not working when running - **Version:** 0.8.2.8 beta **Steps to Reproduce:** Running speed with Light Backpack and Running Shoes equipped is same as without them. **Expected behavior:** With Light Backpack and Running Shoes equiped I should run faster than without them. **Actual behavior:** With Light Backpack and Running Shoes equiped I run same speed as without them. Walking speed is same as running speed with those items equiped",1,user issue movement speed buffs not working when running version beta steps to reproduce running speed with light backpack and running shoes equipped is same as without them expected behavior with light backpack and running shoes equiped i should run faster than without them actual behavior with light backpack and running shoes equiped i run same speed as without them walking speed is same as running speed with those items equiped,1 319081,9733972648.0,IssuesEvent,2019-05-31 11:09:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.8.2.0 staging-9-n] Scroll bar glitch at skill window.,Medium Priority QA Staging,"1. Scroll Bar always display even If it doesn't needed. ![image](https://user-images.githubusercontent.com/45708377/57910274-8fcfe880-788d-11e9-963e-0fbc41d6cd83.png) 2. When you set small window size You can't scroll to last profession. ![image](https://user-images.githubusercontent.com/45708377/57910419-ee956200-788d-11e9-8fd1-ed343f39bbc3.png) ![image](https://user-images.githubusercontent.com/45708377/57910495-1b497980-788e-11e9-9957-bdda8ff78fdc.png) 3. Click, for example, at Oil Drilling Specialty. Scroll Down. ![image](https://user-images.githubusercontent.com/45708377/57910595-56e44380-788e-11e9-8186-032a0f97671d.png) Click at Tailoring Profession. ![image](https://user-images.githubusercontent.com/45708377/57910690-91e67700-788e-11e9-8655-f8e5ca30d7b6.png) Scroll bar need to set to Up. ",1.0,"[0.8.2.0 staging-9-n] Scroll bar glitch at skill window. - 1. Scroll Bar always display even If it doesn't needed. ![image](https://user-images.githubusercontent.com/45708377/57910274-8fcfe880-788d-11e9-963e-0fbc41d6cd83.png) 2. When you set small window size You can't scroll to last profession. ![image](https://user-images.githubusercontent.com/45708377/57910419-ee956200-788d-11e9-8fd1-ed343f39bbc3.png) ![image](https://user-images.githubusercontent.com/45708377/57910495-1b497980-788e-11e9-9957-bdda8ff78fdc.png) 3. Click, for example, at Oil Drilling Specialty. Scroll Down. ![image](https://user-images.githubusercontent.com/45708377/57910595-56e44380-788e-11e9-8186-032a0f97671d.png) Click at Tailoring Profession. ![image](https://user-images.githubusercontent.com/45708377/57910690-91e67700-788e-11e9-8655-f8e5ca30d7b6.png) Scroll bar need to set to Up. ",1, scroll bar glitch at skill window scroll bar always display even if it doesn t needed when you set small window size you can t scroll to last profession click for example at oil drilling specialty scroll down click at tailoring profession scroll bar need to set to up ,1 414701,12110421529.0,IssuesEvent,2020-04-21 10:23:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1520] Animal: Coyote has dumb head,Priority: Medium,"1.Without hunting 2. With wooden bow 3. Shoot a coyote's head. 4. You will deal 1.0 dmg Should be 2.0 dmg",1.0,"[0.9.0 staging-1520] Animal: Coyote has dumb head - 1.Without hunting 2. With wooden bow 3. Shoot a coyote's head. 4. You will deal 1.0 dmg Should be 2.0 dmg",1, animal coyote has dumb head without hunting with wooden bow shoot a coyote s head you will deal dmg should be dmg,1 311941,9540783716.0,IssuesEvent,2019-04-30 20:28:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.5.0 Staging AIState Flee break,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/41989203-52b006ea-79f3-11e8-895e-776c6cbd4036.png) > Eco.Simulation!Eco.Simulation.Agents.AI.States.AIStateFlee.Start(Eco.Simulation.Agents.Animal agent, Eco.Simulation.Agents.AI.AIState prevState, out double nextTickTime) Line 58 C# Eco.Simulation!Eco.Simulation.Agents.AI.AIStateMachine.State.set(Eco.Simulation.Agents.AI.AIState value) Line 42 C# Eco.Simulation!Eco.Simulation.Agents.Animal.SetState() Line 55 C# Eco.Simulation!Eco.Simulation.Agents.Animal.SetStateIfDifferent() Line 64 C# Eco.Simulation!Eco.Simulation.Agents.Animal.FleeFrom(Eco.Shared.Math.Vector3 position) Line 160 C# Eco.Gameplay!Eco.Gameplay.Animals.AnimalEntity.TryApplyDamage(Eco.Shared.Networking.INetObject damager, float damage, Eco.Gameplay.Interactions.InteractionContext context) Line 77 C# Eco.Mods.dll!ArrowEntity.Hit(Eco.Shared.Networking.NetObjAttachInfo hitAttachInfo, Eco.Shared.Math.Vector3 position) Line 105 C# [External Code] Eco.Shared!Eco.Shared.Networking.RPCManager.TryInvoke(object controller, string methodname, Eco.Shared.Serialization.BSONObject bsonArgs, out object result) Line 223 C# Eco.Shared!Eco.Shared.Networking.RPCManager.InvokeOn(Eco.Shared.Serialization.BSONObject bson, object controller, string methodname) Line 197 C# Eco.Shared!Eco.Shared.Networking.RPCManager.HandleReceiveRPC(Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) Line 320 C# Eco.Plugins!Eco.Plugins.Networking.NetworkServer.ReceiveEvent(Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) Line 154 C# Eco.Shared!Eco.Shared.Networking.NetObject.ReceiveEvent(Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) Line 69 C# Eco.Plugins!Eco.Plugins.Networking.Client..ctor.AnonymousMethod__52_1() Line 113 C# [External Code] ",1.0,"7.5.0 Staging AIState Flee break - ![image](https://user-images.githubusercontent.com/6262198/41989203-52b006ea-79f3-11e8-895e-776c6cbd4036.png) > Eco.Simulation!Eco.Simulation.Agents.AI.States.AIStateFlee.Start(Eco.Simulation.Agents.Animal agent, Eco.Simulation.Agents.AI.AIState prevState, out double nextTickTime) Line 58 C# Eco.Simulation!Eco.Simulation.Agents.AI.AIStateMachine.State.set(Eco.Simulation.Agents.AI.AIState value) Line 42 C# Eco.Simulation!Eco.Simulation.Agents.Animal.SetState() Line 55 C# Eco.Simulation!Eco.Simulation.Agents.Animal.SetStateIfDifferent() Line 64 C# Eco.Simulation!Eco.Simulation.Agents.Animal.FleeFrom(Eco.Shared.Math.Vector3 position) Line 160 C# Eco.Gameplay!Eco.Gameplay.Animals.AnimalEntity.TryApplyDamage(Eco.Shared.Networking.INetObject damager, float damage, Eco.Gameplay.Interactions.InteractionContext context) Line 77 C# Eco.Mods.dll!ArrowEntity.Hit(Eco.Shared.Networking.NetObjAttachInfo hitAttachInfo, Eco.Shared.Math.Vector3 position) Line 105 C# [External Code] Eco.Shared!Eco.Shared.Networking.RPCManager.TryInvoke(object controller, string methodname, Eco.Shared.Serialization.BSONObject bsonArgs, out object result) Line 223 C# Eco.Shared!Eco.Shared.Networking.RPCManager.InvokeOn(Eco.Shared.Serialization.BSONObject bson, object controller, string methodname) Line 197 C# Eco.Shared!Eco.Shared.Networking.RPCManager.HandleReceiveRPC(Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) Line 320 C# Eco.Plugins!Eco.Plugins.Networking.NetworkServer.ReceiveEvent(Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) Line 154 C# Eco.Shared!Eco.Shared.Networking.NetObject.ReceiveEvent(Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) Line 69 C# Eco.Plugins!Eco.Plugins.Networking.Client..ctor.AnonymousMethod__52_1() Line 113 C# [External Code] ",1, staging aistate flee break eco simulation eco simulation agents ai states aistateflee start eco simulation agents animal agent eco simulation agents ai aistate prevstate out double nextticktime line c eco simulation eco simulation agents ai aistatemachine state set eco simulation agents ai aistate value line c eco simulation eco simulation agents animal setstate line c eco simulation eco simulation agents animal setstateifdifferent line c eco simulation eco simulation agents animal fleefrom eco shared math position line c eco gameplay eco gameplay animals animalentity tryapplydamage eco shared networking inetobject damager float damage eco gameplay interactions interactioncontext context line c eco mods dll arrowentity hit eco shared networking netobjattachinfo hitattachinfo eco shared math position line c eco shared eco shared networking rpcmanager tryinvoke object controller string methodname eco shared serialization bsonobject bsonargs out object result line c eco shared eco shared networking rpcmanager invokeon eco shared serialization bsonobject bson object controller string methodname line c eco shared eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson line c eco plugins eco plugins networking networkserver receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson line c eco shared eco shared networking netobject receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson line c eco plugins eco plugins networking client ctor anonymousmethod line c ,1 393207,11611776619.0,IssuesEvent,2020-02-26 07:30:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1427] Minimap tabs UI,Priority: Medium,"- [ ] 1. We have useless scroll bar: ![image](https://user-images.githubusercontent.com/45708377/75321690-5b5c7480-5882-11ea-9859-cdfb36f3411b.png) All tabs have internal scroll bar. So this scrollbar you need to delete and make tabs more width. - [ ] 2. We have different style for Enviroment Data, Markers and for Settings and District Maps: ![image](https://user-images.githubusercontent.com/45708377/75321954-ed647d00-5882-11ea-9fd4-dbbff965acc2.png) ![image](https://user-images.githubusercontent.com/45708377/75321960-f05f6d80-5882-11ea-8cfa-9b51123c96c7.png) ",1.0,"[0.9.0 staging-1427] Minimap tabs UI - - [ ] 1. We have useless scroll bar: ![image](https://user-images.githubusercontent.com/45708377/75321690-5b5c7480-5882-11ea-9859-cdfb36f3411b.png) All tabs have internal scroll bar. So this scrollbar you need to delete and make tabs more width. - [ ] 2. We have different style for Enviroment Data, Markers and for Settings and District Maps: ![image](https://user-images.githubusercontent.com/45708377/75321954-ed647d00-5882-11ea-9fd4-dbbff965acc2.png) ![image](https://user-images.githubusercontent.com/45708377/75321960-f05f6d80-5882-11ea-8cfa-9b51123c96c7.png) ",1, minimap tabs ui we have useless scroll bar all tabs have internal scroll bar so this scrollbar you need to delete and make tabs more width we have different style for enviroment data markers and for settings and district maps ,1 473078,13636305033.0,IssuesEvent,2020-09-25 05:29:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make text width calculation fast,Category: Optimization Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/85323951-d3782700-b47d-11ea-9bf7-062297089d53.png) Right now its copying it to a text box then querying the length, instead it can cache the font widths to a table and do the calculation. ",1.0,"Make text width calculation fast - ![image](https://user-images.githubusercontent.com/3536496/85323951-d3782700-b47d-11ea-9bf7-062297089d53.png) Right now its copying it to a text box then querying the length, instead it can cache the font widths to a table and do the calculation. ",1,make text width calculation fast right now its copying it to a text box then querying the length instead it can cache the font widths to a table and do the calculation ,1 342450,10317262417.0,IssuesEvent,2019-08-30 12:16:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Error when trying to connect to a 0.8.1.4 server from 0.8.2 staging on steam,Medium Priority,"Connection Failed Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object Source:Eco.Shared System.NullReferenceException: Object reference not set to an instance of an object at Eco.Shared.Networking.RPCManager.UnpackArgs (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, Eco.Shared.Networking.RPCMethod[] methods, System.Object target, Eco.Shared.Networking.RPCMethod& targetMethod) [0x0002e] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x0005f] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00056] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x0003e] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Plugins.Networking.NetworkServer.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x0003b] in :0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Plugins.Networking.Client.<.ctor>b__56_2 () [0x00021] in :0 Log File: Initialize engine version: 2019.1.2f1 (3e18427e571f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) Vendor: VRAM: 6097 MB Driver: 26.21.14.3064 Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.565700 ms Status changing from Uninitialised to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:InitializeClient() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5NDAsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk3LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.WFV3TmCQd3OUxzLbfk3j7tc9GWabe5uc5gYa8ZWM3dc UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 89755. Total: 157.261000 ms (FindLiveObjects: 4.988600 ms CreateObjectMapping: 5.916600 ms MarkObjects: 146.165600 ms DeleteObjects: 0.189800 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5NjIsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk4LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.bTpYwJ8f2ic_Wqnd2kRIKrvDOxU73iih6_vxU7IwlZo UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 145.780100 ms (FindLiveObjects: 4.069100 ms CreateObjectMapping: 4.968800 ms MarkObjects: 136.607300 ms DeleteObjects: 0.134500 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5ODIsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk5LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.f6Usz92P2l7zAyULsqJZMClE--lrDgEiErQ-y9zJWTo UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 139.516200 ms (FindLiveObjects: 4.732100 ms CreateObjectMapping: 4.981900 ms MarkObjects: 129.701800 ms DeleteObjects: 0.099900 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDMzMzUsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjAwLCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.gcmdheqxP0MocBCTT9J3d73rZW9OPXqzYQGpqNgV5So UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 136.079800 ms (FindLiveObjects: 5.282800 ms CreateObjectMapping: 4.157600 ms MarkObjects: 126.504100 ms DeleteObjects: 0.134700 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM3NjcsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA2LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.7CbRCI7bOmTlVRGE_dUtn-Dfjsb7u9rWJM-sqwUxSdA UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 157.391900 ms (FindLiveObjects: 4.054700 ms CreateObjectMapping: 4.859900 ms MarkObjects: 148.345500 ms DeleteObjects: 0.131300 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM3NzMsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA3LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.zUYRMx7pt6c3aOkXmzyytfGTozlp4FpDII2m4lO6nTU UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 148.763400 ms (FindLiveObjects: 5.195800 ms CreateObjectMapping: 4.829900 ms MarkObjects: 138.612100 ms DeleteObjects: 0.125100 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM5NTUsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA4LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.rlfNTQr8VkuqCucY-K9CwK5m9IBRpuRV-lcEx-ndkwE UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89937. Total: 163.214700 ms (FindLiveObjects: 4.916000 ms CreateObjectMapping: 5.401600 ms MarkObjects: 152.711200 ms DeleteObjects: 0.185100 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDQwNTMsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA5LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.jQmWh26OQnXt-eTrC_KRAVtwW-6QdD0LNfIXz2I8cHc UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) ",1.0,"Error when trying to connect to a 0.8.1.4 server from 0.8.2 staging on steam - Connection Failed Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object Source:Eco.Shared System.NullReferenceException: Object reference not set to an instance of an object at Eco.Shared.Networking.RPCManager.UnpackArgs (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, Eco.Shared.Networking.RPCMethod[] methods, System.Object target, Eco.Shared.Networking.RPCMethod& targetMethod) [0x0002e] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x0005f] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00056] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x0003e] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Plugins.Networking.NetworkServer.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x0003b] in :0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <561beb2aa90e4558a7c48bc761f7293c>:0 at Eco.Plugins.Networking.Client.<.ctor>b__56_2 () [0x00021] in :0 Log File: Initialize engine version: 2019.1.2f1 (3e18427e571f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) Vendor: VRAM: 6097 MB Driver: 26.21.14.3064 Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.565700 ms Status changing from Uninitialised to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:InitializeClient() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) The character used for Ellipsis is not available in font asset [titlescreenfont]. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) TMPro.TMP_Text:GetSpecialCharacters(TMP_FontAsset) TMPro.TextMeshProUGUI:LoadFontAsset() TMPro.TextMeshProUGUI:Awake() UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Open(String, UILayer) NetworkManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5NDAsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk3LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.WFV3TmCQd3OUxzLbfk3j7tc9GWabe5uc5gYa8ZWM3dc UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 89755. Total: 157.261000 ms (FindLiveObjects: 4.988600 ms CreateObjectMapping: 5.916600 ms MarkObjects: 146.165600 ms DeleteObjects: 0.189800 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5NjIsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk4LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.bTpYwJ8f2ic_Wqnd2kRIKrvDOxU73iih6_vxU7IwlZo UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 145.780100 ms (FindLiveObjects: 4.069100 ms CreateObjectMapping: 4.968800 ms MarkObjects: 136.607300 ms DeleteObjects: 0.134500 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDI5ODIsInZ4YSI6ImxvZ2luIiwidnhpIjoxMTk5LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.f6Usz92P2l7zAyULsqJZMClE--lrDgEiErQ-y9zJWTo UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 139.516200 ms (FindLiveObjects: 4.732100 ms CreateObjectMapping: 4.981900 ms MarkObjects: 129.701800 ms DeleteObjects: 0.099900 ms) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDMzMzUsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjAwLCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.gcmdheqxP0MocBCTT9J3d73rZW9OPXqzYQGpqNgV5So UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 136.079800 ms (FindLiveObjects: 5.282800 ms CreateObjectMapping: 4.157600 ms MarkObjects: 126.504100 ms DeleteObjects: 0.134700 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM3NjcsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA2LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.7CbRCI7bOmTlVRGE_dUtn-Dfjsb7u9rWJM-sqwUxSdA UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 157.391900 ms (FindLiveObjects: 4.054700 ms CreateObjectMapping: 4.859900 ms MarkObjects: 148.345500 ms DeleteObjects: 0.131300 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM3NzMsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA3LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.zUYRMx7pt6c3aOkXmzyytfGTozlp4FpDII2m4lO6nTU UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89751. Total: 148.763400 ms (FindLiveObjects: 5.195800 ms CreateObjectMapping: 4.829900 ms MarkObjects: 138.612100 ms DeleteObjects: 0.125100 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDM5NTUsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA4LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.rlfNTQr8VkuqCucY-K9CwK5m9IBRpuRV-lcEx-ndkwE UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logged in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingIn to LoggedIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:b__39_0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncNoResult:SetComplete() VivoxUnity.Private.<>c__DisplayClass39_0:b__0(IAsyncResult) UnityEngine.ReapplyDrivenProperties:Invoke(RectTransform) VivoxUnity.AsyncResult`1:SetComplete(T) VivoxUnity.VxClient:InstanceOnMainLoopRun(Boolean&) Mono.Unity.unitytls_x509list_free_t:Invoke(unitytls_x509list*) VivoxUnity.Client:RunOnce() VoiceManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Connecting to 138.197.219.209:31828... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:WriteLine(LocString) Eco.Shared.Networking.NetworkClient:ConnectInternal(IPEndPoint) Eco.Shared.Networking.NetworkClient:ConnectRoundRobin() Eco.Shared.Networking.NetworkClient:HandleIncomingMessage(NetIncomingMessage) Eco.Shared.Networking.NetworkClient:b__44_0() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() System.Threading.TimerCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 89937. Total: 163.214700 ms (FindLiveObjects: 4.916000 ms CreateObjectMapping: 5.401600 ms MarkObjects: 152.711200 ms DeleteObjects: 0.185100 ms) NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.Networking.NetworkClient.get_RemoteEndPoint () [0x00000] in <00000000000000000000000000000000>:0 at SteamFriendsHandler.OnLobbyCreated (Steamworks.LobbyCreated_t e) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.SteamCallbacks+LobbyCreated_t.OnRunCallback (System.IntPtr thisptr, System.IntPtr pvParam) [0x00000] in <00000000000000000000000000000000>:0 at Steamworks.NativeMethods.SteamAPI_RunCallbacks () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Steamworks.LobbyCreated_t:OnRunCallback(IntPtr, IntPtr) Steamworks.NativeMethods:SteamAPI_RunCallbacks() (Filename: currently not available on il2cpp Line: -1) Status changing from LoggedIn to LoggingOut UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from LoggingOut to Initialised UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:OnLoggedOut() VoiceManager:Logout() VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Logging in as 76561198963878288 using token e30.eyJpc3MiOiJzdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYiLCJleHAiOjE1NTgwNDQwNTMsInZ4YSI6ImxvZ2luIiwidnhpIjoxMjA5LCJmIjoic2lwOi5zdHJhbmdlbG9vcGdhbWVzLWVjby1kZXYuNzY1NjExOTg5NjM4NzgyODguQHZkeDUudml2b3guY29tIn0.jQmWh26OQnXt-eTrC_KRAVtwW-6QdD0LNfIXz2I8cHc UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Voice chat logging in UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Eco.Shared.Utils.Log:Debug(String, Object[]) VoiceManager:LoginSession_PropertyChanged(Object, PropertyChangedEventArgs) System.ComponentModel.PropertyChangedEventHandler:Invoke(Object, PropertyChangedEventArgs) VivoxUnity.Private.LoginSession:set_State(LoginState) VivoxUnity.Private.LoginSession:BeginLogin(Uri, String, AsyncCallback) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) Status changing from Initialised to LoggingIn UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VoiceManager:set_status(Status) VoiceManager:LoginUser(String) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48) ",1,error when trying to connect to a server from staging on steam connection failed server encountered an exception exception nullreferenceexception message object reference not set to an instance of an object source eco shared system nullreferenceexception object reference not set to an instance of an object at eco shared networking rpcmanager unpackargs eco shared networking inetclient client eco shared serialization bsonobject bson eco shared networking rpcmethod methods system object target eco shared networking rpcmethod targetmethod in at eco shared networking rpcmanager tryinvoke eco shared networking inetclient client system object target system string methodname eco shared serialization bsonobject bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared networking inetclient client eco shared serialization bsonobject bson system object target system string methodname in at eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson in at eco plugins networking networkserver eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bsonobj in at eco shared networking netobject receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bsonobj in at eco plugins networking client b in log file initialize engine version gfxdevice creating device client threaded version renderer nvidia geforce gtx ti id vendor vram mb driver initializing input input initialized initialized touch support unloadtime ms status changing from uninitialised to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager initializeclient filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line the character used for ellipsis is not available in font asset unityengine logger log logtype object object unityengine debug logwarning object object tmpro tmp text getspecialcharacters tmp fontasset tmpro textmeshprougui loadfontasset tmpro textmeshprougui awake unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager open string uilayer networkmanager update filename c buildslave unity build runtime export debug debug bindings h line logging in as using token unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token lrdgeierq unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line connecting to unityengine logger log logtype object unityengine debug log object eco shared utils log writeline locstring eco shared networking networkclient connectinternal ipendpoint eco shared networking networkclient connectroundrobin eco shared networking networkclient handleincomingmessage netincomingmessage eco shared networking networkclient b unityengine experimental lowlevel updatefunction invoke system threading timercallback invoke object system threading executioncontext runinternal executioncontext contextcallback object boolean system threading executioncontext run executioncontext contextcallback object unityengine experimental lowlevel updatefunction invoke filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms nullreferenceexception object reference not set to an instance of an object at eco shared networking networkclient get remoteendpoint in at steamfriendshandler onlobbycreated steamworks lobbycreated t e in at system action invoke t obj in at steamworks steamcallbacks lobbycreated t onruncallback system intptr thisptr system intptr pvparam in at steamworks nativemethods steamapi runcallbacks in unityengine logger logexception exception object unityengine debug logexception exception steamworks lobbycreated t onruncallback intptr intptr steamworks nativemethods steamapi runcallbacks filename currently not available on line status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token dutn sqwuxsda unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line connecting to unityengine logger log logtype object unityengine debug log object eco shared utils log writeline locstring eco shared networking networkclient connectinternal ipendpoint eco shared networking networkclient connectroundrobin eco shared networking networkclient handleincomingmessage netincomingmessage eco shared networking networkclient b unityengine experimental lowlevel updatefunction invoke system threading timercallback invoke object system threading executioncontext runinternal executioncontext contextcallback object boolean system threading executioncontext run executioncontext contextcallback object unityengine experimental lowlevel updatefunction invoke filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms nullreferenceexception object reference not set to an instance of an object at eco shared networking networkclient get remoteendpoint in at steamfriendshandler onlobbycreated steamworks lobbycreated t e in at system action invoke t obj in at steamworks steamcallbacks lobbycreated t onruncallback system intptr thisptr system intptr pvparam in at steamworks nativemethods steamapi runcallbacks in unityengine logger logexception exception object unityengine debug logexception exception steamworks lobbycreated t onruncallback intptr intptr steamworks nativemethods steamapi runcallbacks filename currently not available on line status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line connecting to unityengine logger log logtype object unityengine debug log object eco shared utils log writeline locstring eco shared networking networkclient connectinternal ipendpoint eco shared networking networkclient connectroundrobin eco shared networking networkclient handleincomingmessage netincomingmessage eco shared networking networkclient b unityengine experimental lowlevel updatefunction invoke system threading timercallback invoke object system threading executioncontext runinternal executioncontext contextcallback object boolean system threading executioncontext run executioncontext contextcallback object unityengine experimental lowlevel updatefunction invoke filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms nullreferenceexception object reference not set to an instance of an object at eco shared networking networkclient get remoteendpoint in at steamfriendshandler onlobbycreated steamworks lobbycreated t e in at system action invoke t obj in at steamworks steamcallbacks lobbycreated t onruncallback system intptr thisptr system intptr pvparam in at steamworks nativemethods steamapi runcallbacks in unityengine logger logexception exception object unityengine debug logexception exception steamworks lobbycreated t onruncallback intptr intptr steamworks nativemethods steamapi runcallbacks filename currently not available on line status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token lcex ndkwe unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logged in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingin to loggedin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncnoresult setcomplete vivoxunity private c b iasyncresult unityengine reapplydrivenproperties invoke recttransform vivoxunity asyncresult setcomplete t vivoxunity vxclient instanceonmainlooprun boolean mono unity unitytls free t invoke unitytls vivoxunity client runonce voicemanager update filename c buildslave unity build runtime export debug debug bindings h line connecting to unityengine logger log logtype object unityengine debug log object eco shared utils log writeline locstring eco shared networking networkclient connectinternal ipendpoint eco shared networking networkclient connectroundrobin eco shared networking networkclient handleincomingmessage netincomingmessage eco shared networking networkclient b unityengine experimental lowlevel updatefunction invoke system threading timercallback invoke object system threading executioncontext runinternal executioncontext contextcallback object boolean system threading executioncontext run executioncontext contextcallback object unityengine experimental lowlevel updatefunction invoke filename c buildslave unity build runtime export debug debug bindings h line unloading unused serialized files serialized files now loaded unloading unused assets to reduce memory usage loaded objects now total ms findliveobjects ms createobjectmapping ms markobjects ms deleteobjects ms nullreferenceexception object reference not set to an instance of an object at eco shared networking networkclient get remoteendpoint in at steamfriendshandler onlobbycreated steamworks lobbycreated t e in at system action invoke t obj in at steamworks steamcallbacks lobbycreated t onruncallback system intptr thisptr system intptr pvparam in at steamworks nativemethods steamapi runcallbacks in unityengine logger logexception exception object unityengine debug logexception exception steamworks lobbycreated t onruncallback intptr intptr steamworks nativemethods steamapi runcallbacks filename currently not available on line status changing from loggedin to loggingout unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from loggingout to initialised unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager onloggedout voicemanager logout voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line logging in as using token etrc kravtww unityengine logger log logtype object unityengine debug log object voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line voice chat logging in unityengine logger log logtype object unityengine debug log object eco shared utils log debug string object voicemanager loginsession propertychanged object propertychangedeventargs system componentmodel propertychangedeventhandler invoke object propertychangedeventargs vivoxunity private loginsession set state loginstate vivoxunity private loginsession beginlogin uri string asynccallback voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line status changing from initialised to loggingin unityengine logger log logtype object unityengine debug log object voicemanager set status status voicemanager loginuser string d movenext unityengine setupcoroutine invokemovenext ienumerator intptr filename c buildslave unity build runtime export debug debug bindings h line ,1 447255,12887079187.0,IssuesEvent,2020-07-13 10:34:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1614] Civics: Law UI - triggers categories redesign,Category: UI Priority: Medium Status: Fixed Week Task,"From #13345 Need icons for all these types to display in the drop down. IE, they need to show their MarkedUpName in the dropdown, like when theyre displayed in a selector here: https://user-images.githubusercontent.com/3536496/66857182-90070980-ef3b-11e9-96e2-d071408224a8.png https://user-images.githubusercontent.com/3536496/66857249-b6c54000-ef3b-11e9-809c-8ec6037beb28.png Some dont have icons, like SetTimer. Give Rob the list of icons needed and add them in once created. Some icons are probably already there but just need their file renamed to match the name of the class.",1.0,"[0.9.0 staging-1614] Civics: Law UI - triggers categories redesign - From #13345 Need icons for all these types to display in the drop down. IE, they need to show their MarkedUpName in the dropdown, like when theyre displayed in a selector here: https://user-images.githubusercontent.com/3536496/66857182-90070980-ef3b-11e9-96e2-d071408224a8.png https://user-images.githubusercontent.com/3536496/66857249-b6c54000-ef3b-11e9-809c-8ec6037beb28.png Some dont have icons, like SetTimer. Give Rob the list of icons needed and add them in once created. Some icons are probably already there but just need their file renamed to match the name of the class.",1, civics law ui triggers categories redesign from need icons for all these types to display in the drop down ie they need to show their markedupname in the dropdown like when theyre displayed in a selector here some dont have icons like settimer give rob the list of icons needed and add them in once created some icons are probably already there but just need their file renamed to match the name of the class ,1 548921,16081461750.0,IssuesEvent,2021-04-26 05:35:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.1] Cotton Boll is not a crop,Category: Balance Priority: Medium Squad: Redwood Status: Fixed Type: Bug,"Cotton Boll needs to have the crop tag to be included in filters for crops, including placing in silos",1.0,"[0.9.3.1] Cotton Boll is not a crop - Cotton Boll needs to have the crop tag to be included in filters for crops, including placing in silos",1, cotton boll is not a crop cotton boll needs to have the crop tag to be included in filters for crops including placing in silos,1 310059,9485238068.0,IssuesEvent,2019-04-22 09:35:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Quest exploit,Investigate Medium Priority,"If there is an infinitely repeatable quest for (let's say) 100 plant fibre and you take it 5 times. Putting in 100 plant fibre will trigger all five quests. This is repeatable.",1.0,"Quest exploit - If there is an infinitely repeatable quest for (let's say) 100 plant fibre and you take it 5 times. Putting in 100 plant fibre will trigger all five quests. This is repeatable.",1,quest exploit if there is an infinitely repeatable quest for let s say plant fibre and you take it times putting in plant fibre will trigger all five quests this is repeatable ,1 307181,9414255446.0,IssuesEvent,2019-04-10 09:43:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: In game text's is not interact vs changed controls.,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. change controls 2. see original buttons in hints and tutorial ![20180404212305_1](https://user-images.githubusercontent.com/4980243/38326613-e421b466-384e-11e8-8dc0-0c0fedf19d52.jpg) **Expected behavior:** Correct button names in tutorial, texts and hints if control changed. **Actual behavior:** hints, localisation strings and tutorial have hardcoded button names.",1.0,"USER ISSUE: In game text's is not interact vs changed controls. - **Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. change controls 2. see original buttons in hints and tutorial ![20180404212305_1](https://user-images.githubusercontent.com/4980243/38326613-e421b466-384e-11e8-8dc0-0c0fedf19d52.jpg) **Expected behavior:** Correct button names in tutorial, texts and hints if control changed. **Actual behavior:** hints, localisation strings and tutorial have hardcoded button names.",1,user issue in game text s is not interact vs changed controls version beta steps to reproduce change controls see original buttons in hints and tutorial expected behavior correct button names in tutorial texts and hints if control changed actual behavior hints localisation strings and tutorial have hardcoded button names ,1 551571,16176474818.0,IssuesEvent,2021-05-03 07:43:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1869] Law's triggers need localization,Category: Localization Category: UI Priority: Medium Squad: Otter Status: Fixed,"given the fact that not all triggers do not have translation, it is likely that words were not added to Crowdin just ![0-1](https://user-images.githubusercontent.com/26339332/101955675-4f725100-3c0f-11eb-9da1-639f4ceee28d.png) ![1-1](https://user-images.githubusercontent.com/26339332/101955690-55683200-3c0f-11eb-8847-1d7647535a34.png) ![1-2](https://user-images.githubusercontent.com/26339332/101955695-5600c880-3c0f-11eb-8b1c-88f2842f31c0.png) ![1-3](https://user-images.githubusercontent.com/26339332/101955699-56995f00-3c0f-11eb-82c9-bbda3a28c270.png) ![1-4](https://user-images.githubusercontent.com/26339332/101955701-56995f00-3c0f-11eb-958c-96f7b6167526.png) ![1-5](https://user-images.githubusercontent.com/26339332/101955703-5731f580-3c0f-11eb-9cef-6185c2f1532b.png) ![2-1](https://user-images.githubusercontent.com/26339332/101955704-5731f580-3c0f-11eb-8b3d-a8138fb069b9.png) ![3-1](https://user-images.githubusercontent.com/26339332/101955705-57ca8c00-3c0f-11eb-82a9-2d78e5fc7250.png) if set all options ![4-1](https://user-images.githubusercontent.com/26339332/101984374-28a92e80-3c92-11eb-8b35-6ebe29fcfbe1.png) ![4-2](https://user-images.githubusercontent.com/26339332/101984375-29da5b80-3c92-11eb-8634-804ab794abda.png) ",1.0,"[0.9.2 staging-1869] Law's triggers need localization - given the fact that not all triggers do not have translation, it is likely that words were not added to Crowdin just ![0-1](https://user-images.githubusercontent.com/26339332/101955675-4f725100-3c0f-11eb-9da1-639f4ceee28d.png) ![1-1](https://user-images.githubusercontent.com/26339332/101955690-55683200-3c0f-11eb-8847-1d7647535a34.png) ![1-2](https://user-images.githubusercontent.com/26339332/101955695-5600c880-3c0f-11eb-8b1c-88f2842f31c0.png) ![1-3](https://user-images.githubusercontent.com/26339332/101955699-56995f00-3c0f-11eb-82c9-bbda3a28c270.png) ![1-4](https://user-images.githubusercontent.com/26339332/101955701-56995f00-3c0f-11eb-958c-96f7b6167526.png) ![1-5](https://user-images.githubusercontent.com/26339332/101955703-5731f580-3c0f-11eb-9cef-6185c2f1532b.png) ![2-1](https://user-images.githubusercontent.com/26339332/101955704-5731f580-3c0f-11eb-8b3d-a8138fb069b9.png) ![3-1](https://user-images.githubusercontent.com/26339332/101955705-57ca8c00-3c0f-11eb-82a9-2d78e5fc7250.png) if set all options ![4-1](https://user-images.githubusercontent.com/26339332/101984374-28a92e80-3c92-11eb-8b35-6ebe29fcfbe1.png) ![4-2](https://user-images.githubusercontent.com/26339332/101984375-29da5b80-3c92-11eb-8634-804ab794abda.png) ",1, law s triggers need localization given the fact that not all triggers do not have translation it is likely that words were not added to crowdin just if set all options ,1 204981,7093344076.0,IssuesEvent,2018-01-12 20:05:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"rubble dropping from the sky, sometimes just sits there ##cc778b68",Medium Priority,"When loading in game it is taking longer and longer (possibly still due to loading in uncollected rubble and debris?), and we can seerubble dropping from the sky, but as you can see by last snap shot it sometimes still is hanging there ![snap043](https://user-images.githubusercontent.com/29383891/30395944-d2e49b52-98bf-11e7-8658-22e88c5cfa92.png) ![snap044](https://user-images.githubusercontent.com/29383891/30395957-dfb3faee-98bf-11e7-8d35-49dac3de2e34.png) ![snap045](https://user-images.githubusercontent.com/29383891/30395965-e8ed6b0e-98bf-11e7-8888-ff079e0040fd.png) ![snap046](https://user-images.githubusercontent.com/29383891/30395981-f2410468-98bf-11e7-8589-eaba760cc411.png) ",1.0,"rubble dropping from the sky, sometimes just sits there ##cc778b68 - When loading in game it is taking longer and longer (possibly still due to loading in uncollected rubble and debris?), and we can seerubble dropping from the sky, but as you can see by last snap shot it sometimes still is hanging there ![snap043](https://user-images.githubusercontent.com/29383891/30395944-d2e49b52-98bf-11e7-8658-22e88c5cfa92.png) ![snap044](https://user-images.githubusercontent.com/29383891/30395957-dfb3faee-98bf-11e7-8d35-49dac3de2e34.png) ![snap045](https://user-images.githubusercontent.com/29383891/30395965-e8ed6b0e-98bf-11e7-8888-ff079e0040fd.png) ![snap046](https://user-images.githubusercontent.com/29383891/30395981-f2410468-98bf-11e7-8589-eaba760cc411.png) ",1,rubble dropping from the sky sometimes just sits there when loading in game it is taking longer and longer possibly still due to loading in uncollected rubble and debris and we can seerubble dropping from the sky but as you can see by last snap shot it sometimes still is hanging there ,1 441826,12732888178.0,IssuesEvent,2020-06-25 11:15:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,'Didnt Vote' action,Category: Gameplay Priority: Medium Status: Fixed Week Task,"add an action when people dont vote in elections in which they could have. Make a trigger config that lets you determine which election process it applies to ",1.0,"'Didnt Vote' action - add an action when people dont vote in elections in which they could have. Make a trigger config that lets you determine which election process it applies to ",1, didnt vote action add an action when people dont vote in elections in which they could have make a trigger config that lets you determine which election process it applies to ,1 478443,13779557701.0,IssuesEvent,2020-10-08 13:54:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Change release build to output to staging storage then copy to production on release,Category: DevOps Priority: Medium,"Instead of overwriting the same build in production storage (without build number), save builds to staging storage with build numbers like other builds, then on release copy them to production storage and remove build number from filename. - [x] Copy from staging s3 to release s3 - [x] Copy steam branch (need to check this, add better logging) - [x] create docker tag for version - [x] update docker latest tag - [ ] store symbols These are required to be done by the user (the build asks the user to do them and waits for input to continue) tag git branch svn create version branch on steam (impossible to automate) ",1.0,"Change release build to output to staging storage then copy to production on release - Instead of overwriting the same build in production storage (without build number), save builds to staging storage with build numbers like other builds, then on release copy them to production storage and remove build number from filename. - [x] Copy from staging s3 to release s3 - [x] Copy steam branch (need to check this, add better logging) - [x] create docker tag for version - [x] update docker latest tag - [ ] store symbols These are required to be done by the user (the build asks the user to do them and waits for input to continue) tag git branch svn create version branch on steam (impossible to automate) ",1,change release build to output to staging storage then copy to production on release instead of overwriting the same build in production storage without build number save builds to staging storage with build numbers like other builds then on release copy them to production storage and remove build number from filename copy from staging to release copy steam branch need to check this add better logging create docker tag for version update docker latest tag store symbols these are required to be done by the user the build asks the user to do them and waits for input to continue tag git branch svn create version branch on steam impossible to automate ,1 485839,14000242404.0,IssuesEvent,2020-10-28 12:02:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-67] Pickup Bed while someone sleeping cause exceptions,Category: Tech Priority: Medium Status: Reopen,"This issue #10637 was fixed, but we have a lot of ``` NullReferenceException: Object reference not set to an instance of an object. ``` in log file. I was picked up 3 times [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5296737/Player.log) ",1.0,"[0.9.0 develop-67] Pickup Bed while someone sleeping cause exceptions - This issue #10637 was fixed, but we have a lot of ``` NullReferenceException: Object reference not set to an instance of an object. ``` in log file. I was picked up 3 times [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5296737/Player.log) ",1, pickup bed while someone sleeping cause exceptions this issue was fixed but we have a lot of nullreferenceexception object reference not set to an instance of an object in log file i was picked up times ,1 443085,12759437831.0,IssuesEvent,2020-06-29 05:50:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1595] Deeds are glitching,Category: Gameplay Priority: Medium Push Candidate Status: Fixed,"1) Make few claims and place stockpile there 2) Create a contract and check if this stockpile is seen properly ![bandicam 2020-06-10 16-30-36-070](https://user-images.githubusercontent.com/27898520/84264329-6c33ac00-ab3a-11ea-84e4-ac0d950a23c2.jpg) 3) Remove deed with Ctrl modificator Check if stockpile is not on the list ![bandicam 2020-06-10 16-30-47-138](https://user-images.githubusercontent.com/27898520/84264410-92f1e280-ab3a-11ea-8117-6b0f825697da.jpg) 4) Claim your stockpile again and check the contract ![bandicam 2020-06-10 16-49-02-709](https://user-images.githubusercontent.com/27898520/84264617-f0862f00-ab3a-11ea-9c60-f4076a59be45.jpg) Stockpile should be in the list as its your property. ",1.0,"[0.9.0 staging-1595] Deeds are glitching - 1) Make few claims and place stockpile there 2) Create a contract and check if this stockpile is seen properly ![bandicam 2020-06-10 16-30-36-070](https://user-images.githubusercontent.com/27898520/84264329-6c33ac00-ab3a-11ea-84e4-ac0d950a23c2.jpg) 3) Remove deed with Ctrl modificator Check if stockpile is not on the list ![bandicam 2020-06-10 16-30-47-138](https://user-images.githubusercontent.com/27898520/84264410-92f1e280-ab3a-11ea-8117-6b0f825697da.jpg) 4) Claim your stockpile again and check the contract ![bandicam 2020-06-10 16-49-02-709](https://user-images.githubusercontent.com/27898520/84264617-f0862f00-ab3a-11ea-9c60-f4076a59be45.jpg) Stockpile should be in the list as its your property. ",1, deeds are glitching make few claims and place stockpile there create a contract and check if this stockpile is seen properly remove deed with ctrl modificator check if stockpile is not on the list claim your stockpile again and check the contract stockpile should be in the list as its your property ,1 425997,12365569425.0,IssuesEvent,2020-05-18 09:02:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1542] Item crafted in Law trigger missing,Category: Laws Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/47274045/81922544-91d1a200-95dc-11ea-9f82-a659aa09a2ed.png) Hello, the current law system allows you to trigger actions on only three types. The issue is, if you would like to tax the crafting of a specific item, it won't work. Like you want to tax each tailing which has been crafted. Right now you can only check if a work order with tailings has been started, but it is independent if you have one or many tailings been ordered, the actin will be triggered only once. A trigger with ""item crafted"" would be helpful to get this demand setup.",1.0,"[0.9.0 staging-1542] Item crafted in Law trigger missing - ![image](https://user-images.githubusercontent.com/47274045/81922544-91d1a200-95dc-11ea-9f82-a659aa09a2ed.png) Hello, the current law system allows you to trigger actions on only three types. The issue is, if you would like to tax the crafting of a specific item, it won't work. Like you want to tax each tailing which has been crafted. Right now you can only check if a work order with tailings has been started, but it is independent if you have one or many tailings been ordered, the actin will be triggered only once. A trigger with ""item crafted"" would be helpful to get this demand setup.",1, item crafted in law trigger missing hello the current law system allows you to trigger actions on only three types the issue is if you would like to tax the crafting of a specific item it won t work like you want to tax each tailing which has been crafted right now you can only check if a work order with tailings has been started but it is independent if you have one or many tailings been ordered the actin will be triggered only once a trigger with item crafted would be helpful to get this demand setup ,1 335437,10153797312.0,IssuesEvent,2019-08-06 06:09:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.8.0 tools missing durability options on shop,Medium Priority,"I want to by defect tools, but i cant set durabilitys. ",1.0,"0.8.0 tools missing durability options on shop - I want to by defect tools, but i cant set durabilitys. ",1, tools missing durability options on shop i want to by defect tools but i cant set durabilitys ,1 359844,10681670497.0,IssuesEvent,2019-10-22 01:52:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Animal's strange behavior in water,Medium Priority QA,"When the Alligator falls into the water, then after a while it begins to constantly attack the void ![2019 02 09 Alligator's strange behavior in water](https://user-images.githubusercontent.com/45708377/64092471-9bbcb900-cd5d-11e9-9bb3-36e8444a2680.gif) ",1.0,"[master-preview] Animal's strange behavior in water - When the Alligator falls into the water, then after a while it begins to constantly attack the void ![2019 02 09 Alligator's strange behavior in water](https://user-images.githubusercontent.com/45708377/64092471-9bbcb900-cd5d-11e9-9bb3-36e8444a2680.gif) ",1, animal s strange behavior in water when the alligator falls into the water then after a while it begins to constantly attack the void ,1 254727,8087313863.0,IssuesEvent,2018-08-09 00:58:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: excavator falls through the world,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Get in the excavator on any type of road Enable the arm Use A or D to rotate **Expected behavior:** simply pivot the arm **Actual behavior:** Glitches out, freezes the game and disappears. It's happened not once but three times.",1.0,"USER ISSUE: excavator falls through the world - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Get in the excavator on any type of road Enable the arm Use A or D to rotate **Expected behavior:** simply pivot the arm **Actual behavior:** Glitches out, freezes the game and disappears. It's happened not once but three times.",1,user issue excavator falls through the world version beta steps to reproduce get in the excavator on any type of road enable the arm use a or d to rotate expected behavior simply pivot the arm actual behavior glitches out freezes the game and disappears it s happened not once but three times ,1 199562,6991633306.0,IssuesEvent,2017-12-15 01:08:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Latency in store window when editing prices, quantities, and position",Medium Priority,"When clicking rapidly in a store window to adjust price, quantity, or position, you can get a strange behavior where the number will jump up and down, as well as the position of the item you are trying to edit. Either the game should assume the server will grant permission to change properties and update if told otherwise, or the + and - buttons along with ^ and v buttons should be disabled until a server response has been given.",1.0,"Latency in store window when editing prices, quantities, and position - When clicking rapidly in a store window to adjust price, quantity, or position, you can get a strange behavior where the number will jump up and down, as well as the position of the item you are trying to edit. Either the game should assume the server will grant permission to change properties and update if told otherwise, or the + and - buttons along with ^ and v buttons should be disabled until a server response has been given.",1,latency in store window when editing prices quantities and position when clicking rapidly in a store window to adjust price quantity or position you can get a strange behavior where the number will jump up and down as well as the position of the item you are trying to edit either the game should assume the server will grant permission to change properties and update if told otherwise or the and buttons along with and v buttons should be disabled until a server response has been given ,1 249117,7953836533.0,IssuesEvent,2018-07-12 04:10:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stockpile Placing Crash,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Clear an area for a stockpile, with one or two walls being directly next to stockpile edges. 2. Place stockpile with two edges touching, but not inside, the walls (in this case dirt). **Expected behavior:** Placed a stockpile. **Actual behavior:** The following error message popped up: ``` Caught exception: Exception has been thrown by the target of an invocation. The given key was not present in the dictionary. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Core.Controller.ControllerManager.PackageMethodResult(BSONObject bson, INetClient boundClient, IController controller, Tuple`2 method) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update(Stopwatch timer) at Eco.Plugins.Networking.Clients.Client.<.ctor>b__56_1() ```",1.0,"USER ISSUE: Stockpile Placing Crash - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Clear an area for a stockpile, with one or two walls being directly next to stockpile edges. 2. Place stockpile with two edges touching, but not inside, the walls (in this case dirt). **Expected behavior:** Placed a stockpile. **Actual behavior:** The following error message popped up: ``` Caught exception: Exception has been thrown by the target of an invocation. The given key was not present in the dictionary. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Core.Controller.ControllerManager.PackageMethodResult(BSONObject bson, INetClient boundClient, IController controller, Tuple`2 method) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update(Stopwatch timer) at Eco.Plugins.Networking.Clients.Client.<.ctor>b__56_1() ```",1,user issue stockpile placing crash version beta steps to reproduce clear an area for a stockpile with one or two walls being directly next to stockpile edges place stockpile with two edges touching but not inside the walls in this case dirt expected behavior placed a stockpile actual behavior the following error message popped up caught exception exception has been thrown by the target of an invocation the given key was not present in the dictionary stack at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor at system reflection runtimemethodinfo unsafeinvokeinternal object obj object parameters object arguments at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at eco core controller controllermanager packagemethodresult bsonobject bson inetclient boundclient icontroller controller tuple method at eco core controller controllermanager packagemember bsonobject bson inetclient boundclient icontroller controller string membername at eco core controller controllermanager getchanges inetclient client at eco plugins networking clients client update stopwatch timer at eco plugins networking clients client b ,1 314388,9596251768.0,IssuesEvent,2019-05-09 18:07:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.8.2.0 Staging-3] Trees Bug in Fastforward mode,Medium Priority QA Staging,"1. Go to sleep 2. /fastforward 1 3. Wait 24 hours. 4. /fastforward 0 5.Wake up I saw 2 trees missing. I wanted to plant new trees, but there were notifications: ""Plants already exists there"" ![image](https://user-images.githubusercontent.com/45708377/56121353-9d394080-5f78-11e9-939f-dbefa66d949e.png) I also saw that the trees planted at the same time have a different size. ![image](https://user-images.githubusercontent.com/45708377/56121804-98c15780-5f79-11e9-8888-88ece68f7909.png) 6. Go to sleep 7. /fastforward 1 8. Wait 24 hours. 9. /fastforward 0 10. Wake up. All trees are missing. Notification appeare again when I want to plant new trees. I dug up Dirt. Сultivated Dirt. But I couldn't plant a tree. Notification appeared again.",1.0,"[0.8.2.0 Staging-3] Trees Bug in Fastforward mode - 1. Go to sleep 2. /fastforward 1 3. Wait 24 hours. 4. /fastforward 0 5.Wake up I saw 2 trees missing. I wanted to plant new trees, but there were notifications: ""Plants already exists there"" ![image](https://user-images.githubusercontent.com/45708377/56121353-9d394080-5f78-11e9-939f-dbefa66d949e.png) I also saw that the trees planted at the same time have a different size. ![image](https://user-images.githubusercontent.com/45708377/56121804-98c15780-5f79-11e9-8888-88ece68f7909.png) 6. Go to sleep 7. /fastforward 1 8. Wait 24 hours. 9. /fastforward 0 10. Wake up. All trees are missing. Notification appeare again when I want to plant new trees. I dug up Dirt. Сultivated Dirt. But I couldn't plant a tree. Notification appeared again.",1, trees bug in fastforward mode go to sleep fastforward wait hours fastforward wake up i saw trees missing i wanted to plant new trees but there were notifications plants already exists there i also saw that the trees planted at the same time have a different size go to sleep fastforward wait hours fastforward wake up all trees are missing notification appeare again when i want to plant new trees i dug up dirt сultivated dirt but i couldn t plant a tree notification appeared again ,1 189357,6796962074.0,IssuesEvent,2017-11-01 20:53:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Custom Builder Variant Mesh Selection Not Really Random,Art Medium Priority," ![image](https://cloud.githubusercontent.com/assets/14983165/26379257/1476dd4c-3fcd-11e7-8a4b-3514a3d9276e.png) Puts tons in one area at the moment even if it's supposedly one out of 8 choices of meshes to choose from. The best update would be controlling rough percentages that appear if possible, or just more random would probably be fine too.",1.0,"Custom Builder Variant Mesh Selection Not Really Random - ![image](https://cloud.githubusercontent.com/assets/14983165/26379257/1476dd4c-3fcd-11e7-8a4b-3514a3d9276e.png) Puts tons in one area at the moment even if it's supposedly one out of 8 choices of meshes to choose from. The best update would be controlling rough percentages that appear if possible, or just more random would probably be fine too.",1,custom builder variant mesh selection not really random puts tons in one area at the moment even if it s supposedly one out of choices of meshes to choose from the best update would be controlling rough percentages that appear if possible or just more random would probably be fine too ,1 532368,15554851785.0,IssuesEvent,2021-03-16 04:52:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 release-144] Empty second notification when try to unclaim a big property without required inventory space,Category: UI Priority: Medium Regression Squad: Wild Turkey Type: Bug,"Step to reproduce: - /give papers,1500: ![image](https://user-images.githubusercontent.com/45708377/106103912-b661b000-6152-11eb-8c4c-a3b40b306dec.png) - claim a big property with 1500 plots: ![image](https://user-images.githubusercontent.com/45708377/106103967-cda09d80-6152-11eb-9af2-7e99036d5070.png) - your inventory should have less 15 empty cells now: ![image](https://user-images.githubusercontent.com/45708377/106104115-0c365800-6153-11eb-9a6c-d97871f787f5.png) - select Land Claim Stake and try to unclaim whole property (Ctrl+LMB), second notification is empty: ![image](https://user-images.githubusercontent.com/45708377/106104234-38ea6f80-6153-11eb-8388-2eeeac8b9743.png) ",1.0,"[0.9.2 release-144] Empty second notification when try to unclaim a big property without required inventory space - Step to reproduce: - /give papers,1500: ![image](https://user-images.githubusercontent.com/45708377/106103912-b661b000-6152-11eb-8c4c-a3b40b306dec.png) - claim a big property with 1500 plots: ![image](https://user-images.githubusercontent.com/45708377/106103967-cda09d80-6152-11eb-9af2-7e99036d5070.png) - your inventory should have less 15 empty cells now: ![image](https://user-images.githubusercontent.com/45708377/106104115-0c365800-6153-11eb-9a6c-d97871f787f5.png) - select Land Claim Stake and try to unclaim whole property (Ctrl+LMB), second notification is empty: ![image](https://user-images.githubusercontent.com/45708377/106104234-38ea6f80-6153-11eb-8388-2eeeac8b9743.png) ",1, empty second notification when try to unclaim a big property without required inventory space step to reproduce give papers claim a big property with plots your inventory should have less empty cells now select land claim stake and try to unclaim whole property ctrl lmb second notification is empty ,1 499038,14438314190.0,IssuesEvent,2020-12-07 12:52:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-103] Constitution articles don't shown in Government,Category: UI Priority: Medium Status: Fixed,"Step to reproduce: - ratify constitution - open government: ![image](https://user-images.githubusercontent.com/45708377/98220607-96f62500-1f5f-11eb-9721-8f0038f0c18c.png) ",1.0,"[0.9.2 develop-103] Constitution articles don't shown in Government - Step to reproduce: - ratify constitution - open government: ![image](https://user-images.githubusercontent.com/45708377/98220607-96f62500-1f5f-11eb-9721-8f0038f0c18c.png) ",1, constitution articles don t shown in government step to reproduce ratify constitution open government ,1 430333,12451522100.0,IssuesEvent,2020-05-27 10:37:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.5.0] No Events on Learning Skills,Category: Laws Priority: Medium Status: Investigate Type: Feature,"Before 7.5 you could make laws based on the Learning Skill event. Now there are only events (in law and also in C#) if you learn the Specialty / **main Skill**, but not any more if you learn a Skill **within** this tree. We had laws to check, if someone is allowed to learn a Skill in this tree (not the whole tree)... Now the laws are not working, because of the missung event, so why did you removed these events? Everytime there are new features, you remove others which were fine for everyone...................",1.0,"[7.5.0] No Events on Learning Skills - Before 7.5 you could make laws based on the Learning Skill event. Now there are only events (in law and also in C#) if you learn the Specialty / **main Skill**, but not any more if you learn a Skill **within** this tree. We had laws to check, if someone is allowed to learn a Skill in this tree (not the whole tree)... Now the laws are not working, because of the missung event, so why did you removed these events? Everytime there are new features, you remove others which were fine for everyone...................",1, no events on learning skills before you could make laws based on the learning skill event now there are only events in law and also in c if you learn the specialty main skill but not any more if you learn a skill within this tree we had laws to check if someone is allowed to learn a skill in this tree not the whole tree now the laws are not working because of the missung event so why did you removed these events everytime there are new features you remove others which were fine for everyone ,1 480053,13822589714.0,IssuesEvent,2020-10-13 05:27:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Bugreports: Update report page,Priority: Medium Type: Task,"Update report page to list the data associated with the report, and a list of exceptions.",1.0,"Bugreports: Update report page - Update report page to list the data associated with the report, and a list of exceptions.",1,bugreports update report page update report page to list the data associated with the report and a list of exceptions ,1 554251,16415659959.0,IssuesEvent,2021-05-19 06:17:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-1987] Unable to press some buttons on the home screen,Category: UI Priority: Medium Regression Type: Bug,"Step to reproduce: - start game: ![image](https://user-images.githubusercontent.com/45708377/118764745-afd28200-b882-11eb-81db-970650533d5b.png) - you can click any buttons - press Your worlds: - press ESC - you can't click red buttons now, you can click only Settings and Quit: ![image](https://user-images.githubusercontent.com/45708377/118764882-dc869980-b882-11eb-93f1-2c8f82cedb3c.png) Seems something overlap their.",1.0,"[0.9.4 staging-1987] Unable to press some buttons on the home screen - Step to reproduce: - start game: ![image](https://user-images.githubusercontent.com/45708377/118764745-afd28200-b882-11eb-81db-970650533d5b.png) - you can click any buttons - press Your worlds: - press ESC - you can't click red buttons now, you can click only Settings and Quit: ![image](https://user-images.githubusercontent.com/45708377/118764882-dc869980-b882-11eb-93f1-2c8f82cedb3c.png) Seems something overlap their.",1, unable to press some buttons on the home screen step to reproduce start game you can click any buttons press your worlds press esc you can t click red buttons now you can click only settings and quit seems something overlap their ,1 212681,7241478487.0,IssuesEvent,2018-02-14 01:26:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,You can edit Contract to be invalid after posting it. ,Medium Priority,"I don't have Arend credit, so I cant create a contract that pays it. I can create a contract that pays with my credit, then change it afterwards to pay Arend credit, which I don't have. ",1.0,"You can edit Contract to be invalid after posting it. - I don't have Arend credit, so I cant create a contract that pays it. I can create a contract that pays with my credit, then change it afterwards to pay Arend credit, which I don't have. ",1,you can edit contract to be invalid after posting it i don t have arend credit so i cant create a contract that pays it i can create a contract that pays with my credit then change it afterwards to pay arend credit which i don t have ,1 445351,12829396217.0,IssuesEvent,2020-07-06 22:49:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Plants dying of 'natural' causes like overcrowding or lack of nutrients should despawn.,Priority: Medium,"![image](https://user-images.githubusercontent.com/14983165/86660537-aceadd80-bf9f-11ea-9050-4e0eed7bcc43.png) ![image](https://user-images.githubusercontent.com/14983165/86660884-018e5880-bfa0-11ea-97d2-6f0c6292e97e.png) Right now, the 'unhealthy' slider for plants should only be used for plants that are directly affected by pollution. Plants dying of other reasons should either lower their growth or completely de-spawn/ be deleted. ",1.0,"Plants dying of 'natural' causes like overcrowding or lack of nutrients should despawn. - ![image](https://user-images.githubusercontent.com/14983165/86660537-aceadd80-bf9f-11ea-9050-4e0eed7bcc43.png) ![image](https://user-images.githubusercontent.com/14983165/86660884-018e5880-bfa0-11ea-97d2-6f0c6292e97e.png) Right now, the 'unhealthy' slider for plants should only be used for plants that are directly affected by pollution. Plants dying of other reasons should either lower their growth or completely de-spawn/ be deleted. ",1,plants dying of natural causes like overcrowding or lack of nutrients should despawn right now the unhealthy slider for plants should only be used for plants that are directly affected by pollution plants dying of other reasons should either lower their growth or completely de spawn be deleted ,1 388993,11496039245.0,IssuesEvent,2020-02-12 06:52:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1352] Can't see backpack without Tabmode,Priority: Medium Status: Fixed,"Step to reproduce: - open Backpack. Tabmode should activate: ![image](https://user-images.githubusercontent.com/45708377/72879847-c7413f80-3d0e-11ea-9577-8dfd2abc0dc5.png) - Press ""Tab"" backpack will close, but Backpack should be visibly.",1.0,"[0.9.0 staging-1352] Can't see backpack without Tabmode - Step to reproduce: - open Backpack. Tabmode should activate: ![image](https://user-images.githubusercontent.com/45708377/72879847-c7413f80-3d0e-11ea-9577-8dfd2abc0dc5.png) - Press ""Tab"" backpack will close, but Backpack should be visibly.",1, can t see backpack without tabmode step to reproduce open backpack tabmode should activate press tab backpack will close but backpack should be visibly ,1 503879,14600455698.0,IssuesEvent,2020-12-21 06:51:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.2 staging-1876] ""Edit Property"" bugs",Category: Gameplay Category: UI Priority: Medium,"- [x] 1. New property is created for plots that were claimed before editing.Step to reproduce: - claim 3 plots: ![image](https://user-images.githubusercontent.com/45708377/102460600-4989cf00-4058-11eb-8bdb-dba60967f668.png) - start to edit 'Slayksford': ![image](https://user-images.githubusercontent.com/45708377/102460644-5ad2db80-4058-11eb-87ee-6d98830510db.png) - claim some plots in Edit mode: ![image](https://user-images.githubusercontent.com/45708377/102460716-75a55000-4058-11eb-817d-6144950bb1eb.png) - press submit and check property. First 3 plots became Slaysberg instead Slayksford: ![image](https://user-images.githubusercontent.com/45708377/102460759-85249900-4058-11eb-9bde-c0aed17ced78.png) - [ ] 2. Somewhat strange 'Unavailable': ![image](https://user-images.githubusercontent.com/45708377/102460908-b2714700-4058-11eb-88c3-6d3a1319b87a.png) - [x] 3. Incorrect spliting into different properties after editing if original property have some plots which not connected to it. Should we be able to do this at all? Step to reproduce: - start to edit 'Slayksborough"": ![image](https://user-images.githubusercontent.com/45708377/102461266-33c8d980-4059-11eb-98f1-db688a43c837.png) - Draw 2 properties, They should not connected to each other: ![image](https://user-images.githubusercontent.com/45708377/102462460-dcc40400-405a-11eb-9899-6b275594ce43.png) - I guess that with our new system I will have 3 different properties after submit and I have notification about it: ![image](https://user-images.githubusercontent.com/45708377/102462727-3b897d80-405b-11eb-9671-8ba72da6b12e.png) - but I have 6 properties: ![image](https://user-images.githubusercontent.com/45708377/102462769-480dd600-405b-11eb-95c9-e2d4abe08609.png) ",1.0,"[0.9.2 staging-1876] ""Edit Property"" bugs - - [x] 1. New property is created for plots that were claimed before editing.Step to reproduce: - claim 3 plots: ![image](https://user-images.githubusercontent.com/45708377/102460600-4989cf00-4058-11eb-8bdb-dba60967f668.png) - start to edit 'Slayksford': ![image](https://user-images.githubusercontent.com/45708377/102460644-5ad2db80-4058-11eb-87ee-6d98830510db.png) - claim some plots in Edit mode: ![image](https://user-images.githubusercontent.com/45708377/102460716-75a55000-4058-11eb-817d-6144950bb1eb.png) - press submit and check property. First 3 plots became Slaysberg instead Slayksford: ![image](https://user-images.githubusercontent.com/45708377/102460759-85249900-4058-11eb-9bde-c0aed17ced78.png) - [ ] 2. Somewhat strange 'Unavailable': ![image](https://user-images.githubusercontent.com/45708377/102460908-b2714700-4058-11eb-88c3-6d3a1319b87a.png) - [x] 3. Incorrect spliting into different properties after editing if original property have some plots which not connected to it. Should we be able to do this at all? Step to reproduce: - start to edit 'Slayksborough"": ![image](https://user-images.githubusercontent.com/45708377/102461266-33c8d980-4059-11eb-98f1-db688a43c837.png) - Draw 2 properties, They should not connected to each other: ![image](https://user-images.githubusercontent.com/45708377/102462460-dcc40400-405a-11eb-9899-6b275594ce43.png) - I guess that with our new system I will have 3 different properties after submit and I have notification about it: ![image](https://user-images.githubusercontent.com/45708377/102462727-3b897d80-405b-11eb-9671-8ba72da6b12e.png) - but I have 6 properties: ![image](https://user-images.githubusercontent.com/45708377/102462769-480dd600-405b-11eb-95c9-e2d4abe08609.png) ",1, edit property bugs new property is created for plots that were claimed before editing step to reproduce claim plots start to edit slayksford claim some plots in edit mode press submit and check property first plots became slaysberg instead slayksford somewhat strange unavailable incorrect spliting into different properties after editing if original property have some plots which not connected to it should we be able to do this at all step to reproduce start to edit slayksborough draw properties they should not connected to each other i guess that with our new system i will have different properties after submit and i have notification about it but i have properties ,1 251710,8025970285.0,IssuesEvent,2018-07-27 00:56:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Update the wiki for new farming,Medium Priority,As a stop gap until we get the farming introspection tools working.,1.0,Update the wiki for new farming - As a stop gap until we get the farming introspection tools working.,1,update the wiki for new farming as a stop gap until we get the farming introspection tools working ,1 378183,11198176059.0,IssuesEvent,2020-01-03 15:17:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1314] Limit reputation payment in Work Party,Exploit Fixed Medium Priority Reopen,"You can create contract like: ![image](https://user-images.githubusercontent.com/45708377/71542310-e4842780-2975-11ea-913c-793364a803d9.png) And you can give people more than 10 Reputation per day. ![image](https://user-images.githubusercontent.com/45708377/71542279-87887180-2975-11ea-8a85-b83a79312013.png) It is necessary to add for checking ""Player can give"" Reputation. And if player postes Work party change it. So if you add 10 Reputation(it 's max count) in Work Party you can't give reputation from Objectives.",1.0,"[0.9.0 staging-1314] Limit reputation payment in Work Party - You can create contract like: ![image](https://user-images.githubusercontent.com/45708377/71542310-e4842780-2975-11ea-913c-793364a803d9.png) And you can give people more than 10 Reputation per day. ![image](https://user-images.githubusercontent.com/45708377/71542279-87887180-2975-11ea-8a85-b83a79312013.png) It is necessary to add for checking ""Player can give"" Reputation. And if player postes Work party change it. So if you add 10 Reputation(it 's max count) in Work Party you can't give reputation from Objectives.",1, limit reputation payment in work party you can create contract like and you can give people more than reputation per day it is necessary to add for checking player can give reputation and if player postes work party change it so if you add reputation it s max count in work party you can t give reputation from objectives ,1 413466,12067921243.0,IssuesEvent,2020-04-16 14:05:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Static IPs for servers,Category: DevOps Priority: Medium,"All servers need static ips, incase they crash and we restart but have new ip.",1.0,"Static IPs for servers - All servers need static ips, incase they crash and we restart but have new ip.",1,static ips for servers all servers need static ips incase they crash and we restart but have new ip ,1 504116,14613340014.0,IssuesEvent,2020-12-22 08:03:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,LawSystem: Skid & Excavator not triggering Dig or Mine trigger,Category: Laws Priority: Medium Status: Fixed,"Hello, in the law system, the skid and the excavator are not triggering the dig or mine trigger when in use. So a law to prevent dig or mine can be cheated by using the skid or excavator. Even the skid is been listed as an item to use it does not matter. the excavator is not listed as an item, but should although in my point of view. ",1.0,"LawSystem: Skid & Excavator not triggering Dig or Mine trigger - Hello, in the law system, the skid and the excavator are not triggering the dig or mine trigger when in use. So a law to prevent dig or mine can be cheated by using the skid or excavator. Even the skid is been listed as an item to use it does not matter. the excavator is not listed as an item, but should although in my point of view. ",1,lawsystem skid excavator not triggering dig or mine trigger hello in the law system the skid and the excavator are not triggering the dig or mine trigger when in use so a law to prevent dig or mine can be cheated by using the skid or excavator even the skid is been listed as an item to use it does not matter the excavator is not listed as an item but should although in my point of view ,1 380194,11255192641.0,IssuesEvent,2020-01-12 07:04:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,NetworkManger ServiceJob running on main thread,Category: Optimization Priority: Medium Staging,"It looks like the job is sometimes getting scheduled on the main thread when WaitForJobGroupID is called waiting on any job. It takes it's full time period when can end up stalling the main thread. ![image](https://user-images.githubusercontent.com/431728/72215303-28be1d00-355d-11ea-9c50-e439c8bcefbf.png) ",1.0,"NetworkManger ServiceJob running on main thread - It looks like the job is sometimes getting scheduled on the main thread when WaitForJobGroupID is called waiting on any job. It takes it's full time period when can end up stalling the main thread. ![image](https://user-images.githubusercontent.com/431728/72215303-28be1d00-355d-11ea-9c50-e439c8bcefbf.png) ",1,networkmanger servicejob running on main thread it looks like the job is sometimes getting scheduled on the main thread when waitforjobgroupid is called waiting on any job it takes it s full time period when can end up stalling the main thread ,1 255551,8125417354.0,IssuesEvent,2018-08-16 20:52:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,StreetLight shadows missing,Art Medium Priority,"Looks like cast shadows got turned off on them for some reason? ![image](https://user-images.githubusercontent.com/774628/44125527-0bfb2a5c-9fe8-11e8-92a8-f8c9dae4a907.png) ",1.0,"StreetLight shadows missing - Looks like cast shadows got turned off on them for some reason? ![image](https://user-images.githubusercontent.com/774628/44125527-0bfb2a5c-9fe8-11e8-92a8-f8c9dae4a907.png) ",1,streetlight shadows missing looks like cast shadows got turned off on them for some reason ,1 207848,7134205348.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Economy viewer contracts tooltips not displaying,Medium Priority,"In economy viewer the contracts tooltips don't display at all. Sometimes they will work if the contract window is also opened, but it's very inconsistent.",1.0,"Economy viewer contracts tooltips not displaying - In economy viewer the contracts tooltips don't display at all. Sometimes they will work if the contract window is also opened, but it's very inconsistent.",1,economy viewer contracts tooltips not displaying in economy viewer the contracts tooltips don t display at all sometimes they will work if the contract window is also opened but it s very inconsistent ,1 249131,7953878638.0,IssuesEvent,2018-07-12 04:29:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Storage UI Stockpile Duplication bug,Medium Priority Respond ASAP,"I have 2 stockpiles that are bugged a glass and a brick stockpile which show up as doubles in the storage ui. when I try to consolidate the items into the stockpiles it duplicates the materials. I'm currently trying to find a fix to remove the stockpiles that duplicate items any ideas would be appreciated",1.0,"Storage UI Stockpile Duplication bug - I have 2 stockpiles that are bugged a glass and a brick stockpile which show up as doubles in the storage ui. when I try to consolidate the items into the stockpiles it duplicates the materials. I'm currently trying to find a fix to remove the stockpiles that duplicate items any ideas would be appreciated",1,storage ui stockpile duplication bug i have stockpiles that are bugged a glass and a brick stockpile which show up as doubles in the storage ui when i try to consolidate the items into the stockpiles it duplicates the materials i m currently trying to find a fix to remove the stockpiles that duplicate items any ideas would be appreciated,1 548926,16081687036.0,IssuesEvent,2021-04-26 06:01:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, [0.9.0 Staging 1459] When editing using Claim Tool the claim plot is a long way away from Cursor,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed,"**Version:** 0.9.0.0 beta staging-1459 as can be seen from this snapshot the actual box to claim is not UNDER the cursor as it should be ![snap6445](https://user-images.githubusercontent.com/29383891/76476325-9bcaff00-63f9-11ea-820f-7b6d7898dfac.png) no matter where you place the cursor it is always this far away from claim plot being edited",1.0," [0.9.0 Staging 1459] When editing using Claim Tool the claim plot is a long way away from Cursor - **Version:** 0.9.0.0 beta staging-1459 as can be seen from this snapshot the actual box to claim is not UNDER the cursor as it should be ![snap6445](https://user-images.githubusercontent.com/29383891/76476325-9bcaff00-63f9-11ea-820f-7b6d7898dfac.png) no matter where you place the cursor it is always this far away from claim plot being edited",1, when editing using claim tool the claim plot is a long way away from cursor version beta staging as can be seen from this snapshot the actual box to claim is not under the cursor as it should be no matter where you place the cursor it is always this far away from claim plot being edited,1 565238,16757442443.0,IssuesEvent,2021-06-13 04:34:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fix default minimap icons to a limited set,Category: UI Needs Task Plan Priority: Medium Squad: Wild Turkey Status: Fixed Type: Task,"![image](https://user-images.githubusercontent.com/3536496/97215183-5d643380-1781-11eb-8e7d-492072ee0ae6.png) Shouldnt show all this nutiness. We can make some icons show only when we belong to them, have radio button for show all, show mine, and dont show. Campsite and basic tables should be 'show mine'. ",1.0,"Fix default minimap icons to a limited set - ![image](https://user-images.githubusercontent.com/3536496/97215183-5d643380-1781-11eb-8e7d-492072ee0ae6.png) Shouldnt show all this nutiness. We can make some icons show only when we belong to them, have radio button for show all, show mine, and dont show. Campsite and basic tables should be 'show mine'. ",1,fix default minimap icons to a limited set shouldnt show all this nutiness we can make some icons show only when we belong to them have radio button for show all show mine and dont show campsite and basic tables should be show mine ,1 449456,12968669817.0,IssuesEvent,2020-07-21 06:18:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1602] VivoxUnity Errors seen on entering/exiting vehicles,Category: Tech Priority: Medium Status: Fixed,"On Entering and Exiting Vehicles (Steam Trucks in particular possibly others) Vivox Errors can be seen. https://cdn.discordapp.com/attachments/710329604426170428/721372296077508709/unknown.png ",1.0,"[0.9.0 staging-1602] VivoxUnity Errors seen on entering/exiting vehicles - On Entering and Exiting Vehicles (Steam Trucks in particular possibly others) Vivox Errors can be seen. https://cdn.discordapp.com/attachments/710329604426170428/721372296077508709/unknown.png ",1, vivoxunity errors seen on entering exiting vehicles on entering and exiting vehicles steam trucks in particular possibly others vivox errors can be seen ,1 330862,10056581221.0,IssuesEvent,2019-07-22 09:29:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.9 release-preview] Can assign many actions to one button.,Feature Medium Priority QA,"![image](https://user-images.githubusercontent.com/45708377/61620666-f8ff1e00-ac79-11e9-9150-ffd8b5208c93.png) 1. Alert user that this button is busy. If he still agrees to use this button, then you need to clear the previous action. But you need to be careful with the assign of the mouse wheel on the skid steer and excavator. ![image](https://user-images.githubusercontent.com/45708377/61621183-12549a00-ac7b-11e9-9072-c2aebcbdb889.png) 2. LMB at Toggle cursor. Set this settings and start play: ![image](https://user-images.githubusercontent.com/45708377/61621416-97d84a00-ac7b-11e9-96d5-86dabef28072.png) Open Esc Menu and try use Esc menu. You can't. Esc Menu uses Mouse0 instead my setting K1, but if you use Mouse0 your Esc menu will close.",1.0,"[0.8.2.9 release-preview] Can assign many actions to one button. - ![image](https://user-images.githubusercontent.com/45708377/61620666-f8ff1e00-ac79-11e9-9150-ffd8b5208c93.png) 1. Alert user that this button is busy. If he still agrees to use this button, then you need to clear the previous action. But you need to be careful with the assign of the mouse wheel on the skid steer and excavator. ![image](https://user-images.githubusercontent.com/45708377/61621183-12549a00-ac7b-11e9-9072-c2aebcbdb889.png) 2. LMB at Toggle cursor. Set this settings and start play: ![image](https://user-images.githubusercontent.com/45708377/61621416-97d84a00-ac7b-11e9-96d5-86dabef28072.png) Open Esc Menu and try use Esc menu. You can't. Esc Menu uses Mouse0 instead my setting K1, but if you use Mouse0 your Esc menu will close.",1, can assign many actions to one button alert user that this button is busy if he still agrees to use this button then you need to clear the previous action but you need to be careful with the assign of the mouse wheel on the skid steer and excavator lmb at toggle cursor set this settings and start play open esc menu and try use esc menu you can t esc menu uses instead my setting but if you use your esc menu will close ,1 307049,9414143722.0,IssuesEvent,2019-04-10 09:28:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,8.0.1 input pipe connector on blast furnace model,Art Medium Priority,"![default](https://user-images.githubusercontent.com/4980243/52518931-4e171c80-2c64-11e9-917c-2427425ede96.png) maybe you move it to main part? He not logic here. ![default](https://user-images.githubusercontent.com/4980243/52518939-7acb3400-2c64-11e9-9a06-6692bfc1e6d2.png) ",1.0,"8.0.1 input pipe connector on blast furnace model - ![default](https://user-images.githubusercontent.com/4980243/52518931-4e171c80-2c64-11e9-917c-2427425ede96.png) maybe you move it to main part? He not logic here. ![default](https://user-images.githubusercontent.com/4980243/52518939-7acb3400-2c64-11e9-9a06-6692bfc1e6d2.png) ",1, input pipe connector on blast furnace model maybe you move it to main part he not logic here ,1 325384,9923562076.0,IssuesEvent,2019-07-01 07:34:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.5 release-preview] Overlap text in store,Medium Priority QA,"Step to reproduce: - spawn room 0,8+ tier and store ![image](https://user-images.githubusercontent.com/45708377/60418424-8c997d80-9beb-11e9-9900-ac1367fd5d4b.png) - break room ![image](https://user-images.githubusercontent.com/45708377/60418435-9327f500-9beb-11e9-9354-e1677ddbf334.png) - open store (wait 3 sec). Store tab will overlap at status tab ![image](https://user-images.githubusercontent.com/45708377/60418472-a6d35b80-9beb-11e9-8b52-d44866a47f4c.png) ",1.0,"[0.8.2.5 release-preview] Overlap text in store - Step to reproduce: - spawn room 0,8+ tier and store ![image](https://user-images.githubusercontent.com/45708377/60418424-8c997d80-9beb-11e9-9900-ac1367fd5d4b.png) - break room ![image](https://user-images.githubusercontent.com/45708377/60418435-9327f500-9beb-11e9-9354-e1677ddbf334.png) - open store (wait 3 sec). Store tab will overlap at status tab ![image](https://user-images.githubusercontent.com/45708377/60418472-a6d35b80-9beb-11e9-8b52-d44866a47f4c.png) ",1, overlap text in store step to reproduce spawn room tier and store break room open store wait sec store tab will overlap at status tab ,1 403784,11846855345.0,IssuesEvent,2020-03-24 10:56:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deed tooltip should not show plot list,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/77243961-303d1a80-6bcd-11ea-83fc-f18e0167a399.png) Dont show this anywhere, its useless. Just show number of plots and sq m see if theres other places its getting shown",1.0,"Deed tooltip should not show plot list - ![image](https://user-images.githubusercontent.com/3536496/77243961-303d1a80-6bcd-11ea-83fc-f18e0167a399.png) Dont show this anywhere, its useless. Just show number of plots and sq m see if theres other places its getting shown",1,deed tooltip should not show plot list dont show this anywhere its useless just show number of plots and sq m see if theres other places its getting shown,1 386453,11439402373.0,IssuesEvent,2020-02-05 07:09:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Disabled tabs are being hidden instead of tinted,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/73411083-f92b4680-42b8-11ea-98cc-9293cfced89a.png) With @mirasrael's previous change the store tab would turn red and be unselectable, now its not visible. ",1.0,"Disabled tabs are being hidden instead of tinted - ![image](https://user-images.githubusercontent.com/3536496/73411083-f92b4680-42b8-11ea-98cc-9293cfced89a.png) With @mirasrael's previous change the store tab would turn red and be unselectable, now its not visible. ",1,disabled tabs are being hidden instead of tinted with mirasrael s previous change the store tab would turn red and be unselectable now its not visible ,1 580031,17203435116.0,IssuesEvent,2021-07-17 18:41:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-2022] Citizens objective UI bugs,Category: UI Priority: Medium Regression Squad: Mountain Goat Type: Bug,"- [ ] 1. Words that are objects/items in the game do not stand out - [ ] 2. Font size is very small compare to other text in game. ![image](https://user-images.githubusercontent.com/45708377/122165187-86584680-ce80-11eb-8814-e00e63093577.png) How it looked in 0.9.3.5: ![image](https://user-images.githubusercontent.com/45708377/122165242-996b1680-ce80-11eb-9d1c-04c3ae68d057.png) ",1.0,"[0.9.4 staging-2022] Citizens objective UI bugs - - [ ] 1. Words that are objects/items in the game do not stand out - [ ] 2. Font size is very small compare to other text in game. ![image](https://user-images.githubusercontent.com/45708377/122165187-86584680-ce80-11eb-8814-e00e63093577.png) How it looked in 0.9.3.5: ![image](https://user-images.githubusercontent.com/45708377/122165242-996b1680-ce80-11eb-9d1c-04c3ae68d057.png) ",1, citizens objective ui bugs words that are objects items in the game do not stand out font size is very small compare to other text in game how it looked in ,1 392356,11590433375.0,IssuesEvent,2020-02-24 06:43:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1392] Audio: strange grass-walking sound,Category: Audio Priority: Medium Status: Fixed Status: Reopen,"It sounds like you have a lot of legs or you are stepping really fast. https://drive.google.com/file/d/1xmpxByEzWemuHHOfPxEcquVdwI89Wtk0/view?usp=sharing",1.0,"[0.9.0 staging-1392] Audio: strange grass-walking sound - It sounds like you have a lot of legs or you are stepping really fast. https://drive.google.com/file/d/1xmpxByEzWemuHHOfPxEcquVdwI89Wtk0/view?usp=sharing",1, audio strange grass walking sound it sounds like you have a lot of legs or you are stepping really fast ,1 497984,14398372862.0,IssuesEvent,2020-12-03 09:30:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1854] Wrong World Age after migration,Category: Tech Priority: Medium,"![image](https://user-images.githubusercontent.com/45708377/100192061-4b9db980-2f02-11eb-9511-fef3a4a821c9.png) ![image](https://user-images.githubusercontent.com/45708377/100192183-83a4fc80-2f02-11eb-9284-5220846ec07e.png) Happens a several times. Last time I migrate this world: https://drive.google.com/file/d/1n8hmKzq3jee6qZvemHjLCavqCFq63nA_/view?usp=sharing",1.0,"[0.9.2 staging-1854] Wrong World Age after migration - ![image](https://user-images.githubusercontent.com/45708377/100192061-4b9db980-2f02-11eb-9511-fef3a4a821c9.png) ![image](https://user-images.githubusercontent.com/45708377/100192183-83a4fc80-2f02-11eb-9284-5220846ec07e.png) Happens a several times. Last time I migrate this world: https://drive.google.com/file/d/1n8hmKzq3jee6qZvemHjLCavqCFq63nA_/view?usp=sharing",1, wrong world age after migration happens a several times last time i migrate this world ,1 552029,16193150293.0,IssuesEvent,2021-05-04 11:23:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, Overfix erroneous string extraction,Category: Localization Priority: Medium Squad: Otter Status: Fixed,"Overfix erroneous string extraction, IE log an error if a string gets extracted that doesn't have text in it (just numbers or formatting)",1.0," Overfix erroneous string extraction - Overfix erroneous string extraction, IE log an error if a string gets extracted that doesn't have text in it (just numbers or formatting)",1, overfix erroneous string extraction overfix erroneous string extraction ie log an error if a string gets extracted that doesn t have text in it just numbers or formatting ,1 243709,7861036445.0,IssuesEvent,2018-06-21 22:11:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Spawn Building needs updating,Medium Priority,"Just need to rename the strings: { default: constructionType = BlockManager.FromTypeName(""HewnLogWallBlock""); roofType = BlockManager.FromTypeName(""HewnLogRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 1: constructionType = BlockManager.FromTypeName(""MortaredStoneBlock""); roofType = BlockManager.FromTypeName(""MortaredStoneRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 2: constructionType = BlockManager.FromTypeName(""LumberBlock""); roofType = BlockManager.FromTypeName(""LumberRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 3: constructionType = BlockManager.FromTypeName(""BrickBlock""); roofType = BlockManager.FromTypeName(""BrickRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 4: constructionType = BlockManager.FromTypeName(""CorrugatedSteelBlock""); roofType = BlockManager.FromTypeName(""CorrugatedSteelRoofBlock""); windowType = BlockManager.FromTypeName(""SteelWindowBlock""); break; case 5: constructionType = BlockManager.FromTypeName(""ReinforcedConcreteBlock""); roofType = BlockManager.FromTypeName(""ReinforcedConcreteRoofBlock""); windowType = BlockManager.FromTypeName(""SteelWindowBlock""); break;",1.0,"Spawn Building needs updating - Just need to rename the strings: { default: constructionType = BlockManager.FromTypeName(""HewnLogWallBlock""); roofType = BlockManager.FromTypeName(""HewnLogRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 1: constructionType = BlockManager.FromTypeName(""MortaredStoneBlock""); roofType = BlockManager.FromTypeName(""MortaredStoneRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 2: constructionType = BlockManager.FromTypeName(""LumberBlock""); roofType = BlockManager.FromTypeName(""LumberRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 3: constructionType = BlockManager.FromTypeName(""BrickBlock""); roofType = BlockManager.FromTypeName(""BrickRoofBlock""); windowType = BlockManager.FromTypeName(""ModernWoodWindowBlock""); break; case 4: constructionType = BlockManager.FromTypeName(""CorrugatedSteelBlock""); roofType = BlockManager.FromTypeName(""CorrugatedSteelRoofBlock""); windowType = BlockManager.FromTypeName(""SteelWindowBlock""); break; case 5: constructionType = BlockManager.FromTypeName(""ReinforcedConcreteBlock""); roofType = BlockManager.FromTypeName(""ReinforcedConcreteRoofBlock""); windowType = BlockManager.FromTypeName(""SteelWindowBlock""); break;",1,spawn building needs updating just need to rename the strings default constructiontype blockmanager fromtypename hewnlogwallblock rooftype blockmanager fromtypename hewnlogroofblock windowtype blockmanager fromtypename modernwoodwindowblock break case constructiontype blockmanager fromtypename mortaredstoneblock rooftype blockmanager fromtypename mortaredstoneroofblock windowtype blockmanager fromtypename modernwoodwindowblock break case constructiontype blockmanager fromtypename lumberblock rooftype blockmanager fromtypename lumberroofblock windowtype blockmanager fromtypename modernwoodwindowblock break case constructiontype blockmanager fromtypename brickblock rooftype blockmanager fromtypename brickroofblock windowtype blockmanager fromtypename modernwoodwindowblock break case constructiontype blockmanager fromtypename corrugatedsteelblock rooftype blockmanager fromtypename corrugatedsteelroofblock windowtype blockmanager fromtypename steelwindowblock break case constructiontype blockmanager fromtypename reinforcedconcreteblock rooftype blockmanager fromtypename reinforcedconcreteroofblock windowtype blockmanager fromtypename steelwindowblock break ,1 583073,17376437707.0,IssuesEvent,2021-07-30 22:19:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3.1] Election complete, motion failed, senator elected",Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"The notification for elections is really confusing at times: ![image](https://user-images.githubusercontent.com/964559/116779209-c88d0c00-aa29-11eb-919e-de969cd3c38e.png) ""Election complete. ThePiachu elected. Motion Failed. Action will not be executed"" which is really weird for a clear election: ![image](https://user-images.githubusercontent.com/964559/116779224-e195bd00-aa29-11eb-8b88-19b95dc704e5.png) The message should be clearer and not give conflicting impressions.",1.0,"[0.9.3.1] Election complete, motion failed, senator elected - The notification for elections is really confusing at times: ![image](https://user-images.githubusercontent.com/964559/116779209-c88d0c00-aa29-11eb-919e-de969cd3c38e.png) ""Election complete. ThePiachu elected. Motion Failed. Action will not be executed"" which is really weird for a clear election: ![image](https://user-images.githubusercontent.com/964559/116779224-e195bd00-aa29-11eb-8b88-19b95dc704e5.png) The message should be clearer and not give conflicting impressions.",1, election complete motion failed senator elected the notification for elections is really confusing at times election complete thepiachu elected motion failed action will not be executed which is really weird for a clear election the message should be clearer and not give conflicting impressions ,1 482889,13915321805.0,IssuesEvent,2020-10-21 00:19:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco Tree Polish,Category: Web Priority: Medium," - [x] Add a date and label for the work status people set, to see that it's current: ie: '9/1/20 work status: Fixing UI issues' - [x] Dont display updates older than a week - [x] Jeff: Reapply shiny-rays from users onto the tree (the little animation) - [x] Make the fades happen faster when you mouse over - [x] When you mouse over, make it highlight the node on the tree they are working on - [ ] Jeff: Can't tell the difference between 'feature complete' and 'polished' colors in the key or tree.",1.0,"Eco Tree Polish - - [x] Add a date and label for the work status people set, to see that it's current: ie: '9/1/20 work status: Fixing UI issues' - [x] Dont display updates older than a week - [x] Jeff: Reapply shiny-rays from users onto the tree (the little animation) - [x] Make the fades happen faster when you mouse over - [x] When you mouse over, make it highlight the node on the tree they are working on - [ ] Jeff: Can't tell the difference between 'feature complete' and 'polished' colors in the key or tree.",1,eco tree polish add a date and label for the work status people set to see that it s current ie work status fixing ui issues dont display updates older than a week jeff reapply shiny rays from users onto the tree the little animation make the fades happen faster when you mouse over when you mouse over make it highlight the node on the tree they are working on jeff can t tell the difference between feature complete and polished colors in the key or tree ,1 414741,12111110532.0,IssuesEvent,2020-04-21 11:38:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1520] Wrong Ashlar Stone texture in Window block during connection,Priority: Medium,"Should be in every position without top window block like: ![image](https://user-images.githubusercontent.com/45708377/79861782-93dd8200-83dd-11ea-9fe1-cef10a4688a7.png) If nearby another window block: ![image](https://user-images.githubusercontent.com/45708377/79861732-845e3900-83dd-11ea-804b-1edcccf7591a.png) I assume it was always, I saw my december's video and find this bug in it.",1.0,"[0.9.0 staging-1520] Wrong Ashlar Stone texture in Window block during connection - Should be in every position without top window block like: ![image](https://user-images.githubusercontent.com/45708377/79861782-93dd8200-83dd-11ea-9fe1-cef10a4688a7.png) If nearby another window block: ![image](https://user-images.githubusercontent.com/45708377/79861732-845e3900-83dd-11ea-804b-1edcccf7591a.png) I assume it was always, I saw my december's video and find this bug in it.",1, wrong ashlar stone texture in window block during connection should be in every position without top window block like if nearby another window block i assume it was always i saw my december s video and find this bug in it ,1 252859,8047411978.0,IssuesEvent,2018-08-01 00:30:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Update the ListUnobtainableItems command,Medium Priority,Make it actually detect cyclical dependencies so we don't ever accidentally release one.,1.0,Update the ListUnobtainableItems command - Make it actually detect cyclical dependencies so we don't ever accidentally release one.,1,update the listunobtainableitems command make it actually detect cyclical dependencies so we don t ever accidentally release one ,1 429594,12426248906.0,IssuesEvent,2020-05-24 20:13:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Dot in username when added to admin causes bug,Priority: Medium Status: Investigate,"Two changed config files: difficulty.eco : https://pastebin.com/aavHU8Jv users.eco : https://pastebin.com/XUVb3pxF My in-game username is ""Meia.benitez"" Server version: 0.6.2.0-alpha Operating system: Windows 7 x64 Specs: CPU: intel i7-4790K CPU @4.00GHz RAM: 16.0GB GPU: NVIDIA GeForce GTX970 Harddrive 1: SSD 256GB Harddive 2: HDD 3TB Reproducible: Yes. Steps to reproduce: Change configs to match mine. The difficulty.eco is probably unnecessary but I did make that change, so I will share again. Behavior: The GUI with the skills, tool belt, map, etc all no longer work, and neither do the key-binds to bring those up. I did not even get the character customization screen popping up.",1.0,"Dot in username when added to admin causes bug - Two changed config files: difficulty.eco : https://pastebin.com/aavHU8Jv users.eco : https://pastebin.com/XUVb3pxF My in-game username is ""Meia.benitez"" Server version: 0.6.2.0-alpha Operating system: Windows 7 x64 Specs: CPU: intel i7-4790K CPU @4.00GHz RAM: 16.0GB GPU: NVIDIA GeForce GTX970 Harddrive 1: SSD 256GB Harddive 2: HDD 3TB Reproducible: Yes. Steps to reproduce: Change configs to match mine. The difficulty.eco is probably unnecessary but I did make that change, so I will share again. Behavior: The GUI with the skills, tool belt, map, etc all no longer work, and neither do the key-binds to bring those up. I did not even get the character customization screen popping up.",1,dot in username when added to admin causes bug two changed config files difficulty eco users eco my in game username is meia benitez server version alpha operating system windows specs cpu intel cpu ram gpu nvidia geforce harddrive ssd harddive hdd reproducible yes steps to reproduce change configs to match mine the difficulty eco is probably unnecessary but i did make that change so i will share again behavior the gui with the skills tool belt map etc all no longer work and neither do the key binds to bring those up i did not even get the character customization screen popping up ,1 244496,7875712562.0,IssuesEvent,2018-06-25 21:22:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,gasoline,Medium Priority,wen i have collected the petroleum and make it in to gaoiline that is fine bot wen i trye to add it to the store i can only finde Petroleum and nuclear Fule ther is no icon for gasoline can you take a look at that plz,1.0,gasoline - wen i have collected the petroleum and make it in to gaoiline that is fine bot wen i trye to add it to the store i can only finde Petroleum and nuclear Fule ther is no icon for gasoline can you take a look at that plz,1,gasoline wen i have collected the petroleum and make it in to gaoiline that is fine bot wen i trye to add it to the store i can only finde petroleum and nuclear fule ther is no icon for gasoline can you take a look at that plz,1 526651,15297680630.0,IssuesEvent,2021-02-24 08:45:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER issue - getting hunting xp for every arrow shot instead of when an animal is hit,Category: Balance Priority: Medium Regression Squad: Otter Status: Fixed Status: Reopen,"USER issue - getting hunting xp for every arrow shot instead of when an animal is hit maybe this was changed? it used to be gain xp only when an animal is hit",1.0,"USER issue - getting hunting xp for every arrow shot instead of when an animal is hit - USER issue - getting hunting xp for every arrow shot instead of when an animal is hit maybe this was changed? it used to be gain xp only when an animal is hit",1,user issue getting hunting xp for every arrow shot instead of when an animal is hit user issue getting hunting xp for every arrow shot instead of when an animal is hit maybe this was changed it used to be gain xp only when an animal is hit,1 251704,8025936525.0,IssuesEvent,2018-07-27 00:42:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Plants die on first tick - 7.0.8,Medium Priority,"planted a tree, had no pollution, 56% match... first game tick it died. attaching game file https://drive.google.com/open?id=1MuwXUwluYRFokuv0Y42gs-idicYNbMrm",1.0,"Plants die on first tick - 7.0.8 - planted a tree, had no pollution, 56% match... first game tick it died. attaching game file https://drive.google.com/open?id=1MuwXUwluYRFokuv0Y42gs-idicYNbMrm",1,plants die on first tick planted a tree had no pollution match first game tick it died attaching game file ,1 379757,11235019795.0,IssuesEvent,2020-01-09 07:10:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1293] Civics: District map amendment drafts break the districts,Fixed Priority: Medium,"When making an amendment to a district map, the draft will replace the original district before it is even proposed. If you delete the draft without proposing, it will delete all the districts in the original map. The deleted districts also show up in the law filter for districts. To replicate this: - Pass any district map - Open draft for amendment to District Map and close draft. At this point the active districts are replaced with a draft ![DraftAmmendment](https://user-images.githubusercontent.com/47330823/70766348-53c11100-1d12-11ea-89aa-88a6da8e800e.png) - Delete the draft. All the districts are now deleted. ![DistrictMiniMap](https://user-images.githubusercontent.com/47330823/70766147-b665dd00-1d11-11ea-938c-563273ff07d0.png) ![DistrictsDeleted](https://user-images.githubusercontent.com/47330823/70766151-b8c83700-1d11-11ea-8e47-ff8f726c1ef0.png) ![DistrictFilter](https://user-images.githubusercontent.com/47330823/70766156-bd8ceb00-1d11-11ea-9949-9f86c56223a3.png) ",1.0,"[0.9.0 staging-1293] Civics: District map amendment drafts break the districts - When making an amendment to a district map, the draft will replace the original district before it is even proposed. If you delete the draft without proposing, it will delete all the districts in the original map. The deleted districts also show up in the law filter for districts. To replicate this: - Pass any district map - Open draft for amendment to District Map and close draft. At this point the active districts are replaced with a draft ![DraftAmmendment](https://user-images.githubusercontent.com/47330823/70766348-53c11100-1d12-11ea-89aa-88a6da8e800e.png) - Delete the draft. All the districts are now deleted. ![DistrictMiniMap](https://user-images.githubusercontent.com/47330823/70766147-b665dd00-1d11-11ea-938c-563273ff07d0.png) ![DistrictsDeleted](https://user-images.githubusercontent.com/47330823/70766151-b8c83700-1d11-11ea-8e47-ff8f726c1ef0.png) ![DistrictFilter](https://user-images.githubusercontent.com/47330823/70766156-bd8ceb00-1d11-11ea-9949-9f86c56223a3.png) ",1, civics district map amendment drafts break the districts when making an amendment to a district map the draft will replace the original district before it is even proposed if you delete the draft without proposing it will delete all the districts in the original map the deleted districts also show up in the law filter for districts to replicate this pass any district map open draft for amendment to district map and close draft at this point the active districts are replaced with a draft delete the draft all the districts are now deleted ,1 651463,21479574464.0,IssuesEvent,2022-04-26 16:23:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta staging-1893]Residency when being invited need more information,Priority: Medium Category: UI Type: Quality of Life Squad: Wild Turkey,"When you get invited to a residence you should be notified where this is located as the only notification you get is this. ![Screenshot_31.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/27a4fbe3-18c5-4d70-95b9-9ef3759277c0) I believe this should contain both a accept / decline button incorporated in that msg for ease of use, also ""landlord/owner"" is blank",1.0,"[0.9.2.0 beta staging-1893]Residency when being invited need more information - When you get invited to a residence you should be notified where this is located as the only notification you get is this. ![Screenshot_31.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/27a4fbe3-18c5-4d70-95b9-9ef3759277c0) I believe this should contain both a accept / decline button incorporated in that msg for ease of use, also ""landlord/owner"" is blank",1, residency when being invited need more information when you get invited to a residence you should be notified where this is located as the only notification you get is this i believe this should contain both a accept decline button incorporated in that msg for ease of use also landlord owner is blank,1 443404,12793994151.0,IssuesEvent,2020-07-02 05:47:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1614] Law UI after changes.,Category: UI Priority: Medium Status: Fixed Week Task,"- [x] 1. Full section ""-"" problems: You can delete last section, you can't press this ""-"": ![image](https://user-images.githubusercontent.com/45708377/85270136-87c77c80-b481-11ea-82ab-727a6a431475.png) But you can delete it if you add second section, but this ""-"" will overlap expand from another section: ![image](https://user-images.githubusercontent.com/45708377/85270278-bcd3cf00-b481-11ea-9f31-adafe17f1d0b.png) May be change it position and we can always display this ""-"" as delete full section: ![image](https://user-images.githubusercontent.com/45708377/85270475-02909780-b482-11ea-96ea-99990de102c5.png) So you can delete section when it's collapsed: ![image](https://user-images.githubusercontent.com/45708377/85270713-674bf200-b482-11ea-99ca-5f357d6edfdd.png) - [x] 2. Movable buttons don't work: > ![image](https://user-images.githubusercontent.com/3536496/77188582-74c49b00-6a93-11ea-8ae5-303b95b75e27.png) > > * [ ] These buttons to move/delete a block arent selectable - [ ] 3. A lot of ""-""es could overlap something: ![image](https://user-images.githubusercontent.com/45708377/85271397-6e273480-b483-11ea-8081-19d8dd6bf590.png) ![image](https://user-images.githubusercontent.com/45708377/85271462-813a0480-b483-11ea-880b-8fbd52e1a700.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/85271649-be9e9200-b483-11ea-97d1-f622cdf9d174.png) I drew 3 ways to move the mouse (green, yellow and red). The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) So if we take in account points 3 and 4 into account then we can fix it to place ""-"" in free space of ""removed"" zone. Several examples: ![image](https://user-images.githubusercontent.com/45708377/85272925-84ce8b00-b485-11ea-8211-c4f7ed19ef44.png) - [ ] 5. some elements in law don't upgrade if you add/delete something. you need to select fields or do something else. Step to reproduce: - start a new law: ![image](https://user-images.githubusercontent.com/45708377/85273670-8e0c2780-b486-11ea-9b82-70a381be594e.png) - add some trigger: ![image](https://user-images.githubusercontent.com/45708377/85273732-a8460580-b486-11ea-923d-6de94e3efe3a.png) - reselect trigger and this section: ![image](https://user-images.githubusercontent.com/45708377/85273851-d1669600-b486-11ea-8a3a-042c5fccd359.png) - add some condition, we have overlap here: ![image](https://user-images.githubusercontent.com/45708377/85274170-42a64900-b487-11ea-8083-554f031c98ed.png) - selecting something else will fix it: ![image](https://user-images.githubusercontent.com/45708377/85274241-594ca000-b487-11ea-8fe5-694c66f19912.png) - but if you delete this condition then you will have a lot of space here: ![image](https://user-images.githubusercontent.com/45708377/85274316-72ede780-b487-11ea-9b7f-f54ac78033ad.png) - add something will fix it. So It is updated too late ",1.0,"[0.9.0 staging-1614] Law UI after changes. - - [x] 1. Full section ""-"" problems: You can delete last section, you can't press this ""-"": ![image](https://user-images.githubusercontent.com/45708377/85270136-87c77c80-b481-11ea-82ab-727a6a431475.png) But you can delete it if you add second section, but this ""-"" will overlap expand from another section: ![image](https://user-images.githubusercontent.com/45708377/85270278-bcd3cf00-b481-11ea-9f31-adafe17f1d0b.png) May be change it position and we can always display this ""-"" as delete full section: ![image](https://user-images.githubusercontent.com/45708377/85270475-02909780-b482-11ea-96ea-99990de102c5.png) So you can delete section when it's collapsed: ![image](https://user-images.githubusercontent.com/45708377/85270713-674bf200-b482-11ea-99ca-5f357d6edfdd.png) - [x] 2. Movable buttons don't work: > ![image](https://user-images.githubusercontent.com/3536496/77188582-74c49b00-6a93-11ea-8ae5-303b95b75e27.png) > > * [ ] These buttons to move/delete a block arent selectable - [ ] 3. A lot of ""-""es could overlap something: ![image](https://user-images.githubusercontent.com/45708377/85271397-6e273480-b483-11ea-8081-19d8dd6bf590.png) ![image](https://user-images.githubusercontent.com/45708377/85271462-813a0480-b483-11ea-880b-8fbd52e1a700.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/85271649-be9e9200-b483-11ea-97d1-f622cdf9d174.png) I drew 3 ways to move the mouse (green, yellow and red). The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) So if we take in account points 3 and 4 into account then we can fix it to place ""-"" in free space of ""removed"" zone. Several examples: ![image](https://user-images.githubusercontent.com/45708377/85272925-84ce8b00-b485-11ea-8211-c4f7ed19ef44.png) - [ ] 5. some elements in law don't upgrade if you add/delete something. you need to select fields or do something else. Step to reproduce: - start a new law: ![image](https://user-images.githubusercontent.com/45708377/85273670-8e0c2780-b486-11ea-9b82-70a381be594e.png) - add some trigger: ![image](https://user-images.githubusercontent.com/45708377/85273732-a8460580-b486-11ea-923d-6de94e3efe3a.png) - reselect trigger and this section: ![image](https://user-images.githubusercontent.com/45708377/85273851-d1669600-b486-11ea-8a3a-042c5fccd359.png) - add some condition, we have overlap here: ![image](https://user-images.githubusercontent.com/45708377/85274170-42a64900-b487-11ea-8083-554f031c98ed.png) - selecting something else will fix it: ![image](https://user-images.githubusercontent.com/45708377/85274241-594ca000-b487-11ea-8fe5-694c66f19912.png) - but if you delete this condition then you will have a lot of space here: ![image](https://user-images.githubusercontent.com/45708377/85274316-72ede780-b487-11ea-9b7f-f54ac78033ad.png) - add something will fix it. So It is updated too late ",1, law ui after changes full section problems you can delete last section you can t press this but you can delete it if you add second section but this will overlap expand from another section may be change it position and we can always display this as delete full section so you can delete section when it s collapsed movable buttons don t work these buttons to move delete a block arent selectable a lot of es could overlap something a lot of es lie outside the zone to be removed so it’s difficult to remove them for example i want to delete trigger i drew ways to move the mouse green yellow and red the best way is green you can always highlight yellow if you move the mouse quickly then most likely you will highlight red never so if we take in account points and into account then we can fix it to place in free space of removed zone several examples some elements in law don t upgrade if you add delete something you need to select fields or do something else step to reproduce start a new law add some trigger reselect trigger and this section add some condition we have overlap here selecting something else will fix it but if you delete this condition then you will have a lot of space here add something will fix it so it is updated too late ,1 525428,15253321248.0,IssuesEvent,2021-02-20 07:12:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Adjust skill specialization preset,Category: Balance Priority: Medium,"Based on player feedback, having 'low' collaboration as 3-10 is too aggressive. We should reduce this range, 4-10 or 5-10. Player feedback: https://steamcommunity.com/id/inthenameofbubbles/recommended/382310/ ""We did set the world on ""low"" before we got started for the second time. We are now playing with an eight times multiplier for skill points, but it isn't that much fun. Just to explain what I mean (This is obviously just my opinion, but I think its quite comprehensible): You've created a game with a goal to it. We want to achieve that goal without adjusting 10 different things in a config file, because it feels like cheating (and it actually is imo). From my experience so far it seems impossible to destroy the meteor on ""low"" specialization settings with only 3 people. The game just needs better presets for certain amount of players, so that Eco provides a good challenge without being impossible. """,1.0,"Adjust skill specialization preset - Based on player feedback, having 'low' collaboration as 3-10 is too aggressive. We should reduce this range, 4-10 or 5-10. Player feedback: https://steamcommunity.com/id/inthenameofbubbles/recommended/382310/ ""We did set the world on ""low"" before we got started for the second time. We are now playing with an eight times multiplier for skill points, but it isn't that much fun. Just to explain what I mean (This is obviously just my opinion, but I think its quite comprehensible): You've created a game with a goal to it. We want to achieve that goal without adjusting 10 different things in a config file, because it feels like cheating (and it actually is imo). From my experience so far it seems impossible to destroy the meteor on ""low"" specialization settings with only 3 people. The game just needs better presets for certain amount of players, so that Eco provides a good challenge without being impossible. """,1,adjust skill specialization preset based on player feedback having low collaboration as is too aggressive we should reduce this range or player feedback we did set the world on low before we got started for the second time we are now playing with an eight times multiplier for skill points but it isn t that much fun just to explain what i mean this is obviously just my opinion but i think its quite comprehensible you ve created a game with a goal to it we want to achieve that goal without adjusting different things in a config file because it feels like cheating and it actually is imo from my experience so far it seems impossible to destroy the meteor on low specialization settings with only people the game just needs better presets for certain amount of players so that eco provides a good challenge without being impossible ,1 465127,13356967387.0,IssuesEvent,2020-08-31 09:02:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1746] Tortoise's amazing adventure,Category: Gameplay Priority: Medium,"She has a pretty strange route and move over two(+) blocks. ![bandicam 2020-08-31 12-39-59-568](https://user-images.githubusercontent.com/27898520/91702516-498dbe00-eb92-11ea-8c72-84b738dc1a7f.jpg) https://drive.google.com/file/d/1cyPTLEBDeSxt6H5BXcyDQ4Bf3Tv-hEQR/view?usp=sharing Save https://drive.google.com/drive/folders/1Sp3O4ko1mb1kqQxc1iuoMBbobTAQpcnw?usp=sharing (542,117,528) ",1.0,"[0.9.0 staging-1746] Tortoise's amazing adventure - She has a pretty strange route and move over two(+) blocks. ![bandicam 2020-08-31 12-39-59-568](https://user-images.githubusercontent.com/27898520/91702516-498dbe00-eb92-11ea-8c72-84b738dc1a7f.jpg) https://drive.google.com/file/d/1cyPTLEBDeSxt6H5BXcyDQ4Bf3Tv-hEQR/view?usp=sharing Save https://drive.google.com/drive/folders/1Sp3O4ko1mb1kqQxc1iuoMBbobTAQpcnw?usp=sharing (542,117,528) ",1, tortoise s amazing adventure she has a pretty strange route and move over two blocks save ,1 209816,7180182546.0,IssuesEvent,2018-01-31 22:16:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Art] Looking Through a Window makes all water invisible,Medium Priority,"**Version:** 0.7.0.0 beta staging-71fcbff4 ![snap1474](https://user-images.githubusercontent.com/29383891/35650035-c7bc36e6-06d2-11e8-89b7-d8db191e3c49.png) ![snap1475](https://user-images.githubusercontent.com/29383891/35650036-c7daf6a8-06d2-11e8-8db7-143d8b2302a6.png) ",1.0,"[Art] Looking Through a Window makes all water invisible - **Version:** 0.7.0.0 beta staging-71fcbff4 ![snap1474](https://user-images.githubusercontent.com/29383891/35650035-c7bc36e6-06d2-11e8-89b7-d8db191e3c49.png) ![snap1475](https://user-images.githubusercontent.com/29383891/35650036-c7daf6a8-06d2-11e8-8db7-143d8b2302a6.png) ",1, looking through a window makes all water invisible version beta staging ,1 491540,14165963005.0,IssuesEvent,2020-11-12 08:11:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 develop-111] Glitch/exploit with Steam tractor Plow,Category: Gameplay Priority: Medium,"Step to reproduce: - spawn tractor with plow, start tilling: ![image](https://user-images.githubusercontent.com/45708377/98912515-43438880-24d7-11eb-9633-e14953a46dc8.png) - press Q to turn off module and imideatly press Q to turn on module. You will have module turned on with basic tractor speed. Also plow is not in right position. video: https://drive.google.com/file/d/1SKVNKdx8nGK9MU3XrdFw3fchyfmQp6DX/view?usp=sharing",1.0,"[0.9.2 develop-111] Glitch/exploit with Steam tractor Plow - Step to reproduce: - spawn tractor with plow, start tilling: ![image](https://user-images.githubusercontent.com/45708377/98912515-43438880-24d7-11eb-9633-e14953a46dc8.png) - press Q to turn off module and imideatly press Q to turn on module. You will have module turned on with basic tractor speed. Also plow is not in right position. video: https://drive.google.com/file/d/1SKVNKdx8nGK9MU3XrdFw3fchyfmQp6DX/view?usp=sharing",1, glitch exploit with steam tractor plow step to reproduce spawn tractor with plow start tilling press q to turn off module and imideatly press q to turn on module you will have module turned on with basic tractor speed also plow is not in right position video ,1 319043,9733412032.0,IssuesEvent,2019-05-31 09:36:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-16-n] Default World bad species.,Medium Priority Regression Staging,"staging-16-n: ![image](https://user-images.githubusercontent.com/45708377/58695652-963a8600-839e-11e9-8485-5df038a0fbb8.png) Tortoise= 0 BighornSheep = 1 Old Growth Reedwood = 0 . Absents in any 0.52km world staging-16-d: all right.(without Old Growth Reedwood) ![image](https://user-images.githubusercontent.com/45708377/58696055-6f308400-839f-11e9-9a1b-e0d423c5290f.png) Yesterday I tested generating new worlds. Was problem only with Old Growth Redwood. In the new build, the problem appeared when generating a new default world. But in day build it was all right. ",1.0,"[0.8.2.0 staging-16-n] Default World bad species. - staging-16-n: ![image](https://user-images.githubusercontent.com/45708377/58695652-963a8600-839e-11e9-8485-5df038a0fbb8.png) Tortoise= 0 BighornSheep = 1 Old Growth Reedwood = 0 . Absents in any 0.52km world staging-16-d: all right.(without Old Growth Reedwood) ![image](https://user-images.githubusercontent.com/45708377/58696055-6f308400-839f-11e9-9a1b-e0d423c5290f.png) Yesterday I tested generating new worlds. Was problem only with Old Growth Redwood. In the new build, the problem appeared when generating a new default world. But in day build it was all right. ",1, default world bad species staging n tortoise bighornsheep old growth reedwood absents in any world staging d all right without old growth reedwood yesterday i tested generating new worlds was problem only with old growth redwood in the new build the problem appeared when generating a new default world but in day build it was all right ,1 454005,13093397401.0,IssuesEvent,2020-08-03 10:18:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1489] Allow displaying of District Maps in the world,Category: Usability Priority: Medium Status: Fixed Week Task,"We can display Environment Data in the world, but the District Maps don't have that option: ![image](https://user-images.githubusercontent.com/964559/77861613-cd4e1380-71ca-11ea-84f3-0707ecb23e8e.png) It would be nice to be able to see them outside of the map view so you could for example follow the road outline nicely without having to guess where the district ends and so on.",1.0,"[0.9 Staging-1489] Allow displaying of District Maps in the world - We can display Environment Data in the world, but the District Maps don't have that option: ![image](https://user-images.githubusercontent.com/964559/77861613-cd4e1380-71ca-11ea-84f3-0707ecb23e8e.png) It would be nice to be able to see them outside of the map view so you could for example follow the road outline nicely without having to guess where the district ends and so on.",1, allow displaying of district maps in the world we can display environment data in the world but the district maps don t have that option it would be nice to be able to see them outside of the map view so you could for example follow the road outline nicely without having to guess where the district ends and so on ,1 309948,9482056887.0,IssuesEvent,2019-04-21 11:41:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Client] Large carriage icon is hard dropping to inventory slot,Medium Priority,"Version: 0.7.6.3 beta If doing intuitive dropping centered over a free slot it wont work. Maybe the icon should be resized if dragged from carriage. ![slot1ausschnitt](https://user-images.githubusercontent.com/38510829/43771342-40cb4d38-9a3f-11e8-8f10-95afbcb10031.jpg) In this displaced position it works but is not intuitive. ![slot2ausschnitt](https://user-images.githubusercontent.com/38510829/43771394-67c80ac0-9a3f-11e8-9ce3-9ae567498a56.jpg) ",1.0,"[Client] Large carriage icon is hard dropping to inventory slot - Version: 0.7.6.3 beta If doing intuitive dropping centered over a free slot it wont work. Maybe the icon should be resized if dragged from carriage. ![slot1ausschnitt](https://user-images.githubusercontent.com/38510829/43771342-40cb4d38-9a3f-11e8-8f10-95afbcb10031.jpg) In this displaced position it works but is not intuitive. ![slot2ausschnitt](https://user-images.githubusercontent.com/38510829/43771394-67c80ac0-9a3f-11e8-9ce3-9ae567498a56.jpg) ",1, large carriage icon is hard dropping to inventory slot version beta if doing intuitive dropping centered over a free slot it wont work maybe the icon should be resized if dragged from carriage in this displaced position it works but is not intuitive ,1 546120,15987565550.0,IssuesEvent,2021-04-19 01:01:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Error getting response stream (Write: The authentication or decryption has failed.): SendFailure,Category: Tech Priority: Medium Squad: Pumpkin,"From a user: Hello there, I've bought Eco today and I#m not able to login. The following message appeared when I tried to login: Failed to login Error getting response stream (Write: The authentication or decryption has failed.): SendFailure I hope you can help me somehow. best regards",1.0,"Error getting response stream (Write: The authentication or decryption has failed.): SendFailure - From a user: Hello there, I've bought Eco today and I#m not able to login. The following message appeared when I tried to login: Failed to login Error getting response stream (Write: The authentication or decryption has failed.): SendFailure I hope you can help me somehow. best regards",1,error getting response stream write the authentication or decryption has failed sendfailure from a user hello there i ve bought eco today and i m not able to login the following message appeared when i tried to login failed to login error getting response stream write the authentication or decryption has failed sendfailure i hope you can help me somehow best regards,1 307120,9414203539.0,IssuesEvent,2019-04-10 09:36:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Art - Boockshelf and shelf cabinet have litle confusing icons,Art Medium Priority,"Bookshelf on icon empty, but placed model contain books. (and icon - 3 shelf, model 4) ![default](https://user-images.githubusercontent.com/4980243/48860896-3487d680-edd3-11e8-8f1a-2e48d2169504.png) shelf cabinet on icon contain only two shelf, but model have shelfes and cabinet. ![default](https://user-images.githubusercontent.com/4980243/48860779-f38fc200-edd2-11e8-9a39-58fed14ad7e9.png) I like the idea where the bookshelf will have two versions, with and without books (ofc, no books = no paper in recipe).",1.0,"Art - Boockshelf and shelf cabinet have litle confusing icons - Bookshelf on icon empty, but placed model contain books. (and icon - 3 shelf, model 4) ![default](https://user-images.githubusercontent.com/4980243/48860896-3487d680-edd3-11e8-8f1a-2e48d2169504.png) shelf cabinet on icon contain only two shelf, but model have shelfes and cabinet. ![default](https://user-images.githubusercontent.com/4980243/48860779-f38fc200-edd2-11e8-9a39-58fed14ad7e9.png) I like the idea where the bookshelf will have two versions, with and without books (ofc, no books = no paper in recipe).",1,art boockshelf and shelf cabinet have litle confusing icons bookshelf on icon empty but placed model contain books and icon shelf model shelf cabinet on icon contain only two shelf but model have shelfes and cabinet i like the idea where the bookshelf will have two versions with and without books ofc no books no paper in recipe ,1 383917,11364360491.0,IssuesEvent,2020-01-27 08:03:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1354] Ecopedia: missed links,Priority: Medium Status: Fixed,"From server log: [04:51:05] Can't find ecopedia link 'WaterWheelItem' (referenced on page 'Housing;Power') [04:51:05] Can't find ecopedia link 'PropertyClaimTool' (referenced on page 'Housing;Property') [04:51:05] Can't find ecopedia link 'WaterPumpItem' (referenced on page 'Housing;Sewage') Also there is no linjs for items. Eg. grom crafting component page I should be able to go to the Item page (they are look like links.) But you actually can't ![bandicam 2020-01-22 17-31-16-959](https://user-images.githubusercontent.com/27898520/72894384-02f2fe00-3d3d-11ea-817d-2fb9d24dac2d.jpg) ",1.0,"[0.9.0 staging-1354] Ecopedia: missed links - From server log: [04:51:05] Can't find ecopedia link 'WaterWheelItem' (referenced on page 'Housing;Power') [04:51:05] Can't find ecopedia link 'PropertyClaimTool' (referenced on page 'Housing;Property') [04:51:05] Can't find ecopedia link 'WaterPumpItem' (referenced on page 'Housing;Sewage') Also there is no linjs for items. Eg. grom crafting component page I should be able to go to the Item page (they are look like links.) But you actually can't ![bandicam 2020-01-22 17-31-16-959](https://user-images.githubusercontent.com/27898520/72894384-02f2fe00-3d3d-11ea-817d-2fb9d24dac2d.jpg) ",1, ecopedia missed links from server log can t find ecopedia link waterwheelitem referenced on page housing power can t find ecopedia link propertyclaimtool referenced on page housing property can t find ecopedia link waterpumpitem referenced on page housing sewage also there is no linjs for items eg grom crafting component page i should be able to go to the item page they are look like links but you actually can t ,1 415804,12134914189.0,IssuesEvent,2020-04-23 11:36:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Material assets getting modified by game,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/431728/65666900-fe198880-e081-11e9-87ca-a7172ae5eef4.png) I'm guessing something in the game is modifying the material prefab directly without making a copy ",1.0,"Material assets getting modified by game - ![image](https://user-images.githubusercontent.com/431728/65666900-fe198880-e081-11e9-87ca-a7172ae5eef4.png) I'm guessing something in the game is modifying the material prefab directly without making a copy ",1,material assets getting modified by game i m guessing something in the game is modifying the material prefab directly without making a copy ,1 306100,9380623726.0,IssuesEvent,2019-04-04 17:33:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.0-release-preview] Can`t change currency for contract,Fixed Medium Priority Quality Assurance,"[0.8.1.0-release-preview] no mod After creating a contract an opening again you see that currency is always global. **Steps** 1. Create new contract with payment clause. 2. Set currency to something different from global 3. Close contract 4. Open created contract **Expected result** Currency should stay as it was installed **Actual resul** Currency became global ![bandicam 2019-04-03 18-20-48-032](https://user-images.githubusercontent.com/27898520/55482633-64c36980-563e-11e9-9b62-8d67c8cc5454.jpg) ![bandicam 2019-04-03 18-20-50-720](https://user-images.githubusercontent.com/27898520/55482637-668d2d00-563e-11e9-8791-4d6d1cdd4e4a.jpg) ![bandicam 2019-04-03 18-20-53-780](https://user-images.githubusercontent.com/27898520/55482643-67be5a00-563e-11e9-80ac-8f53790256ca.jpg) ",1.0,"[0.8.1.0-release-preview] Can`t change currency for contract - [0.8.1.0-release-preview] no mod After creating a contract an opening again you see that currency is always global. **Steps** 1. Create new contract with payment clause. 2. Set currency to something different from global 3. Close contract 4. Open created contract **Expected result** Currency should stay as it was installed **Actual resul** Currency became global ![bandicam 2019-04-03 18-20-48-032](https://user-images.githubusercontent.com/27898520/55482633-64c36980-563e-11e9-9b62-8d67c8cc5454.jpg) ![bandicam 2019-04-03 18-20-50-720](https://user-images.githubusercontent.com/27898520/55482637-668d2d00-563e-11e9-8791-4d6d1cdd4e4a.jpg) ![bandicam 2019-04-03 18-20-53-780](https://user-images.githubusercontent.com/27898520/55482643-67be5a00-563e-11e9-80ac-8f53790256ca.jpg) ",1, can t change currency for contract no mod after creating a contract an opening again you see that currency is always global steps create new contract with payment clause set currency to something different from global close contract open created contract expected result currency should stay as it was installed actual resul currency became global ,1 230352,7609434183.0,IssuesEvent,2018-05-01 00:27:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Search and select ""Amount"" Field empty",Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39456507-b2f6082c-4c9b-11e8-9087-3e0acf0d4511.png) I actually think this might not be used anymore? ",1.0,"Search and select ""Amount"" Field empty - ![image](https://user-images.githubusercontent.com/6262198/39456507-b2f6082c-4c9b-11e8-9087-3e0acf0d4511.png) I actually think this might not be used anymore? ",1,search and select amount field empty i actually think this might not be used anymore ,1 220148,7353445862.0,IssuesEvent,2018-03-09 00:44:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server Issue: Steam server unreachable (shows Offline in game browser),Medium Priority,"**Server, Client or Website?** Server **OS/Web Browser?** Windows 10 Pro 64bit **Detailed Description of Issue:** Steam server is unreachable (shows Offline in the game browser) after all setup steps are completed with default ports. Firewall has ports open, router is forwarding ports properly. The web server is reachable from external network on 3001 and web page renders appropriately. Port 3000 shows open and can be connected to from canyouseeme.org. Server shows as Offline in browser and cannot be connected to by external clients. Local client (LAN) is able to connect without issue. IPAddress is set to Any. DetectNAT is set to False. EcoServer.exe shows bound to IPv4 interface on 2999 UDP and 3000 TCP in Resource Monitor. **Reproducible? How difficult is it to reproduce?** Persistent after server restart. **Steps to reproduce bug/issue:** Set up server, set up firewall, set up port forwarding. Attempt to connect, see server as Offline. **Additional Comments:** **Client Version? [Alpha .01 for example]** 7.2.3, Steam",1.0,"Server Issue: Steam server unreachable (shows Offline in game browser) - **Server, Client or Website?** Server **OS/Web Browser?** Windows 10 Pro 64bit **Detailed Description of Issue:** Steam server is unreachable (shows Offline in the game browser) after all setup steps are completed with default ports. Firewall has ports open, router is forwarding ports properly. The web server is reachable from external network on 3001 and web page renders appropriately. Port 3000 shows open and can be connected to from canyouseeme.org. Server shows as Offline in browser and cannot be connected to by external clients. Local client (LAN) is able to connect without issue. IPAddress is set to Any. DetectNAT is set to False. EcoServer.exe shows bound to IPv4 interface on 2999 UDP and 3000 TCP in Resource Monitor. **Reproducible? How difficult is it to reproduce?** Persistent after server restart. **Steps to reproduce bug/issue:** Set up server, set up firewall, set up port forwarding. Attempt to connect, see server as Offline. **Additional Comments:** **Client Version? [Alpha .01 for example]** 7.2.3, Steam",1,server issue steam server unreachable shows offline in game browser server client or website server os web browser windows pro detailed description of issue steam server is unreachable shows offline in the game browser after all setup steps are completed with default ports firewall has ports open router is forwarding ports properly the web server is reachable from external network on and web page renders appropriately port shows open and can be connected to from canyouseeme org server shows as offline in browser and cannot be connected to by external clients local client lan is able to connect without issue ipaddress is set to any detectnat is set to false ecoserver exe shows bound to interface on udp and tcp in resource monitor reproducible how difficult is it to reproduce persistent after server restart steps to reproduce bug issue set up server set up firewall set up port forwarding attempt to connect see server as offline additional comments client version steam,1 412472,12042876795.0,IssuesEvent,2020-04-14 11:23:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1512] Visual glitch when edit property with Minimap,Priority: Medium,"Step to reproduce: - Claim some properties, another player create some properties too: ![image](https://user-images.githubusercontent.com/45708377/79219392-d988d080-7e5a-11ea-80e2-7ab5a464d9d8.png) - start to edit from property UI: ![image](https://user-images.githubusercontent.com/45708377/79219444-f45b4500-7e5a-11ea-95fb-98b3d4bbc6e4.png) - I can visually rewrite my and Anna's properties to current property: ![image](https://user-images.githubusercontent.com/45708377/79219544-28366a80-7e5b-11ea-90e9-1a57c14ee396.png) - press apply, but nothing changed. And it's right: ![image](https://user-images.githubusercontent.com/45708377/79219723-751a4100-7e5b-11ea-87ef-8afc8692959e.png) So you need to block possibility to rewrite anothers properties. And I think block to rewrite mine too or if I rewrite it after applying it should be 1 property instead 4.",1.0,"[0.9.0 staging-1512] Visual glitch when edit property with Minimap - Step to reproduce: - Claim some properties, another player create some properties too: ![image](https://user-images.githubusercontent.com/45708377/79219392-d988d080-7e5a-11ea-80e2-7ab5a464d9d8.png) - start to edit from property UI: ![image](https://user-images.githubusercontent.com/45708377/79219444-f45b4500-7e5a-11ea-95fb-98b3d4bbc6e4.png) - I can visually rewrite my and Anna's properties to current property: ![image](https://user-images.githubusercontent.com/45708377/79219544-28366a80-7e5b-11ea-90e9-1a57c14ee396.png) - press apply, but nothing changed. And it's right: ![image](https://user-images.githubusercontent.com/45708377/79219723-751a4100-7e5b-11ea-87ef-8afc8692959e.png) So you need to block possibility to rewrite anothers properties. And I think block to rewrite mine too or if I rewrite it after applying it should be 1 property instead 4.",1, visual glitch when edit property with minimap step to reproduce claim some properties another player create some properties too start to edit from property ui i can visually rewrite my and anna s properties to current property press apply but nothing changed and it s right so you need to block possibility to rewrite anothers properties and i think block to rewrite mine too or if i rewrite it after applying it should be property instead ,1 252730,8040984819.0,IssuesEvent,2018-07-31 00:12:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.3] Currency exchange interface is not updating currencies that can be traded.,Medium Priority,"**My account:** ![client_exchange](https://user-images.githubusercontent.com/35509188/43168777-52021236-8f53-11e8-9ade-5e705eefbe66.PNG) **Exchange owner:** ![owner_exchange](https://user-images.githubusercontent.com/35509188/43168756-42e9b1be-8f53-11e8-9ee4-c3d2c82cc96f.PNG) [Game.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2225637/Game.zip) Should say I'm trading my credits for the minted currency. Instead it says I'm trading for the owner's credits (Testalpha).",1.0,"[7.6.3] Currency exchange interface is not updating currencies that can be traded. - **My account:** ![client_exchange](https://user-images.githubusercontent.com/35509188/43168777-52021236-8f53-11e8-9ade-5e705eefbe66.PNG) **Exchange owner:** ![owner_exchange](https://user-images.githubusercontent.com/35509188/43168756-42e9b1be-8f53-11e8-9ee4-c3d2c82cc96f.PNG) [Game.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2225637/Game.zip) Should say I'm trading my credits for the minted currency. Instead it says I'm trading for the owner's credits (Testalpha).",1, currency exchange interface is not updating currencies that can be traded my account exchange owner should say i m trading my credits for the minted currency instead it says i m trading for the owner s credits testalpha ,1 501976,14537614130.0,IssuesEvent,2020-12-15 09:23:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hide all game cw versions that are not release,Category: Cloud Worlds Priority: Medium Status: Fixed,"currently, for non-admin accounts, i can see beta-dev and beta-playtest versions. Update so on release site, non-admins only see release versions and nothing else.",1.0,"Hide all game cw versions that are not release - currently, for non-admin accounts, i can see beta-dev and beta-playtest versions. Update so on release site, non-admins only see release versions and nothing else.",1,hide all game cw versions that are not release currently for non admin accounts i can see beta dev and beta playtest versions update so on release site non admins only see release versions and nothing else ,1 305656,9374879593.0,IssuesEvent,2019-04-04 01:23:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.0 staging-8] Incorrect in mining while work low level pickaxe,Fixed Medium Priority,"1. To break a stone above the level of a pickaxe, you need to hit the required number of times in a row on one stone. For example, take basalt: To break the basalt, I need to hit a stone pickaxe 6 times. If I hit a stone pickaxe 5 times and then hit a nearby stone 1 time, then in order to destroy the first stone I need to hit it again 6 times. If I hit a stone 5 times, and then I would do another job (not to mine, but let's cut down a tree, build a house and etc.), then when I take a stone pickaxe after a time (I checked for 5 minutes) and hit exactly the stone in which before I hit 5 times, then it would break. 2. Calories are removed only for the last hit. 5 hits I do for free and for 6 hit the usual quantity of calories is removed 3. About the same as with calories. I do 5 hits and ""User remaining"" is not removed, but on 6 hit there is a decrease of ""User remaining"" by one. ",1.0,"[0.8.1.0 staging-8] Incorrect in mining while work low level pickaxe - 1. To break a stone above the level of a pickaxe, you need to hit the required number of times in a row on one stone. For example, take basalt: To break the basalt, I need to hit a stone pickaxe 6 times. If I hit a stone pickaxe 5 times and then hit a nearby stone 1 time, then in order to destroy the first stone I need to hit it again 6 times. If I hit a stone 5 times, and then I would do another job (not to mine, but let's cut down a tree, build a house and etc.), then when I take a stone pickaxe after a time (I checked for 5 minutes) and hit exactly the stone in which before I hit 5 times, then it would break. 2. Calories are removed only for the last hit. 5 hits I do for free and for 6 hit the usual quantity of calories is removed 3. About the same as with calories. I do 5 hits and ""User remaining"" is not removed, but on 6 hit there is a decrease of ""User remaining"" by one. ",1, incorrect in mining while work low level pickaxe to break a stone above the level of a pickaxe you need to hit the required number of times in a row on one stone for example take basalt to break the basalt i need to hit a stone pickaxe times if i hit a stone pickaxe times and then hit a nearby stone time then in order to destroy the first stone i need to hit it again times if i hit a stone times and then i would do another job not to mine but let s cut down a tree build a house and etc then when i take a stone pickaxe after a time i checked for minutes and hit exactly the stone in which before i hit times then it would break calories are removed only for the last hit hits i do for free and for hit the usual quantity of calories is removed about the same as with calories i do hits and user remaining is not removed but on hit there is a decrease of user remaining by one ,1 279050,8656693388.0,IssuesEvent,2018-11-27 19:10:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't cut log on my property,Fixed Medium Priority,"See the screenshot. Osafts property begins where the mortared stone is, the other one is mine. ",1.0,"Can't cut log on my property - See the screenshot. Osafts property begins where the mortared stone is, the other one is mine. ",1,can t cut log on my property see the screenshot osafts property begins where the mortared stone is the other one is mine img width alt property src ,1 384237,11385886092.0,IssuesEvent,2020-01-29 12:05:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat Notification Window,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/72656022-6ea82600-394d-11ea-80a6-9d12de5d6a39.png) Play with this window and use your own sense of polish to make it as good and useful as possible. There have been a lot of revisions on this but it still lacks polish. Changes should include: - Dont let the tutorial overlap it - Dont show the bottom part of the bar when the cursor is hidden, no text is rendered there. - Notifications arent shown properly. It shows half of them, or scrolls them off the screen. Use this for awhile and watch that all the notifications appear perfectly visible. ",1.0,"Chat Notification Window - ![image](https://user-images.githubusercontent.com/3536496/72656022-6ea82600-394d-11ea-80a6-9d12de5d6a39.png) Play with this window and use your own sense of polish to make it as good and useful as possible. There have been a lot of revisions on this but it still lacks polish. Changes should include: - Dont let the tutorial overlap it - Dont show the bottom part of the bar when the cursor is hidden, no text is rendered there. - Notifications arent shown properly. It shows half of them, or scrolls them off the screen. Use this for awhile and watch that all the notifications appear perfectly visible. ",1,chat notification window play with this window and use your own sense of polish to make it as good and useful as possible there have been a lot of revisions on this but it still lacks polish changes should include dont let the tutorial overlap it dont show the bottom part of the bar when the cursor is hidden no text is rendered there notifications arent shown properly it shows half of them or scrolls them off the screen use this for awhile and watch that all the notifications appear perfectly visible ,1 377142,11165092729.0,IssuesEvent,2019-12-27 08:02:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,User Issue: Glitching through world with cart,Medium Priority Verified,"I found an issue which I would consider to be very low priority because of the specific series of events required to trigger it, but does have some possible in game consequences so should be addressed. If you make an underground tunnel wide enough and tall enough for a cart to go through, but not turn around in, the attempt will partially glitch you into the wall and allow you to see the over world objects and look around like so: ![see_through2](https://user-images.githubusercontent.com/15022396/38906896-be72fa24-427e-11e8-8307-f9bc2dac0892.png) And here's what the cart and hall looks like: ![see_through3](https://user-images.githubusercontent.com/15022396/38906950-08b5bd24-427f-11e8-84be-2593ddbf55cf.png) If you keep trying to turn around, you will fall through - going down under the map which would then result in being teleported to above ground. The cart, similarly, can also get pushed up, in which case if a tree is overhead it can fuse with the tree: ![see_through6](https://user-images.githubusercontent.com/15022396/38907030-67f807ba-427f-11e8-9d50-bff1bcfe86fe.png) In which case there are two options: You can either pick up the cart (that works, but only if empty of course) or you can try dragging it. However, dragging doesn't work by itself. I had to repeatedly pick it up and drop it until it moved enough to wiggle out of the tree. A simple solution to this issue would be to allow pushing as well as pulling carts. Well, it wouldn't stop people from trying anyway, but it would reduce the likelihood of someone trying to turn around and getting the cart stuck in a tree above ground. As far as in game consequences go, something that I have been trying to do to get around some of the limitations with running shops and also keeping people out of areas is the combination of doors and hidden rooms. I can imagine a few scenarios where a player could try glitching to get into an area of someone's property they shouldn't otherwise be able to physically access. Again, a very small issue, but thought you guys would want to know about it.",1.0,"User Issue: Glitching through world with cart - I found an issue which I would consider to be very low priority because of the specific series of events required to trigger it, but does have some possible in game consequences so should be addressed. If you make an underground tunnel wide enough and tall enough for a cart to go through, but not turn around in, the attempt will partially glitch you into the wall and allow you to see the over world objects and look around like so: ![see_through2](https://user-images.githubusercontent.com/15022396/38906896-be72fa24-427e-11e8-8307-f9bc2dac0892.png) And here's what the cart and hall looks like: ![see_through3](https://user-images.githubusercontent.com/15022396/38906950-08b5bd24-427f-11e8-84be-2593ddbf55cf.png) If you keep trying to turn around, you will fall through - going down under the map which would then result in being teleported to above ground. The cart, similarly, can also get pushed up, in which case if a tree is overhead it can fuse with the tree: ![see_through6](https://user-images.githubusercontent.com/15022396/38907030-67f807ba-427f-11e8-9d50-bff1bcfe86fe.png) In which case there are two options: You can either pick up the cart (that works, but only if empty of course) or you can try dragging it. However, dragging doesn't work by itself. I had to repeatedly pick it up and drop it until it moved enough to wiggle out of the tree. A simple solution to this issue would be to allow pushing as well as pulling carts. Well, it wouldn't stop people from trying anyway, but it would reduce the likelihood of someone trying to turn around and getting the cart stuck in a tree above ground. As far as in game consequences go, something that I have been trying to do to get around some of the limitations with running shops and also keeping people out of areas is the combination of doors and hidden rooms. I can imagine a few scenarios where a player could try glitching to get into an area of someone's property they shouldn't otherwise be able to physically access. Again, a very small issue, but thought you guys would want to know about it.",1,user issue glitching through world with cart i found an issue which i would consider to be very low priority because of the specific series of events required to trigger it but does have some possible in game consequences so should be addressed if you make an underground tunnel wide enough and tall enough for a cart to go through but not turn around in the attempt will partially glitch you into the wall and allow you to see the over world objects and look around like so and here s what the cart and hall looks like if you keep trying to turn around you will fall through going down under the map which would then result in being teleported to above ground the cart similarly can also get pushed up in which case if a tree is overhead it can fuse with the tree in which case there are two options you can either pick up the cart that works but only if empty of course or you can try dragging it however dragging doesn t work by itself i had to repeatedly pick it up and drop it until it moved enough to wiggle out of the tree a simple solution to this issue would be to allow pushing as well as pulling carts well it wouldn t stop people from trying anyway but it would reduce the likelihood of someone trying to turn around and getting the cart stuck in a tree above ground as far as in game consequences go something that i have been trying to do to get around some of the limitations with running shops and also keeping people out of areas is the combination of doors and hidden rooms i can imagine a few scenarios where a player could try glitching to get into an area of someone s property they shouldn t otherwise be able to physically access again a very small issue but thought you guys would want to know about it ,1 249128,7953860443.0,IssuesEvent,2018-07-12 04:21:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Farming Visual Bug,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Plant an item Harvest It Plant again **Expected behavior:** On planting, plant should always appear visually On harvesting plant should always disappear visually **Actual behavior:** Some plants dont appear on planting and some dont disappear on harvesting, appears to be random",1.0,"USER ISSUE: Farming Visual Bug - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Plant an item Harvest It Plant again **Expected behavior:** On planting, plant should always appear visually On harvesting plant should always disappear visually **Actual behavior:** Some plants dont appear on planting and some dont disappear on harvesting, appears to be random",1,user issue farming visual bug version beta steps to reproduce plant an item harvest it plant again expected behavior on planting plant should always appear visually on harvesting plant should always disappear visually actual behavior some plants dont appear on planting and some dont disappear on harvesting appears to be random,1 651577,21482359623.0,IssuesEvent,2022-04-26 19:04:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1940] Civics object names don't update in Pending election,Priority: Medium Status: Fixed Type: Bug Category: UI Squad: Mountain Goat,"Step to reproduce: - create any multi election act: ![image](https://user-images.githubusercontent.com/45708377/109270521-32691980-781f-11eb-9c4f-29640c9927dd.png) - change names of objects. You still have old names in Pending Elections: ![image](https://user-images.githubusercontent.com/45708377/109270583-4a409d80-781f-11eb-9a6c-a460e242a4d7.png) - check tooltips: ![image](https://user-images.githubusercontent.com/45708377/109270600-50cf1500-781f-11eb-905d-e123c0b638e2.png) ![image](https://user-images.githubusercontent.com/45708377/109270608-54fb3280-781f-11eb-94dd-faf662c85077.png) ",1.0,"[0.9.3 staging-1940] Civics object names don't update in Pending election - Step to reproduce: - create any multi election act: ![image](https://user-images.githubusercontent.com/45708377/109270521-32691980-781f-11eb-9c4f-29640c9927dd.png) - change names of objects. You still have old names in Pending Elections: ![image](https://user-images.githubusercontent.com/45708377/109270583-4a409d80-781f-11eb-9a6c-a460e242a4d7.png) - check tooltips: ![image](https://user-images.githubusercontent.com/45708377/109270600-50cf1500-781f-11eb-905d-e123c0b638e2.png) ![image](https://user-images.githubusercontent.com/45708377/109270608-54fb3280-781f-11eb-94dd-faf662c85077.png) ",1, civics object names don t update in pending election step to reproduce create any multi election act change names of objects you still have old names in pending elections check tooltips ,1 482229,13903145544.0,IssuesEvent,2020-10-20 06:45:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.0 beta staging-1813]Civics: UX UI tweaks,Category: UI Priority: Medium,"- [ ] Chat visible inside while editing a civics object - allow the UI to be resized / moved? Currently there is no way to talk to people while making civic objects/edits because the UI does not allow resizing and is primary and overlaps everything.",1.0,"[0.9.1.0 beta staging-1813]Civics: UX UI tweaks - - [ ] Chat visible inside while editing a civics object - allow the UI to be resized / moved? Currently there is no way to talk to people while making civic objects/edits because the UI does not allow resizing and is primary and overlaps everything.",1, civics ux ui tweaks chat visible inside while editing a civics object allow the ui to be resized moved currently there is no way to talk to people while making civic objects edits because the ui does not allow resizing and is primary and overlaps everything ,1 219231,7334137162.0,IssuesEvent,2018-03-05 21:43:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Player display name is capitalized ingame,Medium Priority,"I've registered my account as ""copygirl"" and it's being displayed as such on the account page, too. Ingame this appears to be capitalized into ""Copygirl"". I'm in the odd position of being very irrationally bothered by name being adjusted by a game or service (like MediaWiki). For me, my name is very intentionally ""copygirl"", any variation on it such as ""Copygirl"", ""Copy Girl"" doesn't really *look right*. I realize how silly this issue is, though I feel the need to mention it as it does affect my enjoyment with this game whenever I'm reminded of it. Alternatively, this issue could be solved by allowing players to change their display name - as long as capitalization is respected, of course.",1.0,"Player display name is capitalized ingame - I've registered my account as ""copygirl"" and it's being displayed as such on the account page, too. Ingame this appears to be capitalized into ""Copygirl"". I'm in the odd position of being very irrationally bothered by name being adjusted by a game or service (like MediaWiki). For me, my name is very intentionally ""copygirl"", any variation on it such as ""Copygirl"", ""Copy Girl"" doesn't really *look right*. I realize how silly this issue is, though I feel the need to mention it as it does affect my enjoyment with this game whenever I'm reminded of it. Alternatively, this issue could be solved by allowing players to change their display name - as long as capitalization is respected, of course.",1,player display name is capitalized ingame i ve registered my account as copygirl and it s being displayed as such on the account page too ingame this appears to be capitalized into copygirl i m in the odd position of being very irrationally bothered by name being adjusted by a game or service like mediawiki for me my name is very intentionally copygirl any variation on it such as copygirl copy girl doesn t really look right i realize how silly this issue is though i feel the need to mention it as it does affect my enjoyment with this game whenever i m reminded of it alternatively this issue could be solved by allowing players to change their display name as long as capitalization is respected of course ,1 329182,10013100214.0,IssuesEvent,2019-07-15 14:33:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Electric Machinist Table doesnt display requirements in german language,Investigate Medium Priority,"German: https://cdn.discordapp.com/attachments/324610765392969739/600327259232141360/6304508037F942EBAEC507B32808FF63.png English: ![electric](https://user-images.githubusercontent.com/25908592/61224025-15e99d80-a71e-11e9-9480-184a794a748d.png) ",1.0,"Electric Machinist Table doesnt display requirements in german language - German: https://cdn.discordapp.com/attachments/324610765392969739/600327259232141360/6304508037F942EBAEC507B32808FF63.png English: ![electric](https://user-images.githubusercontent.com/25908592/61224025-15e99d80-a71e-11e9-9480-184a794a748d.png) ",1,electric machinist table doesnt display requirements in german language german english ,1 311107,9528752290.0,IssuesEvent,2019-04-29 09:19:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Bug that teleports you to the top,Medium Priority,"I found an issue on a server i visited today where players that stand in a specific spot - mostly between two stockpiles are teleported up to the highest natural block. I could reprdouce this in a video with flying, but it's also possible when you just stand in the space and do not dive or fly into it. The complete mine there is full of such black hole spots. It's an enerving issue for the owner and should be fixed. Video: https://drive.google.com/open?id=1d8Ri1u9Sjqfjk1rbR9K1FSF_VVoy_crq ",1.0,"Bug that teleports you to the top - I found an issue on a server i visited today where players that stand in a specific spot - mostly between two stockpiles are teleported up to the highest natural block. I could reprdouce this in a video with flying, but it's also possible when you just stand in the space and do not dive or fly into it. The complete mine there is full of such black hole spots. It's an enerving issue for the owner and should be fixed. Video: https://drive.google.com/open?id=1d8Ri1u9Sjqfjk1rbR9K1FSF_VVoy_crq ",1,bug that teleports you to the top i found an issue on a server i visited today where players that stand in a specific spot mostly between two stockpiles are teleported up to the highest natural block i could reprdouce this in a video with flying but it s also possible when you just stand in the space and do not dive or fly into it the complete mine there is full of such black hole spots it s an enerving issue for the owner and should be fixed video ,1 369635,10915720896.0,IssuesEvent,2019-11-21 11:47:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0,9,0 staging-1262] Incorrect recipe display in tooltip",Medium Priority,"It's always display Parent Recipe, so I can't see how can I make this item: ![image](https://user-images.githubusercontent.com/45708377/69335089-2af6b000-0c6d-11ea-8a88-ebdce370209b.png) ![image](https://user-images.githubusercontent.com/45708377/69335106-3a75f900-0c6d-11ea-8599-0abb7d9925f6.png) From this tooltip I can see from what I can make Raw meat, but I don't know how much i will get. But sometimes I can see wrong Ingredient. I need 10 Steel Bar for Steel Saw Blade: ![image](https://user-images.githubusercontent.com/45708377/69335243-888afc80-0c6d-11ea-9a85-7b3aa50e7ec0.png) But tooltip say that I need 10 FerrousBar: ![image](https://user-images.githubusercontent.com/45708377/69335333-c4be5d00-0c6d-11ea-84e9-0a83e144a054.png) People can confusion.",1.0,"[0,9,0 staging-1262] Incorrect recipe display in tooltip - It's always display Parent Recipe, so I can't see how can I make this item: ![image](https://user-images.githubusercontent.com/45708377/69335089-2af6b000-0c6d-11ea-8a88-ebdce370209b.png) ![image](https://user-images.githubusercontent.com/45708377/69335106-3a75f900-0c6d-11ea-8599-0abb7d9925f6.png) From this tooltip I can see from what I can make Raw meat, but I don't know how much i will get. But sometimes I can see wrong Ingredient. I need 10 Steel Bar for Steel Saw Blade: ![image](https://user-images.githubusercontent.com/45708377/69335243-888afc80-0c6d-11ea-9a85-7b3aa50e7ec0.png) But tooltip say that I need 10 FerrousBar: ![image](https://user-images.githubusercontent.com/45708377/69335333-c4be5d00-0c6d-11ea-84e9-0a83e144a054.png) People can confusion.",1, incorrect recipe display in tooltip it s always display parent recipe so i can t see how can i make this item from this tooltip i can see from what i can make raw meat but i don t know how much i will get but sometimes i can see wrong ingredient i need steel bar for steel saw blade but tooltip say that i need ferrousbar people can confusion ,1 395359,11684802111.0,IssuesEvent,2020-03-05 07:43:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tree (Cedar) Always Says Overcrowded,Priority: Medium Status: Fixed,"**Version:** 0.8.2.8 beta **Steps to Reproduce:** 1. Find 5x5 plot for 100% Cedar match. 2. Clear plot of all plants. 3. Plant Cedar seed in center of plot. 4. Wait a few days to make sure the simulation is updated. 5. Check the Growing Cedar with a soil sampler **Expected behavior:** It should be growing normally, since it is the only plant in the 5x5 plot. **Actual behavior:** It says it is very overcrowded. **Do you have mods installed? Does issue happen when no mods are installed?:** There are no mods installed.",1.0,"USER ISSUE: Tree (Cedar) Always Says Overcrowded - **Version:** 0.8.2.8 beta **Steps to Reproduce:** 1. Find 5x5 plot for 100% Cedar match. 2. Clear plot of all plants. 3. Plant Cedar seed in center of plot. 4. Wait a few days to make sure the simulation is updated. 5. Check the Growing Cedar with a soil sampler **Expected behavior:** It should be growing normally, since it is the only plant in the 5x5 plot. **Actual behavior:** It says it is very overcrowded. **Do you have mods installed? Does issue happen when no mods are installed?:** There are no mods installed.",1,user issue tree cedar always says overcrowded version beta steps to reproduce find plot for cedar match clear plot of all plants plant cedar seed in center of plot wait a few days to make sure the simulation is updated check the growing cedar with a soil sampler expected behavior it should be growing normally since it is the only plant in the plot actual behavior it says it is very overcrowded do you have mods installed does issue happen when no mods are installed there are no mods installed ,1 529355,15387127802.0,IssuesEvent,2021-03-03 09:08:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,/mute command,Priority: Medium Squad: Otter Type: Task,"To mute people in the chat. + Unmute command. (Admin Command = Global Mute with Time and Reason in the best case)",1.0,"/mute command - To mute people in the chat. + Unmute command. (Admin Command = Global Mute with Time and Reason in the best case)",1, mute command to mute people in the chat unmute command admin command global mute with time and reason in the best case ,1 422407,12277901237.0,IssuesEvent,2020-05-08 08:52:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1543] Missing strings in CO2 emission from crafted table.,Priority: Medium,"I can't see this strings in Blast, Oil refenery. ![image](https://user-images.githubusercontent.com/45708377/81384289-1d998900-911a-11ea-88c9-4ab5c1c51db0.png) should be: ![81242859-12801500-8fc3-11ea-9cae-ca0baddba4fc](https://user-images.githubusercontent.com/45708377/81384406-4caffa80-911a-11ea-81b3-e57253661bb1.png) ",1.0,"[0.9.0 staging-1543] Missing strings in CO2 emission from crafted table. - I can't see this strings in Blast, Oil refenery. ![image](https://user-images.githubusercontent.com/45708377/81384289-1d998900-911a-11ea-88c9-4ab5c1c51db0.png) should be: ![81242859-12801500-8fc3-11ea-9cae-ca0baddba4fc](https://user-images.githubusercontent.com/45708377/81384406-4caffa80-911a-11ea-81b3-e57253661bb1.png) ",1, missing strings in emission from crafted table i can t see this strings in blast oil refenery should be ,1 564696,16739245943.0,IssuesEvent,2021-06-11 07:47:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-259] Doesn't support pooling part 2,Category: Tech Priority: Medium Sprint Must Have Squad: Otter Status: Fixed Type: Task,"First issue was fixed #20704. ``` FloatingTextForFoodStatus doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: FloatingTextForFoodStatus (FloatingText), FloatingTextForFoodStatus (FaderInAndOut) ``` ``` CivicEntry doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: Scroll Rect (ScrollRectSensitiveController) ```",1.0,"[0.9.4 develop-259] Doesn't support pooling part 2 - First issue was fixed #20704. ``` FloatingTextForFoodStatus doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: FloatingTextForFoodStatus (FloatingText), FloatingTextForFoodStatus (FaderInAndOut) ``` ``` CivicEntry doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: Scroll Rect (ScrollRectSensitiveController) ```",1, doesn t support pooling part first issue was fixed floatingtextforfoodstatus doesn t support pooling it may cause problems in runtime either add attribute to all it s and it s children components or implement pool supporting interface s ipoolrentaware ipoolreturnaware for third party components you can use poolingextensions registerpoolabletype list of components missing pooling support floatingtextforfoodstatus floatingtext floatingtextforfoodstatus faderinandout civicentry doesn t support pooling it may cause problems in runtime either add attribute to all it s and it s children components or implement pool supporting interface s ipoolrentaware ipoolreturnaware for third party components you can use poolingextensions registerpoolabletype list of components missing pooling support scroll rect scrollrectsensitivecontroller ,1 371403,10966144367.0,IssuesEvent,2019-11-28 06:00:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Incorrect tool durability display when dropping icon on another,Fixed Medium Priority QA,"When a tool with full durability is drag-dropped onto another tool with non-full durability, the durability value _appears_ to be ""copied"" onto the source item. If you then drag-drop the source item onto a blank inventory slot, the durability visually reverts back to its correct value. This also seems to be able to occur in reverse - that is, dropping an item with durability onto one with full durability causes the destination item to gain the durability of the source item. Here is a short video showing this issue (both copy-to-source and copy-to-destination): ![test](https://user-images.githubusercontent.com/266545/49803005-9c6b7600-fd1c-11e8-9a64-8a9674ece391.gif) If the user disconnects and reconnects, the durability values for all tools seem to be visually reverted back to their correct values. I am running Windows 10, version 0.7.8.5 beta. Please let me know if you need more information to diagnose or reproduce this issue.",1.0,"Incorrect tool durability display when dropping icon on another - When a tool with full durability is drag-dropped onto another tool with non-full durability, the durability value _appears_ to be ""copied"" onto the source item. If you then drag-drop the source item onto a blank inventory slot, the durability visually reverts back to its correct value. This also seems to be able to occur in reverse - that is, dropping an item with durability onto one with full durability causes the destination item to gain the durability of the source item. Here is a short video showing this issue (both copy-to-source and copy-to-destination): ![test](https://user-images.githubusercontent.com/266545/49803005-9c6b7600-fd1c-11e8-9a64-8a9674ece391.gif) If the user disconnects and reconnects, the durability values for all tools seem to be visually reverted back to their correct values. I am running Windows 10, version 0.7.8.5 beta. Please let me know if you need more information to diagnose or reproduce this issue.",1,incorrect tool durability display when dropping icon on another when a tool with full durability is drag dropped onto another tool with non full durability the durability value appears to be copied onto the source item if you then drag drop the source item onto a blank inventory slot the durability visually reverts back to its correct value this also seems to be able to occur in reverse that is dropping an item with durability onto one with full durability causes the destination item to gain the durability of the source item here is a short video showing this issue both copy to source and copy to destination if the user disconnects and reconnects the durability values for all tools seem to be visually reverted back to their correct values i am running windows version beta please let me know if you need more information to diagnose or reproduce this issue ,1 281308,8693583289.0,IssuesEvent,2018-12-04 10:10:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Client] Load Fuel function for Stone Brazier and Torch Stand doesn’t work,Medium Priority,"**Version: 0.7.6.2 beta** **Expected behavior:** Carried coal or torch should load fuel with right click (as interaction hint shows) **Actual behavior:** For Torch Stand nothing happens. Stone Brazier is switched on/off but not loaded. **Steps to reproduce:** Stable function. ![loadfuel](https://user-images.githubusercontent.com/38510829/43029080-f7d2e3ac-8c83-11e8-8d4a-f1b0a9116bb2.PNG) ",1.0,"[Client] Load Fuel function for Stone Brazier and Torch Stand doesn’t work - **Version: 0.7.6.2 beta** **Expected behavior:** Carried coal or torch should load fuel with right click (as interaction hint shows) **Actual behavior:** For Torch Stand nothing happens. Stone Brazier is switched on/off but not loaded. **Steps to reproduce:** Stable function. ![loadfuel](https://user-images.githubusercontent.com/38510829/43029080-f7d2e3ac-8c83-11e8-8d4a-f1b0a9116bb2.PNG) ",1, load fuel function for stone brazier and torch stand doesn’t work version beta expected behavior carried coal or torch should load fuel with right click as interaction hint shows actual behavior for torch stand nothing happens stone brazier is switched on off but not loaded steps to reproduce stable function ,1 408405,11946540025.0,IssuesEvent,2020-04-03 08:19:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1494] Waste filter - Compost,Priority: Medium Status: Fixed,"Version [0.9.0 staging-1494] Waste filter doesn't produce enough compost,you get 1 every 10 hours of continue smelting or so",1.0,"[0.9.0 staging-1494] Waste filter - Compost - Version [0.9.0 staging-1494] Waste filter doesn't produce enough compost,you get 1 every 10 hours of continue smelting or so",1, waste filter compost version waste filter doesn t produce enough compost you get every hours of continue smelting or so,1 250688,7979905686.0,IssuesEvent,2018-07-18 00:08:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tool animation / behavior inconsistencies,Medium Priority,"Inconsistency with tools: Some tools don't require you to hold down the button at all - pickaxe works just fine with a mouse tap. Other tools like the shovel require you to hold down the button in order to operate. Animation differences: Tapping the mouse button while swinging the axe makes a very obvious cancelled animation, but something like the shovel looks almost like a normal digging animation so the feedback to the player isn't there. The scythe has a pretty good cancel animation too, so maybe it's just the shovel that needs to be addressed?",1.0,"Tool animation / behavior inconsistencies - Inconsistency with tools: Some tools don't require you to hold down the button at all - pickaxe works just fine with a mouse tap. Other tools like the shovel require you to hold down the button in order to operate. Animation differences: Tapping the mouse button while swinging the axe makes a very obvious cancelled animation, but something like the shovel looks almost like a normal digging animation so the feedback to the player isn't there. The scythe has a pretty good cancel animation too, so maybe it's just the shovel that needs to be addressed?",1,tool animation behavior inconsistencies inconsistency with tools some tools don t require you to hold down the button at all pickaxe works just fine with a mouse tap other tools like the shovel require you to hold down the button in order to operate animation differences tapping the mouse button while swinging the axe makes a very obvious cancelled animation but something like the shovel looks almost like a normal digging animation so the feedback to the player isn t there the scythe has a pretty good cancel animation too so maybe it s just the shovel that needs to be addressed ,1 301506,9221079070.0,IssuesEvent,2019-03-11 19:03:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"If the skill window reaches the right edge, tooltips overlap the professions",Fixed Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/52961674-80fa9800-3369-11e9-81e7-22e664a53a9f.png) It should appear within the skills window in that case. ",1.0,"If the skill window reaches the right edge, tooltips overlap the professions - ![image](https://user-images.githubusercontent.com/3536496/52961674-80fa9800-3369-11e9-81e7-22e664a53a9f.png) It should appear within the skills window in that case. ",1,if the skill window reaches the right edge tooltips overlap the professions it should appear within the skills window in that case ,1 510407,14790145108.0,IssuesEvent,2021-01-12 11:35:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.0 beta-staging-1806]Currency Exchange,Category: UI Priority: Medium Type: Regression,"Currency exchange does not hold value restrictions for limitations in how much currency to buy and when to stop. ![Screenshot_13.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/da260c9f-dee5-491b-97fb-59a4e7d9bf04) Could probably push this to 9.2 as there is not a lot of people that use the exchange in general? @WeaselDog ",1.0,"[0.9.1.0 beta-staging-1806]Currency Exchange - Currency exchange does not hold value restrictions for limitations in how much currency to buy and when to stop. ![Screenshot_13.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/da260c9f-dee5-491b-97fb-59a4e7d9bf04) Could probably push this to 9.2 as there is not a lot of people that use the exchange in general? @WeaselDog ",1, currency exchange currency exchange does not hold value restrictions for limitations in how much currency to buy and when to stop could probably push this to as there is not a lot of people that use the exchange in general weaseldog ,1 249084,7953757763.0,IssuesEvent,2018-07-12 03:37:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Dedicated steam eco server not showing in list,Medium Priority,"I have been searching to fix the same problem firewall is open on eco and eco server , port are forwarded correctly and I am running the server as an administrator . In steam server list can't even see my server as active with internal ip as a localhost or with my web address but I can access my server in-game but my friends cannot . tried to link my steam account on eco server but the link is not working for now. please help fix this !",1.0,"Dedicated steam eco server not showing in list - I have been searching to fix the same problem firewall is open on eco and eco server , port are forwarded correctly and I am running the server as an administrator . In steam server list can't even see my server as active with internal ip as a localhost or with my web address but I can access my server in-game but my friends cannot . tried to link my steam account on eco server but the link is not working for now. please help fix this !",1,dedicated steam eco server not showing in list i have been searching to fix the same problem firewall is open on eco and eco server port are forwarded correctly and i am running the server as an administrator in steam server list can t even see my server as active with internal ip as a localhost or with my web address but i can access my server in game but my friends cannot tried to link my steam account on eco server but the link is not working for now please help fix this ,1 471898,13612870278.0,IssuesEvent,2020-09-23 10:58:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1746] Alligators are in troubles with pathing, and animation",Category: Gameplay Priority: Medium Status: Fixed,"1) It has problems with choosing a path https://drive.google.com/file/d/1kT3RJieCguSLzvIv0KYbIY8Lw90MkmI9/view?usp=sharing 2) It has strange moving animation with a little one-paw jumping in the flee state https://drive.google.com/file/d/1qgJ72ZKQuAvBY3huTEEWGwqnxJbPsXx5/view?usp=sharing 3) It has his head in the ground https://drive.google.com/file/d/1Vcc8LqOvuSHZzFUkUSVrp02NfSL8nedU/view?usp=sharing ",1.0,"[0.9.0 staging-1746] Alligators are in troubles with pathing, and animation - 1) It has problems with choosing a path https://drive.google.com/file/d/1kT3RJieCguSLzvIv0KYbIY8Lw90MkmI9/view?usp=sharing 2) It has strange moving animation with a little one-paw jumping in the flee state https://drive.google.com/file/d/1qgJ72ZKQuAvBY3huTEEWGwqnxJbPsXx5/view?usp=sharing 3) It has his head in the ground https://drive.google.com/file/d/1Vcc8LqOvuSHZzFUkUSVrp02NfSL8nedU/view?usp=sharing ",1, alligators are in troubles with pathing and animation it has problems with choosing a path it has strange moving animation with a little one paw jumping in the flee state it has his head in the ground ,1 252687,8039050520.0,IssuesEvent,2018-07-30 17:08:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Unclaim Admin Command,Medium Priority,"**Version:** 0.7.6.1 beta **Steps to Reproduce:** 1. Go to property to be unclaimed 2. Use /unclaim 3. Crash. (Note: I was able to successfully unclaim one plot and then not a subsequent one. Another admin also cannot unclaim after my initial one) 4. Property is still claimed when returning to the server **Expected behavior:** Unclaimed the property without crashing **Actual behavior:** The following error message popped up: ``` Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object. Source:Eco.Gameplay System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Property.PropertyManager.ForceUnclaim(Vector2i pos) at Eco.Gameplay.Systems.Chat.AdminCommands.Unclaim(User user) ```",1.0,"USER ISSUE: Unclaim Admin Command - **Version:** 0.7.6.1 beta **Steps to Reproduce:** 1. Go to property to be unclaimed 2. Use /unclaim 3. Crash. (Note: I was able to successfully unclaim one plot and then not a subsequent one. Another admin also cannot unclaim after my initial one) 4. Property is still claimed when returning to the server **Expected behavior:** Unclaimed the property without crashing **Actual behavior:** The following error message popped up: ``` Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object. Source:Eco.Gameplay System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Property.PropertyManager.ForceUnclaim(Vector2i pos) at Eco.Gameplay.Systems.Chat.AdminCommands.Unclaim(User user) ```",1,user issue unclaim admin command version beta steps to reproduce go to property to be unclaimed use unclaim crash note i was able to successfully unclaim one plot and then not a subsequent one another admin also cannot unclaim after my initial one property is still claimed when returning to the server expected behavior unclaimed the property without crashing actual behavior the following error message popped up server encountered an exception exception nullreferenceexception message object reference not set to an instance of an object source eco gameplay system nullreferenceexception object reference not set to an instance of an object at eco gameplay property propertymanager forceunclaim pos at eco gameplay systems chat admincommands unclaim user user ,1 567647,16888729207.0,IssuesEvent,2021-06-23 06:21:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-103] Command '/civics addvotes' doesn't work,Category: Laws Priority: Medium Squad: Mountain Goat Status: Fixed,"a bit inconvenient to test without this command, can it be fixed?",1.0,"[0.9.2 develop-103] Command '/civics addvotes' doesn't work - a bit inconvenient to test without this command, can it be fixed?",1, command civics addvotes doesn t work a bit inconvenient to test without this command can it be fixed ,1 251284,8007282852.0,IssuesEvent,2018-07-24 01:29:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[7.7.0] Picked up stone with crane, crane is showing hewnlog block",Medium Priority,"Inventory of crane doesn't match the visual of what it's holding. **Steps:** 1. invoke /testcranes 2. grab the stones in the truck that spawned ![cranebug](https://user-images.githubusercontent.com/35509188/42911849-7aca4e92-8aa1-11e8-9311-53ee54480b4a.PNG) ",1.0,"[7.7.0] Picked up stone with crane, crane is showing hewnlog block - Inventory of crane doesn't match the visual of what it's holding. **Steps:** 1. invoke /testcranes 2. grab the stones in the truck that spawned ![cranebug](https://user-images.githubusercontent.com/35509188/42911849-7aca4e92-8aa1-11e8-9311-53ee54480b4a.PNG) ",1, picked up stone with crane crane is showing hewnlog block inventory of crane doesn t match the visual of what it s holding steps invoke testcranes grab the stones in the truck that spawned ,1 297472,9168684052.0,IssuesEvent,2019-03-03 00:57:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.8 Need hotkey display on specialities button.,Medium Priority Usability,"Like all other UI buttons on hud. ![default](https://user-images.githubusercontent.com/4980243/51518405-cc835a00-1e2e-11e9-909d-60770cec7a33.png) ""How to open skills?"" ![default](https://user-images.githubusercontent.com/4980243/51518417-d7d68580-1e2e-11e9-9c86-9d541935bbe0.png) ![default](https://user-images.githubusercontent.com/4980243/51518443-f046a000-1e2e-11e9-9725-78110a59e761.png) ",1.0,"0.8 Need hotkey display on specialities button. - Like all other UI buttons on hud. ![default](https://user-images.githubusercontent.com/4980243/51518405-cc835a00-1e2e-11e9-909d-60770cec7a33.png) ""How to open skills?"" ![default](https://user-images.githubusercontent.com/4980243/51518417-d7d68580-1e2e-11e9-9c86-9d541935bbe0.png) ![default](https://user-images.githubusercontent.com/4980243/51518443-f046a000-1e2e-11e9-9725-78110a59e761.png) ",1, need hotkey display on specialities button like all other ui buttons on hud how to open skills ,1 318786,9702265532.0,IssuesEvent,2019-05-27 08:19:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.8.2.0 staging-14-n] Talking in ""Push to talk"" mode",Medium Priority QA Staging,"You can't talk in ""Push to talk"" mode while some UI open. This happens when the mode is changed using the ""Tab"" and the cursor appears.",1.0,"[0.8.2.0 staging-14-n] Talking in ""Push to talk"" mode - You can't talk in ""Push to talk"" mode while some UI open. This happens when the mode is changed using the ""Tab"" and the cursor appears.",1, talking in push to talk mode you can t talk in push to talk mode while some ui open this happens when the mode is changed using the tab and the cursor appears ,1 407447,11913593985.0,IssuesEvent,2020-03-31 12:16:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1422] Craft: Hints information,Priority: Medium Status: Reopen,"1. Make two orders on a workbench. For 1 Hewn logs and 1 construction post 2. Take some birch logs and look at the table ![bandicam 2020-02-24 17-27-27-439](https://user-images.githubusercontent.com/27898520/75152989-17575b80-572c-11ea-9242-1005ee5bba10.jpg) It tells me to put 20 Logs into the first order, but it actually needs 2 ![bandicam 2020-02-24 17-27-30-596](https://user-images.githubusercontent.com/27898520/75153023-2b02c200-572c-11ea-95cf-f76645434439.jpg) And after that tells me to put 18 into the second one. Well, it needs 1. Then, when Im trying to put in some calories, it tells me that no order needs it. ![bandicam 2020-02-24 17-28-08-897](https://user-images.githubusercontent.com/27898520/75153086-4e2d7180-572c-11ea-8ce9-97a7f33bb6a0.jpg) But it needs, I just don't have calories. I think, hint and error should tell you if you lack of something. ",1.0,"[0.9.0 staging-1422] Craft: Hints information - 1. Make two orders on a workbench. For 1 Hewn logs and 1 construction post 2. Take some birch logs and look at the table ![bandicam 2020-02-24 17-27-27-439](https://user-images.githubusercontent.com/27898520/75152989-17575b80-572c-11ea-9242-1005ee5bba10.jpg) It tells me to put 20 Logs into the first order, but it actually needs 2 ![bandicam 2020-02-24 17-27-30-596](https://user-images.githubusercontent.com/27898520/75153023-2b02c200-572c-11ea-95cf-f76645434439.jpg) And after that tells me to put 18 into the second one. Well, it needs 1. Then, when Im trying to put in some calories, it tells me that no order needs it. ![bandicam 2020-02-24 17-28-08-897](https://user-images.githubusercontent.com/27898520/75153086-4e2d7180-572c-11ea-8ce9-97a7f33bb6a0.jpg) But it needs, I just don't have calories. I think, hint and error should tell you if you lack of something. ",1, craft hints information make two orders on a workbench for hewn logs and construction post take some birch logs and look at the table it tells me to put logs into the first order but it actually needs and after that tells me to put into the second one well it needs then when im trying to put in some calories it tells me that no order needs it but it needs i just don t have calories i think hint and error should tell you if you lack of something ,1 514586,14941207995.0,IssuesEvent,2021-01-25 19:24:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Wool, Cotton, and Nylon Item Icons",Category: Art Priority: Medium Type: Task,"We need a list of items involved in the production and then machined production of textiles, with the three we're adding here being Wool from animals, Cotton from a cotton plant, and Nylon from plastic. New Items: - [x] Cotton Boll Item: this one could wait till the plant is created by Milenko. - [x] Cotton Item Icon: the bolls but with no branch like the boll icon has, make it a little pile of them. - [x] Cotton Seed Icon - [x] (Raw) Wool Item - [x] Cotton Fabric Item - [x] Wool Fabric Item - [x] Nylon Fabric Item - [x] Nylon Item (sheets of nylon from an industrial pressure cooker) - [x] Nylon Chips Item (crushed Nylon ready to be fed into the spin melter) - [x] Nylon Thread - [x] Cotton Thread - [x] Wool Yarn - [x] Cotton Carpet Block Building Material Item: fabric + composite wood structural support - [x] Wool Carpet Block Building Material Item: fabric + composite wood structural support - [x] Nylon Carpet Block Building Material Item: fabric + composite wood structural support - [x] Cotton Curtains Block Building Material Item: only fabric + support rod - [x] Wool Curtains Block Building Material Item: only fabric + support rod - [x] Nylon Curtains Block Building Material Item: only fabric + support rod Design Doc: https://docs.google.com/document/d/1ZWJq5l0Ba280IiOf5PseQvx5tgfWaiHdTR1SJFBWCr0/edit?usp=sharing",1.0,"Wool, Cotton, and Nylon Item Icons - We need a list of items involved in the production and then machined production of textiles, with the three we're adding here being Wool from animals, Cotton from a cotton plant, and Nylon from plastic. New Items: - [x] Cotton Boll Item: this one could wait till the plant is created by Milenko. - [x] Cotton Item Icon: the bolls but with no branch like the boll icon has, make it a little pile of them. - [x] Cotton Seed Icon - [x] (Raw) Wool Item - [x] Cotton Fabric Item - [x] Wool Fabric Item - [x] Nylon Fabric Item - [x] Nylon Item (sheets of nylon from an industrial pressure cooker) - [x] Nylon Chips Item (crushed Nylon ready to be fed into the spin melter) - [x] Nylon Thread - [x] Cotton Thread - [x] Wool Yarn - [x] Cotton Carpet Block Building Material Item: fabric + composite wood structural support - [x] Wool Carpet Block Building Material Item: fabric + composite wood structural support - [x] Nylon Carpet Block Building Material Item: fabric + composite wood structural support - [x] Cotton Curtains Block Building Material Item: only fabric + support rod - [x] Wool Curtains Block Building Material Item: only fabric + support rod - [x] Nylon Curtains Block Building Material Item: only fabric + support rod Design Doc: https://docs.google.com/document/d/1ZWJq5l0Ba280IiOf5PseQvx5tgfWaiHdTR1SJFBWCr0/edit?usp=sharing",1,wool cotton and nylon item icons we need a list of items involved in the production and then machined production of textiles with the three we re adding here being wool from animals cotton from a cotton plant and nylon from plastic new items cotton boll item this one could wait till the plant is created by milenko cotton item icon the bolls but with no branch like the boll icon has make it a little pile of them cotton seed icon raw wool item cotton fabric item wool fabric item nylon fabric item nylon item sheets of nylon from an industrial pressure cooker nylon chips item crushed nylon ready to be fed into the spin melter nylon thread cotton thread wool yarn cotton carpet block building material item fabric composite wood structural support wool carpet block building material item fabric composite wood structural support nylon carpet block building material item fabric composite wood structural support cotton curtains block building material item only fabric support rod wool curtains block building material item only fabric support rod nylon curtains block building material item only fabric support rod design doc ,1 249126,7953856675.0,IssuesEvent,2018-07-12 04:19:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Grass not disappearing when dirt is picked up,Medium Priority,"Sorry if this is a dup, I can't find any similar open tickets Version: 0.7.3.1 beta Steps to Reproduce: Dig dirt with a shovel. Not exactly sure how this occurred, its the first time i've seen it. Expected behavior: Grass on top of dirt should disappear. Actual behavior: Grass stays there. Replacing the dirt underneath and digging it again does not remove the grass. Reconnecting fixes it. https://steamuserimages-a.akamaihd.net/ugc/921424381004245007/B6F16B0A417755CC60491DB15099CF9CC1753B67/ ",1.0,"Grass not disappearing when dirt is picked up - Sorry if this is a dup, I can't find any similar open tickets Version: 0.7.3.1 beta Steps to Reproduce: Dig dirt with a shovel. Not exactly sure how this occurred, its the first time i've seen it. Expected behavior: Grass on top of dirt should disappear. Actual behavior: Grass stays there. Replacing the dirt underneath and digging it again does not remove the grass. Reconnecting fixes it. https://steamuserimages-a.akamaihd.net/ugc/921424381004245007/B6F16B0A417755CC60491DB15099CF9CC1753B67/ ",1,grass not disappearing when dirt is picked up sorry if this is a dup i can t find any similar open tickets version beta steps to reproduce dig dirt with a shovel not exactly sure how this occurred its the first time i ve seen it expected behavior grass on top of dirt should disappear actual behavior grass stays there replacing the dirt underneath and digging it again does not remove the grass reconnecting fixes it ,1 569139,16996090282.0,IssuesEvent,2021-07-01 06:39:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Staging-2041] Waterwheel and windmill still functions after being disconnected from their base placements,Category: Gameplay Priority: Medium,"Build: 0.9.4 Staging-2041 ## Issue After removing any connection to the waterwheel/windmill hub they still function and produce power. ### Screenshots ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/454d35d6-2728-42ab-84c7-5d55cadd10d6) ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/6a4da8e1-e531-418f-a120-4130abdef396) ### Reproduction Steps 1. Give yourself waterwheel/windmill and some hewn logs or dirt. 2. Place them accordingly to places they are supposed to function 3. Remove the hewn logs/dirt 4. Observe",1.0,"[0.9.4 Staging-2041] Waterwheel and windmill still functions after being disconnected from their base placements - Build: 0.9.4 Staging-2041 ## Issue After removing any connection to the waterwheel/windmill hub they still function and produce power. ### Screenshots ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/454d35d6-2728-42ab-84c7-5d55cadd10d6) ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/6a4da8e1-e531-418f-a120-4130abdef396) ### Reproduction Steps 1. Give yourself waterwheel/windmill and some hewn logs or dirt. 2. Place them accordingly to places they are supposed to function 3. Remove the hewn logs/dirt 4. Observe",1, waterwheel and windmill still functions after being disconnected from their base placements build staging issue after removing any connection to the waterwheel windmill hub they still function and produce power screenshots reproduction steps give yourself waterwheel windmill and some hewn logs or dirt place them accordingly to places they are supposed to function remove the hewn logs dirt observe,1 282206,8704513149.0,IssuesEvent,2018-12-05 19:37:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Brazier stuck,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Place brazier 2. Find a place under brazier 3. Type ""/unstuck"" **Expected behavior:** You should be on top of Brazier **Actual behavior:** You stuck in it. The only way to escape, is to brake it with a Hammer. If you have it, of course",1.0,"USER ISSUE: Brazier stuck - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Place brazier 2. Find a place under brazier 3. Type ""/unstuck"" **Expected behavior:** You should be on top of Brazier **Actual behavior:** You stuck in it. The only way to escape, is to brake it with a Hammer. If you have it, of course",1,user issue brazier stuck version beta steps to reproduce place brazier find a place under brazier type unstuck expected behavior you should be on top of brazier actual behavior you stuck in it the only way to escape is to brake it with a hammer if you have it of course,1 432374,12492069231.0,IssuesEvent,2020-06-01 06:12:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Web EcoMap: `Districts` layer returns Error 400,Category: Web Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/5720101/80033730-831c3180-84ed-11ea-9d56-95707d2f3552.png) Should return a layer :) Mention @beastyn here just for her to know :)",1.0,"Web EcoMap: `Districts` layer returns Error 400 - ![image](https://user-images.githubusercontent.com/5720101/80033730-831c3180-84ed-11ea-9d56-95707d2f3552.png) Should return a layer :) Mention @beastyn here just for her to know :)",1,web ecomap districts layer returns error should return a layer mention beastyn here just for her to know ,1 463677,13285804074.0,IssuesEvent,2020-08-24 08:43:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1736] 'Failed to notify changed' when add/change some triggers,Category: Tech Priority: Medium,"Step to reproduce: - start to create law: ![image](https://user-images.githubusercontent.com/45708377/91023228-f4383680-e5fe-11ea-93df-0e6394f3c9b4.png) - select create work order trigger: ![image](https://user-images.githubusercontent.com/45708377/91023258-fef2cb80-e5fe-11ea-97e3-1cb69b30ae92.png) - I have exception: ``` Failed to notify changed: TriggerSettingsView.ConfigsSystem.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.WhenReady.SetReady () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5116713/Player.log) ",1.0,"[0.9.0 staging-1736] 'Failed to notify changed' when add/change some triggers - Step to reproduce: - start to create law: ![image](https://user-images.githubusercontent.com/45708377/91023228-f4383680-e5fe-11ea-93df-0e6394f3c9b4.png) - select create work order trigger: ![image](https://user-images.githubusercontent.com/45708377/91023258-fef2cb80-e5fe-11ea-97e3-1cb69b30ae92.png) - I have exception: ``` Failed to notify changed: TriggerSettingsView.ConfigsSystem.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.WhenReady.SetReady () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5116713/Player.log) ",1, failed to notify changed when add change some triggers step to reproduce start to create law select create work order trigger i have exception failed to notify changed triggersettingsview configssystem invalidoperationexception collection was modified enumeration operation may not execute at system throwhelper throwinvalidoperationexception system exceptionresource resource in at eco shared utils whenready setready in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in ,1 243129,7853626755.0,IssuesEvent,2018-06-20 18:02:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Windows Storage (.db/.eco) not compatible with Linux Server,Medium Priority,"When transferring the .db and .eco files from a Client Server to a Standalone server and renaming it to Game.eco and Game.db appears to work fine. But transferring the Game.eco and Game.db from a Windows machine to a linux server, it does not seem to pick up the world file that's already there and will regenerate the terrain from scratch. There are no errors in the logs from what I can see.",1.0,"Windows Storage (.db/.eco) not compatible with Linux Server - When transferring the .db and .eco files from a Client Server to a Standalone server and renaming it to Game.eco and Game.db appears to work fine. But transferring the Game.eco and Game.db from a Windows machine to a linux server, it does not seem to pick up the world file that's already there and will regenerate the terrain from scratch. There are no errors in the logs from what I can see.",1,windows storage db eco not compatible with linux server when transferring the db and eco files from a client server to a standalone server and renaming it to game eco and game db appears to work fine but transferring the game eco and game db from a windows machine to a linux server it does not seem to pick up the world file that s already there and will regenerate the terrain from scratch there are no errors in the logs from what i can see ,1 442229,12742012927.0,IssuesEvent,2020-06-26 07:33:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1540] Civics: selection glitch,Priority: Medium Status: Fixed Status: Reopen Week Task,"1. Start to create a law 2. In the IF line press plus and open selector ![bandicam 2020-05-06 15-59-37-281](https://user-images.githubusercontent.com/27898520/81169844-01c7a300-8fb3-11ea-8160-e30ca7d3fb80.jpg) 3. Collapse and open Logic category ![bandicam 2020-05-06 16-02-47-588](https://user-images.githubusercontent.com/27898520/81169864-0ab87480-8fb3-11ea-8b58-e99687674621.jpg) It will lose its options. It will also glitch if you collapse ans then open other categories too ",1.0,"[0.9.0 staging-1540] Civics: selection glitch - 1. Start to create a law 2. In the IF line press plus and open selector ![bandicam 2020-05-06 15-59-37-281](https://user-images.githubusercontent.com/27898520/81169844-01c7a300-8fb3-11ea-8160-e30ca7d3fb80.jpg) 3. Collapse and open Logic category ![bandicam 2020-05-06 16-02-47-588](https://user-images.githubusercontent.com/27898520/81169864-0ab87480-8fb3-11ea-8b58-e99687674621.jpg) It will lose its options. It will also glitch if you collapse ans then open other categories too ",1, civics selection glitch start to create a law in the if line press plus and open selector collapse and open logic category it will lose its options it will also glitch if you collapse ans then open other categories too ,1 282952,8712221893.0,IssuesEvent,2018-12-06 21:33:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Unable to add Private, Non-LAN server to Favorites",Fixed Medium Priority,"When I join a private, non-LAN server, I'm not given the option to add it to my Favorites list. Also, it never appears in my Recent list to be able to Favorite it from there. The attached image is what my Join screen looks like after: 1. Clicking the + icon 2. Entering the private server address and clicking Join 3. Disconnecting from the private server 4. Returning to the Join screen Note: the private server is available for me to connect to via the Continue button (since it was my last-connected game), however if I connect to another server, or play a single player game, I then have to use the + icon on the Join screen and type in the address again. I am, however, able to extract the UniqueIdentifier from the player.eco file and build the JSON in the favorites.eco file manually. Then, the private server is listed in my Favorites list, and I'm able to connect to it. ![ecojoin](https://user-images.githubusercontent.com/40220854/41380720-eaa71bac-6f33-11e8-857e-4bcbad8cd4ef.JPG) ",1.0,"Unable to add Private, Non-LAN server to Favorites - When I join a private, non-LAN server, I'm not given the option to add it to my Favorites list. Also, it never appears in my Recent list to be able to Favorite it from there. The attached image is what my Join screen looks like after: 1. Clicking the + icon 2. Entering the private server address and clicking Join 3. Disconnecting from the private server 4. Returning to the Join screen Note: the private server is available for me to connect to via the Continue button (since it was my last-connected game), however if I connect to another server, or play a single player game, I then have to use the + icon on the Join screen and type in the address again. I am, however, able to extract the UniqueIdentifier from the player.eco file and build the JSON in the favorites.eco file manually. Then, the private server is listed in my Favorites list, and I'm able to connect to it. ![ecojoin](https://user-images.githubusercontent.com/40220854/41380720-eaa71bac-6f33-11e8-857e-4bcbad8cd4ef.JPG) ",1,unable to add private non lan server to favorites when i join a private non lan server i m not given the option to add it to my favorites list also it never appears in my recent list to be able to favorite it from there the attached image is what my join screen looks like after clicking the icon entering the private server address and clicking join disconnecting from the private server returning to the join screen note the private server is available for me to connect to via the continue button since it was my last connected game however if i connect to another server or play a single player game i then have to use the icon on the join screen and type in the address again i am however able to extract the uniqueidentifier from the player eco file and build the json in the favorites eco file manually then the private server is listed in my favorites list and i m able to connect to it ,1 245094,7881082254.0,IssuesEvent,2018-06-26 17:52:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't grant cart permissions in a contract,Medium Priority,"I tried to make a contract that grants the accepter permission to use my cart for the duration, but I can't post the job unless the cart's authentication type is set to ""Whitelist"". There is no way to set a cart's authentication type on the deed or the cart object itself. ![authfail](https://user-images.githubusercontent.com/40051115/41139669-fa0c80a4-6a9d-11e8-81b9-0f825ed3ee85.jpg) ",1.0,"Can't grant cart permissions in a contract - I tried to make a contract that grants the accepter permission to use my cart for the duration, but I can't post the job unless the cart's authentication type is set to ""Whitelist"". There is no way to set a cart's authentication type on the deed or the cart object itself. ![authfail](https://user-images.githubusercontent.com/40051115/41139669-fa0c80a4-6a9d-11e8-81b9-0f825ed3ee85.jpg) ",1,can t grant cart permissions in a contract i tried to make a contract that grants the accepter permission to use my cart for the duration but i can t post the job unless the cart s authentication type is set to whitelist there is no way to set a cart s authentication type on the deed or the cart object itself ,1 242833,7849151141.0,IssuesEvent,2018-06-20 01:46:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Regression: V0.7.3.2 Game now crashes when it loses focus. -Linux,Medium Priority,"After joining a game, not at the main menu, if you press tab for mouse mode, or escape, then move the mouse outside the game window, the game crashes when focus is lost. V0.7.3.1 Does not have this problem. With 731 the game renders at a lower framerate when it is not the focused window, but continues running. From the terminal: ``` Native stacktrace: /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0x984ba) [0x7f79be6b14ba] /usr/lib/libpthread.so.0(+0x11dcf) [0x7f79c6ffcdcf] /usr/lib/libc.so.6(gsignal+0x110) [0x7f79c6176860] /usr/lib/libc.so.6(abort+0x1c8) [0x7f79c6177ec8] ./Eco.x86_64() [0x9e1b7b] /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0xd8cf0) [0x7f79be6f1cf0] /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0x3717f) [0x7f79be65017f] /usr/lib/libpthread.so.0(+0x11dcf) [0x7f79c6ffcdcf] ./Eco.x86_64() [0x12f8194] ./Eco.x86_64() [0x12b10de] ./Eco.x86_64() [0x12a7201] ./Eco.x86_64() [0x12a736a] ./Eco.x86_64() [0x8da488] /usr/lib/libpthread.so.0(+0x708b) [0x7f79c6ff208b] /usr/lib/libc.so.6(clone+0x3e) [0x7f79c6237e7e] Debug info from gdb: I refuse to debug myself! No threads. ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ``` I don't know what sections of the log file are important, so I've attached the whole file. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/1878539/Player.log) EDIT: The same crash happens sometimes when trying to change any graphics settings in game. EDIT2: I was able to get the game to stop using fullscreen mode when I found the config file. In true windowed mode, I am no longer experiencing crashes when the game window loses focus. But this is still worse behavior than V0.7.3.1",1.0,"Regression: V0.7.3.2 Game now crashes when it loses focus. -Linux - After joining a game, not at the main menu, if you press tab for mouse mode, or escape, then move the mouse outside the game window, the game crashes when focus is lost. V0.7.3.1 Does not have this problem. With 731 the game renders at a lower framerate when it is not the focused window, but continues running. From the terminal: ``` Native stacktrace: /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0x984ba) [0x7f79be6b14ba] /usr/lib/libpthread.so.0(+0x11dcf) [0x7f79c6ffcdcf] /usr/lib/libc.so.6(gsignal+0x110) [0x7f79c6176860] /usr/lib/libc.so.6(abort+0x1c8) [0x7f79c6177ec8] ./Eco.x86_64() [0x9e1b7b] /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0xd8cf0) [0x7f79be6f1cf0] /home/lordjason/Downloads/Eco/EcoClient/Eco_Data/Mono/x86_64/libmono.so(+0x3717f) [0x7f79be65017f] /usr/lib/libpthread.so.0(+0x11dcf) [0x7f79c6ffcdcf] ./Eco.x86_64() [0x12f8194] ./Eco.x86_64() [0x12b10de] ./Eco.x86_64() [0x12a7201] ./Eco.x86_64() [0x12a736a] ./Eco.x86_64() [0x8da488] /usr/lib/libpthread.so.0(+0x708b) [0x7f79c6ff208b] /usr/lib/libc.so.6(clone+0x3e) [0x7f79c6237e7e] Debug info from gdb: I refuse to debug myself! No threads. ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ``` I don't know what sections of the log file are important, so I've attached the whole file. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/1878539/Player.log) EDIT: The same crash happens sometimes when trying to change any graphics settings in game. EDIT2: I was able to get the game to stop using fullscreen mode when I found the config file. In true windowed mode, I am no longer experiencing crashes when the game window loses focus. But this is still worse behavior than V0.7.3.1",1,regression game now crashes when it loses focus linux after joining a game not at the main menu if you press tab for mouse mode or escape then move the mouse outside the game window the game crashes when focus is lost does not have this problem with the game renders at a lower framerate when it is not the focused window but continues running from the terminal native stacktrace home lordjason downloads eco ecoclient eco data mono libmono so usr lib libpthread so usr lib libc so gsignal usr lib libc so abort eco home lordjason downloads eco ecoclient eco data mono libmono so home lordjason downloads eco ecoclient eco data mono libmono so usr lib libpthread so eco eco eco eco eco usr lib libpthread so usr lib libc so clone debug info from gdb i refuse to debug myself no threads got a sigabrt while executing native code this usually indicates a fatal error in the mono runtime or one of the native libraries used by your application i don t know what sections of the log file are important so i ve attached the whole file edit the same crash happens sometimes when trying to change any graphics settings in game i was able to get the game to stop using fullscreen mode when i found the config file in true windowed mode i am no longer experiencing crashes when the game window loses focus but this is still worse behavior than ,1 219206,7334028591.0,IssuesEvent,2018-03-05 21:21:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Flying rocks,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Mine a bloc **Expected behavior:** It should have fall to the ground **Actual behavior:** Instead it floats in the air",1.0,"USER ISSUE: Flying rocks - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Mine a bloc **Expected behavior:** It should have fall to the ground **Actual behavior:** Instead it floats in the air",1,user issue flying rocks version beta steps to reproduce mine a bloc expected behavior it should have fall to the ground actual behavior instead it floats in the air,1 211363,7200591102.0,IssuesEvent,2018-02-05 19:34:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Standing Torch,Medium Priority,"**Version:** 0.7.0.1 beta **Steps to Reproduce:** 1.Create a standing torch **Expected behavior:** Lighting effect the lights up the area **Actual behavior:** Gives up no light at all",1.0,"USER ISSUE: Standing Torch - **Version:** 0.7.0.1 beta **Steps to Reproduce:** 1.Create a standing torch **Expected behavior:** Lighting effect the lights up the area **Actual behavior:** Gives up no light at all",1,user issue standing torch version beta steps to reproduce create a standing torch expected behavior lighting effect the lights up the area actual behavior gives up no light at all,1 320889,9790773079.0,IssuesEvent,2019-06-10 13:35:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bearpack not working.,Medium Priority,The backpack does not change Max carry weight. I've tested by maxing out weight at 30kg and put the bearpack on and still couldn't add a single huckleberry. ,1.0,Bearpack not working. - The backpack does not change Max carry weight. I've tested by maxing out weight at 30kg and put the bearpack on and still couldn't add a single huckleberry. ,1,bearpack not working the backpack does not change max carry weight i ve tested by maxing out weight at and put the bearpack on and still couldn t add a single huckleberry ,1 404369,11856121336.0,IssuesEvent,2020-03-25 06:38:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia Writing,Priority: Medium Status: Fixed,"**Need help writing the Ecopedia!** As a general rule of thumb, follow the existing examples. Check out Concepts/housing;property.xml for an example of using various features: ![image](https://user-images.githubusercontent.com/3536496/72859846-05405400-3c7a-11ea-9803-8e054dca60d4.png) You can have headers, sections, images, and banners. Each page needs a summary. Just follow the examples and ask me any questions. It's also easy to add stuff. Do add illustrations for as much as you can. To hook those up, put them in C:\Eco\Client\Assets\Art\Ecopedia then inside Unity change the image type to be a sprite: ![image](https://user-images.githubusercontent.com/3536496/72859921-391b7980-3c7a-11ea-87ca-339e189b0ba6.png) ![image](https://user-images.githubusercontent.com/3536496/72859931-3de02d80-3c7a-11ea-8b4f-ef2de5412506.png) Then you can reference it in the sections and it will automagically appear. **Here's the tasks I need help for:** - [x] Add descriptions for each profession and the profession overview (which should link to the other profession pages) in \Server\Mods\Ecopedia\Reference. The profession page should be a high level description of the types of things each profession does, its role in a larger society, and what it's like to play that role. - [x] Add descriptions for each component in \Server\Mods\Ecopedia\Components. This is the help that comes up when you click the help button on a tab on a world object, so it should be primarily about how to operate the UI. Descriptions about the purpose of the feature shouldnt go in here, that goes into concepts, these pages are just for using the UI to do what you want and explaining how it works. Check out Authorization Component for an example **Some tips on writing pages:** - Use links to other pages to make it easy to navigate around. - Try to write 'in game', avoiding mentions to server, other worlds, etc. This is the one-and-only world as far as Ecopedia is concerned. - Use images to spice it up and make it a lot easier to understand. - Keep the pages pretty short, make them to-the-point and helpful, to get in, figure out how something works, and get back to the game. - Don't worry about icons for now, there's a large batch of icons pending going in, we'll do them then. ",1.0,"Ecopedia Writing - **Need help writing the Ecopedia!** As a general rule of thumb, follow the existing examples. Check out Concepts/housing;property.xml for an example of using various features: ![image](https://user-images.githubusercontent.com/3536496/72859846-05405400-3c7a-11ea-9803-8e054dca60d4.png) You can have headers, sections, images, and banners. Each page needs a summary. Just follow the examples and ask me any questions. It's also easy to add stuff. Do add illustrations for as much as you can. To hook those up, put them in C:\Eco\Client\Assets\Art\Ecopedia then inside Unity change the image type to be a sprite: ![image](https://user-images.githubusercontent.com/3536496/72859921-391b7980-3c7a-11ea-87ca-339e189b0ba6.png) ![image](https://user-images.githubusercontent.com/3536496/72859931-3de02d80-3c7a-11ea-8b4f-ef2de5412506.png) Then you can reference it in the sections and it will automagically appear. **Here's the tasks I need help for:** - [x] Add descriptions for each profession and the profession overview (which should link to the other profession pages) in \Server\Mods\Ecopedia\Reference. The profession page should be a high level description of the types of things each profession does, its role in a larger society, and what it's like to play that role. - [x] Add descriptions for each component in \Server\Mods\Ecopedia\Components. This is the help that comes up when you click the help button on a tab on a world object, so it should be primarily about how to operate the UI. Descriptions about the purpose of the feature shouldnt go in here, that goes into concepts, these pages are just for using the UI to do what you want and explaining how it works. Check out Authorization Component for an example **Some tips on writing pages:** - Use links to other pages to make it easy to navigate around. - Try to write 'in game', avoiding mentions to server, other worlds, etc. This is the one-and-only world as far as Ecopedia is concerned. - Use images to spice it up and make it a lot easier to understand. - Keep the pages pretty short, make them to-the-point and helpful, to get in, figure out how something works, and get back to the game. - Don't worry about icons for now, there's a large batch of icons pending going in, we'll do them then. ",1,ecopedia writing need help writing the ecopedia as a general rule of thumb follow the existing examples check out concepts housing property xml for an example of using various features you can have headers sections images and banners each page needs a summary just follow the examples and ask me any questions it s also easy to add stuff do add illustrations for as much as you can to hook those up put them in c eco client assets art ecopedia then inside unity change the image type to be a sprite then you can reference it in the sections and it will automagically appear here s the tasks i need help for add descriptions for each profession and the profession overview which should link to the other profession pages in server mods ecopedia reference the profession page should be a high level description of the types of things each profession does its role in a larger society and what it s like to play that role add descriptions for each component in server mods ecopedia components this is the help that comes up when you click the help button on a tab on a world object so it should be primarily about how to operate the ui descriptions about the purpose of the feature shouldnt go in here that goes into concepts these pages are just for using the ui to do what you want and explaining how it works check out authorization component for an example some tips on writing pages use links to other pages to make it easy to navigate around try to write in game avoiding mentions to server other worlds etc this is the one and only world as far as ecopedia is concerned use images to spice it up and make it a lot easier to understand keep the pages pretty short make them to the point and helpful to get in figure out how something works and get back to the game don t worry about icons for now there s a large batch of icons pending going in we ll do them then ,1 392392,11590788326.0,IssuesEvent,2020-02-24 07:52:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1383] Time in Capitol doesn't update without placing/picking up furniture. Value doesn't update when you pick up last furniture.,Priority: Medium,"Step to reproduce: - spawn Room with 3 furniture, claim it: ![image](https://user-images.githubusercontent.com/45708377/73723791-f7d79f00-473a-11ea-9190-1d3b4924ad81.png) - place capitol and ratify it: ![image](https://user-images.githubusercontent.com/45708377/73723800-002fda00-473b-11ea-8438-6126fdba537f.png) - pick up 1 furniture in room. I have notification about changing value to **6,7** in **19m**: ![image](https://user-images.githubusercontent.com/45708377/73723868-1f2e6c00-473b-11ea-8c60-4df564e895f7.png) - wait 3 minutes. I still have **19m**. Time doesn't update: ![image](https://user-images.githubusercontent.com/45708377/73724019-79c7c800-473b-11ea-8ad3-7f15b72a4cb1.png) - pick up another one furniture. Value reduced to **3**. And time will update: ![image](https://user-images.githubusercontent.com/45708377/73724169-ce6b4300-473b-11ea-9252-e248c42e217b.png) - but if you pick up last furniture Value doesn't update. Wait 3 minute and pick up last furniture. Still have same Value and time: ![image](https://user-images.githubusercontent.com/45708377/73724277-03779580-473c-11ea-9136-7f284d30d3b8.png) ",1.0,"[0.9.0 staging-1383] Time in Capitol doesn't update without placing/picking up furniture. Value doesn't update when you pick up last furniture. - Step to reproduce: - spawn Room with 3 furniture, claim it: ![image](https://user-images.githubusercontent.com/45708377/73723791-f7d79f00-473a-11ea-9190-1d3b4924ad81.png) - place capitol and ratify it: ![image](https://user-images.githubusercontent.com/45708377/73723800-002fda00-473b-11ea-8438-6126fdba537f.png) - pick up 1 furniture in room. I have notification about changing value to **6,7** in **19m**: ![image](https://user-images.githubusercontent.com/45708377/73723868-1f2e6c00-473b-11ea-8c60-4df564e895f7.png) - wait 3 minutes. I still have **19m**. Time doesn't update: ![image](https://user-images.githubusercontent.com/45708377/73724019-79c7c800-473b-11ea-8ad3-7f15b72a4cb1.png) - pick up another one furniture. Value reduced to **3**. And time will update: ![image](https://user-images.githubusercontent.com/45708377/73724169-ce6b4300-473b-11ea-9252-e248c42e217b.png) - but if you pick up last furniture Value doesn't update. Wait 3 minute and pick up last furniture. Still have same Value and time: ![image](https://user-images.githubusercontent.com/45708377/73724277-03779580-473c-11ea-9136-7f284d30d3b8.png) ",1, time in capitol doesn t update without placing picking up furniture value doesn t update when you pick up last furniture step to reproduce spawn room with furniture claim it place capitol and ratify it pick up furniture in room i have notification about changing value to in wait minutes i still have time doesn t update pick up another one furniture value reduced to and time will update but if you pick up last furniture value doesn t update wait minute and pick up last furniture still have same value and time ,1 482694,13911913454.0,IssuesEvent,2020-10-20 18:04:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco Tree - Issue clicking User Experience dev,Category: Web Priority: Medium Status: Fixed,"In the Eco Tree, when I click a developer who is assigned to a User Experience task, it redirects me to the top of the page. For all other branches/roots, it brings up the section they are working with the tab selected for the issue. Can we make sure User Experience has the same behavior? ![EcoTreeUserExp](https://user-images.githubusercontent.com/47330823/96508672-d3135100-120f-11eb-9234-843ccfe25227.png) ",1.0,"Eco Tree - Issue clicking User Experience dev - In the Eco Tree, when I click a developer who is assigned to a User Experience task, it redirects me to the top of the page. For all other branches/roots, it brings up the section they are working with the tab selected for the issue. Can we make sure User Experience has the same behavior? ![EcoTreeUserExp](https://user-images.githubusercontent.com/47330823/96508672-d3135100-120f-11eb-9234-843ccfe25227.png) ",1,eco tree issue clicking user experience dev in the eco tree when i click a developer who is assigned to a user experience task it redirects me to the top of the page for all other branches roots it brings up the section they are working with the tab selected for the issue can we make sure user experience has the same behavior ,1 440129,12693692420.0,IssuesEvent,2020-06-22 04:17:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.0] Campsite Crafting needs sound,Category: Audio Priority: Medium Status: Reopen,"No sound effects play when I craft a workbench at the campsite. ![need_sounds](https://user-images.githubusercontent.com/35509188/42544922-743d7c72-8469-11e8-9291-d05a275fd79b.PNG) ",1.0,"[7.6.0] Campsite Crafting needs sound - No sound effects play when I craft a workbench at the campsite. ![need_sounds](https://user-images.githubusercontent.com/35509188/42544922-743d7c72-8469-11e8-9291-d05a275fd79b.PNG) ",1, campsite crafting needs sound no sound effects play when i craft a workbench at the campsite ,1 523132,15173462273.0,IssuesEvent,2021-02-13 14:15:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minimap Refactor Assistance: Refactor district editing to work with new overlay system,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed,"Broken with my refactor, needs updating, can use your help thanks!",1.0,"Minimap Refactor Assistance: Refactor district editing to work with new overlay system - Broken with my refactor, needs updating, can use your help thanks!",1,minimap refactor assistance refactor district editing to work with new overlay system broken with my refactor needs updating can use your help thanks ,1 502690,14564999473.0,IssuesEvent,2020-12-17 06:24:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-111] A lot of NREs when open property window.,Category: Tech Priority: Medium Status: Fixed Status: Not reproduced,"![image](https://user-images.githubusercontent.com/45708377/98935828-28800c80-24f5-11eb-84fe-18712c4f0e64.png) ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Utilities.SparseScrollRect.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5530333/Player.log) ",1.0,"[0.9.2 develop-111] A lot of NREs when open property window. - ![image](https://user-images.githubusercontent.com/45708377/98935828-28800c80-24f5-11eb-84fe-18712c4f0e64.png) ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Utilities.SparseScrollRect.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5530333/Player.log) ",1, a lot of nres when open property window nullreferenceexception object reference not set to an instance of an object at assets ui scripts utilities sparsescrollrect lateupdate in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 555457,16455030598.0,IssuesEvent,2021-05-21 11:19:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1852] Face remover troubles with glass and lumber,Category: Tech Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Use Lumber Wall and GlassWindow: ![image](https://user-images.githubusercontent.com/45708377/99939996-61817200-2d7c-11eb-8d17-fb1953a1460f.png) ![image](https://user-images.githubusercontent.com/45708377/99940240-d0f76180-2d7c-11eb-81c5-a3ecae5accb7.png) ",1.0,"[0.9.2 staging-1852] Face remover troubles with glass and lumber - Use Lumber Wall and GlassWindow: ![image](https://user-images.githubusercontent.com/45708377/99939996-61817200-2d7c-11eb-8d17-fb1953a1460f.png) ![image](https://user-images.githubusercontent.com/45708377/99940240-d0f76180-2d7c-11eb-81c5-a3ecae5accb7.png) ",1, face remover troubles with glass and lumber use lumber wall and glasswindow ,1 467310,13445588916.0,IssuesEvent,2020-09-08 11:39:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Resolution mismatch,Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/89344702-22a79f00-d65b-11ea-95cc-e8d6bae082ab.png) Resolution of picture on the left = good Resolution of picture on the right = bad ",1.0,"Resolution mismatch - ![image](https://user-images.githubusercontent.com/3536496/89344702-22a79f00-d65b-11ea-95cc-e8d6bae082ab.png) Resolution of picture on the left = good Resolution of picture on the right = bad ",1,resolution mismatch resolution of picture on the left good resolution of picture on the right bad ,1 219216,7334088350.0,IssuesEvent,2018-03-05 21:33:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Fell through world with cart,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** I was going down a road ramp guy made, with cart, and fell through world endlessly. had to disconnect and reconnect to fix. Lost cart and stacks of wood. **Expected behavior:** It shouldn't have fallen through the world **Actual behavior:** Made me fall through the world and lose my stuff.",1.0,"USER ISSUE: Fell through world with cart - **Version:** 0.7.0.5 beta **Steps to Reproduce:** I was going down a road ramp guy made, with cart, and fell through world endlessly. had to disconnect and reconnect to fix. Lost cart and stacks of wood. **Expected behavior:** It shouldn't have fallen through the world **Actual behavior:** Made me fall through the world and lose my stuff.",1,user issue fell through world with cart version beta steps to reproduce i was going down a road ramp guy made with cart and fell through world endlessly had to disconnect and reconnect to fix lost cart and stacks of wood expected behavior it shouldn t have fallen through the world actual behavior made me fall through the world and lose my stuff ,1 317363,9664104356.0,IssuesEvent,2019-05-21 03:50:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Broken World, Desert problem",Medium Priority,"Yesterday we have talked about our Map where our wetland turned into a desert within a half day ... now it turn´s from desert to wet land and back randomly all the time. For checking our Map for Bugs are here all of our files. Now we are on Day two with a new generated Map after the Update 7.2.2 . https://www.dropbox.com/sh/5p8lzj8kw8x23pi/AAC4K1dUUiuL4NxF6MxD27l0a?dl=0",1.0,"Broken World, Desert problem - Yesterday we have talked about our Map where our wetland turned into a desert within a half day ... now it turn´s from desert to wet land and back randomly all the time. For checking our Map for Bugs are here all of our files. Now we are on Day two with a new generated Map after the Update 7.2.2 . https://www.dropbox.com/sh/5p8lzj8kw8x23pi/AAC4K1dUUiuL4NxF6MxD27l0a?dl=0",1,broken world desert problem yesterday we have talked about our map where our wetland turned into a desert within a half day now it turn´s from desert to wet land and back randomly all the time for checking our map for bugs are here all of our files now we are on day two with a new generated map after the update ,1 376836,11157272668.0,IssuesEvent,2019-12-25 11:42:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,/give doesn't add weight to inventories,Medium Priority Verified,Give yourself a powered cart then place it and now you hit a debugger break point because your inventory weights are unexpectedly wrong,1.0,/give doesn't add weight to inventories - Give yourself a powered cart then place it and now you hit a debugger break point because your inventory weights are unexpectedly wrong,1, give doesn t add weight to inventories give yourself a powered cart then place it and now you hit a debugger break point because your inventory weights are unexpectedly wrong,1 254712,8087253320.0,IssuesEvent,2018-08-09 00:34:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Can not tab out of game using Windows 7,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Tab out to desktop **Expected behavior:** Go to desktop so I can view ECO Wilkki **Actual behavior:** Tries to go to desktop but just for a split second",1.0,"USER ISSUE: Can not tab out of game using Windows 7 - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Tab out to desktop **Expected behavior:** Go to desktop so I can view ECO Wilkki **Actual behavior:** Tries to go to desktop but just for a split second",1,user issue can not tab out of game using windows version beta steps to reproduce tab out to desktop expected behavior go to desktop so i can view eco wilkki actual behavior tries to go to desktop but just for a split second,1 480220,13837945269.0,IssuesEvent,2020-10-14 05:05:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.3] Dev Tool does not have full access to storage,Priority: Medium Status: Fixed Status: Fixed Locally Type: Feature,"With the Dev Tool an admin is able to access storage to view inventory but they do not have access to add or remove items from the storage. There are many times an admin would want to do this, but it is especially important with the introduction of more unique items. This issue must be fixed first before this feature can be added: https://github.com/StrangeLoopGames/EcoIssues/issues/13596",1.0,"[8.3] Dev Tool does not have full access to storage - With the Dev Tool an admin is able to access storage to view inventory but they do not have access to add or remove items from the storage. There are many times an admin would want to do this, but it is especially important with the introduction of more unique items. This issue must be fixed first before this feature can be added: https://github.com/StrangeLoopGames/EcoIssues/issues/13596",1, dev tool does not have full access to storage with the dev tool an admin is able to access storage to view inventory but they do not have access to add or remove items from the storage there are many times an admin would want to do this but it is especially important with the introduction of more unique items this issue must be fixed first before this feature can be added ,1 249195,7954070700.0,IssuesEvent,2018-07-12 05:48:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server listing masks servers with sub-40ms ping.,Medium Priority,"My server is hosted in MS Azure US East and my users in the USA consistently have sub-30ms ping times when logged in. [](See: https://imgur.com/ARp1nxz) Unfortunately, I end up getting many international users and not many people from US East because the server join screen masks servers with a sub-40ms ping. This is not a bad thing, but my server is very well populated and I'd like more users - and because it has a sub-40ms ping, it's not being shown. [](See: https://imgur.com/OXcwtnC) - server not showing at top of list of server; but it is in my favorites with a sub-40ms ping time. [](See: https://imgur.com/BTAwiIm) I don't understand why the server listing page does this, but I feel like it's adversely affecting my server population during core gaming times. ",1.0,"Server listing masks servers with sub-40ms ping. - My server is hosted in MS Azure US East and my users in the USA consistently have sub-30ms ping times when logged in. [](See: https://imgur.com/ARp1nxz) Unfortunately, I end up getting many international users and not many people from US East because the server join screen masks servers with a sub-40ms ping. This is not a bad thing, but my server is very well populated and I'd like more users - and because it has a sub-40ms ping, it's not being shown. [](See: https://imgur.com/OXcwtnC) - server not showing at top of list of server; but it is in my favorites with a sub-40ms ping time. [](See: https://imgur.com/BTAwiIm) I don't understand why the server listing page does this, but I feel like it's adversely affecting my server population during core gaming times. ",1,server listing masks servers with sub ping my server is hosted in ms azure us east and my users in the usa consistently have sub ping times when logged in see unfortunately i end up getting many international users and not many people from us east because the server join screen masks servers with a sub ping this is not a bad thing but my server is very well populated and i d like more users and because it has a sub ping it s not being shown see server not showing at top of list of server but it is in my favorites with a sub ping time see i don t understand why the server listing page does this but i feel like it s adversely affecting my server population during core gaming times ,1 501091,14521110683.0,IssuesEvent,2020-12-14 06:47:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1852] Map UI element issue: background is incorrectly matched,Category: UI Priority: Medium Type: Regression,"Background does not properly follow the border of the ui ![Screenshot_7.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/b8d27aab-e448-44d6-92af-04291a2f0b05) ",1.0,"[0.9.2 staging-1852] Map UI element issue: background is incorrectly matched - Background does not properly follow the border of the ui ![Screenshot_7.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/b8d27aab-e448-44d6-92af-04291a2f0b05) ",1, map ui element issue background is incorrectly matched background does not properly follow the border of the ui ,1 583658,17395118231.0,IssuesEvent,2021-08-02 12:33:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-2037] WindMill occupancy,Category: Tech Priority: Medium Type: Bug,"Seems it needs manual occupancy. Step to reproduce: - place windmill: ![image](https://user-images.githubusercontent.com/45708377/123620857-55c6c400-d813-11eb-88f8-7220b295da12.png) -try to open it from this side: ![image](https://user-images.githubusercontent.com/45708377/123620912-6119ef80-d813-11eb-9ffd-870627e6c7d6.png) - you have ""WindmillObject [Windmill] an interaction distance check failed (occupancy based). Fallback to default check."" ![image](https://user-images.githubusercontent.com/45708377/123620951-6a0ac100-d813-11eb-8541-9f60f2685988.png) - it happens because this windmill block is not included in occupancy: ![image](https://user-images.githubusercontent.com/45708377/123621127-9292bb00-d813-11eb-95d5-a78eb7c229ae.png) ",1.0,"[0.9.4 staging-2037] WindMill occupancy - Seems it needs manual occupancy. Step to reproduce: - place windmill: ![image](https://user-images.githubusercontent.com/45708377/123620857-55c6c400-d813-11eb-88f8-7220b295da12.png) -try to open it from this side: ![image](https://user-images.githubusercontent.com/45708377/123620912-6119ef80-d813-11eb-9ffd-870627e6c7d6.png) - you have ""WindmillObject [Windmill] an interaction distance check failed (occupancy based). Fallback to default check."" ![image](https://user-images.githubusercontent.com/45708377/123620951-6a0ac100-d813-11eb-8541-9f60f2685988.png) - it happens because this windmill block is not included in occupancy: ![image](https://user-images.githubusercontent.com/45708377/123621127-9292bb00-d813-11eb-95d5-a78eb7c229ae.png) ",1, windmill occupancy seems it needs manual occupancy step to reproduce place windmill try to open it from this side you have windmillobject an interaction distance check failed occupancy based fallback to default check it happens because this windmill block is not included in occupancy ,1 452245,13047449082.0,IssuesEvent,2020-07-29 10:44:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Accounts: user icon in menu not working for default icon,Category: Accounts Category: Web Priority: Medium Status: Fixed,"users without any special icons, should still have the default icon to display in menu",1.0,"Accounts: user icon in menu not working for default icon - users without any special icons, should still have the default icon to display in menu",1,accounts user icon in menu not working for default icon users without any special icons should still have the default icon to display in menu,1 552433,16240656087.0,IssuesEvent,2021-05-07 09:07:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Rob & friends feedback: Store bartering wasnt clear. ,Category: UI Needs Task Plan Priority: Medium Squad: Wild Turkey Type: Quality of Life,there should be a barter option clearly in the store currency list,1.0,Rob & friends feedback: Store bartering wasnt clear. - there should be a barter option clearly in the store currency list,1,rob friends feedback store bartering wasnt clear there should be a barter option clearly in the store currency list,1 367183,10850630112.0,IssuesEvent,2019-11-13 09:14:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1215] Uncomfortable to drop markers,Fixed Medium Priority,"1. Non-fixed tabs in Minimap(Regression). It's uncomfortable to drop markers now. See video: https://drive.google.com/file/d/1AyEHcWke23bCBFAa3QCk5VOezYYJZPeY/view?usp=sharing How it was in 8.3.0: https://drive.google.com/file/d/1IcR2BgvfnuOfeskBg1JLwjhG-Pa2sY2V/view?usp=sharing 2. Most Suggestion: Can you add some kind of shadow where the marker will drop? Because I drop all markers approximately.",1.0,"[0.9.0 staging-1215] Uncomfortable to drop markers - 1. Non-fixed tabs in Minimap(Regression). It's uncomfortable to drop markers now. See video: https://drive.google.com/file/d/1AyEHcWke23bCBFAa3QCk5VOezYYJZPeY/view?usp=sharing How it was in 8.3.0: https://drive.google.com/file/d/1IcR2BgvfnuOfeskBg1JLwjhG-Pa2sY2V/view?usp=sharing 2. Most Suggestion: Can you add some kind of shadow where the marker will drop? Because I drop all markers approximately.",1, uncomfortable to drop markers non fixed tabs in minimap regression it s uncomfortable to drop markers now see video how it was in most suggestion can you add some kind of shadow where the marker will drop because i drop all markers approximately ,1 236770,7752728122.0,IssuesEvent,2018-05-30 21:14:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.4+ - settings is not contain server ip:port.,Medium Priority,"Settings files contain only ServerUniqueIdentifier, not ip:port. (Recent servers, favorites, recent played.) This can cause problems when the master server is unavailable.",1.0,"0.7.4+ - settings is not contain server ip:port. - Settings files contain only ServerUniqueIdentifier, not ip:port. (Recent servers, favorites, recent played.) This can cause problems when the master server is unavailable.",1, settings is not contain server ip port settings files contain only serveruniqueidentifier not ip port recent servers favorites recent played this can cause problems when the master server is unavailable ,1 249123,7953848901.0,IssuesEvent,2018-07-12 04:15:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Game frame rate is too slow.,Medium Priority Optimization Steam Report,"http://steamcommunity.com/profiles/76561198151463341/recommended/382310/ It isn't able to start up if you dont use version 7.1.2 , but it also says you need at least 2GB RAM i have 4 and the game still lags like crazy, do not recommend ________________________________________________ http://steamcommunity.com/profiles/76561198151463341/recommended/382310/ I have all the recomended settings and no matter what I do, it still give me 14-15 frames a second. This is a brand new computer too. And this game just isnt as fun as I thought it would be. **IF YOU HAVE A WINDOWS COMPUTER THAT IS AT THE RECOMENDED SETTINGS, HIGH CHANCE IT WILL BE LAGGY* I do not recomend this game. __________________________________________________ http://steamcommunity.com/profiles/76561198000692879/recommended/382310/ This game runs at lower framerates on the lowest possible settings than Ark runs on near maximum settings. That's so bad it's almost impressive. __________________________________________________ http://steamcommunity.com/profiles/76561198315771603/recommended/382310/ its too laggy and theres no way to express your house in a creative way or form. __________________________________________________ ",1.0,"Game frame rate is too slow. - http://steamcommunity.com/profiles/76561198151463341/recommended/382310/ It isn't able to start up if you dont use version 7.1.2 , but it also says you need at least 2GB RAM i have 4 and the game still lags like crazy, do not recommend ________________________________________________ http://steamcommunity.com/profiles/76561198151463341/recommended/382310/ I have all the recomended settings and no matter what I do, it still give me 14-15 frames a second. This is a brand new computer too. And this game just isnt as fun as I thought it would be. **IF YOU HAVE A WINDOWS COMPUTER THAT IS AT THE RECOMENDED SETTINGS, HIGH CHANCE IT WILL BE LAGGY* I do not recomend this game. __________________________________________________ http://steamcommunity.com/profiles/76561198000692879/recommended/382310/ This game runs at lower framerates on the lowest possible settings than Ark runs on near maximum settings. That's so bad it's almost impressive. __________________________________________________ http://steamcommunity.com/profiles/76561198315771603/recommended/382310/ its too laggy and theres no way to express your house in a creative way or form. __________________________________________________ ",1,game frame rate is too slow it isn t able to start up if you dont use version but it also says you need at least ram i have and the game still lags like crazy do not recommend i have all the recomended settings and no matter what i do it still give me frames a second this is a brand new computer too and this game just isnt as fun as i thought it would be if you have a windows computer that is at the recomended settings high chance it will be laggy i do not recomend this game this game runs at lower framerates on the lowest possible settings than ark runs on near maximum settings that s so bad it s almost impressive its too laggy and theres no way to express your house in a creative way or form ,1 534574,15629819236.0,IssuesEvent,2021-03-22 00:25:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1960]Mining changes mineable materials into a complete block,Category: Art Priority: Medium Type: Bug,"Build: 0.9.3 Staging-1960 ### Issue When mining, some mineable blocks suddenly change their appearances. In some cases, it completely turns into a full block which is cringy to look at. This wasn't happening before. Note: - I'm guessing that this could be a side effect of turning decorators OFF as a fixed for #20230. (Just guessing) Repro: 1. Find a mineable area with blocks that are level with its neighboring blocks horizontally. 2. Grab a pickaxe, any will do, and select it. 3. Mine the block that is next to a block that's at the edge. 4. Observe the block located at the edge. Actual Result: The block that's at the edge changes its aesthetics and shape into a complete block and it's ugly to look at. It doesn't feel right. Expected Result: Minor to trivial graphical or design change. Video Repro: https://images.zenhubusercontent.com/42199084/997a03db-e8b1-43d0-818c-625d5c0a2915/2021_03_22_07_59.mp4",1.0,"[0.9.3 Staging-1960]Mining changes mineable materials into a complete block - Build: 0.9.3 Staging-1960 ### Issue When mining, some mineable blocks suddenly change their appearances. In some cases, it completely turns into a full block which is cringy to look at. This wasn't happening before. Note: - I'm guessing that this could be a side effect of turning decorators OFF as a fixed for #20230. (Just guessing) Repro: 1. Find a mineable area with blocks that are level with its neighboring blocks horizontally. 2. Grab a pickaxe, any will do, and select it. 3. Mine the block that is next to a block that's at the edge. 4. Observe the block located at the edge. Actual Result: The block that's at the edge changes its aesthetics and shape into a complete block and it's ugly to look at. It doesn't feel right. Expected Result: Minor to trivial graphical or design change. Video Repro: https://images.zenhubusercontent.com/42199084/997a03db-e8b1-43d0-818c-625d5c0a2915/2021_03_22_07_59.mp4",1, mining changes mineable materials into a complete block build staging issue when mining some mineable blocks suddenly change their appearances in some cases it completely turns into a full block which is cringy to look at this wasn t happening before note i m guessing that this could be a side effect of turning decorators off as a fixed for just guessing repro find a mineable area with blocks that are level with its neighboring blocks horizontally grab a pickaxe any will do and select it mine the block that is next to a block that s at the edge observe the block located at the edge actual result the block that s at the edge changes its aesthetics and shape into a complete block and it s ugly to look at it doesn t feel right expected result minor to trivial graphical or design change video repro ,1 327969,9984136298.0,IssuesEvent,2019-07-10 13:56:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Users.eco changes all the time and causes a lot of annoyance,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/53043990-c1d0da80-3457-11e9-952c-b23a96cc8535.png) Let's add a new special config file which has stuff that will change on its own, and make this ignored by git. In this case, theres a few legit parameter that should be checked in, then the list of 'values' which should never be checked in. That value list can be moved to a new config (local config? something like that). In that config, can also put a world size override, so we can have small worlds easily.",1.0,"Users.eco changes all the time and causes a lot of annoyance - ![image](https://user-images.githubusercontent.com/3536496/53043990-c1d0da80-3457-11e9-952c-b23a96cc8535.png) Let's add a new special config file which has stuff that will change on its own, and make this ignored by git. In this case, theres a few legit parameter that should be checked in, then the list of 'values' which should never be checked in. That value list can be moved to a new config (local config? something like that). In that config, can also put a world size override, so we can have small worlds easily.",1,users eco changes all the time and causes a lot of annoyance let s add a new special config file which has stuff that will change on its own and make this ignored by git in this case theres a few legit parameter that should be checked in then the list of values which should never be checked in that value list can be moved to a new config local config something like that in that config can also put a world size override so we can have small worlds easily ,1 441060,12707209130.0,IssuesEvent,2020-06-23 08:32:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1616] UI:story about the little triggers ,Category: UI Priority: Medium,"1) Store: ""+"" and ""-"" don't work in selling list (you are trying to sell something to someone in someone's store) In Buying section they are fine. ![bandicam 2020-06-23 13-20-50-376](https://user-images.githubusercontent.com/27898520/85379679-78b1fe80-b555-11ea-964f-c2b1e7d11677.jpg) 2) Removing is cut ![unknown (21)](https://user-images.githubusercontent.com/27898520/85380019-da726880-b555-11ea-96c3-0674e728c7f5.png) ",1.0,"[0.9.0 staging-1616] UI:story about the little triggers - 1) Store: ""+"" and ""-"" don't work in selling list (you are trying to sell something to someone in someone's store) In Buying section they are fine. ![bandicam 2020-06-23 13-20-50-376](https://user-images.githubusercontent.com/27898520/85379679-78b1fe80-b555-11ea-964f-c2b1e7d11677.jpg) 2) Removing is cut ![unknown (21)](https://user-images.githubusercontent.com/27898520/85380019-da726880-b555-11ea-96c3-0674e728c7f5.png) ",1, ui story about the little triggers store and don t work in selling list you are trying to sell something to someone in someone s store in buying section they are fine removing is cut ,1 445236,12827914191.0,IssuesEvent,2020-07-06 19:27:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Accounts: Steam banning review,Category: Web Priority: Medium,"On new page /ban in admin menu: A form for our dev admins to submit a steam id, a reason for banning, and date for end of ban (endless should be default) Store bans in new ban table Make a url endpoint that display the list. Auth will pull the list from this url endpoint. when steam users login, check if their steam id is on the list and the ban has not expired. if so then return ""Your account has been disabled"" On same page /ban, add another form for non-steam banning. takes slg id, a reason for banning, and date for end of ban (endless should be default) Store bans in ban table. But does not need to display on endpoint list. just set ban expire time in user table ban field (we already have a system for banning slg users. qa that its still working)",1.0,"Accounts: Steam banning review - On new page /ban in admin menu: A form for our dev admins to submit a steam id, a reason for banning, and date for end of ban (endless should be default) Store bans in new ban table Make a url endpoint that display the list. Auth will pull the list from this url endpoint. when steam users login, check if their steam id is on the list and the ban has not expired. if so then return ""Your account has been disabled"" On same page /ban, add another form for non-steam banning. takes slg id, a reason for banning, and date for end of ban (endless should be default) Store bans in ban table. But does not need to display on endpoint list. just set ban expire time in user table ban field (we already have a system for banning slg users. qa that its still working)",1,accounts steam banning review on new page ban in admin menu a form for our dev admins to submit a steam id a reason for banning and date for end of ban endless should be default store bans in new ban table make a url endpoint that display the list auth will pull the list from this url endpoint when steam users login check if their steam id is on the list and the ban has not expired if so then return your account has been disabled on same page ban add another form for non steam banning takes slg id a reason for banning and date for end of ban endless should be default store bans in ban table but does not need to display on endpoint list just set ban expire time in user table ban field we already have a system for banning slg users qa that its still working ,1 249114,7953831536.0,IssuesEvent,2018-07-12 04:08:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Application exit takes long, app hangs for a while before responding to WIN",Medium Priority,"Every time I quit the game, it takes a long time to return to Win OS. Also, alt tabbing into other windows is not possible. The app totally hangs (doing whatever it is doing). Suggestion: Either have proper feedback for the user, so the user knows what is happening, and why, or speed up application closure. Usually a good app closes within seconds after the user hits ALT+F4. ![image](https://user-images.githubusercontent.com/37662083/37773512-17c36bd2-2dde-11e8-9045-081b2fbd68de.png) Win 10 64Bit ",1.0,"Application exit takes long, app hangs for a while before responding to WIN - Every time I quit the game, it takes a long time to return to Win OS. Also, alt tabbing into other windows is not possible. The app totally hangs (doing whatever it is doing). Suggestion: Either have proper feedback for the user, so the user knows what is happening, and why, or speed up application closure. Usually a good app closes within seconds after the user hits ALT+F4. ![image](https://user-images.githubusercontent.com/37662083/37773512-17c36bd2-2dde-11e8-9045-081b2fbd68de.png) Win 10 64Bit ",1,application exit takes long app hangs for a while before responding to win every time i quit the game it takes a long time to return to win os also alt tabbing into other windows is not possible the app totally hangs doing whatever it is doing suggestion either have proper feedback for the user so the user knows what is happening and why or speed up application closure usually a good app closes within seconds after the user hits alt win ,1 386932,11453306370.0,IssuesEvent,2020-02-06 15:11:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1330] Orders use craft time from parent recipe.,Priority: Medium,"![image](https://user-images.githubusercontent.com/45708377/72043490-63585900-32c2-11ea-9610-da23f922dfb3.png) It should be: 6 min; 1,5 min; 1 min; 1 min; 2 min ",1.0,"[0.9.0 staging-1330] Orders use craft time from parent recipe. - ![image](https://user-images.githubusercontent.com/45708377/72043490-63585900-32c2-11ea-9610-da23f922dfb3.png) It should be: 6 min; 1,5 min; 1 min; 1 min; 2 min ",1, orders use craft time from parent recipe it should be min min min min min ,1 253614,8058386605.0,IssuesEvent,2018-08-02 18:18:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Property Claim Ground Issue ,Medium Priority,"Version: 0.7.3.1 beta Steps to Reproduce: 1. Drag Property Claim to hotbar from backpack 2. Choose property claim from hotbar Expected behavior: You will see propery claim with highlighted area Actual behavior: You just see the property claim. No highlighted area. ![eco](https://user-images.githubusercontent.com/37982733/38175907-9ac6d718-35b2-11e8-9955-95bdca7b1cf8.png) Graphics Card: Nvidia Windows",1.0,"USER ISSUE: Property Claim Ground Issue - Version: 0.7.3.1 beta Steps to Reproduce: 1. Drag Property Claim to hotbar from backpack 2. Choose property claim from hotbar Expected behavior: You will see propery claim with highlighted area Actual behavior: You just see the property claim. No highlighted area. ![eco](https://user-images.githubusercontent.com/37982733/38175907-9ac6d718-35b2-11e8-9955-95bdca7b1cf8.png) Graphics Card: Nvidia Windows",1,user issue property claim ground issue version beta steps to reproduce drag property claim to hotbar from backpack choose property claim from hotbar expected behavior you will see propery claim with highlighted area actual behavior you just see the property claim no highlighted area graphics card nvidia windows,1 505505,14634790391.0,IssuesEvent,2020-12-24 06:32:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1882] Hanging Steel Shop Sign has Credit and Crafting components,Category: UI Priority: Medium Status: Fixed,"Should be only Text and Authorization: ![image](https://user-images.githubusercontent.com/45708377/102882854-1c765b80-4460-11eb-8188-c2731bf8dacc.png) ![image](https://user-images.githubusercontent.com/45708377/102883024-5f383380-4460-11eb-8e9b-ae1bb40ce4ef.png) ",1.0,"[0.9.2 staging-1882] Hanging Steel Shop Sign has Credit and Crafting components - Should be only Text and Authorization: ![image](https://user-images.githubusercontent.com/45708377/102882854-1c765b80-4460-11eb-8188-c2731bf8dacc.png) ![image](https://user-images.githubusercontent.com/45708377/102883024-5f383380-4460-11eb-8e9b-ae1bb40ce4ef.png) ",1, hanging steel shop sign has credit and crafting components should be only text and authorization ,1 553858,16384015660.0,IssuesEvent,2021-05-17 08:08:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1968] Notification that I lose furniture if I try to leave my residencе,Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"![image](https://user-images.githubusercontent.com/45708377/113126608-7be2c500-9220-11eb-9908-fc5224fb2b88.png) I guess only players who leave someone else's residence must have this message. I will not lose access to this items. ",1.0,"[0.9.3 staging-1968] Notification that I lose furniture if I try to leave my residencе - ![image](https://user-images.githubusercontent.com/45708377/113126608-7be2c500-9220-11eb-9908-fc5224fb2b88.png) I guess only players who leave someone else's residence must have this message. I will not lose access to this items. ",1, notification that i lose furniture if i try to leave my residencе i guess only players who leave someone else s residence must have this message i will not lose access to this items ,1 385414,11420432714.0,IssuesEvent,2020-02-03 10:06:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Experience on craft without required skills,Priority: Medium Status: Fixed,"Many recipes have some ExperienceOnCraft, but no required skills. What skill will gain experience on craft them? ![image](https://user-images.githubusercontent.com/11686660/73225954-0e985780-4177-11ea-878f-4341416592c1.png) ![image](https://user-images.githubusercontent.com/11686660/73226258-0f7db900-4178-11ea-8cde-318dd75b8ce0.png) Here we have it: ![image](https://user-images.githubusercontent.com/11686660/73226275-23c1b600-4178-11ea-95cf-332d19a08e1f.png) ",1.0,"Experience on craft without required skills - Many recipes have some ExperienceOnCraft, but no required skills. What skill will gain experience on craft them? ![image](https://user-images.githubusercontent.com/11686660/73225954-0e985780-4177-11ea-878f-4341416592c1.png) ![image](https://user-images.githubusercontent.com/11686660/73226258-0f7db900-4178-11ea-8cde-318dd75b8ce0.png) Here we have it: ![image](https://user-images.githubusercontent.com/11686660/73226275-23c1b600-4178-11ea-95cf-332d19a08e1f.png) ",1,experience on craft without required skills many recipes have some experienceoncraft but no required skills what skill will gain experience on craft them here we have it ,1 467302,13445503586.0,IssuesEvent,2020-09-08 11:31:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-19] Searching in Ecopedia is broken.,Category: UI Priority: Medium Status: Fixed,"For example try to find Contract Board or Real Estate Desk. I should see Category and Page too, not only subpage: ![image](https://user-images.githubusercontent.com/45708377/89160422-b4d77680-d579-11ea-8056-5da154a072da.png) ![image](https://user-images.githubusercontent.com/45708377/89160498-d6386280-d579-11ea-8029-5e9c8f98bf35.png) ",1.0,"[0.9.0 develop-19] Searching in Ecopedia is broken. - For example try to find Contract Board or Real Estate Desk. I should see Category and Page too, not only subpage: ![image](https://user-images.githubusercontent.com/45708377/89160422-b4d77680-d579-11ea-8056-5da154a072da.png) ![image](https://user-images.githubusercontent.com/45708377/89160498-d6386280-d579-11ea-8029-5e9c8f98bf35.png) ",1, searching in ecopedia is broken for example try to find contract board or real estate desk i should see category and page too not only subpage ,1 417872,12180575788.0,IssuesEvent,2020-04-28 12:42:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,8.1.2 Economy Viewer not displaying all items,Priority: Medium QA,"v8.1.2 beta Problem: Economy viewer not filtering all items Steps: Press Y to go to E.V. Search for Copper Search for Wiring Copper Wiring doesnt appear There are others. ![image](https://user-images.githubusercontent.com/6478038/56089279-60792680-5e5e-11e9-8347-2e2efdbc24f9.png) ",1.0,"8.1.2 Economy Viewer not displaying all items - v8.1.2 beta Problem: Economy viewer not filtering all items Steps: Press Y to go to E.V. Search for Copper Search for Wiring Copper Wiring doesnt appear There are others. ![image](https://user-images.githubusercontent.com/6478038/56089279-60792680-5e5e-11e9-8347-2e2efdbc24f9.png) ",1, economy viewer not displaying all items beta problem economy viewer not filtering all items steps press y to go to e v search for copper search for wiring copper wiring doesnt appear there are others ,1 477448,13762632368.0,IssuesEvent,2020-10-07 09:23:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Popups are fading slow and not moving when they open/close,Category: UI Priority: Medium,"They used to drift up and down, and fade in/out rapidly, they just turned slow and dont move. ",1.0,"Popups are fading slow and not moving when they open/close - They used to drift up and down, and fade in/out rapidly, they just turned slow and dont move. ",1,popups are fading slow and not moving when they open close they used to drift up and down and fade in out rapidly they just turned slow and dont move ,1 426858,12389096425.0,IssuesEvent,2020-05-20 08:28:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mousewheel Scrolling between forms in the hammer needs to be added back in (was present before new system),Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Type: Regression Week Task,"This is something I mentioned several times and asked for with diagrams when we were completing the hammer UI but it never got done. ![image](https://user-images.githubusercontent.com/14983165/75483484-c9289f00-595b-11ea-876b-54fbf2221187.png) This is functionality that made it easy to select the next piece of the ramp for the 1/4 ramps for instance, and will allow quicker navigation between similar forms. While holding F you should be able to mousewheel to navigate to the previous and next form in the form list. This will mean the highlight on the form that appears when you click it will need to 'stick' and be persistant, showing you easily in the list which form you have selected. As a first implementation though just the ability to scroll is what's most important. ![image](https://user-images.githubusercontent.com/14983165/75484193-240ec600-595d-11ea-92ba-b89b77598475.png) ",1.0,"Mousewheel Scrolling between forms in the hammer needs to be added back in (was present before new system) - This is something I mentioned several times and asked for with diagrams when we were completing the hammer UI but it never got done. ![image](https://user-images.githubusercontent.com/14983165/75483484-c9289f00-595b-11ea-876b-54fbf2221187.png) This is functionality that made it easy to select the next piece of the ramp for the 1/4 ramps for instance, and will allow quicker navigation between similar forms. While holding F you should be able to mousewheel to navigate to the previous and next form in the form list. This will mean the highlight on the form that appears when you click it will need to 'stick' and be persistant, showing you easily in the list which form you have selected. As a first implementation though just the ability to scroll is what's most important. ![image](https://user-images.githubusercontent.com/14983165/75484193-240ec600-595d-11ea-92ba-b89b77598475.png) ",1,mousewheel scrolling between forms in the hammer needs to be added back in was present before new system this is something i mentioned several times and asked for with diagrams when we were completing the hammer ui but it never got done this is functionality that made it easy to select the next piece of the ramp for the ramps for instance and will allow quicker navigation between similar forms while holding f you should be able to mousewheel to navigate to the previous and next form in the form list this will mean the highlight on the form that appears when you click it will need to stick and be persistant showing you easily in the list which form you have selected as a first implementation though just the ability to scroll is what s most important ,1 478886,13787590240.0,IssuesEvent,2020-10-09 05:17:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1415] Not open browser when need vote.,OS: Linux Priority: Medium,"After click button ""yes"" not open browser for voting. System: OS Linux (Ubuntu 19.10) Proton 5.0-3 ![изображение](https://user-images.githubusercontent.com/13696708/75146720-b53b2e00-570c-11ea-8601-5cadce1d1778.png) ",1.0,"[0.9.0 staging-1415] Not open browser when need vote. - After click button ""yes"" not open browser for voting. System: OS Linux (Ubuntu 19.10) Proton 5.0-3 ![изображение](https://user-images.githubusercontent.com/13696708/75146720-b53b2e00-570c-11ea-8601-5cadce1d1778.png) ",1, not open browser when need vote after click button yes not open browser for voting system os linux ubuntu proton ,1 488463,14077841783.0,IssuesEvent,2020-11-04 12:40:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.1.1] Meteor tutorial improvement ,Category: Gameplay Priority: Medium QA Status: Fixed,"[8.1.1] no mods Its hard to make the meteor tutorial part. **Steps** 1. Get a meteor task 2. Find meteor шn the sky **Expected result** watch a movie **Actual result** you need to make some wierd stuff like ""head shaking"" for a meteor to be find https://drive.google.com/file/d/1sq72h4roF6fJLFKFxrWp--bgq-z-7Qb-/view?usp=sharing It can be related to the wrong meteor position calculation (zoom-in misses the meteor) and to the issue StrangeLoopGames/EcoIssues#10978",1.0,"[8.1.1] Meteor tutorial improvement - [8.1.1] no mods Its hard to make the meteor tutorial part. **Steps** 1. Get a meteor task 2. Find meteor шn the sky **Expected result** watch a movie **Actual result** you need to make some wierd stuff like ""head shaking"" for a meteor to be find https://drive.google.com/file/d/1sq72h4roF6fJLFKFxrWp--bgq-z-7Qb-/view?usp=sharing It can be related to the wrong meteor position calculation (zoom-in misses the meteor) and to the issue StrangeLoopGames/EcoIssues#10978",1, meteor tutorial improvement no mods its hard to make the meteor tutorial part steps get a meteor task find meteor шn the sky expected result watch a movie actual result you need to make some wierd stuff like head shaking for a meteor to be find it can be related to the wrong meteor position calculation zoom in misses the meteor and to the issue strangeloopgames ecoissues ,1 180577,6651109534.0,IssuesEvent,2017-09-28 18:48:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat Main appeared when I hit enter to send a message in Chat Log,Medium Priority,"Why did chat get all broke ![image](https://user-images.githubusercontent.com/23460210/30940654-9c9e9048-a396-11e7-9a49-9b14e7d0b806.png) ",1.0,"Chat Main appeared when I hit enter to send a message in Chat Log - Why did chat get all broke ![image](https://user-images.githubusercontent.com/23460210/30940654-9c9e9048-a396-11e7-9a49-9b14e7d0b806.png) ",1,chat main appeared when i hit enter to send a message in chat log why did chat get all broke ,1 551548,16175880256.0,IssuesEvent,2021-05-03 06:39:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.6-beta-staging-1848] Dynamic/Static value in tooltip need localization,Category: Localization Priority: Medium Squad: Otter Status: Fixed,"crowdin have: Dynamic value - can be affected by modifiers Static value - not affected by modifiers but not used in game ![2020-11-04 (14)](https://user-images.githubusercontent.com/26339332/99721199-e3914280-2abf-11eb-881a-970e70b016d6.png) ![2020-11-13](https://user-images.githubusercontent.com/26339332/99721213-e724c980-2abf-11eb-98a6-e965ed72a08e.png) ",1.0,"[0.9.1.6-beta-staging-1848] Dynamic/Static value in tooltip need localization - crowdin have: Dynamic value - can be affected by modifiers Static value - not affected by modifiers but not used in game ![2020-11-04 (14)](https://user-images.githubusercontent.com/26339332/99721199-e3914280-2abf-11eb-881a-970e70b016d6.png) ![2020-11-13](https://user-images.githubusercontent.com/26339332/99721213-e724c980-2abf-11eb-98a6-e965ed72a08e.png) ",1, dynamic static value in tooltip need localization crowdin have dynamic value can be affected by modifiers static value not affected by modifiers but not used in game ,1 444138,12806912576.0,IssuesEvent,2020-07-03 10:21:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Cloud Worlds: update client's build information,Category: Web Priority: Medium,"Server is updated to 0.9 version But links and requirements are still for the 8.3.3 version ![bandicam 2020-07-03 15-19-50-583](https://user-images.githubusercontent.com/27898520/86459855-d4903a80-bd40-11ea-9a6f-4b371afb02a0.jpg) ",1.0,"Cloud Worlds: update client's build information - Server is updated to 0.9 version But links and requirements are still for the 8.3.3 version ![bandicam 2020-07-03 15-19-50-583](https://user-images.githubusercontent.com/27898520/86459855-d4903a80-bd40-11ea-9a6f-4b371afb02a0.jpg) ",1,cloud worlds update client s build information server is updated to version but links and requirements are still for the version ,1 205921,7107259765.0,IssuesEvent,2018-01-16 19:20:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sometimes when entering a vehicle your toolbar will disappear and you'll be stuck,Medium Priority,Have to disconnect/reconnect to fix,1.0,Sometimes when entering a vehicle your toolbar will disappear and you'll be stuck - Have to disconnect/reconnect to fix,1,sometimes when entering a vehicle your toolbar will disappear and you ll be stuck have to disconnect reconnect to fix,1 452233,13047227070.0,IssuesEvent,2020-07-29 10:19:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1480] Client stops responding after hitting the quit button in game.,Category: Tech Priority: Medium Status: Not reproduced,"**Steps to reproduce:** Click the quit button when connected to a server **Expected behavior:** Game quits out without issue after a moment **Actual behavior:** Client locked up and then my computer froze for about 5 minutes before I could get anything at all to respond **Providing Log files:** ![lockup bmp](https://user-images.githubusercontent.com/1329717/77432776-8320f880-6dac-11ea-9fed-b4f7678f92b3.png) ",1.0,"[0.9.0 Staging-1480] Client stops responding after hitting the quit button in game. - **Steps to reproduce:** Click the quit button when connected to a server **Expected behavior:** Game quits out without issue after a moment **Actual behavior:** Client locked up and then my computer froze for about 5 minutes before I could get anything at all to respond **Providing Log files:** ![lockup bmp](https://user-images.githubusercontent.com/1329717/77432776-8320f880-6dac-11ea-9fed-b4f7678f92b3.png) ",1, client stops responding after hitting the quit button in game steps to reproduce click the quit button when connected to a server expected behavior game quits out without issue after a moment actual behavior client locked up and then my computer froze for about minutes before i could get anything at all to respond providing log files ,1 454024,13093690082.0,IssuesEvent,2020-08-03 10:53:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1664] Animal running in place,Category: Gameplay Priority: Medium Status: Fixed,"I found several deers and bighornsheeps. They just located in one point. Sometimes they can teleport away. But in many cases it will not. Video: https://drive.google.com/file/d/1UL892XxvnpsunmmkgVVGr1XF8IkNyVIt/view?usp=sharing I can't use /sim debuganimal on this. Maybe it related with #17124. Something like animal stay in one point, but his brain traveling in world. Next-level-animals.",1.0,"[0.9.0 staging-1664] Animal running in place - I found several deers and bighornsheeps. They just located in one point. Sometimes they can teleport away. But in many cases it will not. Video: https://drive.google.com/file/d/1UL892XxvnpsunmmkgVVGr1XF8IkNyVIt/view?usp=sharing I can't use /sim debuganimal on this. Maybe it related with #17124. Something like animal stay in one point, but his brain traveling in world. Next-level-animals.",1, animal running in place i found several deers and bighornsheeps they just located in one point sometimes they can teleport away but in many cases it will not video i can t use sim debuganimal on this maybe it related with something like animal stay in one point but his brain traveling in world next level animals ,1 371605,10974524754.0,IssuesEvent,2019-11-29 09:20:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract validation doesn't consider all clauses together.,Fixed Medium Priority Push Candidate,"If I create a contract, but don't have the funds to cover the payment, the contract is considered invalid, however the clauses seem to be checked independently, meaning that if I 1000 money I can create a contract with two 1000 money payments and it works fine. When using loans, this causes the debt to be created, but the money isn't transferred, since money may have already gone into escrow.",1.0,"Contract validation doesn't consider all clauses together. - If I create a contract, but don't have the funds to cover the payment, the contract is considered invalid, however the clauses seem to be checked independently, meaning that if I 1000 money I can create a contract with two 1000 money payments and it works fine. When using loans, this causes the debt to be created, but the money isn't transferred, since money may have already gone into escrow.",1,contract validation doesn t consider all clauses together if i create a contract but don t have the funds to cover the payment the contract is considered invalid however the clauses seem to be checked independently meaning that if i money i can create a contract with two money payments and it works fine when using loans this causes the debt to be created but the money isn t transferred since money may have already gone into escrow ,1 378583,11204873263.0,IssuesEvent,2020-01-05 09:58:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tutorial may be overlapped with notifications,Fixed Medium Priority,"![image](https://user-images.githubusercontent.com/53317567/67728518-3dfac500-f9cc-11e9-9a87-2043590b98f1.png) It may be overlapped in unexpanded mode, especially when settings is openned",1.0,"Tutorial may be overlapped with notifications - ![image](https://user-images.githubusercontent.com/53317567/67728518-3dfac500-f9cc-11e9-9a87-2043590b98f1.png) It may be overlapped in unexpanded mode, especially when settings is openned",1,tutorial may be overlapped with notifications it may be overlapped in unexpanded mode especially when settings is openned,1 379797,11235795634.0,IssuesEvent,2020-01-09 09:09:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Balance: framed glass costs more than flat steel,Category: Balance Fixed Priority: Medium,"it's stupid that a small frame requires more steel than an entire block Framed glass 15 glass + 8 steel bars ![изображение](https://user-images.githubusercontent.com/4980243/69955089-eb9e4e00-150d-11ea-9d43-d865fcb9c41d.png) Flat steel 6 steel bars+3 epoxy ![изображение](https://user-images.githubusercontent.com/4980243/69955132-040e6880-150e-11ea-8acb-78bdd5057389.png) I prefer 4 steel bars+2 epoxy+15 glass for framed glass",1.0,"Balance: framed glass costs more than flat steel - it's stupid that a small frame requires more steel than an entire block Framed glass 15 glass + 8 steel bars ![изображение](https://user-images.githubusercontent.com/4980243/69955089-eb9e4e00-150d-11ea-9d43-d865fcb9c41d.png) Flat steel 6 steel bars+3 epoxy ![изображение](https://user-images.githubusercontent.com/4980243/69955132-040e6880-150e-11ea-8acb-78bdd5057389.png) I prefer 4 steel bars+2 epoxy+15 glass for framed glass",1,balance framed glass costs more than flat steel it s stupid that a small frame requires more steel than an entire block framed glass glass steel bars flat steel steel bars epoxy i prefer steel bars epoxy glass for framed glass,1 254700,8087171706.0,IssuesEvent,2018-08-09 00:03:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.4.0 #518a927f] Filter looses settings when in game or leaving server,Medium Priority,"Browser filter set: [![Screenshot from Gyazo](https://gyazo.com/0f976c8e7fbb62297b1a80e054548d23/raw)](https://gyazo.com/0f976c8e7fbb62297b1a80e054548d23) Browser settings after returning to main menu after being in game: [![Screenshot from Gyazo](https://gyazo.com/4b7c8e14d8bc1f38a331d0afb1f990e8/raw)](https://gyazo.com/4b7c8e14d8bc1f38a331d0afb1f990e8)",1.0,"[7.4.0 #518a927f] Filter looses settings when in game or leaving server - Browser filter set: [![Screenshot from Gyazo](https://gyazo.com/0f976c8e7fbb62297b1a80e054548d23/raw)](https://gyazo.com/0f976c8e7fbb62297b1a80e054548d23) Browser settings after returning to main menu after being in game: [![Screenshot from Gyazo](https://gyazo.com/4b7c8e14d8bc1f38a331d0afb1f990e8/raw)](https://gyazo.com/4b7c8e14d8bc1f38a331d0afb1f990e8)",1, filter looses settings when in game or leaving server browser filter set browser settings after returning to main menu after being in game ,1 694338,23810247484.0,IssuesEvent,2022-09-04 16:53:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sprint mode needs a screen effect,Priority: Medium Type: Feature Status: Fixed Category: Gameplay,"Make it faster and make it look faster. The calories spent should be extra-visible too, like when attacked by an animal. ",1.0,"Sprint mode needs a screen effect - Make it faster and make it look faster. The calories spent should be extra-visible too, like when attacked by an animal. ",1,sprint mode needs a screen effect make it faster and make it look faster the calories spent should be extra visible too like when attacked by an animal ,1 210773,7194458346.0,IssuesEvent,2018-02-04 05:07:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Avatar doesn't walk while pulling cart,Medium Priority,In third person. Not sure if this is a bug or a feature,1.0,Avatar doesn't walk while pulling cart - In third person. Not sure if this is a bug or a feature,1,avatar doesn t walk while pulling cart in third person not sure if this is a bug or a feature,1 477585,13764932105.0,IssuesEvent,2020-10-07 12:46:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.0 beta develop-77] Civics: Ignore auth trigger issues,Category: Laws Priority: Medium,"Checked through the action type triggers and collected a list of those that have an issue. Economy Trigger - Inventory Action - Deposit, retrieve Pollution Trigger - Drop Garbage Farming Trigger - Plant seeds Crafting Trigger - Add Labor to craft Economy Trigger - Craft Currency ( not to be mistaken with mint money ) Construction Trigger - Place or Pick up Object - Both ",1.0,"[0.9.1.0 beta develop-77] Civics: Ignore auth trigger issues - Checked through the action type triggers and collected a list of those that have an issue. Economy Trigger - Inventory Action - Deposit, retrieve Pollution Trigger - Drop Garbage Farming Trigger - Plant seeds Crafting Trigger - Add Labor to craft Economy Trigger - Craft Currency ( not to be mistaken with mint money ) Construction Trigger - Place or Pick up Object - Both ",1, civics ignore auth trigger issues checked through the action type triggers and collected a list of those that have an issue economy trigger inventory action deposit retrieve pollution trigger drop garbage farming trigger plant seeds crafting trigger add labor to craft economy trigger craft currency not to be mistaken with mint money construction trigger place or pick up object both ,1 304856,9336734590.0,IssuesEvent,2019-03-28 22:08:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Citizen accounts not displaying Continue button on menu,Fixed Medium Priority,"If a citizen logs into eco for first time, there is no Continue button for them to login to their assigned server. You can test a fresh eco install by deleting user data in \AppData\LocalLow\Strange Loop Games\Eco ",1.0,"Citizen accounts not displaying Continue button on menu - If a citizen logs into eco for first time, there is no Continue button for them to login to their assigned server. You can test a fresh eco install by deleting user data in \AppData\LocalLow\Strange Loop Games\Eco ",1,citizen accounts not displaying continue button on menu if a citizen logs into eco for first time there is no continue button for them to login to their assigned server you can test a fresh eco install by deleting user data in appdata locallow strange loop games eco ,1 450419,13003894898.0,IssuesEvent,2020-07-24 07:50:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allow stores to use no currency again,Category: Gameplay Priority: Medium Status: Fixed,"Stores have always been allowed to have no currency set, in which case they go off a strict barter system, item for item with no left over amounts. This has broken recently, though the code mostly remains. Restore it to its former glory. - Make the selector for currencies in stores able to be 'null' - Remove all the asserts that trigger if its null - Make exchange rates not calculate (and crash) if its null - Make the client handle the proper UI if its null. Also, verify that a user's bank account is being set on a store when they claim it, and its not set to null. There were a bunch set to null somehow. ",1.0,"Allow stores to use no currency again - Stores have always been allowed to have no currency set, in which case they go off a strict barter system, item for item with no left over amounts. This has broken recently, though the code mostly remains. Restore it to its former glory. - Make the selector for currencies in stores able to be 'null' - Remove all the asserts that trigger if its null - Make exchange rates not calculate (and crash) if its null - Make the client handle the proper UI if its null. Also, verify that a user's bank account is being set on a store when they claim it, and its not set to null. There were a bunch set to null somehow. ",1,allow stores to use no currency again stores have always been allowed to have no currency set in which case they go off a strict barter system item for item with no left over amounts this has broken recently though the code mostly remains restore it to its former glory make the selector for currencies in stores able to be null remove all the asserts that trigger if its null make exchange rates not calculate and crash if its null make the client handle the proper ui if its null also verify that a user s bank account is being set on a store when they claim it and its not set to null there were a bunch set to null somehow ,1 414898,12121213230.0,IssuesEvent,2020-04-22 08:56:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1245] ""Everyone"" visually doesn't disappear in Authorization tab",Priority: Medium Status: Fixed,"Step to reproduce: - spawn store - select autorization tab. Try to delete Everyone: ![image](https://user-images.githubusercontent.com/45708377/68665481-2cc8c100-0553-11ea-8c38-4b661456b373.png) - you can't. You can change tab, can reopen store ""Everyone"" will not dissapear. But when you try to add another Citizens ""Everyone"" will dissapear. It also work if you added new Citizens and then try to delete ""Everyone"". ![image](https://user-images.githubusercontent.com/45708377/68665782-bf696000-0553-11ea-8ff5-e38fd2f2405e.png) ",1.0,"[0.9.0 staging-1245] ""Everyone"" visually doesn't disappear in Authorization tab - Step to reproduce: - spawn store - select autorization tab. Try to delete Everyone: ![image](https://user-images.githubusercontent.com/45708377/68665481-2cc8c100-0553-11ea-8c38-4b661456b373.png) - you can't. You can change tab, can reopen store ""Everyone"" will not dissapear. But when you try to add another Citizens ""Everyone"" will dissapear. It also work if you added new Citizens and then try to delete ""Everyone"". ![image](https://user-images.githubusercontent.com/45708377/68665782-bf696000-0553-11ea-8ff5-e38fd2f2405e.png) ",1, everyone visually doesn t disappear in authorization tab step to reproduce spawn store select autorization tab try to delete everyone you can t you can change tab can reopen store everyone will not dissapear but when you try to add another citizens everyone will dissapear it also work if you added new citizens and then try to delete everyone ,1 467027,13439184495.0,IssuesEvent,2020-09-07 20:17:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Use adminToken on cw website,Category: Cloud Worlds Category: Web Priority: Medium Status: Fixed,"because most users buy cloud world, then login to game on steam. if their steam account isnt linked to their eco account, then game server doesnt register their eco account as a user on the server. Then server blocks them from editing server configs on accounts website. website interacts with game server via rest queries. see GameServer:Port/swagger for examples of queries.",1.0,"Use adminToken on cw website - because most users buy cloud world, then login to game on steam. if their steam account isnt linked to their eco account, then game server doesnt register their eco account as a user on the server. Then server blocks them from editing server configs on accounts website. website interacts with game server via rest queries. see GameServer:Port/swagger for examples of queries.",1,use admintoken on cw website because most users buy cloud world then login to game on steam if their steam account isnt linked to their eco account then game server doesnt register their eco account as a user on the server then server blocks them from editing server configs on accounts website website interacts with game server via rest queries see gameserver port swagger for examples of queries ,1 249122,7953847664.0,IssuesEvent,2018-07-12 04:15:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Foliage Flash with freeze,Medium Priority,"**Version:** 0.7.3.0 beta **Steps to Reproduce:** Transition from a value of 1 to 1999 on the Y axis (Second map value), or vica versa **Expected behavior:** Foliage doesn't unload and reload, no lag spike **Actual behavior:** As you move across the threshold of '0' on the Y axis (Possibly same for the X axis), all of the foliage unloads there, there is a quick freeze and then the foliage reloads.",1.0,"USER ISSUE: Foliage Flash with freeze - **Version:** 0.7.3.0 beta **Steps to Reproduce:** Transition from a value of 1 to 1999 on the Y axis (Second map value), or vica versa **Expected behavior:** Foliage doesn't unload and reload, no lag spike **Actual behavior:** As you move across the threshold of '0' on the Y axis (Possibly same for the X axis), all of the foliage unloads there, there is a quick freeze and then the foliage reloads.",1,user issue foliage flash with freeze version beta steps to reproduce transition from a value of to on the y axis second map value or vica versa expected behavior foliage doesn t unload and reload no lag spike actual behavior as you move across the threshold of on the y axis possibly same for the x axis all of the foliage unloads there there is a quick freeze and then the foliage reloads ,1 494499,14259783876.0,IssuesEvent,2020-11-20 08:51:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 staging-1823] Exception in view notifySystem.Exception: Found tag with invalid parameters.,Category: Tech Priority: Medium Status: Fixed,"Step to reproduce: - I always forgot how to add right Icon on signs, so I write a wrong string, I forgot to use item, so I wrote instead - After that I have exception: ``` Exception in view notifySystem.Exception: Found tag with invalid parameters. Requires one of 'item' or 'name'. Found ecoicon at EcoTagParser.ProcessEcoiconMatch (System.Collections.Generic.Dictionary`2[TKey,TValue] paramNamesToValues, System.String content, System.Collections.Generic.Dictionary`2[TKey,TValue] parentAttrs) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser+CustomTagProcessor.Invoke (System.Collections.Generic.Dictionary`2[TKey,TValue] paramNamesToValues, System.String content, System.Collections.Generic.Dictionary`2[TKey,TValue] parentAttrs) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser+OpenTagMatch.Close (System.String raw, Eco.Shared.Utils.TagParser+OpenTagMatch parent, System.Collections.Generic.Dictionary`2[TKey,TValue] customProcessors, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.ResolveClosing (System.String closingName, System.String textBefore, System.String raw, System.Text.StringBuilder result, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.ParseInternal (System.String text, System.Boolean autoCloseTags, System.Text.StringBuilder result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.Parse (System.String text, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at EcoTagParser.Parse (System.String text, System.Boolean normalizeTags, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Sign.UpdateText () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AndroidJavaRunnable.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AndroidJavaRunnable.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - disconnect and connect again, I have another exception and sign is using text template: ![image](https://user-images.githubusercontent.com/45708377/97271158-46851600-1841-11eb-8686-fc9a30933c23.png) ``` Caught exception on LargeHangingMortaredStoneSignObject while in NetObject ReceiveInitialState. BSON: { id: 5135 (int), view: ( 4687), components: [ ( 4688), ( 4690) ], auth: 1 (int), pos: (445, 63, 599) (Vector3), rot: (0,-0,7071068,0,0,7071068) (Quaternion), type: 'LargeHangingMortaredStoneSignObject' (string) } ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5443656/Player.log) We shouldn't have this exception, it should be processed",1.0,"[0.9.1 staging-1823] Exception in view notifySystem.Exception: Found tag with invalid parameters. - Step to reproduce: - I always forgot how to add right Icon on signs, so I write a wrong string, I forgot to use item, so I wrote instead - After that I have exception: ``` Exception in view notifySystem.Exception: Found tag with invalid parameters. Requires one of 'item' or 'name'. Found ecoicon at EcoTagParser.ProcessEcoiconMatch (System.Collections.Generic.Dictionary`2[TKey,TValue] paramNamesToValues, System.String content, System.Collections.Generic.Dictionary`2[TKey,TValue] parentAttrs) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser+CustomTagProcessor.Invoke (System.Collections.Generic.Dictionary`2[TKey,TValue] paramNamesToValues, System.String content, System.Collections.Generic.Dictionary`2[TKey,TValue] parentAttrs) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser+OpenTagMatch.Close (System.String raw, Eco.Shared.Utils.TagParser+OpenTagMatch parent, System.Collections.Generic.Dictionary`2[TKey,TValue] customProcessors, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.ResolveClosing (System.String closingName, System.String textBefore, System.String raw, System.Text.StringBuilder result, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.ParseInternal (System.String text, System.Boolean autoCloseTags, System.Text.StringBuilder result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.TagParser.Parse (System.String text, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at EcoTagParser.Parse (System.String text, System.Boolean normalizeTags, System.Boolean autoCloseTags) [0x00000] in <00000000000000000000000000000000>:0 at Sign.UpdateText () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AndroidJavaRunnable.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AndroidJavaRunnable.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - disconnect and connect again, I have another exception and sign is using text template: ![image](https://user-images.githubusercontent.com/45708377/97271158-46851600-1841-11eb-8686-fc9a30933c23.png) ``` Caught exception on LargeHangingMortaredStoneSignObject while in NetObject ReceiveInitialState. BSON: { id: 5135 (int), view: ( 4687), components: [ ( 4688), ( 4690) ], auth: 1 (int), pos: (445, 63, 599) (Vector3), rot: (0,-0,7071068,0,0,7071068) (Quaternion), type: 'LargeHangingMortaredStoneSignObject' (string) } ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5443656/Player.log) We shouldn't have this exception, it should be processed",1, exception in view notifysystem exception found tag with invalid parameters step to reproduce i always forgot how to add right icon on signs so i write a wrong string i forgot to use item so i wrote instead after that i have exception exception in view notifysystem exception found tag with invalid parameters requires one of item or name found ecoicon at ecotagparser processecoiconmatch system collections generic dictionary paramnamestovalues system string content system collections generic dictionary parentattrs in at eco shared utils tagparser customtagprocessor invoke system collections generic dictionary paramnamestovalues system string content system collections generic dictionary parentattrs in at eco shared utils tagparser opentagmatch close system string raw eco shared utils tagparser opentagmatch parent system collections generic dictionary customprocessors system boolean autoclosetags in at eco shared utils tagparser resolveclosing system string closingname system string textbefore system string raw system text stringbuilder result system boolean autoclosetags in at eco shared utils tagparser parseinternal system string text system boolean autoclosetags system text stringbuilder result in at eco shared utils tagparser parse system string text system boolean autoclosetags in at ecotagparser parse system string text system boolean normalizetags system boolean autoclosetags in at sign updatetext in at unityengine androidjavarunnable invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine androidjavarunnable invoke in disconnect and connect again i have another exception and sign is using text template caught exception on largehangingmortaredstonesignobject while in netobject receiveinitialstate bson id int view components auth int pos rot quaternion type largehangingmortaredstonesignobject string we shouldn t have this exception it should be processed,1 208043,7135291942.0,IssuesEvent,2018-01-23 00:17:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tons of missing script warnings,Medium Priority,"Many say 'The referenced script on this Behaviour (Game Object 'MeteorChunk (10)') is missing!' There are also some 'The referenced script on this Behaviour (Game Object 'SHOCK_WAVE_MESH') is missing!'",1.0,"Tons of missing script warnings - Many say 'The referenced script on this Behaviour (Game Object 'MeteorChunk (10)') is missing!' There are also some 'The referenced script on this Behaviour (Game Object 'SHOCK_WAVE_MESH') is missing!'",1,tons of missing script warnings many say the referenced script on this behaviour game object meteorchunk is missing there are also some the referenced script on this behaviour game object shock wave mesh is missing ,1 554738,16437137223.0,IssuesEvent,2021-05-20 10:29:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0] Add a way to track debris (of tree) in law system,Category: Laws Needs Task Plan Priority: Medium Squad: Mountain Goat Status: Reopen Type: Feature Type: Task,"It's currently difficult to create law to force player to clean debris. We should be able to know how much debris a fallen tree created. An other usefull things would be to be able to know how much debris there is in the world.",1.0,"[0.9.0] Add a way to track debris (of tree) in law system - It's currently difficult to create law to force player to clean debris. We should be able to know how much debris a fallen tree created. An other usefull things would be to be able to know how much debris there is in the world.",1, add a way to track debris of tree in law system it s currently difficult to create law to force player to clean debris we should be able to know how much debris a fallen tree created an other usefull things would be to be able to know how much debris there is in the world ,1 476528,13746164964.0,IssuesEvent,2020-10-06 05:01:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Civics: Description text alignment,Category: UI Priority: Medium,"Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c3b968e3-d1b8-4edb-aa9d-e85e302b6a30)",1.0,"Civics: Description text alignment - Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c3b968e3-d1b8-4edb-aa9d-e85e302b6a30)",1,civics description text alignment capitol constitution description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue ,1 280291,8679704142.0,IssuesEvent,2018-12-01 01:41:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mac client version experiencing graphic issues,Medium Priority,Mac users report that on every server they go on they see missing parts of the world and what appears to be 'world tears'. These same servers are used by others that are not experiencing these problems and not seeing this gaps or missing parts of the world. This appears to only be happening with the Mac Client. A few also have windows clients and when the switch to them the issues are not there. this has been happening with every Mac user I have spoken with since 7.5 released,1.0,Mac client version experiencing graphic issues - Mac users report that on every server they go on they see missing parts of the world and what appears to be 'world tears'. These same servers are used by others that are not experiencing these problems and not seeing this gaps or missing parts of the world. This appears to only be happening with the Mac Client. A few also have windows clients and when the switch to them the issues are not there. this has been happening with every Mac user I have spoken with since 7.5 released,1,mac client version experiencing graphic issues mac users report that on every server they go on they see missing parts of the world and what appears to be world tears these same servers are used by others that are not experiencing these problems and not seeing this gaps or missing parts of the world this appears to only be happening with the mac client a few also have windows clients and when the switch to them the issues are not there this has been happening with every mac user i have spoken with since released,1 230679,7612901043.0,IssuesEvent,2018-05-01 19:13:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Large delay when clicking on contract picker dropdown for the first time,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39489008-f91d1730-4d38-11e8-8c06-a0d77489210d.png) takes several seconds to open this",1.0,"Large delay when clicking on contract picker dropdown for the first time - ![image](https://user-images.githubusercontent.com/6262198/39489008-f91d1730-4d38-11e8-8c06-a0d77489210d.png) takes several seconds to open this",1,large delay when clicking on contract picker dropdown for the first time takes several seconds to open this,1 428441,12411849270.0,IssuesEvent,2020-05-22 09:23:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1542] - Stone Road placement and deconstruction are different actions for law filtering,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Status: Reopen,"Placing a stone road using a hammer or by hand triggers the ""drop or pickup block"" action, but hammering it to pick it up triggers ""construct or deconstruct"". This makes laws confusing to implement without errors. I would expect picking up and placing the block to trigger the same action - placing stone roads without hammer complicates this a bit as this seems like it might be a ""drop or pickup block"" action. One possibility would be to remove the option to place stone road without a hammer, and make all stone road actions into ""construct or deconstruct"", for clarity - this would bring them in line with asphalt roads.",1.0,"[0.9.0 Staging-1542] - Stone Road placement and deconstruction are different actions for law filtering - Placing a stone road using a hammer or by hand triggers the ""drop or pickup block"" action, but hammering it to pick it up triggers ""construct or deconstruct"". This makes laws confusing to implement without errors. I would expect picking up and placing the block to trigger the same action - placing stone roads without hammer complicates this a bit as this seems like it might be a ""drop or pickup block"" action. One possibility would be to remove the option to place stone road without a hammer, and make all stone road actions into ""construct or deconstruct"", for clarity - this would bring them in line with asphalt roads.",1, stone road placement and deconstruction are different actions for law filtering placing a stone road using a hammer or by hand triggers the drop or pickup block action but hammering it to pick it up triggers construct or deconstruct this makes laws confusing to implement without errors i would expect picking up and placing the block to trigger the same action placing stone roads without hammer complicates this a bit as this seems like it might be a drop or pickup block action one possibility would be to remove the option to place stone road without a hammer and make all stone road actions into construct or deconstruct for clarity this would bring them in line with asphalt roads ,1 251723,8026007619.0,IssuesEvent,2018-07-27 01:12:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Devtool Will Remove Bedrock,Medium Priority,"**Version:** 0.7.2.3 beta as you can see i removed Bedrock with a devtool and replaced with Mortared Stone ![snap1992](https://user-images.githubusercontent.com/29383891/37254508-cc00ccee-2536-11e8-91fc-ad24b9514748.png) ![snap1993](https://user-images.githubusercontent.com/29383891/37254509-cc1a2c52-2536-11e8-926d-68c4dd4af544.png) ![snap1994](https://user-images.githubusercontent.com/29383891/37254490-6597a4d2-2536-11e8-957f-cfc729dff6b6.png) but if you place any block on top of the bedrock within a certain radius (i think its the world chunks) it will automatically put it back",1.0,"USER ISSUE: Devtool Will Remove Bedrock - **Version:** 0.7.2.3 beta as you can see i removed Bedrock with a devtool and replaced with Mortared Stone ![snap1992](https://user-images.githubusercontent.com/29383891/37254508-cc00ccee-2536-11e8-91fc-ad24b9514748.png) ![snap1993](https://user-images.githubusercontent.com/29383891/37254509-cc1a2c52-2536-11e8-926d-68c4dd4af544.png) ![snap1994](https://user-images.githubusercontent.com/29383891/37254490-6597a4d2-2536-11e8-957f-cfc729dff6b6.png) but if you place any block on top of the bedrock within a certain radius (i think its the world chunks) it will automatically put it back",1,user issue devtool will remove bedrock version beta as you can see i removed bedrock with a devtool and replaced with mortared stone but if you place any block on top of the bedrock within a certain radius i think its the world chunks it will automatically put it back,1 311321,9531913223.0,IssuesEvent,2019-04-29 17:12:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server rebuilds some every time you build,Medium Priority,It's not detecting a build is finished and spends a lot of time building unnecessarily. I could use some help figuring out what is causing this. ,1.0,Server rebuilds some every time you build - It's not detecting a build is finished and spends a lot of time building unnecessarily. I could use some help figuring out what is causing this. ,1,server rebuilds some every time you build it s not detecting a build is finished and spends a lot of time building unnecessarily i could use some help figuring out what is causing this ,1 368084,10865793735.0,IssuesEvent,2019-11-14 19:46:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Premade graphs empty in server api,Medium Priority,"server is not offering premade graphs via {serverUrl}/datasets/graphs for example, it used to show graph of all plant populations.",1.0,"Premade graphs empty in server api - server is not offering premade graphs via {serverUrl}/datasets/graphs for example, it used to show graph of all plant populations.",1,premade graphs empty in server api server is not offering premade graphs via serverurl datasets graphs for example it used to show graph of all plant populations ,1 384236,11385885573.0,IssuesEvent,2020-01-29 12:05:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1350] JungleStew & JungleCampfireStew duplicate,Priority: Medium Status: Fixed,"We have duplicate recipes. If we keep naming consistent, JungleStew should be deleted. JungleStew has the icon we need so we should assign it to JungleCampfireStew before deleting.",1.0,"[0.9.0 staging-1350] JungleStew & JungleCampfireStew duplicate - We have duplicate recipes. If we keep naming consistent, JungleStew should be deleted. JungleStew has the icon we need so we should assign it to JungleCampfireStew before deleting.",1, junglestew junglecampfirestew duplicate we have duplicate recipes if we keep naming consistent junglestew should be deleted junglestew has the icon we need so we should assign it to junglecampfirestew before deleting ,1 565572,16764575287.0,IssuesEvent,2021-06-14 07:06:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.4 staging-1995] Openning ""Create Avatar"" window instead of ""Edit Avatar"" on pressing ""Edit"" button.",Category: Tech Category: UI Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Today I met a new exception in the log file. ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.GameObject.GetComponentInChildren[T] (System.Boolean includeInactive) [0x00000] in <00000000000000000000000000000000>:0 at Avatar.UpdateSlotColor (System.Collections.Generic.List`1[T] slotObjects, System.Nullable`1[T] hairColor, System.Nullable`1[T] skinColor, System.Nullable`1[T] color) [0x00000] in <00000000000000000000000000000000>:0 at Avatar.UpdateAvatarColors (System.Nullable`1[T] hairColor, System.Nullable`1[T] skinColor) [0x00000] in <00000000000000000000000000000000>:0 at AvatarCreationUI.OnHairColorChange (Eco.Shared.Utils.Color newHairColor) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at ShadeColorSliderPair.OnValueChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at ShadeColorSliderPair.SetColor (System.Single shadeValue, System.Single colorValue) [0x00000] in <00000000000000000000000000000000>:0 at AvatarCreationUI.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` Until today, I have not seen it, but perhaps it was before. So the main problem that with some conditions when your press ""Edit"" button the game opens ""create avatar"" window instead of ""edit avatar"". Maybe other conditions are possible, but I will show how I manage to reproduce 100% So step to reproduce: - I create a new world to be sure that it happens in any world - create avatar: ![image](https://user-images.githubusercontent.com/45708377/120162001-9e816200-c200-11eb-9dbb-5652a3b1c334.png) - go to 3rd person view (I could not repeat it in any way in the first person view): ![image](https://user-images.githubusercontent.com/45708377/120162124-bf49b780-c200-11eb-947d-8bb21614f571.png) - /preset tools and take tools or use /gat 1. The toolbar should be fulled by tools: ![image](https://user-images.githubusercontent.com/45708377/120162394-00da6280-c201-11eb-9a25-4e608c8f9e32.png) - press ""Edit"" button: ![image](https://user-images.githubusercontent.com/45708377/120162460-13549c00-c201-11eb-85d9-c0c59d82b50c.png) - At first look all looks fine, but I have exceptions in log file: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568795/Player.log) - I tried to understand what was wrong and got it. The wrong window has opened! I can't change clothes (that's fine), but the window is called ""Create avatar"": ![image](https://user-images.githubusercontent.com/45708377/120162916-8fe77a80-c201-11eb-8936-f10d6dd84337.png) - I guess this is the problem, because despite the fact that the name of the window is incorrect, all the functionality works as it should. I also can reproduce the issue when I have only a few tools on toolbar, but when toolbar is fulled I have it 100%. ",1.0,"[0.9.4 staging-1995] Openning ""Create Avatar"" window instead of ""Edit Avatar"" on pressing ""Edit"" button. - Today I met a new exception in the log file. ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.GameObject.GetComponentInChildren[T] (System.Boolean includeInactive) [0x00000] in <00000000000000000000000000000000>:0 at Avatar.UpdateSlotColor (System.Collections.Generic.List`1[T] slotObjects, System.Nullable`1[T] hairColor, System.Nullable`1[T] skinColor, System.Nullable`1[T] color) [0x00000] in <00000000000000000000000000000000>:0 at Avatar.UpdateAvatarColors (System.Nullable`1[T] hairColor, System.Nullable`1[T] skinColor) [0x00000] in <00000000000000000000000000000000>:0 at AvatarCreationUI.OnHairColorChange (Eco.Shared.Utils.Color newHairColor) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at ShadeColorSliderPair.OnValueChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at ShadeColorSliderPair.SetColor (System.Single shadeValue, System.Single colorValue) [0x00000] in <00000000000000000000000000000000>:0 at AvatarCreationUI.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` Until today, I have not seen it, but perhaps it was before. So the main problem that with some conditions when your press ""Edit"" button the game opens ""create avatar"" window instead of ""edit avatar"". Maybe other conditions are possible, but I will show how I manage to reproduce 100% So step to reproduce: - I create a new world to be sure that it happens in any world - create avatar: ![image](https://user-images.githubusercontent.com/45708377/120162001-9e816200-c200-11eb-9dbb-5652a3b1c334.png) - go to 3rd person view (I could not repeat it in any way in the first person view): ![image](https://user-images.githubusercontent.com/45708377/120162124-bf49b780-c200-11eb-947d-8bb21614f571.png) - /preset tools and take tools or use /gat 1. The toolbar should be fulled by tools: ![image](https://user-images.githubusercontent.com/45708377/120162394-00da6280-c201-11eb-9a25-4e608c8f9e32.png) - press ""Edit"" button: ![image](https://user-images.githubusercontent.com/45708377/120162460-13549c00-c201-11eb-85d9-c0c59d82b50c.png) - At first look all looks fine, but I have exceptions in log file: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568795/Player.log) - I tried to understand what was wrong and got it. The wrong window has opened! I can't change clothes (that's fine), but the window is called ""Create avatar"": ![image](https://user-images.githubusercontent.com/45708377/120162916-8fe77a80-c201-11eb-8936-f10d6dd84337.png) - I guess this is the problem, because despite the fact that the name of the window is incorrect, all the functionality works as it should. I also can reproduce the issue when I have only a few tools on toolbar, but when toolbar is fulled I have it 100%. ",1, openning create avatar window instead of edit avatar on pressing edit button today i met a new exception in the log file nullreferenceexception object reference not set to an instance of an object at unityengine gameobject getcomponentinchildren system boolean includeinactive in at avatar updateslotcolor system collections generic list slotobjects system nullable haircolor system nullable skincolor system nullable color in at avatar updateavatarcolors system nullable haircolor system nullable skincolor in at avatarcreationui onhaircolorchange eco shared utils color newhaircolor in at system action invoke t obj in at shadecolorsliderpair onvaluechanged in at system action invoke t obj in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at unityengine ui slider set system single input system boolean sendcallback in at shadecolorsliderpair setcolor system single shadevalue system single colorvalue in at avatarcreationui start in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object until today i have not seen it but perhaps it was before so the main problem that with some conditions when your press edit button the game opens create avatar window instead of edit avatar maybe other conditions are possible but i will show how i manage to reproduce so step to reproduce i create a new world to be sure that it happens in any world create avatar go to person view i could not repeat it in any way in the first person view preset tools and take tools or use gat the toolbar should be fulled by tools press edit button at first look all looks fine but i have exceptions in log file i tried to understand what was wrong and got it the wrong window has opened i can t change clothes that s fine but the window is called create avatar i guess this is the problem because despite the fact that the name of the window is incorrect all the functionality works as it should i also can reproduce the issue when i have only a few tools on toolbar but when toolbar is fulled i have it ,1 464324,13310574701.0,IssuesEvent,2020-08-26 06:48:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Agave's texture needs fixing,Category: Art Priority: Medium,"\ **Version:** 0.9.0.0 beta staging-1722 **Steps to Reproduce:** посмотрел на агаву **Expected behavior:** ожидал красивые текстуры **Actual behavior:** Текстура сломана. У всех. На всех агавах. На любых настройках графики. [скрин](https://media.discordapp.net/attachments/743588336802726060/744205810787287040/unknown.png?width=962&height=557) **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100% **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Agave's texture needs fixing - \ **Version:** 0.9.0.0 beta staging-1722 **Steps to Reproduce:** посмотрел на агаву **Expected behavior:** ожидал красивые текстуры **Actual behavior:** Текстура сломана. У всех. На всех агавах. На любых настройках графики. [скрин](https://media.discordapp.net/attachments/743588336802726060/744205810787287040/unknown.png?width=962&height=557) **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100% **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue agave s texture needs fixing version beta staging steps to reproduce посмотрел на агаву expected behavior ожидал красивые текстуры actual behavior текстура сломана у всех на всех агавах на любых настройках графики do you have mods installed does the issue happen when no mods are installed ваниль please provide log files instruction is here ,1 176348,6558553625.0,IssuesEvent,2017-09-06 21:56:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Stuck between door and wall,Medium Priority,"Stuck between door and wall, can't close door or move. /unstuck Eco 0.5.0 ![image](https://cloud.githubusercontent.com/assets/6193670/20856741/bb30bf46-b97b-11e6-9c3a-919bc014bdf6.png) ",1.0,"Stuck between door and wall - Stuck between door and wall, can't close door or move. /unstuck Eco 0.5.0 ![image](https://cloud.githubusercontent.com/assets/6193670/20856741/bb30bf46-b97b-11e6-9c3a-919bc014bdf6.png) ",1,stuck between door and wall stuck between door and wall can t close door or move unstuck eco ,1 431055,12474556762.0,IssuesEvent,2020-05-29 09:52:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Don't show removed titles in lists,Priority: Medium Status: Fixed,"![owner](https://user-images.githubusercontent.com/25908592/82090255-88882880-96f5-11ea-9ed5-7da10b05afb8.png) 1) It clutters up the list without any use. 2) In case of transfering a deed by mistake to one of the removed titles, an admin needs to reclaim it, as it's stuck otherwise. I'd have them removed from all such lists, actually. ",1.0,"Don't show removed titles in lists - ![owner](https://user-images.githubusercontent.com/25908592/82090255-88882880-96f5-11ea-9ed5-7da10b05afb8.png) 1) It clutters up the list without any use. 2) In case of transfering a deed by mistake to one of the removed titles, an admin needs to reclaim it, as it's stuck otherwise. I'd have them removed from all such lists, actually. ",1,don t show removed titles in lists it clutters up the list without any use in case of transfering a deed by mistake to one of the removed titles an admin needs to reclaim it as it s stuck otherwise i d have them removed from all such lists actually ,1 211387,7200733198.0,IssuesEvent,2018-02-05 20:02:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Planter Pot Round Broken again, Planter Pot Icons are also messed up [6.4.1] [Art]",Art Medium Priority,"![image](https://user-images.githubusercontent.com/4082137/35190200-23038b5a-fe2a-11e7-86db-ab14c362a75b.png) ![image](https://user-images.githubusercontent.com/4082137/35190208-4e421408-fe2a-11e7-9677-57e3aca290c7.png) Pics say it all",1.0,"Planter Pot Round Broken again, Planter Pot Icons are also messed up [6.4.1] [Art] - ![image](https://user-images.githubusercontent.com/4082137/35190200-23038b5a-fe2a-11e7-86db-ab14c362a75b.png) ![image](https://user-images.githubusercontent.com/4082137/35190208-4e421408-fe2a-11e7-9677-57e3aca290c7.png) Pics say it all",1,planter pot round broken again planter pot icons are also messed up pics say it all,1 220662,7369719449.0,IssuesEvent,2018-03-13 04:32:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Fertilizer Production skill tooltip shows only 3 levels but allows you to exceed this level.,Medium Priority,"**Version:** 0.7.2.2 beta **Steps to Reproduce:** Read the tooltip for fertilizer production **Expected behavior:** either a max level of 3 or the rest of the tooltip should display **Actual behavior:** only 3 levels are shown, despite 3 not being the max level",1.0,"USER ISSUE: Fertilizer Production skill tooltip shows only 3 levels but allows you to exceed this level. - **Version:** 0.7.2.2 beta **Steps to Reproduce:** Read the tooltip for fertilizer production **Expected behavior:** either a max level of 3 or the rest of the tooltip should display **Actual behavior:** only 3 levels are shown, despite 3 not being the max level",1,user issue fertilizer production skill tooltip shows only levels but allows you to exceed this level version beta steps to reproduce read the tooltip for fertilizer production expected behavior either a max level of or the rest of the tooltip should display actual behavior only levels are shown despite not being the max level,1 462156,13241988872.0,IssuesEvent,2020-08-19 09:03:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0] beta staging-1695 Choppy main menu camera pan despite stable framerate,Category: Tech Priority: Medium Status: Fixed,"When starting the game client I noticed the main menu camera panning was choppy. The frame rate was stable at 60FPS as can be seen in the frame counter in the video below. One other user on my server reported the same issue to me via Discord. Video of the effect https://youtu.be/Na3L7NjF61A ",1.0,"[0.9.0.0] beta staging-1695 Choppy main menu camera pan despite stable framerate - When starting the game client I noticed the main menu camera panning was choppy. The frame rate was stable at 60FPS as can be seen in the frame counter in the video below. One other user on my server reported the same issue to me via Discord. Video of the effect https://youtu.be/Na3L7NjF61A ",1, beta staging choppy main menu camera pan despite stable framerate when starting the game client i noticed the main menu camera panning was choppy the frame rate was stable at as can be seen in the frame counter in the video below one other user on my server reported the same issue to me via discord video of the effect ,1 389749,11516649882.0,IssuesEvent,2020-02-14 05:55:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Selection in minimap is displaced ,Priority: Medium Status: Fixed,"Selection in minimap (in zoning office) is displaced. It should be right in center of cursor",1.0,"Selection in minimap is displaced - Selection in minimap (in zoning office) is displaced. It should be right in center of cursor",1,selection in minimap is displaced selection in minimap in zoning office is displaced it should be right in center of cursor,1 343271,10327298460.0,IssuesEvent,2019-09-02 06:27:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Fearless wolves,Medium Priority,"My riding wolf (they don't fear from people at all): ![2019 09 02 Fearless wolves](https://user-images.githubusercontent.com/45708377/64093907-af1e5300-cd62-11e9-847a-3479213bfe80.gif) Wolf runs a very short distance after reacting to arrow ![2019 09 02 Wolf runs a very short distance after reacting to arrow](https://user-images.githubusercontent.com/45708377/64094163-88ace780-cd63-11e9-97cf-962188ad27e4.gif) :",1.0,"[master-preview] Fearless wolves - My riding wolf (they don't fear from people at all): ![2019 09 02 Fearless wolves](https://user-images.githubusercontent.com/45708377/64093907-af1e5300-cd62-11e9-847a-3479213bfe80.gif) Wolf runs a very short distance after reacting to arrow ![2019 09 02 Wolf runs a very short distance after reacting to arrow](https://user-images.githubusercontent.com/45708377/64094163-88ace780-cd63-11e9-97cf-962188ad27e4.gif) :",1, fearless wolves my riding wolf they don t fear from people at all wolf runs a very short distance after reacting to arrow ,1 211978,7225669419.0,IssuesEvent,2018-02-10 00:10:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Campfire Cooking Efficency,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** 1. Have level 5 2. Notice that Campfire Beans don't get the bonus **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: Campfire Cooking Efficency - **Version:** 0.7.0.5 beta **Steps to Reproduce:** 1. Have level 5 2. Notice that Campfire Beans don't get the bonus **Expected behavior:** **Actual behavior:** ",1,user issue campfire cooking efficency version beta steps to reproduce have level notice that campfire beans don t get the bonus expected behavior actual behavior ,1 307018,9414123713.0,IssuesEvent,2019-04-10 09:25:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"No info about ""Wolf Whisperer"" unique ability is not realized.",Medium Priority Web,"https://ecoauth.strangeloopgames.com/home page is not contain any information about ""implement later"" for unique ability at ""Wolf Whisperer"" pack. In some countries this can call some problems at law layer. ""False or misleading advertising"".",1.0,"No info about ""Wolf Whisperer"" unique ability is not realized. - https://ecoauth.strangeloopgames.com/home page is not contain any information about ""implement later"" for unique ability at ""Wolf Whisperer"" pack. In some countries this can call some problems at law layer. ""False or misleading advertising"".",1,no info about wolf whisperer unique ability is not realized page is not contain any information about implement later for unique ability at wolf whisperer pack in some countries this can call some problems at law layer false or misleading advertising ,1 499578,14450616608.0,IssuesEvent,2020-12-08 09:50:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Contract Nested Clause ""Any"" only checks first clause",Category: Gameplay Priority: Medium Status: Fixed,"![grafik](https://user-images.githubusercontent.com/33863615/93024296-ac04a680-f5f5-11ea-9d4e-10c23b27c913.png) In the contract only the first entry is counted for the Nested Clause ""Any"". For example, I gave 20 corn but in the chat it was reported that 20 fiddleheads are missing. When I want to sign the contract as done he tells me that everything is still missing. If I hand in the 20 fiddleheads I can close the contract without everything else. [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5214744/Player-prev.log) ",1.0,"Contract Nested Clause ""Any"" only checks first clause - ![grafik](https://user-images.githubusercontent.com/33863615/93024296-ac04a680-f5f5-11ea-9d4e-10c23b27c913.png) In the contract only the first entry is counted for the Nested Clause ""Any"". For example, I gave 20 corn but in the chat it was reported that 20 fiddleheads are missing. When I want to sign the contract as done he tells me that everything is still missing. If I hand in the 20 fiddleheads I can close the contract without everything else. [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5214744/Player-prev.log) ",1,contract nested clause any only checks first clause in the contract only the first entry is counted for the nested clause any for example i gave corn but in the chat it was reported that fiddleheads are missing when i want to sign the contract as done he tells me that everything is still missing if i hand in the fiddleheads i can close the contract without everything else ,1 327814,9981610280.0,IssuesEvent,2019-07-10 07:56:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.7] Can't change authorization settings on wooden elevator call post.,Fixed Medium Priority QA Verified,"From version 0.8.2.0 it has become possible to give access to the Elevator to another player. But you cann't give acces to its additional buttons. It's necessary to add the possibility of authorization in Wooden Elevator Call Post. Or that the buttons receive authorization rights from the Elevator. If I give access to the Elevator, then automatically I give access to the buttons attached to it.",1.0,"[0.8.2.7] Can't change authorization settings on wooden elevator call post. - From version 0.8.2.0 it has become possible to give access to the Elevator to another player. But you cann't give acces to its additional buttons. It's necessary to add the possibility of authorization in Wooden Elevator Call Post. Or that the buttons receive authorization rights from the Elevator. If I give access to the Elevator, then automatically I give access to the buttons attached to it.",1, can t change authorization settings on wooden elevator call post from version it has become possible to give access to the elevator to another player but you cann t give acces to its additional buttons it s necessary to add the possibility of authorization in wooden elevator call post or that the buttons receive authorization rights from the elevator if i give access to the elevator then automatically i give access to the buttons attached to it ,1 239848,7800090878.0,IssuesEvent,2018-06-09 04:39:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Mint backing glitch,Medium Priority,"**Version:** 0.7.2.1 beta # **This glitch only happened at the mint crafted and placed in v0.7.1.x** # **I confirmed that newly crafted mint worked fine** **Steps to Reproduce in v.0.7.2.1:** 1. Name the currency 2. Default backing item for the currency was gold ingot (as it was crafted and placed in v0.7.1.x.) 3. Changed backing item to biodiesel. 4. Pressed craft button. Got a notification that I cannot change backing item after crafting currency. Crafted 10 currencies in exchange of 1 biodiesel. **Expected behavior:** Mint requires biodiesel for more currency crafting **Actual behavior:** Now mint requires gold ingot. I confirmed that the mint consumed gold ingot for additional currency. It cannot be changed even after I put away the mint and re-put it. Also, in economy viewer, it is shown that the currency is backed by gold ingot(icon).",1.0,"USER ISSUE: Mint backing glitch - **Version:** 0.7.2.1 beta # **This glitch only happened at the mint crafted and placed in v0.7.1.x** # **I confirmed that newly crafted mint worked fine** **Steps to Reproduce in v.0.7.2.1:** 1. Name the currency 2. Default backing item for the currency was gold ingot (as it was crafted and placed in v0.7.1.x.) 3. Changed backing item to biodiesel. 4. Pressed craft button. Got a notification that I cannot change backing item after crafting currency. Crafted 10 currencies in exchange of 1 biodiesel. **Expected behavior:** Mint requires biodiesel for more currency crafting **Actual behavior:** Now mint requires gold ingot. I confirmed that the mint consumed gold ingot for additional currency. It cannot be changed even after I put away the mint and re-put it. Also, in economy viewer, it is shown that the currency is backed by gold ingot(icon).",1,user issue mint backing glitch version beta this glitch only happened at the mint crafted and placed in x i confirmed that newly crafted mint worked fine steps to reproduce in v name the currency default backing item for the currency was gold ingot as it was crafted and placed in x changed backing item to biodiesel pressed craft button got a notification that i cannot change backing item after crafting currency crafted currencies in exchange of biodiesel expected behavior mint requires biodiesel for more currency crafting actual behavior now mint requires gold ingot i confirmed that the mint consumed gold ingot for additional currency it cannot be changed even after i put away the mint and re put it also in economy viewer it is shown that the currency is backed by gold ingot icon ,1 464109,13306450711.0,IssuesEvent,2020-08-25 20:16:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,CLoud World missing serverID,Category: Cloud Worlds Category: Web Priority: Medium,"User sucessfully reset world save but serverID and server url were not updated in db. So now on UI, world looks like its about to load up, but there is an error in bottom right `Not Found` ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/71d381ce-2de3-4b22-bcb0-c4b8f914ff9f) As a backup for this situation, maybe we should have a check for worlds that are missing data in db, but cw api is returning normal world data ",1.0,"CLoud World missing serverID - User sucessfully reset world save but serverID and server url were not updated in db. So now on UI, world looks like its about to load up, but there is an error in bottom right `Not Found` ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/71d381ce-2de3-4b22-bcb0-c4b8f914ff9f) As a backup for this situation, maybe we should have a check for worlds that are missing data in db, but cw api is returning normal world data ",1,cloud world missing serverid user sucessfully reset world save but serverid and server url were not updated in db so now on ui world looks like its about to load up but there is an error in bottom right not found as a backup for this situation maybe we should have a check for worlds that are missing data in db but cw api is returning normal world data ,1 208710,7157644009.0,IssuesEvent,2018-01-26 20:41:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sliding on Roof,Medium Priority,"There is an issue when placing roof, you tend to slide off it, unless you are able to pinpoint the very small area at which you won't slide on. This leads to very hard building of roofs. http://ecoforum.strangeloopgames.com/topic/3228/manuheel-s-list-of-improvement-ideas",1.0,"Sliding on Roof - There is an issue when placing roof, you tend to slide off it, unless you are able to pinpoint the very small area at which you won't slide on. This leads to very hard building of roofs. http://ecoforum.strangeloopgames.com/topic/3228/manuheel-s-list-of-improvement-ideas",1,sliding on roof there is an issue when placing roof you tend to slide off it unless you are able to pinpoint the very small area at which you won t slide on this leads to very hard building of roofs ,1 524195,15208556796.0,IssuesEvent,2021-02-17 02:57:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Account Icons on SLG Website,Category: Web Priority: Medium,"![Screenshot_20210211-140524_Chrome](https://user-images.githubusercontent.com/36024353/107692493-7e8a5a80-6c72-11eb-9396-ea5b4be76e1f.jpg) It seems like the Hare and Banner icon are the same as Wolf.",1.0,"Account Icons on SLG Website - ![Screenshot_20210211-140524_Chrome](https://user-images.githubusercontent.com/36024353/107692493-7e8a5a80-6c72-11eb-9396-ea5b4be76e1f.jpg) It seems like the Hare and Banner icon are the same as Wolf.",1,account icons on slg website it seems like the hare and banner icon are the same as wolf ,1 358681,10631274631.0,IssuesEvent,2019-10-15 08:01:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Tutorial skipping glitch,Medium Priority,"Step to reproduce: - start client - connect first time to server or restart tutorials - for greater effect: complete Controls tutorial, take shovel and pickaxe for tutorials will appear. ![image](https://user-images.githubusercontent.com/45708377/66811701-37833c80-ef3a-11e9-8863-f5cc9a02e238.png) - disconect! and connect to server (without closing client) - try to skip tutorials. ![2019 10 15 Tutorial skipping glitch](https://user-images.githubusercontent.com/45708377/66812074-df006f00-ef3a-11e9-807a-79126731a691.gif) - They were skipped, but duplicates remained. You can't complete or skip them. The only way is to restart the game. See also old bug with skipping #12504",1.0,"[master-preview] Tutorial skipping glitch - Step to reproduce: - start client - connect first time to server or restart tutorials - for greater effect: complete Controls tutorial, take shovel and pickaxe for tutorials will appear. ![image](https://user-images.githubusercontent.com/45708377/66811701-37833c80-ef3a-11e9-8863-f5cc9a02e238.png) - disconect! and connect to server (without closing client) - try to skip tutorials. ![2019 10 15 Tutorial skipping glitch](https://user-images.githubusercontent.com/45708377/66812074-df006f00-ef3a-11e9-807a-79126731a691.gif) - They were skipped, but duplicates remained. You can't complete or skip them. The only way is to restart the game. See also old bug with skipping #12504",1, tutorial skipping glitch step to reproduce start client connect first time to server or restart tutorials for greater effect complete controls tutorial take shovel and pickaxe for tutorials will appear disconect and connect to server without closing client try to skip tutorials they were skipped but duplicates remained you can t complete or skip them the only way is to restart the game see also old bug with skipping ,1 521810,15116216641.0,IssuesEvent,2021-02-09 06:18:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.8 beta release-130] Bank Account user permissions,Category: Gameplay Priority: Medium Regression Squad: Mountain Goat Status: Not reproduced,"Bank account users are not able to set an account in stores for usage to sell products for this account. Create account Set player to ""User"" Try to use the account for store sales",1.0,"[0.9.1.8 beta release-130] Bank Account user permissions - Bank account users are not able to set an account in stores for usage to sell products for this account. Create account Set player to ""User"" Try to use the account for store sales",1, bank account user permissions bank account users are not able to set an account in stores for usage to sell products for this account create account set player to user try to use the account for store sales,1 249107,7953818321.0,IssuesEvent,2018-07-12 04:02:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Backup behavior needs improvements, and non-dedicated server inconsitency.",Medium Priority,"For the first several days I was playing with the client/server joined as a single thingy (pardon my terminology) and I ended up losing several days worth of progress after a crash rendered my world unloadable. My impression on why is because I was playing in 2-3 hour bursts. Backup.eco values: { ""$id"": ""1"", ""BackupFrequencyInHours"": 4, ""NumBackupsToKeep"": 6 } So because I wasn't actually hitting 4 hours of continuous run-time, there were no backups made. I ended up losing probably 8-12 hours worth of play time. Two easy fixes to this: 1. Track time since last backup in world data instead of using up-time. 2. Backup on startup and/or close. One other thing, when running in this fashion the world will be simulated between logins as far as skill point accrual and plant growth go (possibly other ecology too?), but the meteor time will remain as it was. Not sure if this is intentional or not.",1.0,"Backup behavior needs improvements, and non-dedicated server inconsitency. - For the first several days I was playing with the client/server joined as a single thingy (pardon my terminology) and I ended up losing several days worth of progress after a crash rendered my world unloadable. My impression on why is because I was playing in 2-3 hour bursts. Backup.eco values: { ""$id"": ""1"", ""BackupFrequencyInHours"": 4, ""NumBackupsToKeep"": 6 } So because I wasn't actually hitting 4 hours of continuous run-time, there were no backups made. I ended up losing probably 8-12 hours worth of play time. Two easy fixes to this: 1. Track time since last backup in world data instead of using up-time. 2. Backup on startup and/or close. One other thing, when running in this fashion the world will be simulated between logins as far as skill point accrual and plant growth go (possibly other ecology too?), but the meteor time will remain as it was. Not sure if this is intentional or not.",1,backup behavior needs improvements and non dedicated server inconsitency for the first several days i was playing with the client server joined as a single thingy pardon my terminology and i ended up losing several days worth of progress after a crash rendered my world unloadable my impression on why is because i was playing in hour bursts backup eco values id backupfrequencyinhours numbackupstokeep so because i wasn t actually hitting hours of continuous run time there were no backups made i ended up losing probably hours worth of play time two easy fixes to this track time since last backup in world data instead of using up time backup on startup and or close one other thing when running in this fashion the world will be simulated between logins as far as skill point accrual and plant growth go possibly other ecology too but the meteor time will remain as it was not sure if this is intentional or not ,1 487665,14050031910.0,IssuesEvent,2020-11-02 11:07:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Currency subscriptions multiply,Category: Optimization Priority: Medium,"Will create an excessive number of subscriptions as currencies are created. Player.obj.UserView.Currency.SubscribeAndCall(this, ""Currencies"", () => { UpdateCurrency(); Player.obj.UserView.Currency.Currencies.ForEach(currency => currency.Subscribe(""CurrencyName"", UpdateCurrency)); //Todo: remove old subscriptions, as this will double up! });",1.0,"Currency subscriptions multiply - Will create an excessive number of subscriptions as currencies are created. Player.obj.UserView.Currency.SubscribeAndCall(this, ""Currencies"", () => { UpdateCurrency(); Player.obj.UserView.Currency.Currencies.ForEach(currency => currency.Subscribe(""CurrencyName"", UpdateCurrency)); //Todo: remove old subscriptions, as this will double up! });",1,currency subscriptions multiply will create an excessive number of subscriptions as currencies are created player obj userview currency subscribeandcall this currencies updatecurrency player obj userview currency currencies foreach currency currency subscribe currencyname updatecurrency todo remove old subscriptions as this will double up ,1 473596,13644802202.0,IssuesEvent,2020-09-25 19:34:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,move ssh to its own server,Category: Tech Priority: Medium,"ssh service is on staging accounts server. but that server has higher chance of going down, due to testing. So perhaps we move ssh to its own server. since its a critical service for accounts and auth.",1.0,"move ssh to its own server - ssh service is on staging accounts server. but that server has higher chance of going down, due to testing. So perhaps we move ssh to its own server. since its a critical service for accounts and auth.",1,move ssh to its own server ssh service is on staging accounts server but that server has higher chance of going down due to testing so perhaps we move ssh to its own server since its a critical service for accounts and auth ,1 473115,13636886940.0,IssuesEvent,2020-09-25 06:50:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 staging - 1777] Civics Constitution description,Category: UI Priority: Medium Status: Fixed,"I don't see what I'm writing in Constitution description. The line is continue to fill up and I don't see it. There is no line break. This is where my vision stops ![bandicam 2020-09-08 16-16-56-347](https://user-images.githubusercontent.com/27898520/92469771-cf42e680-f1ee-11ea-889b-af0fb2fa5408.jpg) This is what I actually printed ![bandicam 2020-09-08 16-17-08-640](https://user-images.githubusercontent.com/27898520/92469786-d7028b00-f1ee-11ea-83aa-9ff367ce0e53.jpg) ",1.0,"[0.9.0.0 staging - 1777] Civics Constitution description - I don't see what I'm writing in Constitution description. The line is continue to fill up and I don't see it. There is no line break. This is where my vision stops ![bandicam 2020-09-08 16-16-56-347](https://user-images.githubusercontent.com/27898520/92469771-cf42e680-f1ee-11ea-889b-af0fb2fa5408.jpg) This is what I actually printed ![bandicam 2020-09-08 16-17-08-640](https://user-images.githubusercontent.com/27898520/92469786-d7028b00-f1ee-11ea-83aa-9ff367ce0e53.jpg) ",1, civics constitution description i don t see what i m writing in constitution description the line is continue to fill up and i don t see it there is no line break this is where my vision stops this is what i actually printed ,1 482720,13912294656.0,IssuesEvent,2020-10-20 18:39:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-16-n]Blocks from different material don't connect between themselves ,Category: Art Priority: Medium QA Staging,"If the block is non-rectangular, then it does not connect to the block from another material. Floor blocks: ![image](https://user-images.githubusercontent.com/45708377/58871667-23494c00-86cb-11e9-9fc5-4a75921fd511.png) Roof Blocks: It's corner from Lumber, Flat Steel, Mortared Granite. It should look like a neighbor corner from a brick. ![image](https://user-images.githubusercontent.com/45708377/58871879-7de2a800-86cb-11e9-83f2-d8118eab07a1.png) ![image](https://user-images.githubusercontent.com/45708377/58871914-95ba2c00-86cb-11e9-9f5b-58734d8c44ea.png) All tier1 roof blocks: ![image](https://user-images.githubusercontent.com/45708377/58872095-fa758680-86cb-11e9-8b26-9f3281611a5c.png) ",1.0,"[0.8.2.0 staging-16-n]Blocks from different material don't connect between themselves - If the block is non-rectangular, then it does not connect to the block from another material. Floor blocks: ![image](https://user-images.githubusercontent.com/45708377/58871667-23494c00-86cb-11e9-9fc5-4a75921fd511.png) Roof Blocks: It's corner from Lumber, Flat Steel, Mortared Granite. It should look like a neighbor corner from a brick. ![image](https://user-images.githubusercontent.com/45708377/58871879-7de2a800-86cb-11e9-83f2-d8118eab07a1.png) ![image](https://user-images.githubusercontent.com/45708377/58871914-95ba2c00-86cb-11e9-9f5b-58734d8c44ea.png) All tier1 roof blocks: ![image](https://user-images.githubusercontent.com/45708377/58872095-fa758680-86cb-11e9-8b26-9f3281611a5c.png) ",1, blocks from different material don t connect between themselves if the block is non rectangular then it does not connect to the block from another material floor blocks roof blocks it s corner from lumber flat steel mortared granite it should look like a neighbor corner from a brick all roof blocks ,1 381808,11288343781.0,IssuesEvent,2020-01-16 07:38:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Heatmap of ocean animals misleading,Priority: Medium,"Currently: Heatmaps of ocean animals are brightest on the beach, but not really readable on the water layer. Problem: It is irritating to the user why the heatmap shows the beach. It is not possible to fish on land. Suggestion: Remove water layer from heatmap or improve visualization. ![image](https://user-images.githubusercontent.com/37662083/37824515-2e7ca820-2e8d-11e8-9a0d-6337d17efd0e.png) ",1.0,"Heatmap of ocean animals misleading - Currently: Heatmaps of ocean animals are brightest on the beach, but not really readable on the water layer. Problem: It is irritating to the user why the heatmap shows the beach. It is not possible to fish on land. Suggestion: Remove water layer from heatmap or improve visualization. ![image](https://user-images.githubusercontent.com/37662083/37824515-2e7ca820-2e8d-11e8-9a0d-6337d17efd0e.png) ",1,heatmap of ocean animals misleading currently heatmaps of ocean animals are brightest on the beach but not really readable on the water layer problem it is irritating to the user why the heatmap shows the beach it is not possible to fish on land suggestion remove water layer from heatmap or improve visualization ,1 553283,16361871819.0,IssuesEvent,2021-05-14 10:44:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Storage QoL: storage reordering,Priority: Medium Squad: Mountain Goat Type: Feature,"Work benches and stores should use storage accordingly their order in storage component. Make storage draggable so order can be changed.",1.0,"Storage QoL: storage reordering - Work benches and stores should use storage accordingly their order in storage component. Make storage draggable so order can be changed.",1,storage qol storage reordering work benches and stores should use storage accordingly their order in storage component make storage draggable so order can be changed ,1 249137,7953886056.0,IssuesEvent,2018-07-12 04:32:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Caught exception,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Powered Cart on an asphalt ramp in a cave (~ 9 bloc hight) **Expected behavior:** Nothing **Actual behavior:** The following error message popped up: ```index was outside the bounds of the array Caught exception Index was outside the bounds of the array. at System.Collections.Generic.HashSet`1.Contains(T item) at Eco.Plugins.Networking.Clients.ClientManager.SendEvent(NetworkEvent netEvent, BSONObject bsonObj, INetClient target, INetObject netObj) at Eco.Shared.Networking.RPCManager.DoCall(String methodname, INetObject obj, AwaitedQuery query, INetClient target, Object[] args) at Eco.Shared.Networking.NetPhysicsEntity.SetPhysicsController(INetObjectViewer owner) at Eco.Shared.Networking.NetPhysicsEntity.IsNotRelevant(INetObjectViewer viewer) at Eco.Core.Agents.WorldObserver.RemoveIrrelevantObjects() at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() ```",1.0,"USER ISSUE: Caught exception - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Powered Cart on an asphalt ramp in a cave (~ 9 bloc hight) **Expected behavior:** Nothing **Actual behavior:** The following error message popped up: ```index was outside the bounds of the array Caught exception Index was outside the bounds of the array. at System.Collections.Generic.HashSet`1.Contains(T item) at Eco.Plugins.Networking.Clients.ClientManager.SendEvent(NetworkEvent netEvent, BSONObject bsonObj, INetClient target, INetObject netObj) at Eco.Shared.Networking.RPCManager.DoCall(String methodname, INetObject obj, AwaitedQuery query, INetClient target, Object[] args) at Eco.Shared.Networking.NetPhysicsEntity.SetPhysicsController(INetObjectViewer owner) at Eco.Shared.Networking.NetPhysicsEntity.IsNotRelevant(INetObjectViewer viewer) at Eco.Core.Agents.WorldObserver.RemoveIrrelevantObjects() at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() ```",1,user issue caught exception version beta steps to reproduce powered cart on an asphalt ramp in a cave bloc hight expected behavior nothing actual behavior the following error message popped up index was outside the bounds of the array caught exception index was outside the bounds of the array at system collections generic hashset contains t item at eco plugins networking clients clientmanager sendevent networkevent netevent bsonobject bsonobj inetclient target inetobject netobj at eco shared networking rpcmanager docall string methodname inetobject obj awaitedquery query inetclient target object args at eco shared networking netphysicsentity setphysicscontroller inetobjectviewer owner at eco shared networking netphysicsentity isnotrelevant inetobjectviewer viewer at eco core agents worldobserver removeirrelevantobjects at eco plugins networking clients client update at eco plugins networking clients client b ,1 472962,13634133334.0,IssuesEvent,2020-09-24 23:01:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[ 0.9.0.0 beta staging-1728] Ashlar Block types missing,Category: Art Priority: Medium,"![Screenshot_24](https://user-images.githubusercontent.com/24981362/90545675-473a6580-e189-11ea-9f80-b8bc40f4ef8e.jpg) Missing an ""Inverted Under Brace Corner"" as well as a ""Inverted Brace Corner"" as it is impossible to make a whole detailed bracer mounted wall with an inwards 90 degree corner as it currently stands. ![Screenshot_26](https://user-images.githubusercontent.com/24981362/90545682-4acdec80-e189-11ea-8e26-ce6f9f4f4c64.jpg) Missing some form of closure of the Bracer wall type to fit into the wall itself, or make extensions of a Under / Top brace so you cant make bigger ""pillar type structure"" unless you make it look like some giant sat on it to compress it. ![Screenshot_25](https://user-images.githubusercontent.com/24981362/90546141-f0815b80-e189-11ea-8b4d-f60281c32eba.jpg)",1.0,"[ 0.9.0.0 beta staging-1728] Ashlar Block types missing - ![Screenshot_24](https://user-images.githubusercontent.com/24981362/90545675-473a6580-e189-11ea-9f80-b8bc40f4ef8e.jpg) Missing an ""Inverted Under Brace Corner"" as well as a ""Inverted Brace Corner"" as it is impossible to make a whole detailed bracer mounted wall with an inwards 90 degree corner as it currently stands. ![Screenshot_26](https://user-images.githubusercontent.com/24981362/90545682-4acdec80-e189-11ea-8e26-ce6f9f4f4c64.jpg) Missing some form of closure of the Bracer wall type to fit into the wall itself, or make extensions of a Under / Top brace so you cant make bigger ""pillar type structure"" unless you make it look like some giant sat on it to compress it. ![Screenshot_25](https://user-images.githubusercontent.com/24981362/90546141-f0815b80-e189-11ea-8b4d-f60281c32eba.jpg)",1, ashlar block types missing missing an inverted under brace corner as well as a inverted brace corner as it is impossible to make a whole detailed bracer mounted wall with an inwards degree corner as it currently stands missing some form of closure of the bracer wall type to fit into the wall itself or make extensions of a under top brace so you cant make bigger pillar type structure unless you make it look like some giant sat on it to compress it ,1 480745,13866276717.0,IssuesEvent,2020-10-16 06:29:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[civics-rebase-2-54] Civics Issues #2,Category: Laws Priority: Medium,"https://github.com/StrangeLoopGames/Eco/pull/6875 - [x] Rename ""Create Ratification Election"" -> Create Constitutional draft? - [x] Need some order clarification of tooltip error in Amendments, since you are allowed to not set proposer and election process if you use executor, it can be confusing to see this tooltip not sure what we can do to simplify it or if its good as is. ![Screenshot_30](https://user-images.githubusercontent.com/24981362/95127233-f7732600-0757-11eb-8547-35d195ce26c7.jpg) - [ ] Need to limit description length in civics objects as you can make them obscure and hide the actual object itself. ![Screenshot_32](https://user-images.githubusercontent.com/24981362/95128660-0f4ba980-075a-11eb-9aa5-ef773cc5d518.jpg) - [ ] Wages listed under civics objects that are not yet enacted (only drafted) are attempted to payout. ![Screenshot_33](https://user-images.githubusercontent.com/24981362/95128937-79644e80-075a-11eb-9246-4c03d70d497d.jpg) - [ ] Notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap ![Screenshot_34](https://user-images.githubusercontent.com/24981362/95129918-08be3180-075c-11eb-81c5-c76ea2db5ef1.jpg) - [x] Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35](https://user-images.githubusercontent.com/24981362/95130070-4b800980-075c-11eb-8cac-732daeab2ffe.jpg) ",1.0,"[civics-rebase-2-54] Civics Issues #2 - https://github.com/StrangeLoopGames/Eco/pull/6875 - [x] Rename ""Create Ratification Election"" -> Create Constitutional draft? - [x] Need some order clarification of tooltip error in Amendments, since you are allowed to not set proposer and election process if you use executor, it can be confusing to see this tooltip not sure what we can do to simplify it or if its good as is. ![Screenshot_30](https://user-images.githubusercontent.com/24981362/95127233-f7732600-0757-11eb-8547-35d195ce26c7.jpg) - [ ] Need to limit description length in civics objects as you can make them obscure and hide the actual object itself. ![Screenshot_32](https://user-images.githubusercontent.com/24981362/95128660-0f4ba980-075a-11eb-9aa5-ef773cc5d518.jpg) - [ ] Wages listed under civics objects that are not yet enacted (only drafted) are attempted to payout. ![Screenshot_33](https://user-images.githubusercontent.com/24981362/95128937-79644e80-075a-11eb-9246-4c03d70d497d.jpg) - [ ] Notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap ![Screenshot_34](https://user-images.githubusercontent.com/24981362/95129918-08be3180-075c-11eb-81c5-c76ea2db5ef1.jpg) - [x] Capitol Constitution Description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue? ![Screenshot_35](https://user-images.githubusercontent.com/24981362/95130070-4b800980-075c-11eb-8cac-732daeab2ffe.jpg) ",1, civics issues rename create ratification election create constitutional draft need some order clarification of tooltip error in amendments since you are allowed to not set proposer and election process if you use executor it can be confusing to see this tooltip not sure what we can do to simplify it or if its good as is need to limit description length in civics objects as you can make them obscure and hide the actual object itself wages listed under civics objects that are not yet enacted only drafted are attempted to payout notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap capitol constitution description text misalignment it should be left and the button to edit is way off but that might be a symptom from the alignment issue ,1 385429,11420757352.0,IssuesEvent,2020-02-03 10:43:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1310] Can stack many items in Work Order,Priority: Medium Status: Fixed,"Step to reproduce: - spawn workbench and tiny stockpile, link tiny stockpile to workbench: ![image](https://user-images.githubusercontent.com/45708377/71473073-97be1680-27e6-11ea-9235-fcbb031a070e.png) - add to tiny stockpile 50 pumpkin, 50 tallow candle, 50 wheat and 50 tomato: ![image](https://user-images.githubusercontent.com/45708377/71473114-c9cf7880-27e6-11ea-8ad7-1e58595ba295.png) - start 50 Carved Pumpkin and add labor: ![image](https://user-images.githubusercontent.com/45708377/71473138-e966a100-27e6-11ea-9d57-4339ce8e85ad.png) - use fastforward mode to speed up - when craft 1 Carved Pumpkin finished than Work order will stop and you have collect button: ![image](https://user-images.githubusercontent.com/45708377/71473207-29c61f00-27e7-11ea-9b2f-a1136747a399.png) Because stockpile is full. - But if you drag items in tiny stockpile next Carved Pumpkin will started to craft. ![2019 12 16 Can stack many items in Work Order](https://user-images.githubusercontent.com/45708377/71473508-4e6ec680-27e8-11ea-9331-679b8c788bff.gif) - So I can collect 11 Carved Pumpkin at once. ![image](https://user-images.githubusercontent.com/45708377/71473530-62b2c380-27e8-11ea-8482-0f9eda0d966c.png) ",1.0,"[0.9.0 staging-1310] Can stack many items in Work Order - Step to reproduce: - spawn workbench and tiny stockpile, link tiny stockpile to workbench: ![image](https://user-images.githubusercontent.com/45708377/71473073-97be1680-27e6-11ea-9235-fcbb031a070e.png) - add to tiny stockpile 50 pumpkin, 50 tallow candle, 50 wheat and 50 tomato: ![image](https://user-images.githubusercontent.com/45708377/71473114-c9cf7880-27e6-11ea-8ad7-1e58595ba295.png) - start 50 Carved Pumpkin and add labor: ![image](https://user-images.githubusercontent.com/45708377/71473138-e966a100-27e6-11ea-9d57-4339ce8e85ad.png) - use fastforward mode to speed up - when craft 1 Carved Pumpkin finished than Work order will stop and you have collect button: ![image](https://user-images.githubusercontent.com/45708377/71473207-29c61f00-27e7-11ea-9b2f-a1136747a399.png) Because stockpile is full. - But if you drag items in tiny stockpile next Carved Pumpkin will started to craft. ![2019 12 16 Can stack many items in Work Order](https://user-images.githubusercontent.com/45708377/71473508-4e6ec680-27e8-11ea-9331-679b8c788bff.gif) - So I can collect 11 Carved Pumpkin at once. ![image](https://user-images.githubusercontent.com/45708377/71473530-62b2c380-27e8-11ea-8482-0f9eda0d966c.png) ",1, can stack many items in work order step to reproduce spawn workbench and tiny stockpile link tiny stockpile to workbench add to tiny stockpile pumpkin tallow candle wheat and tomato start carved pumpkin and add labor use fastforward mode to speed up when craft carved pumpkin finished than work order will stop and you have collect button because stockpile is full but if you drag items in tiny stockpile next carved pumpkin will started to craft so i can collect carved pumpkin at once ,1 301229,9217868469.0,IssuesEvent,2019-03-11 11:55:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Invisible Logs,Medium Priority,"**Version:** 0.7.6.0 beta **Steps to Reproduce**: 1. Cut down a tree 2. Cut logs into pieces 3. Grab what you can 4. Walk to your house (away from the logs) 5. Come back to logs 6. Get confused because no logs are visible. but you walk over them and move up and down like there is something there. Then Hover over it with a curser and the curser gives the ""Chop"" prompt. 7. Disconnect and Reconnect. 8. Grab the now visible logs. 9. Repeat 4-8 **Expected behavior**: I should still see Logs when I come back to where I cut down the tree. **Actual behavior**: Seeing the ground",1.0,"Invisible Logs - **Version:** 0.7.6.0 beta **Steps to Reproduce**: 1. Cut down a tree 2. Cut logs into pieces 3. Grab what you can 4. Walk to your house (away from the logs) 5. Come back to logs 6. Get confused because no logs are visible. but you walk over them and move up and down like there is something there. Then Hover over it with a curser and the curser gives the ""Chop"" prompt. 7. Disconnect and Reconnect. 8. Grab the now visible logs. 9. Repeat 4-8 **Expected behavior**: I should still see Logs when I come back to where I cut down the tree. **Actual behavior**: Seeing the ground",1,invisible logs version beta steps to reproduce cut down a tree cut logs into pieces grab what you can walk to your house away from the logs come back to logs get confused because no logs are visible but you walk over them and move up and down like there is something there then hover over it with a curser and the curser gives the chop prompt disconnect and reconnect grab the now visible logs repeat expected behavior i should still see logs when i come back to where i cut down the tree actual behavior seeing the ground,1 399188,11744304779.0,IssuesEvent,2020-03-12 07:22:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.9 ""Done"" workorder icon stay at table for long time after crafting finished.",Priority: Medium Status: Fixed,"**Version:** 0.9.0.0 beta staging-1455 ![20200310100504_1](https://user-images.githubusercontent.com/4980243/76288002-c8c2c900-62b6-11ea-940e-d6ad5ec1b05e.jpg) ![20200310100510_1](https://user-images.githubusercontent.com/4980243/76288006-cceee680-62b6-11ea-9e4c-c7dbd2d6cecf.jpg) ",1.0,"0.9 ""Done"" workorder icon stay at table for long time after crafting finished. - **Version:** 0.9.0.0 beta staging-1455 ![20200310100504_1](https://user-images.githubusercontent.com/4980243/76288002-c8c2c900-62b6-11ea-940e-d6ad5ec1b05e.jpg) ![20200310100510_1](https://user-images.githubusercontent.com/4980243/76288006-cceee680-62b6-11ea-9e4c-c7dbd2d6cecf.jpg) ",1, done workorder icon stay at table for long time after crafting finished version beta staging ,1 468336,13465549906.0,IssuesEvent,2020-09-09 21:04:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,cw discount codes bug,Category: Cloud Worlds Priority: Medium,"put discount code in subscription page, its supposed to auto detect it and apply discount. currently nothing happens when you put code into input gives error in console: `VM187:1 Uncaught SyntaxError: Unexpected token o in JSON at position 1 at JSON.parse () at Object.success (subscription:707) at j (jquery-1.11.0.min.js:2) at Object.fireWith [as resolveWith] (jquery-1.11.0.min.js:2) at x (jquery-1.11.0.min.js:4) at XMLHttpRequest.b (jquery-1.11.0.min.js:4)`",1.0,"cw discount codes bug - put discount code in subscription page, its supposed to auto detect it and apply discount. currently nothing happens when you put code into input gives error in console: `VM187:1 Uncaught SyntaxError: Unexpected token o in JSON at position 1 at JSON.parse () at Object.success (subscription:707) at j (jquery-1.11.0.min.js:2) at Object.fireWith [as resolveWith] (jquery-1.11.0.min.js:2) at x (jquery-1.11.0.min.js:4) at XMLHttpRequest.b (jquery-1.11.0.min.js:4)`",1,cw discount codes bug put discount code in subscription page its supposed to auto detect it and apply discount currently nothing happens when you put code into input gives error in console uncaught syntaxerror unexpected token o in json at position at json parse at object success subscription at j jquery min js at object firewith jquery min js at x jquery min js at xmlhttprequest b jquery min js ,1 524068,15195386974.0,IssuesEvent,2021-02-16 06:13:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.2.1 No economy.eco.template for enabling rent feature preview,Category: Tech Priority: Medium Status: Fixed,"9.2.1 does not have an economy.eco.template, had to save via serverGUI to get the contents of the file which is the below ``` { ""EnableRentFeaturePreview"": false } ```",1.0,"9.2.1 No economy.eco.template for enabling rent feature preview - 9.2.1 does not have an economy.eco.template, had to save via serverGUI to get the contents of the file which is the below ``` { ""EnableRentFeaturePreview"": false } ```",1, no economy eco template for enabling rent feature preview does not have an economy eco template had to save via servergui to get the contents of the file which is the below enablerentfeaturepreview false ,1 307735,9421639703.0,IssuesEvent,2019-04-11 07:24:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Voice doesn't work when logging in from steam,Medium Priority,"looks like the user_id and steam_id are null ``` ArgumentNullException: Value cannot be null. Parameter name: name at VivoxUnity.AccountId..ctor (System.String issuer, System.String name, System.String domain, System.String displayname) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.LoginUser () [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Update () [0x00000] in <00000000000000000000000000000000>:0 ```",1.0,"Voice doesn't work when logging in from steam - looks like the user_id and steam_id are null ``` ArgumentNullException: Value cannot be null. Parameter name: name at VivoxUnity.AccountId..ctor (System.String issuer, System.String name, System.String domain, System.String displayname) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.LoginUser () [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Update () [0x00000] in <00000000000000000000000000000000>:0 ```",1,voice doesn t work when logging in from steam looks like the user id and steam id are null argumentnullexception value cannot be null parameter name name at vivoxunity accountid ctor system string issuer system string name system string domain system string displayname in at voicemanager loginuser in at networkmanager update in ,1 444859,12821804088.0,IssuesEvent,2020-07-06 08:44:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Elections: you can move the ranking label,Category: Web Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/7343272/86404083-cc160200-bc63-11ea-9d13-9130e4521f32.png) ""Drag candidates here to rank"" should be in the dotted box, but user is able to drag and drop it elsewhere.",1.0,"Elections: you can move the ranking label - ![image](https://user-images.githubusercontent.com/7343272/86404083-cc160200-bc63-11ea-9d13-9130e4521f32.png) ""Drag candidates here to rank"" should be in the dotted box, but user is able to drag and drop it elsewhere.",1,elections you can move the ranking label drag candidates here to rank should be in the dotted box but user is able to drag and drop it elsewhere ,1 565175,16750753444.0,IssuesEvent,2021-06-11 22:44:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Optimization: Make tooltips cache,Category: Optimization Needs Task Plan Priority: Medium Squad: Pumpkin Status: Fixed Type: Feature,"Tooltips are recalculated every time they're queried, and this can lead to a lot of expense on the server. Make an option that can be set on the Tooltip attribute to 'cache'. This will cache it on the first usage, and any subsequent calls to the tooltip will use that same value. This should be integrated into the tooltip system, so if a tooltip query is made for a given type it can cache the whole array of serialized bytes and just return that straight away for a given query. The cache should accept the instance that the thing is being called on, if one exists. For extra credit, can also make an 'update cache' ability, so some tooltips which are mostly-the-same can be 'dirtied' with calls from the code. Once this is done setup a few demos, and then make a separate task to go through all the tooltips to do it (can be given to someone else or even QA)",1.0,"Optimization: Make tooltips cache - Tooltips are recalculated every time they're queried, and this can lead to a lot of expense on the server. Make an option that can be set on the Tooltip attribute to 'cache'. This will cache it on the first usage, and any subsequent calls to the tooltip will use that same value. This should be integrated into the tooltip system, so if a tooltip query is made for a given type it can cache the whole array of serialized bytes and just return that straight away for a given query. The cache should accept the instance that the thing is being called on, if one exists. For extra credit, can also make an 'update cache' ability, so some tooltips which are mostly-the-same can be 'dirtied' with calls from the code. Once this is done setup a few demos, and then make a separate task to go through all the tooltips to do it (can be given to someone else or even QA)",1,optimization make tooltips cache tooltips are recalculated every time they re queried and this can lead to a lot of expense on the server make an option that can be set on the tooltip attribute to cache this will cache it on the first usage and any subsequent calls to the tooltip will use that same value this should be integrated into the tooltip system so if a tooltip query is made for a given type it can cache the whole array of serialized bytes and just return that straight away for a given query the cache should accept the instance that the thing is being called on if one exists for extra credit can also make an update cache ability so some tooltips which are mostly the same can be dirtied with calls from the code once this is done setup a few demos and then make a separate task to go through all the tooltips to do it can be given to someone else or even qa ,1 566213,16815444568.0,IssuesEvent,2021-06-17 06:44:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Make testsewage test more robust,Category: DevOps Priority: Medium Squad: Wild Turkey Status: Reopen Type: Task,"This test often fails due to randomness of the landscape interrupting the sewage network, probably. https://github.com/StrangeLoopGames/Eco/pull/5231 Talk to Jaskes and get a failing world, see why its failing, and update this test to be more robust so it wont randomly fail sometimes. ",1.0,"Make testsewage test more robust - This test often fails due to randomness of the landscape interrupting the sewage network, probably. https://github.com/StrangeLoopGames/Eco/pull/5231 Talk to Jaskes and get a failing world, see why its failing, and update this test to be more robust so it wont randomly fail sometimes. ",1,make testsewage test more robust this test often fails due to randomness of the landscape interrupting the sewage network probably talk to jaskes and get a failing world see why its failing and update this test to be more robust so it wont randomly fail sometimes ,1 249157,7953929542.0,IssuesEvent,2018-07-12 04:51:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Probably laser-related: System.NullReferenceException: Object reference not set to an instance of an object.,Medium Priority,"The following error occurred (server did continue to run, no crash): ``` Exception System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Simulation.Agents.AI.AITarget.b__32_0() at Eco.Shared.Utils.LockUtils.TryLock(Object lockObject, Action ifLockAcquired, Int32 millisecondsTimeout) at Eco.Simulation.Agents.AI.AITarget.UpdatePosition() at Eco.Simulation.Agents.AI.AITarget.get_Position() at Eco.Simulation.Agents.Animal.IsNotRelevant(INetObjectViewer viewer) at Eco.Core.Agents.WorldObserver.RemoveIrrelevantObjects() at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ``` Meteor on this server is deactivated.",1.0,"Probably laser-related: System.NullReferenceException: Object reference not set to an instance of an object. - The following error occurred (server did continue to run, no crash): ``` Exception System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Simulation.Agents.AI.AITarget.b__32_0() at Eco.Shared.Utils.LockUtils.TryLock(Object lockObject, Action ifLockAcquired, Int32 millisecondsTimeout) at Eco.Simulation.Agents.AI.AITarget.UpdatePosition() at Eco.Simulation.Agents.AI.AITarget.get_Position() at Eco.Simulation.Agents.Animal.IsNotRelevant(INetObjectViewer viewer) at Eco.Core.Agents.WorldObserver.RemoveIrrelevantObjects() at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ``` Meteor on this server is deactivated.",1,probably laser related system nullreferenceexception object reference not set to an instance of an object the following error occurred server did continue to run no crash exception system nullreferenceexception object reference not set to an instance of an object at eco simulation agents ai aitarget b at eco shared utils lockutils trylock object lockobject action iflockacquired millisecondstimeout at eco simulation agents ai aitarget updateposition at eco simulation agents ai aitarget get position at eco simulation agents animal isnotrelevant inetobjectviewer viewer at eco core agents worldobserver removeirrelevantobjects at eco plugins networking clients client update at eco plugins networking clients client b end dump meteor on this server is deactivated ,1 234408,7720772810.0,IssuesEvent,2018-05-24 01:09:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Clean up Economy Viewer,Medium Priority Optimization,"Per Forum Users: ""azizmandar posted 2 days ago I play with a community that is over 100 players. The biggest headache for us is the Economy Viewer. after about 3 days it takes a while to open up. after 10 days you almost can't use it because it lags too bad. It also looks like the Viewer may be attempting to keep values updated in real time which would explain some of the lag. Suggestion: Add a filter to the Shop screens (at the least Sale and Wanted) so you only see what you are looking for (maybe open it blank and only show once the filter has been set even if the filter is All) Only update when refreshed which should be easier and faster with a filter. This seems to be the single most disruptive component to our community enjoying the game and we would love it to work better. Pacifyer posted about 16 hours ago I support this. The economy window should fetch the data once and then manually update it. In the fetched results you should be able to do a text search (dynamic filter). These are minimum requirements right now.""",1.0,"Clean up Economy Viewer - Per Forum Users: ""azizmandar posted 2 days ago I play with a community that is over 100 players. The biggest headache for us is the Economy Viewer. after about 3 days it takes a while to open up. after 10 days you almost can't use it because it lags too bad. It also looks like the Viewer may be attempting to keep values updated in real time which would explain some of the lag. Suggestion: Add a filter to the Shop screens (at the least Sale and Wanted) so you only see what you are looking for (maybe open it blank and only show once the filter has been set even if the filter is All) Only update when refreshed which should be easier and faster with a filter. This seems to be the single most disruptive component to our community enjoying the game and we would love it to work better. Pacifyer posted about 16 hours ago I support this. The economy window should fetch the data once and then manually update it. In the fetched results you should be able to do a text search (dynamic filter). These are minimum requirements right now.""",1,clean up economy viewer per forum users azizmandar posted days ago i play with a community that is over players the biggest headache for us is the economy viewer after about days it takes a while to open up after days you almost can t use it because it lags too bad it also looks like the viewer may be attempting to keep values updated in real time which would explain some of the lag suggestion add a filter to the shop screens at the least sale and wanted so you only see what you are looking for maybe open it blank and only show once the filter has been set even if the filter is all only update when refreshed which should be easier and faster with a filter this seems to be the single most disruptive component to our community enjoying the game and we would love it to work better pacifyer posted about hours ago i support this the economy window should fetch the data once and then manually update it in the fetched results you should be able to do a text search dynamic filter these are minimum requirements right now ,1 306099,9380623719.0,IssuesEvent,2019-04-04 17:33:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Store Currency Resets,Fixed Medium Priority,"**Version:** 0.8.0.7 beta **Steps to Reproduce:** 1. Try to set the store currency to a currency that is not the world default. 2. Log out then log back in. **Expected behavior:** It should have stayed the same as I had left it. **Actual behavior:** The currency resets back to the world default currency. **Do you have mods installed? Does issue happen when no mods are installed?:** The currency resets back to the world default currency.",1.0,"USER ISSUE: Store Currency Resets - **Version:** 0.8.0.7 beta **Steps to Reproduce:** 1. Try to set the store currency to a currency that is not the world default. 2. Log out then log back in. **Expected behavior:** It should have stayed the same as I had left it. **Actual behavior:** The currency resets back to the world default currency. **Do you have mods installed? Does issue happen when no mods are installed?:** The currency resets back to the world default currency.",1,user issue store currency resets version beta steps to reproduce try to set the store currency to a currency that is not the world default log out then log back in expected behavior it should have stayed the same as i had left it actual behavior the currency resets back to the world default currency do you have mods installed does issue happen when no mods are installed the currency resets back to the world default currency ,1 249186,7953979870.0,IssuesEvent,2018-07-12 05:13:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Falling through the floor,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Well, i have built my basement, everything worked fine. Now after about 1 Day i went back down just to look at it and suddenly fell through the floor. Its made out of mortared Stone and about 6 blocks under the surface. **Expected behavior:** Falling through the floor. **Actual behavior:** Well, exactly that, works everytime i go down there, even after server restart.",1.0,"USER ISSUE: Falling through the floor - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Well, i have built my basement, everything worked fine. Now after about 1 Day i went back down just to look at it and suddenly fell through the floor. Its made out of mortared Stone and about 6 blocks under the surface. **Expected behavior:** Falling through the floor. **Actual behavior:** Well, exactly that, works everytime i go down there, even after server restart.",1,user issue falling through the floor version beta steps to reproduce well i have built my basement everything worked fine now after about day i went back down just to look at it and suddenly fell through the floor its made out of mortared stone and about blocks under the surface expected behavior falling through the floor actual behavior well exactly that works everytime i go down there even after server restart ,1 208773,7158369591.0,IssuesEvent,2018-01-27 00:14:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,'Show in World' doesn't update without logging out and back in,Medium Priority,"The value of GroundPollutionSpread in the volume I'm looking at is ~.65, and it's at equilibrium. On the minimap it shows as a nice rich red color, it doesn't display in world at all. I just placed a bunch of tailings, ticked world layers a bunch, and nothing shows in world: ![image](https://user-images.githubusercontent.com/609510/35124035-7c20f88a-fc59-11e7-8595-c44a4a8a9892.png) Log out and back in and it works: ![image](https://user-images.githubusercontent.com/609510/35124158-ea5905f4-fc59-11e7-8122-28f106cbb51c.png) ",1.0,"'Show in World' doesn't update without logging out and back in - The value of GroundPollutionSpread in the volume I'm looking at is ~.65, and it's at equilibrium. On the minimap it shows as a nice rich red color, it doesn't display in world at all. I just placed a bunch of tailings, ticked world layers a bunch, and nothing shows in world: ![image](https://user-images.githubusercontent.com/609510/35124035-7c20f88a-fc59-11e7-8595-c44a4a8a9892.png) Log out and back in and it works: ![image](https://user-images.githubusercontent.com/609510/35124158-ea5905f4-fc59-11e7-8122-28f106cbb51c.png) ",1, show in world doesn t update without logging out and back in the value of groundpollutionspread in the volume i m looking at is and it s at equilibrium on the minimap it shows as a nice rich red color it doesn t display in world at all i just placed a bunch of tailings ticked world layers a bunch and nothing shows in world log out and back in and it works ,1 495450,14282139731.0,IssuesEvent,2020-11-23 09:10:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make all lerps take the same amount of time,Category: UI Priority: Medium Status: Fixed,"![anim](https://user-images.githubusercontent.com/3536496/95638698-64cdd200-0a4a-11eb-898a-be35f4d08641.gif) Blur lerp-out is faster than ui fade-out. All lerps should have identical time, adds a lot to the polish feeling. Check other lerps as well. ",1.0,"Make all lerps take the same amount of time - ![anim](https://user-images.githubusercontent.com/3536496/95638698-64cdd200-0a4a-11eb-898a-be35f4d08641.gif) Blur lerp-out is faster than ui fade-out. All lerps should have identical time, adds a lot to the polish feeling. Check other lerps as well. ",1,make all lerps take the same amount of time blur lerp out is faster than ui fade out all lerps should have identical time adds a lot to the polish feeling check other lerps as well ,1 249085,7953759174.0,IssuesEvent,2018-07-12 03:38:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: 64 bit server in 32 bit game version,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** in the 32 bit game version is a 64 bit server so you cant play the game in singelplayer **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: 64 bit server in 32 bit game version - **Version:** 0.7.1.2 beta **Steps to Reproduce:** in the 32 bit game version is a 64 bit server so you cant play the game in singelplayer **Expected behavior:** **Actual behavior:** ",1,user issue bit server in bit game version version beta steps to reproduce in the bit game version is a bit server so you cant play the game in singelplayer expected behavior actual behavior ,1 306598,9397029705.0,IssuesEvent,2019-04-08 08:46:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator: Switching vehicle modes resets selected hotbar entry,Medium Priority,"1. Pick up stuff with excavator till all slots are filled 2. Select slot 4 3. Switch vehicle mode to drive 4. Switch back -> Notice hotbar entry slot 2 is selected This is especially annoying if you have to move a bit, drop stuff, have to move a bit, drop stuff, repeat... as you have to re-select the proper slot manually each time.",1.0,"Excavator: Switching vehicle modes resets selected hotbar entry - 1. Pick up stuff with excavator till all slots are filled 2. Select slot 4 3. Switch vehicle mode to drive 4. Switch back -> Notice hotbar entry slot 2 is selected This is especially annoying if you have to move a bit, drop stuff, have to move a bit, drop stuff, repeat... as you have to re-select the proper slot manually each time.",1,excavator switching vehicle modes resets selected hotbar entry pick up stuff with excavator till all slots are filled select slot switch vehicle mode to drive switch back notice hotbar entry slot is selected this is especially annoying if you have to move a bit drop stuff have to move a bit drop stuff repeat as you have to re select the proper slot manually each time ,1 251720,8026000264.0,IssuesEvent,2018-07-27 01:09:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Roundoff error in Small Butchery Efficiency,Medium Priority,"Expected: Small Butchery Efficiency 1 should give a 20% cost reduction, i.e. 5 items for the price of 4. This doesn't happen. If you order 5 Butcher Hare recipes, it still costs 5 Hare Carcasses. It should cost 4. ![image](https://user-images.githubusercontent.com/2173684/37241897-619f7e2a-24ac-11e8-827c-368b55962c76.png) On further inspection, this looks like a floating point division roundoff. See, for example, if we order 1,000 Butcher Hare recipes, we get nearly the correct result (801 Hare Carcasses required - should be 800.) ![image](https://user-images.githubusercontent.com/2173684/37241905-9725df08-24ac-11e8-9b52-595e81c448b1.png) I don't think this is related to https://github.com/StrangeLoopGames/EcoIssues/issues/2294 .",1.0,"Roundoff error in Small Butchery Efficiency - Expected: Small Butchery Efficiency 1 should give a 20% cost reduction, i.e. 5 items for the price of 4. This doesn't happen. If you order 5 Butcher Hare recipes, it still costs 5 Hare Carcasses. It should cost 4. ![image](https://user-images.githubusercontent.com/2173684/37241897-619f7e2a-24ac-11e8-827c-368b55962c76.png) On further inspection, this looks like a floating point division roundoff. See, for example, if we order 1,000 Butcher Hare recipes, we get nearly the correct result (801 Hare Carcasses required - should be 800.) ![image](https://user-images.githubusercontent.com/2173684/37241905-9725df08-24ac-11e8-9b52-595e81c448b1.png) I don't think this is related to https://github.com/StrangeLoopGames/EcoIssues/issues/2294 .",1,roundoff error in small butchery efficiency expected small butchery efficiency should give a cost reduction i e items for the price of this doesn t happen if you order butcher hare recipes it still costs hare carcasses it should cost on further inspection this looks like a floating point division roundoff see for example if we order butcher hare recipes we get nearly the correct result hare carcasses required should be i don t think this is related to ,1 211996,7225862372.0,IssuesEvent,2018-02-10 01:41:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Unable to Start Eco 6.4.1, but still can run Eco 6.3.1",Medium Priority,"This is an effort to reopen Issue #3461 https://github.com/StrangeLoopGames/EcoIssues/issues/3461 Like 6.4.0 I simply get get past starting the program after the Unity engine loads even though the earlier version of Eco works just fine on my computer. The crash dump files are below: [crash.dmp.log](https://github.com/StrangeLoopGames/EcoIssues/files/1647333/crash.dmp.log) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/1647334/error.log) I had to rename the crash dump file because GitHub doesn't recognize a ""dmp"" file. I hope it transferred properly. If there are other files from my installation of Eco that could be sent and useful to help resolve this issue, please respond here but there were no other files in the crash folder for me to send than these.",1.0,"Unable to Start Eco 6.4.1, but still can run Eco 6.3.1 - This is an effort to reopen Issue #3461 https://github.com/StrangeLoopGames/EcoIssues/issues/3461 Like 6.4.0 I simply get get past starting the program after the Unity engine loads even though the earlier version of Eco works just fine on my computer. The crash dump files are below: [crash.dmp.log](https://github.com/StrangeLoopGames/EcoIssues/files/1647333/crash.dmp.log) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/1647334/error.log) I had to rename the crash dump file because GitHub doesn't recognize a ""dmp"" file. I hope it transferred properly. If there are other files from my installation of Eco that could be sent and useful to help resolve this issue, please respond here but there were no other files in the crash folder for me to send than these.",1,unable to start eco but still can run eco this is an effort to reopen issue like i simply get get past starting the program after the unity engine loads even though the earlier version of eco works just fine on my computer the crash dump files are below i had to rename the crash dump file because github doesn t recognize a dmp file i hope it transferred properly if there are other files from my installation of eco that could be sent and useful to help resolve this issue please respond here but there were no other files in the crash folder for me to send than these ,1 120680,15791902994.0,IssuesEvent,2021-04-02 05:51:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco should be renamed to new user friendly title,Category: Design Status: Needs Triage,"I suggest to use ""Bro"". It is short and same length. So easier to update art. And we can re-use cool ""O"" from Eco. Also with same theme it means we are closer to each other and to nature. So will you do harm to your bro? NO! It will make decision more simple when you decide between kill the planet or save it. We will help our player to turn they minds in right direction! Some art for inspiration: ![image](https://user-images.githubusercontent.com/475445/113264312-80b87f00-92db-11eb-94b0-2964a1e0050f.png) ",1.0,"Eco should be renamed to new user friendly title - I suggest to use ""Bro"". It is short and same length. So easier to update art. And we can re-use cool ""O"" from Eco. Also with same theme it means we are closer to each other and to nature. So will you do harm to your bro? NO! It will make decision more simple when you decide between kill the planet or save it. We will help our player to turn they minds in right direction! Some art for inspiration: ![image](https://user-images.githubusercontent.com/475445/113264312-80b87f00-92db-11eb-94b0-2964a1e0050f.png) ",0,eco should be renamed to new user friendly title i suggest to use bro it is short and same length so easier to update art and we can re use cool o from eco also with same theme it means we are closer to each other and to nature so will you do harm to your bro no it will make decision more simple when you decide between kill the planet or save it we will help our player to turn they minds in right direction some art for inspiration ,0 650786,21417140247.0,IssuesEvent,2022-04-22 12:05:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Chat Bugged,Priority: Medium,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Type in #General **Expected behavior:** I expected to see what I typed after pressing enter in the chat **Actual behavior:** Other players could see what I typed but I could not see what I typed",1.0,"USER ISSUE: Chat Bugged - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Type in #General **Expected behavior:** I expected to see what I typed after pressing enter in the chat **Actual behavior:** Other players could see what I typed but I could not see what I typed",1,user issue chat bugged version beta steps to reproduce type in general expected behavior i expected to see what i typed after pressing enter in the chat actual behavior other players could see what i typed but i could not see what i typed,1 220564,7360992923.0,IssuesEvent,2018-03-11 00:51:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Windmill removed Rooms Furnishing value (failed room) 6.1.2,Medium Priority,"according to Eco i have a Windmill thats in a room that removed a Room's Furnishing Value ,as you can see i have 2 and they are both outside This seemed to have just Happened as i had a Cast Iron Stove that broke my Kitchen referencing https://github.com/StrangeLoopGames/EcoIssues/issues/2945 i since then Closed off that little room with stove in to fix my kitchen (as i cannot see it to remove it) also relogging didn't make any difference (Might ask Admin when available to restart the server)",1.0,"Windmill removed Rooms Furnishing value (failed room) 6.1.2 - according to Eco i have a Windmill thats in a room that removed a Room's Furnishing Value ,as you can see i have 2 and they are both outside This seemed to have just Happened as i had a Cast Iron Stove that broke my Kitchen referencing https://github.com/StrangeLoopGames/EcoIssues/issues/2945 i since then Closed off that little room with stove in to fix my kitchen (as i cannot see it to remove it) also relogging didn't make any difference (Might ask Admin when available to restart the server)",1,windmill removed rooms furnishing value failed room according to eco i have a windmill thats in a room that removed a room s furnishing value as you can see i have and they are both outside img width alt src this seemed to have just happened as i had a cast iron stove that broke my kitchen referencing i since then closed off that little room with stove in to fix my kitchen as i cannot see it to remove it also relogging didn t make any difference might ask admin when available to restart the server ,1 375565,11105306263.0,IssuesEvent,2019-12-17 09:34:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1299] Missing model or wrong model in some blocks.,Medium Priority,"Missing model: Cooper Bar, Crushed Slag, Crushed Stone, Gold Bar. Wrong model: Slag. It looks like Crushed Slag: ![image](https://user-images.githubusercontent.com/45708377/70983296-8c256e00-20c9-11ea-81e0-7f45297fadc2.png) ",1.0,"[0.9.0 staging-1299] Missing model or wrong model in some blocks. - Missing model: Cooper Bar, Crushed Slag, Crushed Stone, Gold Bar. Wrong model: Slag. It looks like Crushed Slag: ![image](https://user-images.githubusercontent.com/45708377/70983296-8c256e00-20c9-11ea-81e0-7f45297fadc2.png) ",1, missing model or wrong model in some blocks missing model cooper bar crushed slag crushed stone gold bar wrong model slag it looks like crushed slag ,1 450332,13002431675.0,IssuesEvent,2020-07-24 03:16:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Audio feedback ,Category: Audio Epic Priority: Medium Status: Fixed,"- [x] 'Tick' sound when clicking UI is a bit prominent/tinny. In general would like to smooth out the percussive element of a lot of the UI sounds, make them more relaxing, something youd head in an ASMR video. In general I'd like to have the soundscape for the UI be pretty subtle and relaxing, a lot of the UI sounds had an 'edge' to them we should soften up. ![image](https://user-images.githubusercontent.com/3536496/85343380-932aa000-b4a1-11ea-9a48-57cd5b5dd649.png) - [x] Add a very unobtusive notice sound to popups. Should be different for 'status' vs 'error'. Note that these appear all the time so it shouldnt sound too 'error-like' - [x] Opening UIs via shortcut keys should make noise ![image](https://user-images.githubusercontent.com/3536496/85343581-10561500-b4a2-11ea-93b6-bfb3446e9f75.png) - [x] Ocean sound was quite loud here, seemed like a bug - [x] Walking on hard surfaces was a bit loud, footstep sound had two percussive elements too it, could make it less prominent with just one. ![image](https://user-images.githubusercontent.com/3536496/85343737-7a6eba00-b4a2-11ea-8fb8-3c382418cf26.png) - [x] Striking scythe on this gave a very loud clang ![image](https://user-images.githubusercontent.com/3536496/85343770-94a89800-b4a2-11ea-8cc5-7b0513b033f9.png) - [x] Need soft sound when tooltips appear ![animx22](https://user-images.githubusercontent.com/3536496/85343838-dc2f2400-b4a2-11ea-938a-6f08fc156716.gif) - [x] When mousing over UI elements, many will highlight with your cursor appearing over them. This should be accompanied by a sound, and it should vary for different types of buttons. It should be super subtle and soft. ![image](https://user-images.githubusercontent.com/3536496/85344124-9e7ecb00-b4a3-11ea-8eb0-84f326a7fd9d.png) - [x] Checkbox didnt have sound - [x] Other sounds in this dialog needed to be softer ![image](https://user-images.githubusercontent.com/3536496/85344216-e0a80c80-b4a3-11ea-822c-5730467470b7.png) - [x] Falling log made a crackling sound ![image](https://user-images.githubusercontent.com/3536496/85344230-eaca0b00-b4a3-11ea-8b9d-93cf816a0bac.png) - [x] No sound on pickup of these ![animx22](https://user-images.githubusercontent.com/3536496/85344317-34b2f100-b4a4-11ea-8854-387566f9b9d5.gif) - [x] Need cool sound for these scrolling effects, with different ones for large/medium/small ![image](https://user-images.githubusercontent.com/3536496/85344364-5613dd00-b4a4-11ea-93b9-542f360303a2.png) - [x] Heard a raging ocean at this placid lake. Make the ocean detection only detect sea level water. Something very wrong with the ocean sound, its everywhere and overpowering. ![image](https://user-images.githubusercontent.com/3536496/85344418-78a5f600-b4a4-11ea-9cb5-072a014f848d.png) - [x] Heard no water sounds at this river and waterfall - [x] Heard one music track then no more after that. Is it working? Are new tracks in? ![image](https://user-images.githubusercontent.com/3536496/85792718-cf9c0d00-b6e8-11ea-9bea-10a305e45b9a.png) - [x] Clicks not working on these left right buttons. Try all buttons in this dialog and title screen make sure they make noise, even after leaving and returning to screens. ",1.0,"Audio feedback - - [x] 'Tick' sound when clicking UI is a bit prominent/tinny. In general would like to smooth out the percussive element of a lot of the UI sounds, make them more relaxing, something youd head in an ASMR video. In general I'd like to have the soundscape for the UI be pretty subtle and relaxing, a lot of the UI sounds had an 'edge' to them we should soften up. ![image](https://user-images.githubusercontent.com/3536496/85343380-932aa000-b4a1-11ea-9a48-57cd5b5dd649.png) - [x] Add a very unobtusive notice sound to popups. Should be different for 'status' vs 'error'. Note that these appear all the time so it shouldnt sound too 'error-like' - [x] Opening UIs via shortcut keys should make noise ![image](https://user-images.githubusercontent.com/3536496/85343581-10561500-b4a2-11ea-93b6-bfb3446e9f75.png) - [x] Ocean sound was quite loud here, seemed like a bug - [x] Walking on hard surfaces was a bit loud, footstep sound had two percussive elements too it, could make it less prominent with just one. ![image](https://user-images.githubusercontent.com/3536496/85343737-7a6eba00-b4a2-11ea-8fb8-3c382418cf26.png) - [x] Striking scythe on this gave a very loud clang ![image](https://user-images.githubusercontent.com/3536496/85343770-94a89800-b4a2-11ea-8cc5-7b0513b033f9.png) - [x] Need soft sound when tooltips appear ![animx22](https://user-images.githubusercontent.com/3536496/85343838-dc2f2400-b4a2-11ea-938a-6f08fc156716.gif) - [x] When mousing over UI elements, many will highlight with your cursor appearing over them. This should be accompanied by a sound, and it should vary for different types of buttons. It should be super subtle and soft. ![image](https://user-images.githubusercontent.com/3536496/85344124-9e7ecb00-b4a3-11ea-8eb0-84f326a7fd9d.png) - [x] Checkbox didnt have sound - [x] Other sounds in this dialog needed to be softer ![image](https://user-images.githubusercontent.com/3536496/85344216-e0a80c80-b4a3-11ea-822c-5730467470b7.png) - [x] Falling log made a crackling sound ![image](https://user-images.githubusercontent.com/3536496/85344230-eaca0b00-b4a3-11ea-8b9d-93cf816a0bac.png) - [x] No sound on pickup of these ![animx22](https://user-images.githubusercontent.com/3536496/85344317-34b2f100-b4a4-11ea-8854-387566f9b9d5.gif) - [x] Need cool sound for these scrolling effects, with different ones for large/medium/small ![image](https://user-images.githubusercontent.com/3536496/85344364-5613dd00-b4a4-11ea-93b9-542f360303a2.png) - [x] Heard a raging ocean at this placid lake. Make the ocean detection only detect sea level water. Something very wrong with the ocean sound, its everywhere and overpowering. ![image](https://user-images.githubusercontent.com/3536496/85344418-78a5f600-b4a4-11ea-9cb5-072a014f848d.png) - [x] Heard no water sounds at this river and waterfall - [x] Heard one music track then no more after that. Is it working? Are new tracks in? ![image](https://user-images.githubusercontent.com/3536496/85792718-cf9c0d00-b6e8-11ea-9bea-10a305e45b9a.png) - [x] Clicks not working on these left right buttons. Try all buttons in this dialog and title screen make sure they make noise, even after leaving and returning to screens. ",1,audio feedback tick sound when clicking ui is a bit prominent tinny in general would like to smooth out the percussive element of a lot of the ui sounds make them more relaxing something youd head in an asmr video in general i d like to have the soundscape for the ui be pretty subtle and relaxing a lot of the ui sounds had an edge to them we should soften up add a very unobtusive notice sound to popups should be different for status vs error note that these appear all the time so it shouldnt sound too error like opening uis via shortcut keys should make noise ocean sound was quite loud here seemed like a bug walking on hard surfaces was a bit loud footstep sound had two percussive elements too it could make it less prominent with just one striking scythe on this gave a very loud clang need soft sound when tooltips appear when mousing over ui elements many will highlight with your cursor appearing over them this should be accompanied by a sound and it should vary for different types of buttons it should be super subtle and soft checkbox didnt have sound other sounds in this dialog needed to be softer falling log made a crackling sound no sound on pickup of these need cool sound for these scrolling effects with different ones for large medium small heard a raging ocean at this placid lake make the ocean detection only detect sea level water something very wrong with the ocean sound its everywhere and overpowering heard no water sounds at this river and waterfall heard one music track then no more after that is it working are new tracks in clicks not working on these left right buttons try all buttons in this dialog and title screen make sure they make noise even after leaving and returning to screens ,1 471249,13563461578.0,IssuesEvent,2020-09-18 08:34:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1607] Reset defaults for Audio tab.,Category: UI Priority: Medium Status: Fixed,"missing: ![image](https://user-images.githubusercontent.com/45708377/84752101-0033c680-afc6-11ea-8e48-f27c1ce14ab8.png) But you can reset it when press ""reset defaults"" in Graphics tab: ![image](https://user-images.githubusercontent.com/45708377/84752238-28232a00-afc6-11ea-8069-e0bf5d163c90.png) It was in one tab before 0.9.0 and after separating we forgot to add another button to it.",1.0,"[0.9.0 staging-1607] Reset defaults for Audio tab. - missing: ![image](https://user-images.githubusercontent.com/45708377/84752101-0033c680-afc6-11ea-8e48-f27c1ce14ab8.png) But you can reset it when press ""reset defaults"" in Graphics tab: ![image](https://user-images.githubusercontent.com/45708377/84752238-28232a00-afc6-11ea-8069-e0bf5d163c90.png) It was in one tab before 0.9.0 and after separating we forgot to add another button to it.",1, reset defaults for audio tab missing but you can reset it when press reset defaults in graphics tab it was in one tab before and after separating we forgot to add another button to it ,1 251719,8025997864.0,IssuesEvent,2018-07-27 01:08:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fertilizer Stacking Bug,Medium Priority,"Fertilizer stacks show as a quantity of 1 in the store regardless of size. Fertilizer stacks can not be merged with each other. Single instances of fertilizer cannot be merged to create a stack. Soil samplers cannot be stacked.",1.0,"Fertilizer Stacking Bug - Fertilizer stacks show as a quantity of 1 in the store regardless of size. Fertilizer stacks can not be merged with each other. Single instances of fertilizer cannot be merged to create a stack. Soil samplers cannot be stacked.",1,fertilizer stacking bug fertilizer stacks show as a quantity of in the store regardless of size fertilizer stacks can not be merged with each other single instances of fertilizer cannot be merged to create a stack soil samplers cannot be stacked ,1 487883,14060905713.0,IssuesEvent,2020-11-03 07:05:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Empty inventory slot remembers last content,Category: UI Priority: Medium QA,"Version: v0.7.7.2-beta Steps to reproduce: - after game start open a storage which already contains some objects - move an object to another place - hoover cursor over last location where the object came from Expected behavior: should show nothing since this slot is empty Actual behavior: a tooltiip comes up showing what was in there. Guessing it’s a malfunction of inventory logic, not tooltip and the effect is gone after game restart. It’s surly not a major problem, but might cause dubious side effects in other functions. ![pile](https://user-images.githubusercontent.com/38510829/45486258-ba93fb00-b75a-11e8-85d5-42dc1998da88.jpg) ",1.0,"Empty inventory slot remembers last content - Version: v0.7.7.2-beta Steps to reproduce: - after game start open a storage which already contains some objects - move an object to another place - hoover cursor over last location where the object came from Expected behavior: should show nothing since this slot is empty Actual behavior: a tooltiip comes up showing what was in there. Guessing it’s a malfunction of inventory logic, not tooltip and the effect is gone after game restart. It’s surly not a major problem, but might cause dubious side effects in other functions. ![pile](https://user-images.githubusercontent.com/38510829/45486258-ba93fb00-b75a-11e8-85d5-42dc1998da88.jpg) ",1,empty inventory slot remembers last content version beta steps to reproduce after game start open a storage which already contains some objects move an object to another place hoover cursor over last location where the object came from expected behavior should show nothing since this slot is empty actual behavior a tooltiip comes up showing what was in there guessing it’s a malfunction of inventory logic not tooltip and the effect is gone after game restart it’s surly not a major problem but might cause dubious side effects in other functions ,1 366013,10807701244.0,IssuesEvent,2019-11-07 09:02:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1215] Work order creates empty marker,Fixed Medium Priority,"It was broken somehow. When you place work otder you should see info about it with marker. Something like that #12522 Now its empty",1.0,"[0.9.0 staging-1215] Work order creates empty marker - It was broken somehow. When you place work otder you should see info about it with marker. Something like that #12522 Now its empty",1, work order creates empty marker it was broken somehow when you place work otder you should see info about it with marker something like that now its empty,1 228520,7552485261.0,IssuesEvent,2018-04-19 00:34:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Collecting Stone with Excavator,Medium Priority,"I'm not sure if it's intended or not but if you break stone with your excavator, really every collected piece of stone is counted as only one stone piece not regarding if its a ""double piece"" that has to be broken with your pickaxe and counts normally as two stone pieces or not. So maybe you want to fix that.",1.0,"Collecting Stone with Excavator - I'm not sure if it's intended or not but if you break stone with your excavator, really every collected piece of stone is counted as only one stone piece not regarding if its a ""double piece"" that has to be broken with your pickaxe and counts normally as two stone pieces or not. So maybe you want to fix that.",1,collecting stone with excavator i m not sure if it s intended or not but if you break stone with your excavator really every collected piece of stone is counted as only one stone piece not regarding if its a double piece that has to be broken with your pickaxe and counts normally as two stone pieces or not so maybe you want to fix that ,1 551916,16191272437.0,IssuesEvent,2021-05-04 08:50:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make script to fix all scroll sensitivity,Category: Tech Priority: Medium Squad: Wild Turkey,"Re https://github.com/StrangeLoopGames/Eco/pull/6652#pullrequestreview-474810469 And make it extendible so we can add other fixing processes to it and run it periodically. ",1.0,"Make script to fix all scroll sensitivity - Re https://github.com/StrangeLoopGames/Eco/pull/6652#pullrequestreview-474810469 And make it extendible so we can add other fixing processes to it and run it periodically. ",1,make script to fix all scroll sensitivity re and make it extendible so we can add other fixing processes to it and run it periodically ,1 337511,10218862382.0,IssuesEvent,2019-08-15 17:02:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.9] Admin command /levelup cooking,Fixed Medium Priority,"Game Version - **0.8.2.9** Skills - **Cooking** and **Advanced Campfire Cooking** If the admin enters the chat command ""/levelup Cooking"" instead of increasing the Cooking skill, the Advanced Campfire Cooking skill goes up. Which leads to the impossibility of raising the ""Cooking"" skill by this command (if the specified skill was previously pumped to any level, then after entering the specified command it decreases to level 2 and it is necessary to pump it again). ",1.0,"[0.8.2.9] Admin command /levelup cooking - Game Version - **0.8.2.9** Skills - **Cooking** and **Advanced Campfire Cooking** If the admin enters the chat command ""/levelup Cooking"" instead of increasing the Cooking skill, the Advanced Campfire Cooking skill goes up. Which leads to the impossibility of raising the ""Cooking"" skill by this command (if the specified skill was previously pumped to any level, then after entering the specified command it decreases to level 2 and it is necessary to pump it again). ",1, admin command levelup cooking game version skills cooking and advanced campfire cooking if the admin enters the chat command levelup cooking instead of increasing the cooking skill the advanced campfire cooking skill goes up which leads to the impossibility of raising the cooking skill by this command if the specified skill was previously pumped to any level then after entering the specified command it decreases to level and it is necessary to pump it again ,1 478224,13775485332.0,IssuesEvent,2020-10-08 08:04:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law Clauses for price regulation,Category: Laws Priority: Medium Type: Feature,"> I'd like to propose a law clause that enables you to prevent a sale if the price is above or below a given number in a law. In our case we want to use that for disallowing the sale of skill scrolls for below 500 $ as we want ""Land Claim Papers"" to be used in the economy with an fixed value of 100 $. When people now start giving out the scrolls for free, that will not work. Neither can we use them in a mint at the moment. > > Most probably there are many other uses for this, such as regulating the market. - @D3nnis3n Copied from https://github.com/StrangeLoopGames/EcoSuggestions/issues/522 Technical notes: Can be implemented with a new context interface `IHasPriceContext` or something on Buy/Sell actions, which can be used to create a `PriceActionQuery : ActionQuery`",1.0,"Law Clauses for price regulation - > I'd like to propose a law clause that enables you to prevent a sale if the price is above or below a given number in a law. In our case we want to use that for disallowing the sale of skill scrolls for below 500 $ as we want ""Land Claim Papers"" to be used in the economy with an fixed value of 100 $. When people now start giving out the scrolls for free, that will not work. Neither can we use them in a mint at the moment. > > Most probably there are many other uses for this, such as regulating the market. - @D3nnis3n Copied from https://github.com/StrangeLoopGames/EcoSuggestions/issues/522 Technical notes: Can be implemented with a new context interface `IHasPriceContext` or something on Buy/Sell actions, which can be used to create a `PriceActionQuery : ActionQuery`",1,law clauses for price regulation i d like to propose a law clause that enables you to prevent a sale if the price is above or below a given number in a law in our case we want to use that for disallowing the sale of skill scrolls for below as we want land claim papers to be used in the economy with an fixed value of when people now start giving out the scrolls for free that will not work neither can we use them in a mint at the moment most probably there are many other uses for this such as regulating the market copied from technical notes can be implemented with a new context interface ihaspricecontext or something on buy sell actions which can be used to create a priceactionquery actionquery ,1 312489,9547973477.0,IssuesEvent,2019-05-02 02:24:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: tabbing out of the game/mouse getting picking up,Medium Priority,"When I tab out of the game, the mouse still moves the game, as does the scrollwheel. I play with the game windowed.",1.0,"USER ISSUE: tabbing out of the game/mouse getting picking up - When I tab out of the game, the mouse still moves the game, as does the scrollwheel. I play with the game windowed.",1,user issue tabbing out of the game mouse getting picking up when i tab out of the game the mouse still moves the game as does the scrollwheel i play with the game windowed ,1 252708,8039310868.0,IssuesEvent,2018-07-30 17:58:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Top Layer of Map Determines Biome,Medium Priority,"**Version:** 0.7.3.2 beta I am not certain if this is a bug or just currently an undocumented feature, but the top layer of the map is what the server uses to determine the biome of an area and this does not seem to be the correct way to do so. I was in a small forest biome that had a river going through it. It was high bean yield potential. I created a dirt bridge over the river without replacing the water. Area changed from forest biome to grasslands biome. This method of calculating the biome has been around since at least 7.0. ![image](https://user-images.githubusercontent.com/5702579/38472761-e742e6f4-3b52-11e8-8927-f23fe2839133.png) This is an image of today's beanyieldpotential, before the tilled land you see was all yellow for beanyeild. I expect to be able to create a flat forest with underground rivers. The bridge of dirt should not have changed the biome. Another issue is that water seems to be ignored when calculating a biome, we get oceans that are considered forest biomes but no trees or dirt.",1.0,"Top Layer of Map Determines Biome - **Version:** 0.7.3.2 beta I am not certain if this is a bug or just currently an undocumented feature, but the top layer of the map is what the server uses to determine the biome of an area and this does not seem to be the correct way to do so. I was in a small forest biome that had a river going through it. It was high bean yield potential. I created a dirt bridge over the river without replacing the water. Area changed from forest biome to grasslands biome. This method of calculating the biome has been around since at least 7.0. ![image](https://user-images.githubusercontent.com/5702579/38472761-e742e6f4-3b52-11e8-8927-f23fe2839133.png) This is an image of today's beanyieldpotential, before the tilled land you see was all yellow for beanyeild. I expect to be able to create a flat forest with underground rivers. The bridge of dirt should not have changed the biome. Another issue is that water seems to be ignored when calculating a biome, we get oceans that are considered forest biomes but no trees or dirt.",1,top layer of map determines biome version beta i am not certain if this is a bug or just currently an undocumented feature but the top layer of the map is what the server uses to determine the biome of an area and this does not seem to be the correct way to do so i was in a small forest biome that had a river going through it it was high bean yield potential i created a dirt bridge over the river without replacing the water area changed from forest biome to grasslands biome this method of calculating the biome has been around since at least this is an image of today s beanyieldpotential before the tilled land you see was all yellow for beanyeild i expect to be able to create a flat forest with underground rivers the bridge of dirt should not have changed the biome another issue is that water seems to be ignored when calculating a biome we get oceans that are considered forest biomes but no trees or dirt ,1 211927,7214154559.0,IssuesEvent,2018-02-08 00:42:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Roof tile problem,Medium Priority,"**Version:** 0.7.0.4 beta **Steps to Reproduce:** 1. Place hewn logs in a stair pattern upwards. 2. Place roof tiles on the hewn logs **Expected behavior:** The roof tiles should connect to eachother forming a smooth roof **Actual behavior:** The roof tiles do not connect to eachother, but on each level they form the tiles which go ontop of a single hewn log, the roof ridge tiles (?)",1.0,"USER ISSUE: Roof tile problem - **Version:** 0.7.0.4 beta **Steps to Reproduce:** 1. Place hewn logs in a stair pattern upwards. 2. Place roof tiles on the hewn logs **Expected behavior:** The roof tiles should connect to eachother forming a smooth roof **Actual behavior:** The roof tiles do not connect to eachother, but on each level they form the tiles which go ontop of a single hewn log, the roof ridge tiles (?)",1,user issue roof tile problem version beta steps to reproduce place hewn logs in a stair pattern upwards place roof tiles on the hewn logs expected behavior the roof tiles should connect to eachother forming a smooth roof actual behavior the roof tiles do not connect to eachother but on each level they form the tiles which go ontop of a single hewn log the roof ridge tiles ,1 219234,7334155409.0,IssuesEvent,2018-03-05 21:47:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,when ever i click my cursor comes up and i cant do anything,Medium Priority,when ever i left click my cursor comes up and it wont let me click any thing. my tab does not work and i cant click anything in any menu. i tried reinstalling the game and it didnt fix anything,1.0,when ever i click my cursor comes up and i cant do anything - when ever i left click my cursor comes up and it wont let me click any thing. my tab does not work and i cant click anything in any menu. i tried reinstalling the game and it didnt fix anything,1,when ever i click my cursor comes up and i cant do anything when ever i left click my cursor comes up and it wont let me click any thing my tab does not work and i cant click anything in any menu i tried reinstalling the game and it didnt fix anything,1 363867,10756224209.0,IssuesEvent,2019-10-31 10:45:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Hoe flaws,Fixed Medium Priority,"1. For all tools ""uses remaining"" is now х2 consumption for one action. 2. It doesn't check cultivated Dirt. For example: - I have 68 Uses remaining at iron hoe. I need to cultivate one Dirt. ![image](https://user-images.githubusercontent.com/45708377/65225934-a94c9f80-dace-11e9-873e-9e72186cbfb5.png) - cultivate Dirt. I have 50 uses remaining. The tool cultivate already cultivated Dirts. ![image](https://user-images.githubusercontent.com/45708377/65226059-e44ed300-dace-11e9-9997-099067ef47a8.png) If you change nearest blocks to non-Dirt Block it will consume for one cultivation. ",1.0,"[master-preview] Hoe flaws - 1. For all tools ""uses remaining"" is now х2 consumption for one action. 2. It doesn't check cultivated Dirt. For example: - I have 68 Uses remaining at iron hoe. I need to cultivate one Dirt. ![image](https://user-images.githubusercontent.com/45708377/65225934-a94c9f80-dace-11e9-873e-9e72186cbfb5.png) - cultivate Dirt. I have 50 uses remaining. The tool cultivate already cultivated Dirts. ![image](https://user-images.githubusercontent.com/45708377/65226059-e44ed300-dace-11e9-9997-099067ef47a8.png) If you change nearest blocks to non-Dirt Block it will consume for one cultivation. ",1, hoe flaws for all tools uses remaining is now consumption for one action it doesn t check cultivated dirt for example i have uses remaining at iron hoe i need to cultivate one dirt cultivate dirt i have uses remaining the tool cultivate already cultivated dirts if you change nearest blocks to non dirt block it will consume for one cultivation ,1 296944,9135056904.0,IssuesEvent,2019-02-26 02:27:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Fishtrap could contain anything,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Place fishtrap Add random item (e.g. corn seeds) **Expected behavior:** Not accepted by fishtrap **Actual behavior:** Fishtrap model appears with fishs inside Item stored in fishtrap",1.0,"USER ISSUE: Fishtrap could contain anything - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Place fishtrap Add random item (e.g. corn seeds) **Expected behavior:** Not accepted by fishtrap **Actual behavior:** Fishtrap model appears with fishs inside Item stored in fishtrap",1,user issue fishtrap could contain anything version beta steps to reproduce place fishtrap add random item e g corn seeds expected behavior not accepted by fishtrap actual behavior fishtrap model appears with fishs inside item stored in fishtrap,1 521085,15101748624.0,IssuesEvent,2021-02-08 08:01:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Store UI,Category: UI Priority: Medium Squad: Otter Type: Feature,"Ideas for Store UI Rework: **Drag & Drop System:** Gives the store the possibility to arrange the list by drag & drop. Best Example would be the current System how you change the Order from Storages. **Groups:** The Player can create and name Groups for the Store List. The respective items can then be dragged into the desired group. Which you can then fold when shopping when they are not needed. Maybe add a System to autogroup the items with the matching Tag. ![grafik](https://user-images.githubusercontent.com/37456949/106727778-1ac9b700-660c-11eb-90e6-d066344d2859.png) ",1.0,"Store UI - Ideas for Store UI Rework: **Drag & Drop System:** Gives the store the possibility to arrange the list by drag & drop. Best Example would be the current System how you change the Order from Storages. **Groups:** The Player can create and name Groups for the Store List. The respective items can then be dragged into the desired group. Which you can then fold when shopping when they are not needed. Maybe add a System to autogroup the items with the matching Tag. ![grafik](https://user-images.githubusercontent.com/37456949/106727778-1ac9b700-660c-11eb-90e6-d066344d2859.png) ",1,store ui ideas for store ui rework drag drop system gives the store the possibility to arrange the list by drag drop best example would be the current system how you change the order from storages groups the player can create and name groups for the store list the respective items can then be dragged into the desired group which you can then fold when shopping when they are not needed maybe add a system to autogroup the items with the matching tag ,1 457372,13155474405.0,IssuesEvent,2020-08-10 08:57:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed," [0.9.0.0 beta staging-stable-8] Laws: Unable to pick ""Land Claim Paper"" in filter for Trade trigger",Category: Gameplay Priority: Medium Status: Fixed,"Land Claim Paper is not showing up in item filter for Trade Trigger. ![image](https://user-images.githubusercontent.com/982322/88570072-bd8cf180-d03b-11ea-8783-b39d43e7b946.png) ",1.0," [0.9.0.0 beta staging-stable-8] Laws: Unable to pick ""Land Claim Paper"" in filter for Trade trigger - Land Claim Paper is not showing up in item filter for Trade Trigger. ![image](https://user-images.githubusercontent.com/982322/88570072-bd8cf180-d03b-11ea-8783-b39d43e7b946.png) ",1, laws unable to pick land claim paper in filter for trade trigger land claim paper is not showing up in item filter for trade trigger ,1 497926,14397331052.0,IssuesEvent,2020-12-03 07:59:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-112] Top notifications need improvements,Category: UI Priority: Medium Status: Fixed,"We need to add improvements when open it with hotkey 'N' - [ ] First behavior when I don't have cursor: - Scroll works with toolbar - press N, top notifications will open. - scroll should work with top chat. - press another time 'N' - top chat should close and scroll works with toolbar again. - [ ] Second behavior with cursor(in tab mode): - have cursor, press N - top notifications will open. - mouseover top notifications to scroll it - press tab, top notifications should be closed. (Currently I need to press N again) ",1.0,"[0.9.2 develop-112] Top notifications need improvements - We need to add improvements when open it with hotkey 'N' - [ ] First behavior when I don't have cursor: - Scroll works with toolbar - press N, top notifications will open. - scroll should work with top chat. - press another time 'N' - top chat should close and scroll works with toolbar again. - [ ] Second behavior with cursor(in tab mode): - have cursor, press N - top notifications will open. - mouseover top notifications to scroll it - press tab, top notifications should be closed. (Currently I need to press N again) ",1, top notifications need improvements we need to add improvements when open it with hotkey n first behavior when i don t have cursor scroll works with toolbar press n top notifications will open scroll should work with top chat press another time n top chat should close and scroll works with toolbar again second behavior with cursor in tab mode have cursor press n top notifications will open mouseover top notifications to scroll it press tab top notifications should be closed currently i need to press n again ,1 530964,15438744315.0,IssuesEvent,2021-03-07 21:30:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-203]Missing color for some Common Grass and Big Bluestem (grayed out),Category: Art Priority: Medium Type: Bug,"Build: 0.9.4 Develop-203 ### Issue The colors of some Common Grass and Big Bluestem are grayed out. Either missing color or washed out. Screenshot: ![grayed out color.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/d23dd338-1768-43fb-8a13-46ba81f69c63)",1.0,"[0.9.4 Develop-203]Missing color for some Common Grass and Big Bluestem (grayed out) - Build: 0.9.4 Develop-203 ### Issue The colors of some Common Grass and Big Bluestem are grayed out. Either missing color or washed out. Screenshot: ![grayed out color.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/d23dd338-1768-43fb-8a13-46ba81f69c63)",1, missing color for some common grass and big bluestem grayed out build develop issue the colors of some common grass and big bluestem are grayed out either missing color or washed out screenshot ,1 366923,10832181413.0,IssuesEvent,2019-11-11 10:02:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Newer Trees Do Not Have WorldLayer Space Requirement.,Medium Priority,"3 Trees are missing a ground space requirement so you are able to plant them in every block: Palm, Ceiba, & Joshua. They are missing this line of code for the world layers: this.CapacityConstraints.Add(new CapacityConstraint() { CapacityLayerName = ""FertileGround"", ConsumedCapacityPerPop = 1 });",1.0,"Newer Trees Do Not Have WorldLayer Space Requirement. - 3 Trees are missing a ground space requirement so you are able to plant them in every block: Palm, Ceiba, & Joshua. They are missing this line of code for the world layers: this.CapacityConstraints.Add(new CapacityConstraint() { CapacityLayerName = ""FertileGround"", ConsumedCapacityPerPop = 1 });",1,newer trees do not have worldlayer space requirement trees are missing a ground space requirement so you are able to plant them in every block palm ceiba joshua they are missing this line of code for the world layers this capacityconstraints add new capacityconstraint capacitylayername fertileground consumedcapacityperpop ,1 313431,9561447893.0,IssuesEvent,2019-05-03 23:23:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 staging2] Stone block mesh is not disappearing after mining,Medium Priority QA,"[0.8.2] no mods It gappens quite often. 1. Mine 2. See the rubbles but mesh is still there, untargetable ![stone_mesh](https://user-images.githubusercontent.com/27898520/57136181-6d39cc00-6dc5-11e9-8050-1d3e3819e691.gif) ",1.0,"[0.8.2 staging2] Stone block mesh is not disappearing after mining - [0.8.2] no mods It gappens quite often. 1. Mine 2. See the rubbles but mesh is still there, untargetable ![stone_mesh](https://user-images.githubusercontent.com/27898520/57136181-6d39cc00-6dc5-11e9-8050-1d3e3819e691.gif) ",1, stone block mesh is not disappearing after mining no mods it gappens quite often mine see the rubbles but mesh is still there untargetable ,1 498953,14436070080.0,IssuesEvent,2020-12-07 09:38:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Automatic resident on own Claim,Category: Gameplay Priority: Medium Status: Fixed Type: Task,"It is confusing that you have to add yourself as resident for your claim. this would confuse many players with the new System. It would be better if, when you create a new claim, you would immediately be a resident.",1.0,"Automatic resident on own Claim - It is confusing that you have to add yourself as resident for your claim. this would confuse many players with the new System. It would be better if, when you create a new claim, you would immediately be a resident.",1,automatic resident on own claim it is confusing that you have to add yourself as resident for your claim this would confuse many players with the new system it would be better if when you create a new claim you would immediately be a resident ,1 565087,16748756243.0,IssuesEvent,2021-06-11 19:18:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Refine Ocean Spray Destroy Effect,Category: Art Priority: Medium Squad: Saguaro Type: Feature Type: Usability,"The ocean spray destruction does a weird pirouette that causes some reported users with nausea and should behave like all other brush https://i.gyazo.com/c7a7e59864575a6827ebaedf95d23383.mp4",1.0,"Refine Ocean Spray Destroy Effect - The ocean spray destruction does a weird pirouette that causes some reported users with nausea and should behave like all other brush https://i.gyazo.com/c7a7e59864575a6827ebaedf95d23383.mp4",1,refine ocean spray destroy effect the ocean spray destruction does a weird pirouette that causes some reported users with nausea and should behave like all other brush ,1 289746,8875971401.0,IssuesEvent,2019-01-12 10:07:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Skill Point Bar stopped increasing,Medium Priority,"My friend and I have been playing on a server and increased the skill point gain to suit our needs. Doing this caused the skill points to up rather fast so I could see the change in the bar and tell we were getting points. After I relaunched the server today we were no longer gaining skill points and the skill points bar had frozen, not moving at all even though we had plenty of Nutrition and house points giving us experience.",1.0,"Skill Point Bar stopped increasing - My friend and I have been playing on a server and increased the skill point gain to suit our needs. Doing this caused the skill points to up rather fast so I could see the change in the bar and tell we were getting points. After I relaunched the server today we were no longer gaining skill points and the skill points bar had frozen, not moving at all even though we had plenty of Nutrition and house points giving us experience.",1,skill point bar stopped increasing my friend and i have been playing on a server and increased the skill point gain to suit our needs doing this caused the skill points to up rather fast so i could see the change in the bar and tell we were getting points after i relaunched the server today we were no longer gaining skill points and the skill points bar had frozen not moving at all even though we had plenty of nutrition and house points giving us experience ,1 472625,13628164984.0,IssuesEvent,2020-09-24 13:34:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1750] What should be the icon 'Citizen'?,Category: UI Priority: Medium Status: Fixed,"So: 1. It takes Trigger icon in law: ![image](https://user-images.githubusercontent.com/45708377/91942618-e6bc3400-ed03-11ea-9ba9-24b61399973a.png) 2. it takes Demographic icon in census: ![image](https://user-images.githubusercontent.com/45708377/91943014-8ed1fd00-ed04-11ea-87fe-d9a58a78d55d.png) 3. it doesn't have icon in Work Party, Government office and Registrar: ![image](https://user-images.githubusercontent.com/45708377/91943355-20da0580-ed05-11ea-91fc-c05dbf829c05.png) ![image](https://user-images.githubusercontent.com/45708377/91942888-5500f680-ed04-11ea-8741-f02f3b222f3d.png) ![image](https://user-images.githubusercontent.com/45708377/91943176-cfca1180-ed04-11ea-9c4d-3259b06ec0f2.png) ",1.0,"[0.9.0 staging-1750] What should be the icon 'Citizen'? - So: 1. It takes Trigger icon in law: ![image](https://user-images.githubusercontent.com/45708377/91942618-e6bc3400-ed03-11ea-9ba9-24b61399973a.png) 2. it takes Demographic icon in census: ![image](https://user-images.githubusercontent.com/45708377/91943014-8ed1fd00-ed04-11ea-87fe-d9a58a78d55d.png) 3. it doesn't have icon in Work Party, Government office and Registrar: ![image](https://user-images.githubusercontent.com/45708377/91943355-20da0580-ed05-11ea-91fc-c05dbf829c05.png) ![image](https://user-images.githubusercontent.com/45708377/91942888-5500f680-ed04-11ea-8741-f02f3b222f3d.png) ![image](https://user-images.githubusercontent.com/45708377/91943176-cfca1180-ed04-11ea-9c4d-3259b06ec0f2.png) ",1, what should be the icon citizen so it takes trigger icon in law it takes demographic icon in census it doesn t have icon in work party government office and registrar ,1 206652,7114555767.0,IssuesEvent,2018-01-18 01:23:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Overuse of registry for per server saving various window size settings with unique identifyers,Medium Priority,"[HKEY_CURRENT_USER\Software\Strange Loop Games\ECO] Please store less stuff in there, and use %appdata%, documents or the game folder Was actually searching for the hidden game settings to turn the frame limiter on, no need for this game to run faster then maybe 60 fps.",1.0,"Overuse of registry for per server saving various window size settings with unique identifyers - [HKEY_CURRENT_USER\Software\Strange Loop Games\ECO] Please store less stuff in there, and use %appdata%, documents or the game folder Was actually searching for the hidden game settings to turn the frame limiter on, no need for this game to run faster then maybe 60 fps.",1,overuse of registry for per server saving various window size settings with unique identifyers please store less stuff in there and use appdata documents or the game folder was actually searching for the hidden game settings to turn the frame limiter on no need for this game to run faster then maybe fps ,1 295949,9102676539.0,IssuesEvent,2019-02-20 14:19:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Exception when updating object SteamTractorObject: Sequence contains no elements,Medium Priority,"Looking at the server console. The message in the title pops up several times. At one point I got 5 of these exceptions a sec. for about 30 min. I figured it should be something to look into to prevent future errors/crashes.",1.0,"Exception when updating object SteamTractorObject: Sequence contains no elements - Looking at the server console. The message in the title pops up several times. At one point I got 5 of these exceptions a sec. for about 30 min. I figured it should be something to look into to prevent future errors/crashes.",1,exception when updating object steamtractorobject sequence contains no elements looking at the server console the message in the title pops up several times at one point i got of these exceptions a sec for about min i figured it should be something to look into to prevent future errors crashes ,1 426045,12366573554.0,IssuesEvent,2020-05-18 10:42:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, [0.9.0 staging-1542] End election early when this percent has voted does not work properly,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"Created a new election type with a title containing 1 person as ""voters"" and set ""End election early when this percent has voted"" to 100%: ![image](https://user-images.githubusercontent.com/982322/81471811-18a90800-91f4-11ea-8b5a-362a39f2af1d.png) Created election using that type and voted: ![image](https://user-images.githubusercontent.com/982322/81471838-455d1f80-91f4-11ea-94c7-315e73b5baf2.png) But it's not ending as it should. ",1.0," [0.9.0 staging-1542] End election early when this percent has voted does not work properly - Created a new election type with a title containing 1 person as ""voters"" and set ""End election early when this percent has voted"" to 100%: ![image](https://user-images.githubusercontent.com/982322/81471811-18a90800-91f4-11ea-8b5a-362a39f2af1d.png) Created election using that type and voted: ![image](https://user-images.githubusercontent.com/982322/81471838-455d1f80-91f4-11ea-94c7-315e73b5baf2.png) But it's not ending as it should. ",1, end election early when this percent has voted does not work properly created a new election type with a title containing person as voters and set end election early when this percent has voted to created election using that type and voted but it s not ending as it should ,1 362145,10723441030.0,IssuesEvent,2019-10-27 18:49:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[7.6.0] Cannot accept Contract, because Contractor doesn't have enough of it's own Credits",Medium Priority,"He has infite of his own Currency, or do I missunderstand 'Deposit'? ![image](https://user-images.githubusercontent.com/22961978/42712274-47f9d78a-86eb-11e8-9b98-fd25c42e4943.png) ",1.0,"[7.6.0] Cannot accept Contract, because Contractor doesn't have enough of it's own Credits - He has infite of his own Currency, or do I missunderstand 'Deposit'? ![image](https://user-images.githubusercontent.com/22961978/42712274-47f9d78a-86eb-11e8-9b98-fd25c42e4943.png) ",1, cannot accept contract because contractor doesn t have enough of it s own credits he has infite of his own currency or do i missunderstand deposit ,1 471375,13565764303.0,IssuesEvent,2020-09-18 12:15:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1722] Incorrect progress display of Work Orders,Category: Localization Category: UI Priority: Medium Status: Fixed Status: Reopen,"When using a translation (currently Russian) with a long text, the progress bar and buttons are displayed incorrectly ![1 1jpg](https://user-images.githubusercontent.com/69684724/90264350-8ca61c80-de83-11ea-8cc3-3e28aa9f6145.jpg) Here's how it looks in the original ![1 2](https://user-images.githubusercontent.com/69684724/90264434-af383580-de83-11ea-8a85-d38cbe92b19a.jpg) ",1.0,"[0.9.0 staging-1722] Incorrect progress display of Work Orders - When using a translation (currently Russian) with a long text, the progress bar and buttons are displayed incorrectly ![1 1jpg](https://user-images.githubusercontent.com/69684724/90264350-8ca61c80-de83-11ea-8cc3-3e28aa9f6145.jpg) Here's how it looks in the original ![1 2](https://user-images.githubusercontent.com/69684724/90264434-af383580-de83-11ea-8a85-d38cbe92b19a.jpg) ",1, incorrect progress display of work orders when using a translation currently russian with a long text the progress bar and buttons are displayed incorrectly here s how it looks in the original ,1 249177,7953962023.0,IssuesEvent,2018-07-12 05:06:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Duplicate tables after placement.,Medium Priority,"**Version:** 0.7.4.2 beta **Steps to Reproduce:** Crafted a wairight table after placing it there is still a wainright table in my inventory. It also happened with the research table. I was then able to place the duplicate in a chest. **Expected behavior:** should not have remaind in my inventory after placement. **Actual behavior:** After placing it there is still a wainright table in my inventory. It also happened with the research table.
Log File(...previous log truncated...) (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> PasswordRequest (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PasswordRequest -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (File",1.0,"USER ISSUE: Duplicate tables after placement. - **Version:** 0.7.4.2 beta **Steps to Reproduce:** Crafted a wairight table after placing it there is still a wainright table in my inventory. It also happened with the research table. I was then able to place the duplicate in a chest. **Expected behavior:** should not have remaind in my inventory after placement. **Actual behavior:** After placing it there is still a wainright table in my inventory. It also happened with the research table.
Log File(...previous log truncated...) (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> PasswordRequest (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PasswordRequest -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (File",1,user issue duplicate tables after placement version beta steps to reproduce crafted a wairight table after placing it there is still a wainright table in my inventory it also happened with the research table i was then able to place the duplicate in a chest expected behavior should not have remaind in my inventory after placement actual behavior after placing it there is still a wainright table in my inventory it also happened with the research table log file previous log truncated filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting passwordrequest filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state passwordrequest connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source file,1 384535,11394437855.0,IssuesEvent,2020-01-30 09:21:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1244] I can enter election for adding a law or title,Priority: Medium Status: Fixed,"And I can even leave a speech. @johnkslg I assume I should be able to enter election for the elected title only ![bandicam 2019-11-11 16-47-05-083](https://user-images.githubusercontent.com/27898520/68585200-5d512200-04a3-11ea-959e-b2b70ded3a97.jpg) ",1.0,"[0.9.0 staging-1244] I can enter election for adding a law or title - And I can even leave a speech. @johnkslg I assume I should be able to enter election for the elected title only ![bandicam 2019-11-11 16-47-05-083](https://user-images.githubusercontent.com/27898520/68585200-5d512200-04a3-11ea-959e-b2b70ded3a97.jpg) ",1, i can enter election for adding a law or title and i can even leave a speech johnkslg i assume i should be able to enter election for the elected title only ,1 461539,13231941738.0,IssuesEvent,2020-08-18 12:34:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-] Exception in view notify: System.NullReferenceException with Store,Category: Tech Priority: Medium Status: Not reproduced,"Steps to reproduce: - first player place store and chest near it. - second player open this store amd close. - first player link/unlink chest to this storage. - second player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.TradeOfferUI.UpdateDurability () [0x00000] in <00000000000000000000000000000000>:0 at UI.TradeOfferUI.UpdateQuantites () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5033596/Player.log) ",1.0,"[0.9.0 staging-] Exception in view notify: System.NullReferenceException with Store - Steps to reproduce: - first player place store and chest near it. - second player open this store amd close. - first player link/unlink chest to this storage. - second player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.TradeOfferUI.UpdateDurability () [0x00000] in <00000000000000000000000000000000>:0 at UI.TradeOfferUI.UpdateQuantites () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5033596/Player.log) ",1, exception in view notify system nullreferenceexception with store steps to reproduce first player place store and chest near it second player open this store amd close first player link unlink chest to this storage second player has exception exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui tradeofferui updatedurability in at ui tradeofferui updatequantites in at system action invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in ,1 216824,7311785935.0,IssuesEvent,2018-02-28 18:52:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Repairs do not scale with skill level,Medium Priority,At high efficiency creating new tools is more efficient than repairing old ones,1.0,Repairs do not scale with skill level - At high efficiency creating new tools is more efficient than repairing old ones,1,repairs do not scale with skill level at high efficiency creating new tools is more efficient than repairing old ones,1 212367,7236198095.0,IssuesEvent,2018-02-13 05:31:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Repeating Contracts are bugged,Medium Priority,"So I have a contract to put a bison in a chest, I have it repeat ten times so that 10 people can put 10 bisons in, however, once one person accepts the contract it deletes the bison from the item list? is this how it is intended? or am i missing something?",1.0,"Repeating Contracts are bugged - So I have a contract to put a bison in a chest, I have it repeat ten times so that 10 people can put 10 bisons in, however, once one person accepts the contract it deletes the bison from the item list? is this how it is intended? or am i missing something?",1,repeating contracts are bugged so i have a contract to put a bison in a chest i have it repeat ten times so that people can put bisons in however once one person accepts the contract it deletes the bison from the item list is this how it is intended or am i missing something ,1 268416,8406686534.0,IssuesEvent,2018-10-11 18:39:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Steam Truck does not show the inputted text,Medium Priority,"The Steam Truck does no longer show the text you give it. Unlike the Distribution station it at least saves the text correctly and shows it in the UI instead of being empty. This is what it shows: This is what it should show: ",1.0,"Steam Truck does not show the inputted text - The Steam Truck does no longer show the text you give it. Unlike the Distribution station it at least saves the text correctly and shows it in the UI instead of being empty. This is what it shows: This is what it should show: ",1,steam truck does not show the inputted text the steam truck does no longer show the text you give it unlike the distribution station it at least saves the text correctly and shows it in the ui instead of being empty this is what it shows img width alt steamtrucks src this is what it should show img width alt src ,1 568044,16945513107.0,IssuesEvent,2021-06-28 06:04:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Staging-2037] Wood pulp appearing far away from tree,Category: Gameplay Priority: Medium Type: Bug,"Build: 0.9.4 Staging-2037 ## Issue In certain circumstances, wood pulp, which is the byproduct that appears after chopping down a tree, has tendencies to appear way off and quite far away from the tree. Here's a video showing before and after cutting a tree. You'll find that most of the wood pulps appeared at a number of blocks away from the tree. I'm guessing collision has something to do with it. https://user-images.githubusercontent.com/77248866/123587393-c91f0480-d818-11eb-9aa7-c63cb799854f.mp4 ### Reproduction Steps The best way to reproduce this issue is to chop a tree that's in a crowded area that is near to other trees. To emphasize the issue, trees that are next to each other. 1. Plant about 3 trees next to each other. 2. Have it full grown. 3. Chop the middle one. 4. Observe. This issue can be annoying at times as it's unpredictable where the wood pulps would land. At times, I assume it's safe to chop the tree down since there's a significant distance between my farm and the tree but after chopping it down, the wood pulps have tendencies to land on my farm destroying my plants and crops. ",1.0,"[0.9.4 Staging-2037] Wood pulp appearing far away from tree - Build: 0.9.4 Staging-2037 ## Issue In certain circumstances, wood pulp, which is the byproduct that appears after chopping down a tree, has tendencies to appear way off and quite far away from the tree. Here's a video showing before and after cutting a tree. You'll find that most of the wood pulps appeared at a number of blocks away from the tree. I'm guessing collision has something to do with it. https://user-images.githubusercontent.com/77248866/123587393-c91f0480-d818-11eb-9aa7-c63cb799854f.mp4 ### Reproduction Steps The best way to reproduce this issue is to chop a tree that's in a crowded area that is near to other trees. To emphasize the issue, trees that are next to each other. 1. Plant about 3 trees next to each other. 2. Have it full grown. 3. Chop the middle one. 4. Observe. This issue can be annoying at times as it's unpredictable where the wood pulps would land. At times, I assume it's safe to chop the tree down since there's a significant distance between my farm and the tree but after chopping it down, the wood pulps have tendencies to land on my farm destroying my plants and crops. ",1, wood pulp appearing far away from tree build staging issue in certain circumstances wood pulp which is the byproduct that appears after chopping down a tree has tendencies to appear way off and quite far away from the tree here s a video showing before and after cutting a tree you ll find that most of the wood pulps appeared at a number of blocks away from the tree i m guessing collision has something to do with it reproduction steps the best way to reproduce this issue is to chop a tree that s in a crowded area that is near to other trees to emphasize the issue trees that are next to each other plant about trees next to each other have it full grown chop the middle one observe this issue can be annoying at times as it s unpredictable where the wood pulps would land at times i assume it s safe to chop the tree down since there s a significant distance between my farm and the tree but after chopping it down the wood pulps have tendencies to land on my farm destroying my plants and crops ,1 494082,14244763093.0,IssuesEvent,2020-11-19 07:32:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Change Edit Password modal into Edit Account sliding section,Category: Accounts Priority: Medium Status: Fixed,"Similar to ""Change Icon"". And give an ability to change username and email (not just password).",1.0,"Change Edit Password modal into Edit Account sliding section - Similar to ""Change Icon"". And give an ability to change username and email (not just password).",1,change edit password modal into edit account sliding section similar to change icon and give an ability to change username and email not just password ,1 281342,8694066408.0,IssuesEvent,2018-12-04 11:31:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.9.1] Pointing with a selected item to stockpile does not show put,Fixed Medium Priority,"This worked earlier, now it does no longer show it for items in hotbar - only for carried items. ",1.0,"[7.9.1] Pointing with a selected item to stockpile does not show put - This worked earlier, now it does no longer show it for items in hotbar - only for carried items. ",1, pointing with a selected item to stockpile does not show put this worked earlier now it does no longer show it for items in hotbar only for carried items img width alt noshow src ,1 378850,11209806852.0,IssuesEvent,2020-01-06 11:27:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minimap icons are 1 frame older than minimap,Fixed Medium Priority,"When you drag quicly the minimap you can see that icons loose their positions in the minimap ![ezgif-2-908ba9238d27](https://user-images.githubusercontent.com/53317567/70945931-f7713080-2034-11ea-9d0f-dee37769bc0d.gif) ",1.0,"Minimap icons are 1 frame older than minimap - When you drag quicly the minimap you can see that icons loose their positions in the minimap ![ezgif-2-908ba9238d27](https://user-images.githubusercontent.com/53317567/70945931-f7713080-2034-11ea-9d0f-dee37769bc0d.gif) ",1,minimap icons are frame older than minimap when you drag quicly the minimap you can see that icons loose their positions in the minimap ,1 619705,19532895634.0,IssuesEvent,2021-12-30 20:54:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make clouds amazing,Priority: Medium Category: Art Squad: Saguaro,"- Big fluffy clouds that cast shadows on the ground - Orange and pink skies at sunset and sunrise - Sunbeams through clouds",1.0,"Make clouds amazing - - Big fluffy clouds that cast shadows on the ground - Orange and pink skies at sunset and sunrise - Sunbeams through clouds",1,make clouds amazing big fluffy clouds that cast shadows on the ground orange and pink skies at sunset and sunrise sunbeams through clouds,1 209934,7181349321.0,IssuesEvent,2018-02-01 04:23:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Road Tool Requires Wood Construction 1 but wants stone for repair,Medium Priority,"**Version:** 0.7.0.0 beta staging-73643fd0 ![snap1391](https://user-images.githubusercontent.com/29383891/35486224-c3f54a6a-0462-11e8-8d78-d4543c13efc4.png) ![snap1392](https://user-images.githubusercontent.com/29383891/35486264-52778992-0463-11e8-994a-e841e67cf97b.png) Seeing as this was made from 4 Boards why would we repair it with Stone??",1.0,"USER ISSUE: Road Tool Requires Wood Construction 1 but wants stone for repair - **Version:** 0.7.0.0 beta staging-73643fd0 ![snap1391](https://user-images.githubusercontent.com/29383891/35486224-c3f54a6a-0462-11e8-8d78-d4543c13efc4.png) ![snap1392](https://user-images.githubusercontent.com/29383891/35486264-52778992-0463-11e8-994a-e841e67cf97b.png) Seeing as this was made from 4 Boards why would we repair it with Stone??",1,user issue road tool requires wood construction but wants stone for repair version beta staging seeing as this was made from boards why would we repair it with stone ,1 377597,11176931266.0,IssuesEvent,2019-12-30 08:59:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Phantom cart pushing,Medium Priority Verified,"sometimes you get kicked away with the cart. ![image](https://user-images.githubusercontent.com/37247290/37670503-c5f7244e-2c69-11e8-8671-bb3d11f8a25e.gif) I have to admit, I kinda provoked it in this one: ![image](https://user-images.githubusercontent.com/37247290/37670591-f9341dc6-2c69-11e8-9341-672013121ff5.gif)",1.0,"Phantom cart pushing - sometimes you get kicked away with the cart. ![image](https://user-images.githubusercontent.com/37247290/37670503-c5f7244e-2c69-11e8-8671-bb3d11f8a25e.gif) I have to admit, I kinda provoked it in this one: ![image](https://user-images.githubusercontent.com/37247290/37670591-f9341dc6-2c69-11e8-9341-672013121ff5.gif)",1,phantom cart pushing sometimes you get kicked away with the cart i have to admit i kinda provoked it in this one ,1 366729,10825453566.0,IssuesEvent,2019-11-09 15:57:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[master-preview] Machete/Scythe flaws,Medium Priority,"1. Tools don't break. 2. Find plant with currient yield = 0. You can't harvest plant with Stone Sickle(same in 8.3.0). But you can harcest it when use Iron, Steel or Modern Scythe. In 8.3.0 you can't. ![image](https://user-images.githubusercontent.com/45708377/65234676-b02ede80-dadd-11e9-8521-439643353237.png) You also can destroy perennial plants. For better visibility, fill inventory and try to mow the grass with a modern scythe. Only selected grass will be destroyed, not all square site: ![2019 09 19 Scythe flaw](https://user-images.githubusercontent.com/45708377/65235583-91c9e280-dadf-11e9-9e42-3b59441f5948.gif) 3. Mechete destroy all plant. I think it intented behavior. ",1.0,"[master-preview] Machete/Scythe flaws - 1. Tools don't break. 2. Find plant with currient yield = 0. You can't harvest plant with Stone Sickle(same in 8.3.0). But you can harcest it when use Iron, Steel or Modern Scythe. In 8.3.0 you can't. ![image](https://user-images.githubusercontent.com/45708377/65234676-b02ede80-dadd-11e9-8521-439643353237.png) You also can destroy perennial plants. For better visibility, fill inventory and try to mow the grass with a modern scythe. Only selected grass will be destroyed, not all square site: ![2019 09 19 Scythe flaw](https://user-images.githubusercontent.com/45708377/65235583-91c9e280-dadf-11e9-9e42-3b59441f5948.gif) 3. Mechete destroy all plant. I think it intented behavior. ",1, machete scythe flaws tools don t break find plant with currient yield you can t harvest plant with stone sickle same in but you can harcest it when use iron steel or modern scythe in you can t you also can destroy perennial plants for better visibility fill inventory and try to mow the grass with a modern scythe only selected grass will be destroyed not all square site mechete destroy all plant i think it intented behavior ,1 375639,11114689330.0,IssuesEvent,2019-12-18 09:13:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1290] Missing ParentRecipe for sign,Fixed Medium Priority,"All the same recipes should in one: 1. Large Handing Sign: ![image](https://user-images.githubusercontent.com/45708377/70420527-fa8a8080-1a78-11ea-8249-9b9b1a441585.png) 2. Large Standing Sign: ![image](https://user-images.githubusercontent.com/45708377/70420772-78e72280-1a79-11ea-939b-009a0d105125.png) 3. Small Handing Sign. 4. Small Standing Sign. ",1.0,"[0.9.0 staging-1290] Missing ParentRecipe for sign - All the same recipes should in one: 1. Large Handing Sign: ![image](https://user-images.githubusercontent.com/45708377/70420527-fa8a8080-1a78-11ea-8249-9b9b1a441585.png) 2. Large Standing Sign: ![image](https://user-images.githubusercontent.com/45708377/70420772-78e72280-1a79-11ea-939b-009a0d105125.png) 3. Small Handing Sign. 4. Small Standing Sign. ",1, missing parentrecipe for sign all the same recipes should in one large handing sign large standing sign small handing sign small standing sign ,1 465389,13384586440.0,IssuesEvent,2020-09-02 12:15:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1750] Incorrect percent calculation in Work Party if you add resources more than 1 item,Category: Gameplay Priority: Medium,"Step to reproduce: - first player start order for 10 Tallow Candle and start work party, first player add all labor: ![image](https://user-images.githubusercontent.com/45708377/91979585-a7570d00-ed2e-11ea-8a6e-400fe9c1f784.png) - first player should link some storge to workbench. - second player take work party and add 15 Tallow (of 30) to order: ![image](https://user-images.githubusercontent.com/45708377/91979661-c35aae80-ed2e-11ea-82b2-272488c4321e.png) - 3 tallow were added to order another 12 were added to storage - that's right I have 25% and 'add tallow' has 50% too. - wait until craft of first tallow candle will finish. It should take another 3 tallow from storage. And we should still have 50% in 'add tallow' cell, but this isn't true. Work Party recalculated resources, now it has 60% instead 50%: ![image](https://user-images.githubusercontent.com/45708377/91979819-0288ff80-ed2f-11ea-8971-c89cce515d69.png) - wait until all possible tallow candles will craft. We have 90% instead 50%: ![image](https://user-images.githubusercontent.com/45708377/91979874-1896c000-ed2f-11ea-8014-654dfa0c838e.png) - So when Work party take resources (that are already taken into account in work party) from storage it add to calculation them second time.",1.0,"[0.9.0 staging-1750] Incorrect percent calculation in Work Party if you add resources more than 1 item - Step to reproduce: - first player start order for 10 Tallow Candle and start work party, first player add all labor: ![image](https://user-images.githubusercontent.com/45708377/91979585-a7570d00-ed2e-11ea-8a6e-400fe9c1f784.png) - first player should link some storge to workbench. - second player take work party and add 15 Tallow (of 30) to order: ![image](https://user-images.githubusercontent.com/45708377/91979661-c35aae80-ed2e-11ea-82b2-272488c4321e.png) - 3 tallow were added to order another 12 were added to storage - that's right I have 25% and 'add tallow' has 50% too. - wait until craft of first tallow candle will finish. It should take another 3 tallow from storage. And we should still have 50% in 'add tallow' cell, but this isn't true. Work Party recalculated resources, now it has 60% instead 50%: ![image](https://user-images.githubusercontent.com/45708377/91979819-0288ff80-ed2f-11ea-8971-c89cce515d69.png) - wait until all possible tallow candles will craft. We have 90% instead 50%: ![image](https://user-images.githubusercontent.com/45708377/91979874-1896c000-ed2f-11ea-8014-654dfa0c838e.png) - So when Work party take resources (that are already taken into account in work party) from storage it add to calculation them second time.",1, incorrect percent calculation in work party if you add resources more than item step to reproduce first player start order for tallow candle and start work party first player add all labor first player should link some storge to workbench second player take work party and add tallow of to order tallow were added to order another were added to storage that s right i have and add tallow has too wait until craft of first tallow candle will finish it should take another tallow from storage and we should still have in add tallow cell but this isn t true work party recalculated resources now it has instead wait until all possible tallow candles will craft we have instead so when work party take resources that are already taken into account in work party from storage it add to calculation them second time ,1 209338,7168771330.0,IssuesEvent,2018-01-30 02:19:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Changing from windowed to fullscreen with alt enter leaves black bars,Medium Priority,"Staging Alpha 6.0.0 #E34aa2e5 ![capture](https://user-images.githubusercontent.com/30765409/29746478-285432ae-8b1f-11e7-8249-d97203e0aebb.PNG) I changed the size of the window to squish it (around half normal size) than hit alt enter (toggle fullscreen) and this is what came out o.O ![capture2](https://user-images.githubusercontent.com/30765409/29746481-2d0e9e10-8b1f-11e7-9cb9-2e7c380c9716.PNG) ",1.0,"Changing from windowed to fullscreen with alt enter leaves black bars - Staging Alpha 6.0.0 #E34aa2e5 ![capture](https://user-images.githubusercontent.com/30765409/29746478-285432ae-8b1f-11e7-8249-d97203e0aebb.PNG) I changed the size of the window to squish it (around half normal size) than hit alt enter (toggle fullscreen) and this is what came out o.O ![capture2](https://user-images.githubusercontent.com/30765409/29746481-2d0e9e10-8b1f-11e7-9cb9-2e7c380c9716.PNG) ",1,changing from windowed to fullscreen with alt enter leaves black bars staging alpha i changed the size of the window to squish it around half normal size than hit alt enter toggle fullscreen and this is what came out o o ,1 252919,8048517619.0,IssuesEvent,2018-08-01 07:04:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,USER ISSUE: manual adding\removing items to\from trash pile is not change their size.,Medium Priority,"Version: 0.7.4.0 beta staging-518a927f Steps to Reproduce: drop any item to ground, using trash bin icon. add items to trash pile - size is not changed. (If you drop items using bin - size changed) Remove (not all!) items - size not changed. ",1.0,"USER ISSUE: manual adding\removing items to\from trash pile is not change their size. - Version: 0.7.4.0 beta staging-518a927f Steps to Reproduce: drop any item to ground, using trash bin icon. add items to trash pile - size is not changed. (If you drop items using bin - size changed) Remove (not all!) items - size not changed. ",1,user issue manual adding removing items to from trash pile is not change their size version beta staging steps to reproduce drop any item to ground using trash bin icon add items to trash pile size is not changed if you drop items using bin size changed remove not all items size not changed ,1 275978,8582896745.0,IssuesEvent,2018-11-13 18:12:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,/spawncontracts - Too many contracts on the same plot,Fixed Medium Priority,"As of now the command generates a cut a tree, clear debris, build a house and plow the ground contract on the same plot (that had stone on it, lol) - the plot also is only 1 claim.",1.0,"/spawncontracts - Too many contracts on the same plot - As of now the command generates a cut a tree, clear debris, build a house and plow the ground contract on the same plot (that had stone on it, lol) - the plot also is only 1 claim.",1, spawncontracts too many contracts on the same plot as of now the command generates a cut a tree clear debris build a house and plow the ground contract on the same plot that had stone on it lol the plot also is only claim ,1 445233,12827844472.0,IssuesEvent,2020-07-06 19:18:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,CW: Admin manage worlds bug,Category: Web Priority: Medium Type: Task,"in manage worlds, 1 when admin starts new world. add ability to set the user_id that will receive newly started world. that user will then see the world under their worlds page 2 in the Worlds in Database area, instead of displaying the world id, change it to user_id that owns the world 3 'Current worlds online' is missing fra1 region servers",1.0,"CW: Admin manage worlds bug - in manage worlds, 1 when admin starts new world. add ability to set the user_id that will receive newly started world. that user will then see the world under their worlds page 2 in the Worlds in Database area, instead of displaying the world id, change it to user_id that owns the world 3 'Current worlds online' is missing fra1 region servers",1,cw admin manage worlds bug in manage worlds when admin starts new world add ability to set the user id that will receive newly started world that user will then see the world under their worlds page in the worlds in database area instead of displaying the world id change it to user id that owns the world current worlds online is missing region servers,1 322268,9815514715.0,IssuesEvent,2019-06-13 12:50:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-999] Shift + LMB doesn't drag all same items,Medium Priority QA Staging,"Step to reproduce: - spawn two stockpiles - put 89 Hewn Log in one of them. (5 stacks with 15 + one stack with 14) ![image](https://user-images.githubusercontent.com/45708377/59433504-4de58400-8df2-11e9-98eb-68f0605a4071.png) - move with using Shift all Hewn Log to second stockpile ![2019 06 13 Shift + LMB doesn't drag all same items](https://user-images.githubusercontent.com/45708377/59433746-d532f780-8df2-11e9-993e-f4a78947143e.gif) - no-full stack will remain ",1.0,"[0.8.2.0 staging-999] Shift + LMB doesn't drag all same items - Step to reproduce: - spawn two stockpiles - put 89 Hewn Log in one of them. (5 stacks with 15 + one stack with 14) ![image](https://user-images.githubusercontent.com/45708377/59433504-4de58400-8df2-11e9-98eb-68f0605a4071.png) - move with using Shift all Hewn Log to second stockpile ![2019 06 13 Shift + LMB doesn't drag all same items](https://user-images.githubusercontent.com/45708377/59433746-d532f780-8df2-11e9-993e-f4a78947143e.gif) - no-full stack will remain ",1, shift lmb doesn t drag all same items step to reproduce spawn two stockpiles put hewn log in one of them stacks with one stack with move with using shift all hewn log to second stockpile no full stack will remain ,1 384184,11384918054.0,IssuesEvent,2020-01-29 10:01:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tag Issues,Priority: Medium Status: Fixed,"Gonna need categories for tags now that there are so many. ![image](https://user-images.githubusercontent.com/3536496/64084171-66708680-ccdd-11e9-9a9c-29dfca8231f1.png) Its also displaying the name instead of the localized display name. Tag name should allow spaces, so their name and display name can be the same, and then that can be localized. ",1.0,"Tag Issues - Gonna need categories for tags now that there are so many. ![image](https://user-images.githubusercontent.com/3536496/64084171-66708680-ccdd-11e9-9a9c-29dfca8231f1.png) Its also displaying the name instead of the localized display name. Tag name should allow spaces, so their name and display name can be the same, and then that can be localized. ",1,tag issues gonna need categories for tags now that there are so many its also displaying the name instead of the localized display name tag name should allow spaces so their name and display name can be the same and then that can be localized ,1 532624,15560404027.0,IssuesEvent,2021-03-16 12:40:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Meteor Blowing up the World gives negative numbers for All types of Trees,Category: Gameplay Priority: Medium Squad: Otter Status: Not reproduced Type: Bug,"**Version:** 0.7.7.2 beta ![snap2924](https://user-images.githubusercontent.com/29383891/46148427-f604ee00-c25f-11e8-9f44-39610746e700.png) ",1.0,"USER ISSUE: Meteor Blowing up the World gives negative numbers for All types of Trees - **Version:** 0.7.7.2 beta ![snap2924](https://user-images.githubusercontent.com/29383891/46148427-f604ee00-c25f-11e8-9f44-39610746e700.png) ",1,user issue meteor blowing up the world gives negative numbers for all types of trees version beta ,1 502860,14568598498.0,IssuesEvent,2020-12-17 11:51:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.3] Land claims can't see all titles,Category: Gameplay Priority: Medium Status: Fixed,"Today on White Tiger I wanted to claim some land and let some other groups use it as well - letting farmers farm and another mining corp mine. I wanted to authorise this group: ![image](https://user-images.githubusercontent.com/964559/98656839-ffddf400-22f5-11eb-8a7c-0162b04faee9.png) However, I'm guessing because I was not part of that group I could not find that list inside of my land claim authorisation window: ![image](https://user-images.githubusercontent.com/964559/98656906-171ce180-22f6-11eb-9523-26e539fd8f9f.png) I get that it's not that often you have groups between multiple groups, but it would be nice to be able to assign any group / title on land claims and probably other places too.",1.0,"[0.9.1.3] Land claims can't see all titles - Today on White Tiger I wanted to claim some land and let some other groups use it as well - letting farmers farm and another mining corp mine. I wanted to authorise this group: ![image](https://user-images.githubusercontent.com/964559/98656839-ffddf400-22f5-11eb-8a7c-0162b04faee9.png) However, I'm guessing because I was not part of that group I could not find that list inside of my land claim authorisation window: ![image](https://user-images.githubusercontent.com/964559/98656906-171ce180-22f6-11eb-9523-26e539fd8f9f.png) I get that it's not that often you have groups between multiple groups, but it would be nice to be able to assign any group / title on land claims and probably other places too.",1, land claims can t see all titles today on white tiger i wanted to claim some land and let some other groups use it as well letting farmers farm and another mining corp mine i wanted to authorise this group however i m guessing because i was not part of that group i could not find that list inside of my land claim authorisation window i get that it s not that often you have groups between multiple groups but it would be nice to be able to assign any group title on land claims and probably other places too ,1 500154,14491809010.0,IssuesEvent,2020-12-11 05:35:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1863] Ctrl+Click to create marker doesn't work,Category: UI Priority: Medium Status: Not reproduced Type: Regression,"Step to reproduce: - want to create marker for court: ![image](https://user-images.githubusercontent.com/45708377/101139404-8ef2d900-3622-11eb-8423-14d00fbbed4e.png) - press ctrl+ click on 'Court': ![image](https://user-images.githubusercontent.com/45708377/101139466-a336d600-3622-11eb-8de6-9af5a250b3c6.png) - it opened minimap, but marker wasn't created.",1.0,"[0.9.2 staging-1863] Ctrl+Click to create marker doesn't work - Step to reproduce: - want to create marker for court: ![image](https://user-images.githubusercontent.com/45708377/101139404-8ef2d900-3622-11eb-8423-14d00fbbed4e.png) - press ctrl+ click on 'Court': ![image](https://user-images.githubusercontent.com/45708377/101139466-a336d600-3622-11eb-8de6-9af5a250b3c6.png) - it opened minimap, but marker wasn't created.",1, ctrl click to create marker doesn t work step to reproduce want to create marker for court press ctrl click on court it opened minimap but marker wasn t created ,1 498534,14409273018.0,IssuesEvent,2020-12-04 01:50:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Create Discord channel+bot for reposting SLG dev statuses,Priority: Medium Type: Task,"@WeaselDog: ``` A bot that posts updates in Discord when someone changes their status. Maybe this would end up with too much spam, but it would be nice to see. At one point we talked about putting this in Daily-Status ```",1.0,"Create Discord channel+bot for reposting SLG dev statuses - @WeaselDog: ``` A bot that posts updates in Discord when someone changes their status. Maybe this would end up with too much spam, but it would be nice to see. At one point we talked about putting this in Daily-Status ```",1,create discord channel bot for reposting slg dev statuses weaseldog a bot that posts updates in discord when someone changes their status maybe this would end up with too much spam but it would be nice to see at one point we talked about putting this in daily status ,1 373915,11052528662.0,IssuesEvent,2019-12-10 09:35:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1291] Civics: Ui is broken ,Medium Priority,"in Government Office ans Executive office ![bandicam 2019-12-10 13-58-40-789](https://user-images.githubusercontent.com/27898520/70517281-26316780-1b5a-11ea-91b9-e4df9b7957d0.jpg) ![bandicam 2019-12-10 13-10-30-796](https://user-images.githubusercontent.com/27898520/70517282-26316780-1b5a-11ea-9d9a-c2a42a485e9f.jpg) @johnkslg may know the cause",1.0,"[0.9.0 staging-1291] Civics: Ui is broken - in Government Office ans Executive office ![bandicam 2019-12-10 13-58-40-789](https://user-images.githubusercontent.com/27898520/70517281-26316780-1b5a-11ea-91b9-e4df9b7957d0.jpg) ![bandicam 2019-12-10 13-10-30-796](https://user-images.githubusercontent.com/27898520/70517282-26316780-1b5a-11ea-9d9a-c2a42a485e9f.jpg) @johnkslg may know the cause",1, civics ui is broken in government office ans executive office johnkslg may know the cause,1 434828,12528247179.0,IssuesEvent,2020-06-04 09:15:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0. постановка-1554] Distribution Station - does not work correctly.,Priority: Medium Status: Fixed,"Distribution Station - does not work correctly, it is reset every day, and gives out the indicated amount again. A player can take resources every day. ![2020-05-29_00-38-38](https://user-images.githubusercontent.com/36518011/83185913-2c85c100-a145-11ea-9c5d-82c28f7517cf.png) ",1.0,"[0.9.0. постановка-1554] Distribution Station - does not work correctly. - Distribution Station - does not work correctly, it is reset every day, and gives out the indicated amount again. A player can take resources every day. ![2020-05-29_00-38-38](https://user-images.githubusercontent.com/36518011/83185913-2c85c100-a145-11ea-9c5d-82c28f7517cf.png) ",1, distribution station does not work correctly distribution station does not work correctly it is reset every day and gives out the indicated amount again a player can take resources every day ,1 458680,13179577095.0,IssuesEvent,2020-08-12 11:12:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1715] Can't hear anothers player vehicle sound,Category: Audio Priority: Medium,"https://drive.google.com/file/d/1qdQAryl51Wxx9gxjIMpdTQK2UGK62BbE/view?usp=sharing But I hear sound when another player open vehicle UI. I think I shouldn't.",1.0,"[0.9.0 staging-1715] Can't hear anothers player vehicle sound - https://drive.google.com/file/d/1qdQAryl51Wxx9gxjIMpdTQK2UGK62BbE/view?usp=sharing But I hear sound when another player open vehicle UI. I think I shouldn't.",1, can t hear anothers player vehicle sound but i hear sound when another player open vehicle ui i think i shouldn t ,1 692399,23733064843.0,IssuesEvent,2022-08-31 04:53:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-1995] Civics: THEN clause has redundant currency if Wealth is selected,Priority: Medium Category: Laws Status: Fixed Type: Task,"Build: 0.9.4 Staging-1995 ## Issue The WEALTH option found under the THEN clause when creating a law has a redundant currency selection. If you select PAY or TAX, one of the options underneath it is called WEALTH. It's basically an option that considers the total amount that a player has. Above it is the currency selection for the THEN clause you selected. However, if you select WEALTH, another currency can be selected underneath it which is redundant. The law description also becomes redundant / doesn't make sense of the currency. #### Reproduction Steps 1. Create a law using the Court table. 2. Select either Pay or Tax as the option for the THEN clause. 3. When selecting the amount, click the drop-down menu and select WEALTH. 4. Observe the options above and under it. #### Actual Result ![image](https://user-images.githubusercontent.com/77248866/120108229-d653bf80-c196-11eb-8243-c944d839fb10.png) The law description becomes redundant with the selected type of currency. It also doesn't make sense if you select different types of currency. ![image](https://user-images.githubusercontent.com/77248866/120108166-8e349d00-c196-11eb-8cab-299b20cc49f2.png) ",1.0,"[0.9.4 Staging-1995] Civics: THEN clause has redundant currency if Wealth is selected - Build: 0.9.4 Staging-1995 ## Issue The WEALTH option found under the THEN clause when creating a law has a redundant currency selection. If you select PAY or TAX, one of the options underneath it is called WEALTH. It's basically an option that considers the total amount that a player has. Above it is the currency selection for the THEN clause you selected. However, if you select WEALTH, another currency can be selected underneath it which is redundant. The law description also becomes redundant / doesn't make sense of the currency. #### Reproduction Steps 1. Create a law using the Court table. 2. Select either Pay or Tax as the option for the THEN clause. 3. When selecting the amount, click the drop-down menu and select WEALTH. 4. Observe the options above and under it. #### Actual Result ![image](https://user-images.githubusercontent.com/77248866/120108229-d653bf80-c196-11eb-8243-c944d839fb10.png) The law description becomes redundant with the selected type of currency. It also doesn't make sense if you select different types of currency. ![image](https://user-images.githubusercontent.com/77248866/120108166-8e349d00-c196-11eb-8cab-299b20cc49f2.png) ",1, civics then clause has redundant currency if wealth is selected build staging issue the wealth option found under the then clause when creating a law has a redundant currency selection if you select pay or tax one of the options underneath it is called wealth it s basically an option that considers the total amount that a player has above it is the currency selection for the then clause you selected however if you select wealth another currency can be selected underneath it which is redundant the law description also becomes redundant doesn t make sense of the currency reproduction steps create a law using the court table select either pay or tax as the option for the then clause when selecting the amount click the drop down menu and select wealth observe the options above and under it actual result the law description becomes redundant with the selected type of currency it also doesn t make sense if you select different types of currency ,1 502855,14568446466.0,IssuesEvent,2020-12-17 11:38:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.1]Cannot join any servers. Include local server,Category: Tech Priority: Medium Status: Fixed,"Sorry English is not my first language. Log : [ecobug.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5490979/ecobug.txt) After I checked log. I solved this problem by changed my regional format to English(united states) as picture below. ![image](https://user-images.githubusercontent.com/10838623/98179050-7bbff100-1f30-11eb-9c29-195a7977ba25.png) so, to reproduce this issue just changed regional format to Thai. If I remembered correctly I don't have this problem in 0.8.x.x ",1.0,"[0.9.1.1]Cannot join any servers. Include local server - Sorry English is not my first language. Log : [ecobug.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5490979/ecobug.txt) After I checked log. I solved this problem by changed my regional format to English(united states) as picture below. ![image](https://user-images.githubusercontent.com/10838623/98179050-7bbff100-1f30-11eb-9c29-195a7977ba25.png) so, to reproduce this issue just changed regional format to Thai. If I remembered correctly I don't have this problem in 0.8.x.x ",1, cannot join any servers include local server sorry english is not my first language log after i checked log i solved this problem by changed my regional format to english united states as picture below so to reproduce this issue just changed regional format to thai if i remembered correctly i don t have this problem in x x ,1 204447,7087820211.0,IssuesEvent,2018-01-11 19:11:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Claiming land while holding empty deed crashes the server,Medium Priority,If you have an empty deed on you and you try using a land claim it will crash the server,1.0,Claiming land while holding empty deed crashes the server - If you have an empty deed on you and you try using a land claim it will crash the server,1,claiming land while holding empty deed crashes the server if you have an empty deed on you and you try using a land claim it will crash the server,1 393231,11612179533.0,IssuesEvent,2020-02-26 08:26:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1326] Right Panel always closed when you open minimap.,Priority: Medium Status: Fixed,"For me the best way will: 1. Right Panel always open in Full-size Minimap: ![image](https://user-images.githubusercontent.com/45708377/71874072-f6ae5480-3131-11ea-9f82-b7de00634228.png) 2. Right Panel save opened/closed state in non-full size mode. If you open first time it will op[en without right panel: ![image](https://user-images.githubusercontent.com/45708377/71874132-2c533d80-3132-11ea-9e96-1c3e30482e26.png) If you switch to full size, Right panel should open, but if you switch back Right panel should close , because last state in non-full-size minimap was closed.",1.0,"[0.9.0 staging-1326] Right Panel always closed when you open minimap. - For me the best way will: 1. Right Panel always open in Full-size Minimap: ![image](https://user-images.githubusercontent.com/45708377/71874072-f6ae5480-3131-11ea-9f82-b7de00634228.png) 2. Right Panel save opened/closed state in non-full size mode. If you open first time it will op[en without right panel: ![image](https://user-images.githubusercontent.com/45708377/71874132-2c533d80-3132-11ea-9e96-1c3e30482e26.png) If you switch to full size, Right panel should open, but if you switch back Right panel should close , because last state in non-full-size minimap was closed.",1, right panel always closed when you open minimap for me the best way will right panel always open in full size minimap right panel save opened closed state in non full size mode if you open first time it will op en without right panel if you switch to full size right panel should open but if you switch back right panel should close because last state in non full size minimap was closed ,1 437590,12599680088.0,IssuesEvent,2020-06-11 06:36:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need new controls for some SEGI settings based on time of day,Priority: Medium Status: Fixed Week Task,"I want to be able to control two SEGI values (the SEGI script is on the Camera game object in the Player prefab) based on time of day-- they can use the same 'nightness' curve defined in Post Processing Manager, and be controlled from there. The two settings are: ![image](https://user-images.githubusercontent.com/14983165/81972499-87f97000-95d7-11ea-975e-c34ed61bf2f9.png) Once you have access to that script on the player camera they should be segi.softSunlight and segi.skyIntensity. So the Post Processing Manager should have 4 new public float vars for: Day SEGI Soft Sunlight Night SEGI Soft Sunlight Dayt SEGI Sky Intensity Night SEGI Sky Intensity I suggest the post processing manager as the place to put these since it already has the 'nightness' variable tied to the day/night curve used to lerp the post processing values, and these values should lerp between day/night in the same way and at the same time if possible. ____ Overall this is because we need to make the 'soft sunlight' var lower at night and higher in the daytime; it is currently too bright at night but could be brighter in the day. ",1.0,"Need new controls for some SEGI settings based on time of day - I want to be able to control two SEGI values (the SEGI script is on the Camera game object in the Player prefab) based on time of day-- they can use the same 'nightness' curve defined in Post Processing Manager, and be controlled from there. The two settings are: ![image](https://user-images.githubusercontent.com/14983165/81972499-87f97000-95d7-11ea-975e-c34ed61bf2f9.png) Once you have access to that script on the player camera they should be segi.softSunlight and segi.skyIntensity. So the Post Processing Manager should have 4 new public float vars for: Day SEGI Soft Sunlight Night SEGI Soft Sunlight Dayt SEGI Sky Intensity Night SEGI Sky Intensity I suggest the post processing manager as the place to put these since it already has the 'nightness' variable tied to the day/night curve used to lerp the post processing values, and these values should lerp between day/night in the same way and at the same time if possible. ____ Overall this is because we need to make the 'soft sunlight' var lower at night and higher in the daytime; it is currently too bright at night but could be brighter in the day. ",1,need new controls for some segi settings based on time of day i want to be able to control two segi values the segi script is on the camera game object in the player prefab based on time of day they can use the same nightness curve defined in post processing manager and be controlled from there the two settings are once you have access to that script on the player camera they should be segi softsunlight and segi skyintensity so the post processing manager should have new public float vars for day segi soft sunlight night segi soft sunlight dayt segi sky intensity night segi sky intensity i suggest the post processing manager as the place to put these since it already has the nightness variable tied to the day night curve used to lerp the post processing values and these values should lerp between day night in the same way and at the same time if possible overall this is because we need to make the soft sunlight var lower at night and higher in the daytime it is currently too bright at night but could be brighter in the day ,1 378585,11204878304.0,IssuesEvent,2020-01-05 10:00:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1215] Map tutorial is in conflict with the full-size map,Fixed Medium Priority,"If you are pressing M you see a big map and don't see tasks in the tutorial ![bandicam 2019-10-31 17-02-51-620](https://user-images.githubusercontent.com/27898520/67945454-bcd84380-fc00-11e9-9356-6c70a9671c2f.jpg) ![bandicam 2019-10-31 17-02-57-659](https://user-images.githubusercontent.com/27898520/67945456-be097080-fc00-11e9-96e7-47a0d3108a93.jpg) 1. We can make tutorial for the map on top. 2. We can make an additional step with the blue arrow which will tell us how to open a minimap version. We definetly need to add some steps about this full-minimap transition thing.",1.0,"[0.9.0 staging-1215] Map tutorial is in conflict with the full-size map - If you are pressing M you see a big map and don't see tasks in the tutorial ![bandicam 2019-10-31 17-02-51-620](https://user-images.githubusercontent.com/27898520/67945454-bcd84380-fc00-11e9-9356-6c70a9671c2f.jpg) ![bandicam 2019-10-31 17-02-57-659](https://user-images.githubusercontent.com/27898520/67945456-be097080-fc00-11e9-96e7-47a0d3108a93.jpg) 1. We can make tutorial for the map on top. 2. We can make an additional step with the blue arrow which will tell us how to open a minimap version. We definetly need to add some steps about this full-minimap transition thing.",1, map tutorial is in conflict with the full size map if you are pressing m you see a big map and don t see tasks in the tutorial we can make tutorial for the map on top we can make an additional step with the blue arrow which will tell us how to open a minimap version we definetly need to add some steps about this full minimap transition thing ,1 414987,12122598460.0,IssuesEvent,2020-04-22 11:15:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Editing user in ecopress bug,Category: Web Priority: Medium Status: Fixed Week Task,"When editing user in ecopress, it always returns ERROR: Please enter your work title. even though work title is filled in.",1.0,"Editing user in ecopress bug - When editing user in ecopress, it always returns ERROR: Please enter your work title. even though work title is filled in.",1,editing user in ecopress bug when editing user in ecopress it always returns error please enter your work title even though work title is filled in ,1 86484,10756856720.0,IssuesEvent,2019-10-31 12:08:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Change default ""Select Construction"" button",Design,"Everyone can change this button for themselves in Controls tab, but It should change by default. I set for myself on F, also it can be CapsLock. It's bad to use Shift now.",1.0,"Change default ""Select Construction"" button - Everyone can change this button for themselves in Controls tab, but It should change by default. I set for myself on F, also it can be CapsLock. It's bad to use Shift now.",0,change default select construction button everyone can change this button for themselves in controls tab but it should change by default i set for myself on f also it can be capslock it s bad to use shift now ,0 314910,9604456525.0,IssuesEvent,2019-05-10 20:03:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 bleeding] Excavator digging is strange,Fixed Medium Priority QA Staging,"I don't even know how to explain. Sometimes its hard to dig. Seems like the bucket is on the ground with a sharp edge, but even with left button holded its not digging, like.. more stucking. https://drive.google.com/file/d/1ZchgkQiEXMiWeagkGdHWYqFE5R5AUwB5/view?usp=sharing And it is still jangling https://drive.google.com/file/d/15aHRS1xGOLWmeztBDQEcRAOBb1oWh436/view?usp=sharing",1.0,"[0.8.2 bleeding] Excavator digging is strange - I don't even know how to explain. Sometimes its hard to dig. Seems like the bucket is on the ground with a sharp edge, but even with left button holded its not digging, like.. more stucking. https://drive.google.com/file/d/1ZchgkQiEXMiWeagkGdHWYqFE5R5AUwB5/view?usp=sharing And it is still jangling https://drive.google.com/file/d/15aHRS1xGOLWmeztBDQEcRAOBb1oWh436/view?usp=sharing",1, excavator digging is strange i don t even know how to explain sometimes its hard to dig seems like the bucket is on the ground with a sharp edge but even with left button holded its not digging like more stucking and it is still jangling ,1 409851,11968733688.0,IssuesEvent,2020-04-06 09:09:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 Disconnected from any server after 10-20seconds of playing.,Priority: Medium,"Hey guys, I just start facing some issues with my lovely Eco game a couple days ago. I shoot the video about it, it's like 3 minutes but it shows everything what I'm having trouble with. https://youtu.be/6S-IrDuVko4 I played ECO for like 2 maybe 3 months and everything was fine. But now it's that disconnecting failure that really bothers me. I was in the middle of my streaming season on one server and now can't end it because of that, wich is sucks. Let me know if you need any more files or something else. Thanks, Jamba Pays. LOG files: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4363953/Player.log) [Player.log.copy.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4363954/Player.log.copy.txt) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4363955/Player-prev.log) ",1.0,"0.9 Disconnected from any server after 10-20seconds of playing. - Hey guys, I just start facing some issues with my lovely Eco game a couple days ago. I shoot the video about it, it's like 3 minutes but it shows everything what I'm having trouble with. https://youtu.be/6S-IrDuVko4 I played ECO for like 2 maybe 3 months and everything was fine. But now it's that disconnecting failure that really bothers me. I was in the middle of my streaming season on one server and now can't end it because of that, wich is sucks. Let me know if you need any more files or something else. Thanks, Jamba Pays. LOG files: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4363953/Player.log) [Player.log.copy.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4363954/Player.log.copy.txt) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4363955/Player-prev.log) ",1, disconnected from any server after of playing hey guys i just start facing some issues with my lovely eco game a couple days ago i shoot the video about it it s like minutes but it shows everything what i m having trouble with i played eco for like maybe months and everything was fine but now it s that disconnecting failure that really bothers me i was in the middle of my streaming season on one server and now can t end it because of that wich is sucks let me know if you need any more files or something else thanks jamba pays log files ,1 445264,12828304283.0,IssuesEvent,2020-07-06 20:16:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Delete Deed & Minimap (0.7.3.1),Priority: Medium Status: Investigate,"I've claimed a plot in the wild using a Property Claim Flag. Opened Deed >> *Split Plot to New Deed*. Opened new Deed (1 plot) >> *Delete Deed* >> Chat: *Deed deleted. Any property on it still belongs to you and can be re-deeded in Minimap side panel.* While Minimap tells me that I'm the owner of the plot there is no link or whatsoever in Minimap side panel - there are two *side panels*, right *World Layers*, left (newly added) *Markers*. The *link* in Minimap (bottom *[text] (owner: [...]) [coords]*) doesn't work, too. I can't claim it by using another Property Claim Flag as expected. I can re-deed the plot by using *Attach Current Plot* to an existing deed. But that's not what chat-message says - unless I am missing something. ![ecodeed](https://user-images.githubusercontent.com/4364842/38136287-bfc28dd2-341d-11e8-9cb5-5f5cea0b59f2.png)",1.0,"Delete Deed & Minimap (0.7.3.1) - I've claimed a plot in the wild using a Property Claim Flag. Opened Deed >> *Split Plot to New Deed*. Opened new Deed (1 plot) >> *Delete Deed* >> Chat: *Deed deleted. Any property on it still belongs to you and can be re-deeded in Minimap side panel.* While Minimap tells me that I'm the owner of the plot there is no link or whatsoever in Minimap side panel - there are two *side panels*, right *World Layers*, left (newly added) *Markers*. The *link* in Minimap (bottom *[text] (owner: [...]) [coords]*) doesn't work, too. I can't claim it by using another Property Claim Flag as expected. I can re-deed the plot by using *Attach Current Plot* to an existing deed. But that's not what chat-message says - unless I am missing something. ![ecodeed](https://user-images.githubusercontent.com/4364842/38136287-bfc28dd2-341d-11e8-9cb5-5f5cea0b59f2.png)",1,delete deed minimap i ve claimed a plot in the wild using a property claim flag opened deed split plot to new deed opened new deed plot delete deed chat deed deleted any property on it still belongs to you and can be re deeded in minimap side panel while minimap tells me that i m the owner of the plot there is no link or whatsoever in minimap side panel there are two side panels right world layers left newly added markers the link in minimap bottom owner doesn t work too i can t claim it by using another property claim flag as expected i can re deed the plot by using attach current plot to an existing deed but that s not what chat message says unless i am missing something ,1 438713,12643481147.0,IssuesEvent,2020-06-16 09:52:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1595] Notfication panel: section displacement,Category: UI Priority: Medium Status: Fixed Week Task,"1. 1) Notificztion are closed 2) One pesron create a contract, other person finish it. Few times 3) Person who created the contracts open panel ![bandicam 2020-06-10 14-37-24-738](https://user-images.githubusercontent.com/27898520/84257793-5967aa00-ab2f-11ea-8eeb-d22eb41f8894.jpg) Everything is moved to the left, there is no any margins, should ve like that ![bandicam 2020-06-10 14-54-02-094](https://user-images.githubusercontent.com/27898520/84257884-7bf9c300-ab2f-11ea-94dd-a35efb8fce3e.jpg) 2. Also the person, who was a contractor had broken notifications at some point. Couldn't find particular steps. ![bandicam 2020-06-10 14-40-17-725 — копия](https://user-images.githubusercontent.com/27898520/84258164-e7439500-ab2f-11ea-98a0-232f3370a460.jpg) UPD: just created a world and open the panel ![bandicam 2020-06-10 15-47-55-976](https://user-images.githubusercontent.com/27898520/84259474-f7f50a80-ab31-11ea-9df8-c897e2aee643.jpg) ",1.0,"[0.9.0 staging-1595] Notfication panel: section displacement - 1. 1) Notificztion are closed 2) One pesron create a contract, other person finish it. Few times 3) Person who created the contracts open panel ![bandicam 2020-06-10 14-37-24-738](https://user-images.githubusercontent.com/27898520/84257793-5967aa00-ab2f-11ea-8eeb-d22eb41f8894.jpg) Everything is moved to the left, there is no any margins, should ve like that ![bandicam 2020-06-10 14-54-02-094](https://user-images.githubusercontent.com/27898520/84257884-7bf9c300-ab2f-11ea-94dd-a35efb8fce3e.jpg) 2. Also the person, who was a contractor had broken notifications at some point. Couldn't find particular steps. ![bandicam 2020-06-10 14-40-17-725 — копия](https://user-images.githubusercontent.com/27898520/84258164-e7439500-ab2f-11ea-98a0-232f3370a460.jpg) UPD: just created a world and open the panel ![bandicam 2020-06-10 15-47-55-976](https://user-images.githubusercontent.com/27898520/84259474-f7f50a80-ab31-11ea-9df8-c897e2aee643.jpg) ",1, notfication panel section displacement notificztion are closed one pesron create a contract other person finish it few times person who created the contracts open panel everything is moved to the left there is no any margins should ve like that also the person who was a contractor had broken notifications at some point couldn t find particular steps upd just created a world and open the panel ,1 383902,11364137486.0,IssuesEvent,2020-01-27 07:20:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1354] Glitch of selecting subcategory in Ecopedia.,Priority: Medium Status: Fixed,"Step to reproduce: - open Ecopedia: ![image](https://user-images.githubusercontent.com/45708377/72892645-1b0c5280-3d28-11ea-814b-8863ec095104.png) - You can change category. For example select Economics components: ![image](https://user-images.githubusercontent.com/45708377/72892676-2d868c00-3d28-11ea-94e5-065ef02f80a5.png) - hide all Categories: ![image](https://user-images.githubusercontent.com/45708377/72892687-337c6d00-3d28-11ea-8e1e-a01d95b2b4f5.png) - Press ""Show only discovered items"" ![image](https://user-images.githubusercontent.com/45708377/72892732-573fb300-3d28-11ea-8160-5a48664dfaab.png) - expand all Categories and try to change subcategory. You can't: ![image](https://user-images.githubusercontent.com/45708377/72892840-9cfc7b80-3d28-11ea-8e31-8fc16af53c9b.png) It's highlighting, but doesn't select. ",1.0,"[0.9.0 staging-1354] Glitch of selecting subcategory in Ecopedia. - Step to reproduce: - open Ecopedia: ![image](https://user-images.githubusercontent.com/45708377/72892645-1b0c5280-3d28-11ea-814b-8863ec095104.png) - You can change category. For example select Economics components: ![image](https://user-images.githubusercontent.com/45708377/72892676-2d868c00-3d28-11ea-94e5-065ef02f80a5.png) - hide all Categories: ![image](https://user-images.githubusercontent.com/45708377/72892687-337c6d00-3d28-11ea-8e1e-a01d95b2b4f5.png) - Press ""Show only discovered items"" ![image](https://user-images.githubusercontent.com/45708377/72892732-573fb300-3d28-11ea-8160-5a48664dfaab.png) - expand all Categories and try to change subcategory. You can't: ![image](https://user-images.githubusercontent.com/45708377/72892840-9cfc7b80-3d28-11ea-8e31-8fc16af53c9b.png) It's highlighting, but doesn't select. ",1, glitch of selecting subcategory in ecopedia step to reproduce open ecopedia you can change category for example select economics components hide all categories press show only discovered items expand all categories and try to change subcategory you can t it s highlighting but doesn t select ,1 477608,13765211473.0,IssuesEvent,2020-10-07 13:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Improvement for /qa allconstructed,Priority: Medium Status: Fixed Status: Reopen,"Hard to check block, beecause we have a lot of new blocks and not enough space for this command in small worlds. Need more space between blocks and maybe make it like a spiral. ![image](https://user-images.githubusercontent.com/45708377/75014963-93d20c00-5498-11ea-9e38-b6d2aa34eac4.png) ",1.0,"Improvement for /qa allconstructed - Hard to check block, beecause we have a lot of new blocks and not enough space for this command in small worlds. Need more space between blocks and maybe make it like a spiral. ![image](https://user-images.githubusercontent.com/45708377/75014963-93d20c00-5498-11ea-9e38-b6d2aa34eac4.png) ",1,improvement for qa allconstructed hard to check block beecause we have a lot of new blocks and not enough space for this command in small worlds need more space between blocks and maybe make it like a spiral ,1 249119,7953839933.0,IssuesEvent,2018-07-12 04:12:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,FPS drop when looking at glass in stockpile,Medium Priority Optimization,"When looking at a stockpile full of glass my FPS are dropping from ~50 in town and ~75 in the wilderness to ~15. ![Graphics Options 1](https://user-images.githubusercontent.com/34270661/38061960-e61fa21c-32f1-11e8-97ca-426e2ec32be7.jpg) ![Graphics Options 2](https://user-images.githubusercontent.com/34270661/38061981-fd463aaa-32f1-11e8-929a-67532f4571a3.jpg) Note the 14.9 fps in the bottom right, sadly my steam fps counter didnt get screenshotted. ![Control Picture 1](https://user-images.githubusercontent.com/34270661/38062158-ba575f0c-32f2-11e8-8819-77cec7e9f764.jpg) ![Control Picture 2](https://user-images.githubusercontent.com/34270661/38062057-45dea914-32f2-11e8-8727-8e123582b787.jpg) ![Glass Direction 1](https://user-images.githubusercontent.com/34270661/38062077-5d6acb76-32f2-11e8-9142-c7f5def169f8.jpg) ![Glass Direction 2](https://user-images.githubusercontent.com/34270661/38062079-5f7743a4-32f2-11e8-8f71-b19f295f6fb1.jpg) ![Glass Direction 3](https://user-images.githubusercontent.com/34270661/38062080-614033bc-32f2-11e8-8852-78a4fa87a686.jpg) ![Glass Direction 4](https://user-images.githubusercontent.com/34270661/38062082-637b9ffe-32f2-11e8-9f6b-8df26e72875e.jpg) Hardware: i7-4790k/GTX980*2/16gb I didn't notice an increase in CPU load when looking at the glass stockpile. ",1.0,"FPS drop when looking at glass in stockpile - When looking at a stockpile full of glass my FPS are dropping from ~50 in town and ~75 in the wilderness to ~15. ![Graphics Options 1](https://user-images.githubusercontent.com/34270661/38061960-e61fa21c-32f1-11e8-97ca-426e2ec32be7.jpg) ![Graphics Options 2](https://user-images.githubusercontent.com/34270661/38061981-fd463aaa-32f1-11e8-929a-67532f4571a3.jpg) Note the 14.9 fps in the bottom right, sadly my steam fps counter didnt get screenshotted. ![Control Picture 1](https://user-images.githubusercontent.com/34270661/38062158-ba575f0c-32f2-11e8-8819-77cec7e9f764.jpg) ![Control Picture 2](https://user-images.githubusercontent.com/34270661/38062057-45dea914-32f2-11e8-8727-8e123582b787.jpg) ![Glass Direction 1](https://user-images.githubusercontent.com/34270661/38062077-5d6acb76-32f2-11e8-9142-c7f5def169f8.jpg) ![Glass Direction 2](https://user-images.githubusercontent.com/34270661/38062079-5f7743a4-32f2-11e8-8f71-b19f295f6fb1.jpg) ![Glass Direction 3](https://user-images.githubusercontent.com/34270661/38062080-614033bc-32f2-11e8-8852-78a4fa87a686.jpg) ![Glass Direction 4](https://user-images.githubusercontent.com/34270661/38062082-637b9ffe-32f2-11e8-9f6b-8df26e72875e.jpg) Hardware: i7-4790k/GTX980*2/16gb I didn't notice an increase in CPU load when looking at the glass stockpile. ",1,fps drop when looking at glass in stockpile when looking at a stockpile full of glass my fps are dropping from in town and in the wilderness to note the fps in the bottom right sadly my steam fps counter didnt get screenshotted hardware i didn t notice an increase in cpu load when looking at the glass stockpile ,1 367200,10850760480.0,IssuesEvent,2019-11-13 09:29:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Too much build spam in visual studio,Fixed Medium Priority,"[BuildSpam.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2861469/BuildSpam.txt) I cant find the errors and warnings in all this. Make it do everything silently and only display errors and warnings. ",1.0,"Too much build spam in visual studio - [BuildSpam.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2861469/BuildSpam.txt) I cant find the errors and warnings in all this. Make it do everything silently and only display errors and warnings. ",1,too much build spam in visual studio i cant find the errors and warnings in all this make it do everything silently and only display errors and warnings ,1 221438,7388271865.0,IssuesEvent,2018-03-16 01:36:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Admin issue. /spawncrater vanish furniture,Medium Priority,"Using of /spawncrater removing all furniture, dirt ramps and worktables from the world. Is it Attack of Hurried Termites from Outer Space?",1.0,"Admin issue. /spawncrater vanish furniture - Using of /spawncrater removing all furniture, dirt ramps and worktables from the world. Is it Attack of Hurried Termites from Outer Space?",1,admin issue spawncrater vanish furniture using of spawncrater removing all furniture dirt ramps and worktables from the world is it attack of hurried termites from outer space ,1 205421,7097809844.0,IssuesEvent,2018-01-14 23:19:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Repairing basic Tools need to learn Stoneworking 1 and woodworking 1 (thats a massive 78 skill points),Medium Priority Suggestion,"**Version:** 0.6.4.0 alpha staging-9d99a945 ![snap1006](https://user-images.githubusercontent.com/29383891/34843413-593324cc-f706-11e7-9d8c-557e0f8a35f7.png) ![snap1007](https://user-images.githubusercontent.com/29383891/34843414-594ff750-f706-11e7-8d0b-aa14fbc455ce.png) as you can see to repair a stone tool i need to learn stoneworking 1(1 point) but before i can learn that i need Mortaring (38 points) ![snap1005](https://user-images.githubusercontent.com/29383891/34843566-b1a78c60-f706-11e7-87b2-2496c8799645.png) ![snap1004](https://user-images.githubusercontent.com/29383891/34843588-c21b91c2-f706-11e7-9d27-373872a9e8ca.png) as you can see to repair wood tool i need to learn woodworking 1 (1 point) but before i can learn that i need hewing (38 points) so only way to play is to just make loads of extra tools and find a place to store them until i can get 78 points and at basic 22.7 a day that will be in about 3 and a half days.",1.0,"USER ISSUE: Repairing basic Tools need to learn Stoneworking 1 and woodworking 1 (thats a massive 78 skill points) - **Version:** 0.6.4.0 alpha staging-9d99a945 ![snap1006](https://user-images.githubusercontent.com/29383891/34843413-593324cc-f706-11e7-9d8c-557e0f8a35f7.png) ![snap1007](https://user-images.githubusercontent.com/29383891/34843414-594ff750-f706-11e7-8d0b-aa14fbc455ce.png) as you can see to repair a stone tool i need to learn stoneworking 1(1 point) but before i can learn that i need Mortaring (38 points) ![snap1005](https://user-images.githubusercontent.com/29383891/34843566-b1a78c60-f706-11e7-87b2-2496c8799645.png) ![snap1004](https://user-images.githubusercontent.com/29383891/34843588-c21b91c2-f706-11e7-9d27-373872a9e8ca.png) as you can see to repair wood tool i need to learn woodworking 1 (1 point) but before i can learn that i need hewing (38 points) so only way to play is to just make loads of extra tools and find a place to store them until i can get 78 points and at basic 22.7 a day that will be in about 3 and a half days.",1,user issue repairing basic tools need to learn stoneworking and woodworking thats a massive skill points version alpha staging as you can see to repair a stone tool i need to learn stoneworking point but before i can learn that i need mortaring points as you can see to repair wood tool i need to learn woodworking point but before i can learn that i need hewing points so only way to play is to just make loads of extra tools and find a place to store them until i can get points and at basic a day that will be in about and a half days ,1 222075,7422852437.0,IssuesEvent,2018-03-23 01:45:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contracts: Road Contracts Cannot Be Completed,Medium Priority,"Eco 0.7.2.5. I set a contract to build a straight track of asphalt road, approximately 40 metres east-west, all on a level surface (i.e. no change in height.) The contractor has built the road to the required specification, as shown in screenshots below. The road contract cannot be completed. Possibly related to #5082, though apparently that was already fixed. ![image](https://user-images.githubusercontent.com/2173684/37563062-064e87aa-2ac4-11e8-9a8b-cdad3eef2507.png) ![image](https://user-images.githubusercontent.com/2173684/37563070-186b52e2-2ac4-11e8-9298-9efe9c60d882.png) ![image](https://user-images.githubusercontent.com/2173684/37563074-3dc79cee-2ac4-11e8-9c45-bd674fc9b65f.png) ![image](https://user-images.githubusercontent.com/2173684/37563079-55ccbb26-2ac4-11e8-9e34-a0c60d651048.png) ![image](https://user-images.githubusercontent.com/2173684/37563087-8deb8082-2ac4-11e8-8805-f01a29dd90c1.png) ![image](https://user-images.githubusercontent.com/2173684/37563088-961c883c-2ac4-11e8-842a-77cc9770d985.png) ",1.0,"Contracts: Road Contracts Cannot Be Completed - Eco 0.7.2.5. I set a contract to build a straight track of asphalt road, approximately 40 metres east-west, all on a level surface (i.e. no change in height.) The contractor has built the road to the required specification, as shown in screenshots below. The road contract cannot be completed. Possibly related to #5082, though apparently that was already fixed. ![image](https://user-images.githubusercontent.com/2173684/37563062-064e87aa-2ac4-11e8-9a8b-cdad3eef2507.png) ![image](https://user-images.githubusercontent.com/2173684/37563070-186b52e2-2ac4-11e8-9298-9efe9c60d882.png) ![image](https://user-images.githubusercontent.com/2173684/37563074-3dc79cee-2ac4-11e8-9c45-bd674fc9b65f.png) ![image](https://user-images.githubusercontent.com/2173684/37563079-55ccbb26-2ac4-11e8-9e34-a0c60d651048.png) ![image](https://user-images.githubusercontent.com/2173684/37563087-8deb8082-2ac4-11e8-8805-f01a29dd90c1.png) ![image](https://user-images.githubusercontent.com/2173684/37563088-961c883c-2ac4-11e8-842a-77cc9770d985.png) ",1,contracts road contracts cannot be completed eco i set a contract to build a straight track of asphalt road approximately metres east west all on a level surface i e no change in height the contractor has built the road to the required specification as shown in screenshots below the road contract cannot be completed possibly related to though apparently that was already fixed ,1 431000,12473614777.0,IssuesEvent,2020-05-29 08:09:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1568] Can take Dirt Road block in hands.,Priority: Medium Status: Fixed,"Step to reproduce: - trump dirt - take shovel and take this dirt road: ![image](https://user-images.githubusercontent.com/45708377/83019413-94e27e80-a02f-11ea-888d-7fdb2ba88ddf.png) - I should take Dirt.",1.0,"[0.9.0 staging-1568] Can take Dirt Road block in hands. - Step to reproduce: - trump dirt - take shovel and take this dirt road: ![image](https://user-images.githubusercontent.com/45708377/83019413-94e27e80-a02f-11ea-888d-7fdb2ba88ddf.png) - I should take Dirt.",1, can take dirt road block in hands step to reproduce trump dirt take shovel and take this dirt road i should take dirt ,1 427914,12400787706.0,IssuesEvent,2020-05-21 08:34:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.2.0 Staging 08551408-Turning on/off braziers,Priority: Medium Status: Fixed,"When attempting to turn on/off a brazier, it does not have an effect on it until you re-log.",1.0,"7.2.0 Staging 08551408-Turning on/off braziers - When attempting to turn on/off a brazier, it does not have an effect on it until you re-log.",1, staging turning on off braziers when attempting to turn on off a brazier it does not have an effect on it until you re log ,1 389028,11496470802.0,IssuesEvent,2020-02-12 08:02:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,When you right click a vehicle it should take the items first from the storage,Priority: Medium,Instead of fuel,1.0,When you right click a vehicle it should take the items first from the storage - Instead of fuel,1,when you right click a vehicle it should take the items first from the storage instead of fuel,1 376848,11157378912.0,IssuesEvent,2019-12-25 12:24:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,ArgumentException,Medium Priority,"**==Sent from Eco Crash Server==** **Details:** Message: An item with the same key has already been added. Source:mscorlib **Stack:** at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at Eco.Shared.Utils.DictionaryExtensions.GetOrAdd[TKey,TValue](IDictionary`2 dict, TKey key, Func`1 addFunc) at Eco.Simulation.WorldLayers.WorldLayerStats.<>c__DisplayClass0_0.b__0(Species species) at Eco.Shared.Utils.ListExtensions.ForEach[T](IList`1 list, Action`1 action) at Eco.Simulation.WorldLayers.WorldLayerStats.CollectStats() at Eco.Simulation.EcoSim.CollectStats() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.EcoSim.DoTick(TickSample tick) at Eco.Simulation.EcoSim.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) 70 occurences.",1.0,"ArgumentException - **==Sent from Eco Crash Server==** **Details:** Message: An item with the same key has already been added. Source:mscorlib **Stack:** at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at Eco.Shared.Utils.DictionaryExtensions.GetOrAdd[TKey,TValue](IDictionary`2 dict, TKey key, Func`1 addFunc) at Eco.Simulation.WorldLayers.WorldLayerStats.<>c__DisplayClass0_0.b__0(Species species) at Eco.Shared.Utils.ListExtensions.ForEach[T](IList`1 list, Action`1 action) at Eco.Simulation.WorldLayers.WorldLayerStats.CollectStats() at Eco.Simulation.EcoSim.CollectStats() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.EcoSim.DoTick(TickSample tick) at Eco.Simulation.EcoSim.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) 70 occurences.",1,argumentexception sent from eco crash server details message an item with the same key has already been added source mscorlib stack at system throwhelper throwargumentexception exceptionresource resource at system collections generic dictionary insert tkey key tvalue value boolean add at eco shared utils dictionaryextensions getoradd idictionary dict tkey key func addfunc at eco simulation worldlayers worldlayerstats lt gt c b species species at eco shared utils listextensions foreach ilist list action action at eco simulation worldlayers worldlayerstats collectstats at eco simulation ecosim collectstats at eco core plugins ticktimeutil timesubprocess action func at eco simulation ecosim dotick ticksample tick at eco simulation ecosim run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj occurences ,1 282204,8704505502.0,IssuesEvent,2018-12-05 19:35:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Trees can grow on filled stockpiles,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. fill a storageplace with dirt 2. cut some trees nearby **Expected behavior:** nothing should happen **Actual behavior:** on top of the dirtstorage spawns a sepling and grows a tree??",1.0,"Trees can grow on filled stockpiles - **Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. fill a storageplace with dirt 2. cut some trees nearby **Expected behavior:** nothing should happen **Actual behavior:** on top of the dirtstorage spawns a sepling and grows a tree??",1,trees can grow on filled stockpiles version beta steps to reproduce fill a storageplace with dirt cut some trees nearby expected behavior nothing should happen actual behavior on top of the dirtstorage spawns a sepling and grows a tree ,1 407383,11912768745.0,IssuesEvent,2020-03-31 10:49:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"While place a workbench, the control popup did not appear",Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/77976435-d1a12c00-72b1-11ea-8843-f6d5312a9133.png) Should have a right click for placing, and q/r to rotate. ",1.0,"While place a workbench, the control popup did not appear - ![image](https://user-images.githubusercontent.com/3536496/77976435-d1a12c00-72b1-11ea-8843-f6d5312a9133.png) Should have a right click for placing, and q/r to rotate. ",1,while place a workbench the control popup did not appear should have a right click for placing and q r to rotate ,1 277938,8634651754.0,IssuesEvent,2018-11-22 17:42:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Mint bug,Fixed Medium Priority,"**Version:** 0.7.8.4 beta **Steps to Reproduce:** 1-Give yourself ""Mint"" as an admin. 2-Create currency from there. **Expected behavior:** It should just create a new currency. **Actual behavior:** It does create a new currency but, it renames every building of the person who got the Mint by give something like (ecoiconn **Do you have mods installed? Does issue happen when no mods are installed?:** It does create a new currency but, it renames every building of the person who got the Mint by give something like (ecoicon= ItemMint) etc.",1.0,"USER ISSUE: Mint bug - **Version:** 0.7.8.4 beta **Steps to Reproduce:** 1-Give yourself ""Mint"" as an admin. 2-Create currency from there. **Expected behavior:** It should just create a new currency. **Actual behavior:** It does create a new currency but, it renames every building of the person who got the Mint by give something like (ecoiconn **Do you have mods installed? Does issue happen when no mods are installed?:** It does create a new currency but, it renames every building of the person who got the Mint by give something like (ecoicon= ItemMint) etc.",1,user issue mint bug version beta steps to reproduce give yourself mint as an admin create currency from there expected behavior it should just create a new currency actual behavior it does create a new currency but it renames every building of the person who got the mint by give something like ecoiconn do you have mods installed does issue happen when no mods are installed it does create a new currency but it renames every building of the person who got the mint by give something like ecoicon itemmint etc ,1 452234,13047241769.0,IssuesEvent,2020-07-29 10:21:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cloud Worlds sales page menu bug,Category: Accounts Category: Web Priority: Medium Status: Fixed,"Cloud Worlds sales page has a user icon in menu, even when user is not logged in. ![image](https://user-images.githubusercontent.com/7343272/88340542-da01f480-ccf0-11ea-805b-81c9288c716c.png) ",1.0,"Cloud Worlds sales page menu bug - Cloud Worlds sales page has a user icon in menu, even when user is not logged in. ![image](https://user-images.githubusercontent.com/7343272/88340542-da01f480-ccf0-11ea-805b-81c9288c716c.png) ",1,cloud worlds sales page menu bug cloud worlds sales page has a user icon in menu even when user is not logged in ,1 332765,10110442641.0,IssuesEvent,2019-07-30 10:16:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.8.0 #E50965c6] Remove debris contract is not working correctly with living trees on it,Medium Priority,"If you put a contract for a propety to remove tree stumps and debris it will want you to also remove the stump of the tree that is still livjng - but you cannot cut the tree down to cut it's stump, even though its green. You just saw for an hour with your chainsaw with nothing happening. Tree stumps of living trees should not be counted towards this contract.",1.0,"[7.8.0 #E50965c6] Remove debris contract is not working correctly with living trees on it - If you put a contract for a propety to remove tree stumps and debris it will want you to also remove the stump of the tree that is still livjng - but you cannot cut the tree down to cut it's stump, even though its green. You just saw for an hour with your chainsaw with nothing happening. Tree stumps of living trees should not be counted towards this contract.",1, remove debris contract is not working correctly with living trees on it if you put a contract for a propety to remove tree stumps and debris it will want you to also remove the stump of the tree that is still livjng but you cannot cut the tree down to cut it s stump even though its green you just saw for an hour with your chainsaw with nothing happening tree stumps of living trees should not be counted towards this contract ,1 206065,7108339473.0,IssuesEvent,2018-01-16 23:33:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Right clicking with huckleberries to add to project does 2 things,Medium Priority,I both added huckleberries to my project and ate one,1.0,Right clicking with huckleberries to add to project does 2 things - I both added huckleberries to my project and ate one,1,right clicking with huckleberries to add to project does things i both added huckleberries to my project and ate one,1 501248,14524178703.0,IssuesEvent,2020-12-14 11:05:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1872] Industrial elecator collider problem,Category: Gameplay Priority: Medium,"This part doesn't have collider: ![image](https://user-images.githubusercontent.com/45708377/102073534-81083980-3e14-11eb-9d31-b6f367d861f1.png) Therefore, if the block under the elevator does not have a square edge, you will fall by car: ![image](https://user-images.githubusercontent.com/45708377/102073634-a5641600-3e14-11eb-91ef-d90154930c3d.png) ![image](https://user-images.githubusercontent.com/45708377/102073646-ad23ba80-3e14-11eb-8b5f-2a1c33cecd94.png) It wiill be harder but you can fall with square edgge too: ![image](https://user-images.githubusercontent.com/45708377/102073929-160b3280-3e15-11eb-9278-408839e3dceb.png) I think that at least visually we have a gap, but it should be removed: ![image](https://user-images.githubusercontent.com/45708377/102073968-20c5c780-3e15-11eb-9923-0e0d9a4d79ca.png) ",1.0,"[0.9.2 staging-1872] Industrial elecator collider problem - This part doesn't have collider: ![image](https://user-images.githubusercontent.com/45708377/102073534-81083980-3e14-11eb-9d31-b6f367d861f1.png) Therefore, if the block under the elevator does not have a square edge, you will fall by car: ![image](https://user-images.githubusercontent.com/45708377/102073634-a5641600-3e14-11eb-91ef-d90154930c3d.png) ![image](https://user-images.githubusercontent.com/45708377/102073646-ad23ba80-3e14-11eb-8b5f-2a1c33cecd94.png) It wiill be harder but you can fall with square edgge too: ![image](https://user-images.githubusercontent.com/45708377/102073929-160b3280-3e15-11eb-9278-408839e3dceb.png) I think that at least visually we have a gap, but it should be removed: ![image](https://user-images.githubusercontent.com/45708377/102073968-20c5c780-3e15-11eb-9923-0e0d9a4d79ca.png) ",1, industrial elecator collider problem this part doesn t have collider therefore if the block under the elevator does not have a square edge you will fall by car it wiill be harder but you can fall with square edgge too i think that at least visually we have a gap but it should be removed ,1 569175,16996798916.0,IssuesEvent,2021-07-01 07:36:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-270] ArgumentOutOfRangeException when try to connect from develop to any release server.,Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Reopen Type: Bug,"I tried to connect with 0.9.4 develop-270 to server 0.9.3.3 release-219 by id: ![image](https://user-images.githubusercontent.com/45708377/116540898-70ec8480-a8f3-11eb-8981-fdd663b279b9.png) ![image](https://user-images.githubusercontent.com/45708377/116540969-8661ae80-a8f3-11eb-8028-880c804af56d.png) ``` Connection Failed Server encountered an exception: Exception: ArgumentOutOfRangeException Message:Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') Source:System.Private.CoreLib System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at Eco.Shared.Serialization.BSONObject.get_Item(String key) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Serialization\SimpleBSON.cs:line 893 at Eco.Shared.Authentication.LoginSession.FromBson(BSONObject bson) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Authentication\LoginSession.cs:line 47 at Eco.Shared.Serialization.BsonManipulator.FromBson(BSONValue value, Type type) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Serialization\AutoBsonSerializer.cs:line 178 at Eco.Shared.Networking.RPCManager.UnpackArgs[TArg](INetClient client, IList`1 packedArgs, Func`3 unpackArg, RPCMethod method, Object target) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Networking\RPCManager.cs:line 515 at Eco.Shared.Networking.RPCManager.UnpackArgs[TArg](INetClient client, IList`1 packedArgs, Func`3 unpackArg, RPCMethod[] methods, Object target, RPCMethod& targetMethod) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Networking\RPCManager.cs:line 534 Outer Exceptions: Could not finding matching RPC signature for method: Authorize. ``` Should have notifdication that I have wronf game version.",1.0,"[0.9.4 develop-270] ArgumentOutOfRangeException when try to connect from develop to any release server. - I tried to connect with 0.9.4 develop-270 to server 0.9.3.3 release-219 by id: ![image](https://user-images.githubusercontent.com/45708377/116540898-70ec8480-a8f3-11eb-8981-fdd663b279b9.png) ![image](https://user-images.githubusercontent.com/45708377/116540969-8661ae80-a8f3-11eb-8028-880c804af56d.png) ``` Connection Failed Server encountered an exception: Exception: ArgumentOutOfRangeException Message:Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') Source:System.Private.CoreLib System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at Eco.Shared.Serialization.BSONObject.get_Item(String key) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Serialization\SimpleBSON.cs:line 893 at Eco.Shared.Authentication.LoginSession.FromBson(BSONObject bson) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Authentication\LoginSession.cs:line 47 at Eco.Shared.Serialization.BsonManipulator.FromBson(BSONValue value, Type type) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Serialization\AutoBsonSerializer.cs:line 178 at Eco.Shared.Networking.RPCManager.UnpackArgs[TArg](INetClient client, IList`1 packedArgs, Func`3 unpackArg, RPCMethod method, Object target) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Networking\RPCManager.cs:line 515 at Eco.Shared.Networking.RPCManager.UnpackArgs[TArg](INetClient client, IList`1 packedArgs, Func`3 unpackArg, RPCMethod[] methods, Object target, RPCMethod& targetMethod) in D:\jenkins_agent\workspace\Eco Release\Server\Eco.Shared\Networking\RPCManager.cs:line 534 Outer Exceptions: Could not finding matching RPC signature for method: Authorize. ``` Should have notifdication that I have wronf game version.",1, argumentoutofrangeexception when try to connect from develop to any release server i tried to connect with develop to server release by id connection failed server encountered an exception exception argumentoutofrangeexception message index was out of range must be non negative and less than the size of the collection parameter index source system private corelib system argumentoutofrangeexception index was out of range must be non negative and less than the size of the collection parameter index at eco shared serialization bsonobject get item string key in d jenkins agent workspace eco release server eco shared serialization simplebson cs line at eco shared authentication loginsession frombson bsonobject bson in d jenkins agent workspace eco release server eco shared authentication loginsession cs line at eco shared serialization bsonmanipulator frombson bsonvalue value type type in d jenkins agent workspace eco release server eco shared serialization autobsonserializer cs line at eco shared networking rpcmanager unpackargs inetclient client ilist packedargs func unpackarg rpcmethod method object target in d jenkins agent workspace eco release server eco shared networking rpcmanager cs line at eco shared networking rpcmanager unpackargs inetclient client ilist packedargs func unpackarg rpcmethod methods object target rpcmethod targetmethod in d jenkins agent workspace eco release server eco shared networking rpcmanager cs line outer exceptions could not finding matching rpc signature for method authorize should have notifdication that i have wronf game version ,1 254714,8087262204.0,IssuesEvent,2018-08-09 00:38:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Server Jump!,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Wait a while 2. Walk into location (plot) 3. If location (plot) does not come up 3. Relog 4. In complete other position **Expected behavior:** Normal spawn pattern. **Actual behavior:** Jumps to a previous position!",1.0,"USER ISSUE: Server Jump! - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Wait a while 2. Walk into location (plot) 3. If location (plot) does not come up 3. Relog 4. In complete other position **Expected behavior:** Normal spawn pattern. **Actual behavior:** Jumps to a previous position!",1,user issue server jump version beta steps to reproduce wait a while walk into location plot if location plot does not come up relog in complete other position expected behavior normal spawn pattern actual behavior jumps to a previous position ,1 513897,14928050983.0,IssuesEvent,2021-01-24 17:44:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Update /api/v1/news to return tier id, not token",Category: Web Priority: Medium,"instead of using token to lookup tier id. just send tier id :)",1.0,"Update /api/v1/news to return tier id, not token - instead of using token to lookup tier id. just send tier id :)",1,update api news to return tier id not token instead of using token to lookup tier id just send tier id ,1 497454,14370785507.0,IssuesEvent,2020-12-01 11:35:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Time of Day skybox ground color and lighting ambient color should be separated into two different settings,Category: Tech Priority: Medium Status: Fixed,"This ambient color gradient in Time of Day settings controls ambient light/color, which is great: ![image](https://user-images.githubusercontent.com/14983165/74199798-109ff300-4c1a-11ea-97af-e667f7c94e52.png) ![image](https://user-images.githubusercontent.com/14983165/74199864-39c08380-4c1a-11ea-9692-b89c42a5fe1d.png) But, this setting also controls the bottom half of the skybox. ![image](https://user-images.githubusercontent.com/14983165/74199942-6e343f80-4c1a-11ea-93ba-74df8545cee9.png) ![image](https://user-images.githubusercontent.com/14983165/74199969-7be9c500-4c1a-11ea-8058-89279a096aec.png) This is the 'explanation' from the TOD documentation: ![image](https://user-images.githubusercontent.com/14983165/74199997-92901c00-4c1a-11ea-8d9d-34a2a3b1fd89.png) My goal is to have the sliders be at 0 % alpha (totally see through) as far as how they affect the skybox's ground, and to be 100 % alpha for the ambient light itself. If we need to break the ambient out of TOD and put it somewhere else that might be easier than trying to override the 'ground' color. Then the TOD settings can just be put to 0 alpha. (But then we'll also have to re-create the gradient blending for the ambient color). Otherwise, it might be possible to stop TOD from affecting the 'ground color' directly, which *may* correspond to these locked (automatically get over-written, I imagine by TOD) settings in lighting: ![image](https://user-images.githubusercontent.com/14983165/74200493-f6ffab00-4c1b-11ea-9326-b854744f4338.png) ",1.0,"Time of Day skybox ground color and lighting ambient color should be separated into two different settings - This ambient color gradient in Time of Day settings controls ambient light/color, which is great: ![image](https://user-images.githubusercontent.com/14983165/74199798-109ff300-4c1a-11ea-97af-e667f7c94e52.png) ![image](https://user-images.githubusercontent.com/14983165/74199864-39c08380-4c1a-11ea-9692-b89c42a5fe1d.png) But, this setting also controls the bottom half of the skybox. ![image](https://user-images.githubusercontent.com/14983165/74199942-6e343f80-4c1a-11ea-93ba-74df8545cee9.png) ![image](https://user-images.githubusercontent.com/14983165/74199969-7be9c500-4c1a-11ea-8058-89279a096aec.png) This is the 'explanation' from the TOD documentation: ![image](https://user-images.githubusercontent.com/14983165/74199997-92901c00-4c1a-11ea-8d9d-34a2a3b1fd89.png) My goal is to have the sliders be at 0 % alpha (totally see through) as far as how they affect the skybox's ground, and to be 100 % alpha for the ambient light itself. If we need to break the ambient out of TOD and put it somewhere else that might be easier than trying to override the 'ground' color. Then the TOD settings can just be put to 0 alpha. (But then we'll also have to re-create the gradient blending for the ambient color). Otherwise, it might be possible to stop TOD from affecting the 'ground color' directly, which *may* correspond to these locked (automatically get over-written, I imagine by TOD) settings in lighting: ![image](https://user-images.githubusercontent.com/14983165/74200493-f6ffab00-4c1b-11ea-9326-b854744f4338.png) ",1,time of day skybox ground color and lighting ambient color should be separated into two different settings this ambient color gradient in time of day settings controls ambient light color which is great but this setting also controls the bottom half of the skybox this is the explanation from the tod documentation my goal is to have the sliders be at alpha totally see through as far as how they affect the skybox s ground and to be alpha for the ambient light itself if we need to break the ambient out of tod and put it somewhere else that might be easier than trying to override the ground color then the tod settings can just be put to alpha but then we ll also have to re create the gradient blending for the ambient color otherwise it might be possible to stop tod from affecting the ground color directly which may correspond to these locked automatically get over written i imagine by tod settings in lighting ,1 316176,9638043477.0,IssuesEvent,2019-05-16 10:09:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't vote with special Character in name.,Medium Priority,"If you have a special character (ex. ™) in your name, voting doesn't work.",1.0,"Can't vote with special Character in name. - If you have a special character (ex. ™) in your name, voting doesn't work.",1,can t vote with special character in name if you have a special character ex ™ in your name voting doesn t work ,1 342042,10311304665.0,IssuesEvent,2019-08-29 17:02:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Animal colliders not colliding with player,Medium Priority,"You can phase through elk, and every other animal I ran across-- quite immersion breaking to have a fox run through your legs.",1.0,"Animal colliders not colliding with player - You can phase through elk, and every other animal I ran across-- quite immersion breaking to have a fox run through your legs.",1,animal colliders not colliding with player you can phase through elk and every other animal i ran across quite immersion breaking to have a fox run through your legs ,1 236147,7746939584.0,IssuesEvent,2018-05-30 00:12:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need LODs for most world objects,Art Medium Priority,"especially housing objects, need to LOD them out at a reasonable distance can just lod them to nothing, dont actually need other meshes/geometry for them, just adding them to a LODGroup where they are culled at certain % would be enough",1.0,"Need LODs for most world objects - especially housing objects, need to LOD them out at a reasonable distance can just lod them to nothing, dont actually need other meshes/geometry for them, just adding them to a LODGroup where they are culled at certain % would be enough",1,need lods for most world objects especially housing objects need to lod them out at a reasonable distance can just lod them to nothing dont actually need other meshes geometry for them just adding them to a lodgroup where they are culled at certain would be enough,1 384123,11383808830.0,IssuesEvent,2020-01-29 07:17:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Translation work, part 20.11.2019",Category: Localization Priority: Medium Status: Fixed,"Missing strings for ecopedia Lists ![изображение](https://user-images.githubusercontent.com/4980243/69228524-c7994f00-0b94-11ea-9fcb-f15aee5af4f3.png) Recipe Variations Select a specific recipe to craft. Ingredients - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#94844 Products - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#94846 Craft - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#97332 Show All - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#152954 typo in bricklaying ""Bricklaying is an **advanAdvancedMasonry** in masonry and can provide an excellent building material for communities. Level by crafting related recipes."" skills - profession and speciality uses original names. ![изображение](https://user-images.githubusercontent.com/4980243/69267306-ec65e480-0bdd-11ea-9404-7bfb1d3f8427.png) ",1.0,"Translation work, part 20.11.2019 - Missing strings for ecopedia Lists ![изображение](https://user-images.githubusercontent.com/4980243/69228524-c7994f00-0b94-11ea-9fcb-f15aee5af4f3.png) Recipe Variations Select a specific recipe to craft. Ingredients - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#94844 Products - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#94846 Craft - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/50/en-ru#97332 Show All - exist, but not used - https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#152954 typo in bricklaying ""Bricklaying is an **advanAdvancedMasonry** in masonry and can provide an excellent building material for communities. Level by crafting related recipes."" skills - profession and speciality uses original names. ![изображение](https://user-images.githubusercontent.com/4980243/69267306-ec65e480-0bdd-11ea-9404-7bfb1d3f8427.png) ",1,translation work part missing strings for ecopedia lists recipe variations select a specific recipe to craft ingredients exist but not used products exist but not used craft exist but not used show all exist but not used typo in bricklaying bricklaying is an advanadvancedmasonry in masonry and can provide an excellent building material for communities level by crafting related recipes skills profession and speciality uses original names ,1 410869,12002993099.0,IssuesEvent,2020-04-09 08:48:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1500] Animal strange behavior.,Priority: Medium Week Task,"Step to reproduce: - build construction like this: ![image](https://user-images.githubusercontent.com/45708377/78527728-617d3380-77e6-11ea-9cc1-a5a79f35ce92.png) ![image](https://user-images.githubusercontent.com/45708377/78527736-680bab00-77e6-11ea-9528-3b5644c06a06.png) - I have 1 empty blocks under bricks. - spawn animal near this place. See how they move around this brick floor: ![image](https://user-images.githubusercontent.com/45708377/78527933-dbadb800-77e6-11ea-874c-893ecc54d12f.png) and my favorite: ![image](https://user-images.githubusercontent.com/45708377/78527871-b751db80-77e6-11ea-87b5-0be84ca44ceb.png) ![image](https://user-images.githubusercontent.com/45708377/78527973-f3853c00-77e6-11ea-8a31-225a09f79509.png) ",1.0,"[0.9.0 staging-1500] Animal strange behavior. - Step to reproduce: - build construction like this: ![image](https://user-images.githubusercontent.com/45708377/78527728-617d3380-77e6-11ea-9cc1-a5a79f35ce92.png) ![image](https://user-images.githubusercontent.com/45708377/78527736-680bab00-77e6-11ea-9528-3b5644c06a06.png) - I have 1 empty blocks under bricks. - spawn animal near this place. See how they move around this brick floor: ![image](https://user-images.githubusercontent.com/45708377/78527933-dbadb800-77e6-11ea-874c-893ecc54d12f.png) and my favorite: ![image](https://user-images.githubusercontent.com/45708377/78527871-b751db80-77e6-11ea-87b5-0be84ca44ceb.png) ![image](https://user-images.githubusercontent.com/45708377/78527973-f3853c00-77e6-11ea-8a31-225a09f79509.png) ",1, animal strange behavior step to reproduce build construction like this i have empty blocks under bricks spawn animal near this place see how they move around this brick floor and my favorite ,1 377225,11166271481.0,IssuesEvent,2019-12-27 12:37:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Skill-Bug,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Get Enough Ressources to research some Skill. 2. Wait... 3. Learn Skill 4. If u have more than 5 Active Skill Points you cant set any Skillpoint. You need to restart your game **Expected behavior:** Can use my new Skill instant. **Actual behavior:** Need to Restart my local game.",1.0,"USER ISSUE: Skill-Bug - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Get Enough Ressources to research some Skill. 2. Wait... 3. Learn Skill 4. If u have more than 5 Active Skill Points you cant set any Skillpoint. You need to restart your game **Expected behavior:** Can use my new Skill instant. **Actual behavior:** Need to Restart my local game.",1,user issue skill bug version beta steps to reproduce get enough ressources to research some skill wait learn skill if u have more than active skill points you cant set any skillpoint you need to restart your game expected behavior can use my new skill instant actual behavior need to restart my local game ,1 410532,11993103678.0,IssuesEvent,2020-04-08 11:22:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 Staging - 1494] Active Demographic Bugged: Demographics, Government, Titles",Priority: Medium Status: Fixed Week Task,"**Steps to reproduce:** Set up a title to require the active demographic **Expected behavior:** active player is elected to title, maintains title until voted out or becomes inactive. **Actual behavior:** I won election for the title of Executive Infrastructure Director on Royal Otter Playtest Server and then less than 12 hours later (while maintaining active status) I was removed for not being active while having just been online within the last 12 hours for several hours straight **Providing Log files:** ![20200402230814_1](https://user-images.githubusercontent.com/1329717/78323417-623c6e00-7537-11ea-85b7-40708ca3887e.jpg) ![election bmp](https://user-images.githubusercontent.com/1329717/78323561-d414b780-7537-11ea-9bf9-9531d2d9217a.png) ![20200402231800_1](https://user-images.githubusercontent.com/1329717/78323732-5604e080-7538-11ea-810c-3906e504aded.jpg) ",1.0,"[0.9.0 Staging - 1494] Active Demographic Bugged: Demographics, Government, Titles - **Steps to reproduce:** Set up a title to require the active demographic **Expected behavior:** active player is elected to title, maintains title until voted out or becomes inactive. **Actual behavior:** I won election for the title of Executive Infrastructure Director on Royal Otter Playtest Server and then less than 12 hours later (while maintaining active status) I was removed for not being active while having just been online within the last 12 hours for several hours straight **Providing Log files:** ![20200402230814_1](https://user-images.githubusercontent.com/1329717/78323417-623c6e00-7537-11ea-85b7-40708ca3887e.jpg) ![election bmp](https://user-images.githubusercontent.com/1329717/78323561-d414b780-7537-11ea-9bf9-9531d2d9217a.png) ![20200402231800_1](https://user-images.githubusercontent.com/1329717/78323732-5604e080-7538-11ea-810c-3906e504aded.jpg) ",1, active demographic bugged demographics government titles steps to reproduce set up a title to require the active demographic expected behavior active player is elected to title maintains title until voted out or becomes inactive actual behavior i won election for the title of executive infrastructure director on royal otter playtest server and then less than hours later while maintaining active status i was removed for not being active while having just been online within the last hours for several hours straight providing log files ,1 378871,11210113715.0,IssuesEvent,2020-01-06 12:20:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,tool tiers need better tool tips,Medium Priority Verified,"Can't really tell the difference between tool tiers, there should be some way to tell what benefit tools provide also you can still make a regular 'Hammer'? (pulled off discord) ![image](https://user-images.githubusercontent.com/774628/33590682-dd286f9c-d935-11e7-858c-50048a41a022.png) ",1.0,"tool tiers need better tool tips - Can't really tell the difference between tool tiers, there should be some way to tell what benefit tools provide also you can still make a regular 'Hammer'? (pulled off discord) ![image](https://user-images.githubusercontent.com/774628/33590682-dd286f9c-d935-11e7-858c-50048a41a022.png) ",1,tool tiers need better tool tips can t really tell the difference between tool tiers there should be some way to tell what benefit tools provide also you can still make a regular hammer pulled off discord ,1 444761,12820749162.0,IssuesEvent,2020-07-06 06:37:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Pool System Refactoring,Category: Tech Priority: Medium Status: Fixed Week Task,"We need to ensure pooling system is safe and easy to use. It will continue refactoring started by @serpopov in https://github.com/StrangeLoopGames/Eco/pull/6097 ## Task list (behind already implemented): - [x] Split IPoolableComponent onto IPoolRentAware and IPoolReturnAware. In most cases we only need IPoolReturnAware. - [x] Add Development Mode client side chat command which will analyze all pool objects, compare instances with prefabs and report any difference to file. It should greatly simplify pooling issues troubleshooting. - [x] add client-side command /detectpoolissues - [x] add check for children game object hierarchy mismatches - [x] add check for component types (for every game object in hierarchy) mismatches - [x] add way to avoid false-positive mismatches (i.e. when some child objects or components may be created on demand and doesn't corrupt pooled instance state) - [x] add support for component-level pool mismatch resolving (avoiding false positives) - [x] add component vs component mismatches detection - [x] add mismatch resolver for standard unity classes (i.e. Image) - [x] add mismatch resolver for TMPro - [x] add mismatch member resolver for collections and arrays - [x] Add [SupportsPooling] attribute which may be used for components which doesn't implement any of IPool*Aware interface. - [x] For ObjectPool check if prefab and all it's children SupportsPooling and log warning if check failed. - [x] When pooled object returned call pool callbacks on it's hierarchy, not only own components. - [x] Update all components used with pool to implement either pooling interfaces or attribute them with [SupportsPooling].",1.0,"Pool System Refactoring - We need to ensure pooling system is safe and easy to use. It will continue refactoring started by @serpopov in https://github.com/StrangeLoopGames/Eco/pull/6097 ## Task list (behind already implemented): - [x] Split IPoolableComponent onto IPoolRentAware and IPoolReturnAware. In most cases we only need IPoolReturnAware. - [x] Add Development Mode client side chat command which will analyze all pool objects, compare instances with prefabs and report any difference to file. It should greatly simplify pooling issues troubleshooting. - [x] add client-side command /detectpoolissues - [x] add check for children game object hierarchy mismatches - [x] add check for component types (for every game object in hierarchy) mismatches - [x] add way to avoid false-positive mismatches (i.e. when some child objects or components may be created on demand and doesn't corrupt pooled instance state) - [x] add support for component-level pool mismatch resolving (avoiding false positives) - [x] add component vs component mismatches detection - [x] add mismatch resolver for standard unity classes (i.e. Image) - [x] add mismatch resolver for TMPro - [x] add mismatch member resolver for collections and arrays - [x] Add [SupportsPooling] attribute which may be used for components which doesn't implement any of IPool*Aware interface. - [x] For ObjectPool check if prefab and all it's children SupportsPooling and log warning if check failed. - [x] When pooled object returned call pool callbacks on it's hierarchy, not only own components. - [x] Update all components used with pool to implement either pooling interfaces or attribute them with [SupportsPooling].",1,pool system refactoring we need to ensure pooling system is safe and easy to use it will continue refactoring started by serpopov in task list behind already implemented split ipoolablecomponent onto ipoolrentaware and ipoolreturnaware in most cases we only need ipoolreturnaware add development mode client side chat command which will analyze all pool objects compare instances with prefabs and report any difference to file it should greatly simplify pooling issues troubleshooting add client side command detectpoolissues add check for children game object hierarchy mismatches add check for component types for every game object in hierarchy mismatches add way to avoid false positive mismatches i e when some child objects or components may be created on demand and doesn t corrupt pooled instance state add support for component level pool mismatch resolving avoiding false positives add component vs component mismatches detection add mismatch resolver for standard unity classes i e image add mismatch resolver for tmpro add mismatch member resolver for collections and arrays add attribute which may be used for components which doesn t implement any of ipool aware interface for objectpool check if prefab and all it s children supportspooling and log warning if check failed when pooled object returned call pool callbacks on it s hierarchy not only own components update all components used with pool to implement either pooling interfaces or attribute them with ,1 393251,11612506325.0,IssuesEvent,2020-02-26 09:06:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat feedback,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/74205862-ec4e1180-4c2d-11ea-8bbf-b05446baa9ed.png) - [x] Make bar wider by default, like this wide: ![image](https://user-images.githubusercontent.com/3536496/74205902-13a4de80-4c2e-11ea-8960-db501caebdc4.png) - [x] Make black bar 50% alphaed at max ![image](https://user-images.githubusercontent.com/3536496/74205957-42bb5000-4c2e-11ea-8124-878564a1b256.png) - [x] Reduce these margin by 75% or so, should be separated like normal sentences in a book. ![image](https://user-images.githubusercontent.com/3536496/74206017-81e9a100-4c2e-11ea-9899-3aaaa1abb57a.png) - [x] Make not-expanded height about this big by default - [x] Make the expansion stay for 3x as long when you receive a new message. ![image](https://user-images.githubusercontent.com/3536496/74206055-a6457d80-4c2e-11ea-9cfe-e51cc00c653e.png) - [x] Linktexts are missing underlines here for some reason ![image](https://user-images.githubusercontent.com/3536496/74206077-b4939980-4c2e-11ea-9fdd-7a4dca8616dc.png) - [x] Unhelpful tooltip when you mouse over this icon, can just make this not display at all. ![image](https://user-images.githubusercontent.com/3536496/74206082-bf4e2e80-4c2e-11ea-93e2-5452fa9abf63.png) - [x] These are missing icons, should be showing the demographic icon, tax icon, etc ![image](https://user-images.githubusercontent.com/3536496/74206126-df7ded80-4c2e-11ea-87e0-311a904b4449.png) - [ ] Give these popups guys a nicer border (ask @MilenkoTunjic ) Also to note: chat + notifications is feeling sooo nice now, good work!",1.0,"Chat feedback - ![image](https://user-images.githubusercontent.com/3536496/74205862-ec4e1180-4c2d-11ea-8bbf-b05446baa9ed.png) - [x] Make bar wider by default, like this wide: ![image](https://user-images.githubusercontent.com/3536496/74205902-13a4de80-4c2e-11ea-8960-db501caebdc4.png) - [x] Make black bar 50% alphaed at max ![image](https://user-images.githubusercontent.com/3536496/74205957-42bb5000-4c2e-11ea-8124-878564a1b256.png) - [x] Reduce these margin by 75% or so, should be separated like normal sentences in a book. ![image](https://user-images.githubusercontent.com/3536496/74206017-81e9a100-4c2e-11ea-9899-3aaaa1abb57a.png) - [x] Make not-expanded height about this big by default - [x] Make the expansion stay for 3x as long when you receive a new message. ![image](https://user-images.githubusercontent.com/3536496/74206055-a6457d80-4c2e-11ea-9cfe-e51cc00c653e.png) - [x] Linktexts are missing underlines here for some reason ![image](https://user-images.githubusercontent.com/3536496/74206077-b4939980-4c2e-11ea-9fdd-7a4dca8616dc.png) - [x] Unhelpful tooltip when you mouse over this icon, can just make this not display at all. ![image](https://user-images.githubusercontent.com/3536496/74206082-bf4e2e80-4c2e-11ea-93e2-5452fa9abf63.png) - [x] These are missing icons, should be showing the demographic icon, tax icon, etc ![image](https://user-images.githubusercontent.com/3536496/74206126-df7ded80-4c2e-11ea-87e0-311a904b4449.png) - [ ] Give these popups guys a nicer border (ask @MilenkoTunjic ) Also to note: chat + notifications is feeling sooo nice now, good work!",1,chat feedback make bar wider by default like this wide make black bar alphaed at max reduce these margin by or so should be separated like normal sentences in a book make not expanded height about this big by default make the expansion stay for as long when you receive a new message linktexts are missing underlines here for some reason unhelpful tooltip when you mouse over this icon can just make this not display at all these are missing icons should be showing the demographic icon tax icon etc give these popups guys a nicer border ask milenkotunjic also to note chat notifications is feeling sooo nice now good work ,1 443264,12780270786.0,IssuesEvent,2020-07-01 00:11:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hosted Worlds: sales page and account page update,Category: Web Priority: Medium Week Task,"User Story is: 1) My name is Vlad, I want to by a world as I'm a proper teacher and want to show Eco to my children (and school principal gave me money for it, imagine it!). 2) I go on the sales (educational) page, read all the stuff there and press the last button 3) I register my account 4) And I'm on the subscription page now (after a fix SLG team will make ) 5) I didn't buy anything. I have to go out, as my dog was barking out a bear. 6) When I'm back (and it was 3 days later, its not easy to make a friend with a bear) my browser logged me out. 7) I press Login button and go to the account page. I still want to buy a world. - There is no button for it, only Learn more ![bandicam 2020-06-19 12-50-34-060](https://user-images.githubusercontent.com/27898520/85109932-961c5b00-b22b-11ea-95d7-63583425801c.jpg) - Ok, let press it and go on the sales page and scroll all this stuff again. Hey, wait, is my dog barking again? Solution: 1) Add Buy(Start-whatever) World button on the account page near the Learn More button. For those who don't need to learn anything anymore but didn't by a world. 2) Add Start World button somewhere on the first screen of the sales (educational) page. For those, who know information but somehow ended up there and just want to start their world.",1.0,"Hosted Worlds: sales page and account page update - User Story is: 1) My name is Vlad, I want to by a world as I'm a proper teacher and want to show Eco to my children (and school principal gave me money for it, imagine it!). 2) I go on the sales (educational) page, read all the stuff there and press the last button 3) I register my account 4) And I'm on the subscription page now (after a fix SLG team will make ) 5) I didn't buy anything. I have to go out, as my dog was barking out a bear. 6) When I'm back (and it was 3 days later, its not easy to make a friend with a bear) my browser logged me out. 7) I press Login button and go to the account page. I still want to buy a world. - There is no button for it, only Learn more ![bandicam 2020-06-19 12-50-34-060](https://user-images.githubusercontent.com/27898520/85109932-961c5b00-b22b-11ea-95d7-63583425801c.jpg) - Ok, let press it and go on the sales page and scroll all this stuff again. Hey, wait, is my dog barking again? Solution: 1) Add Buy(Start-whatever) World button on the account page near the Learn More button. For those who don't need to learn anything anymore but didn't by a world. 2) Add Start World button somewhere on the first screen of the sales (educational) page. For those, who know information but somehow ended up there and just want to start their world.",1,hosted worlds sales page and account page update user story is my name is vlad i want to by a world as i m a proper teacher and want to show eco to my children and school principal gave me money for it imagine it i go on the sales educational page read all the stuff there and press the last button i register my account and i m on the subscription page now after a fix slg team will make i didn t buy anything i have to go out as my dog was barking out a bear when i m back and it was days later its not easy to make a friend with a bear my browser logged me out i press login button and go to the account page i still want to buy a world there is no button for it only learn more ok let press it and go on the sales page and scroll all this stuff again hey wait is my dog barking again solution add buy start whatever world button on the account page near the learn more button for those who don t need to learn anything anymore but didn t by a world add start world button somewhere on the first screen of the sales educational page for those who know information but somehow ended up there and just want to start their world ,1 539816,15795465702.0,IssuesEvent,2021-04-02 13:12:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.3 1967 - Ecopedia Cotton Boll says it can be planted,Category: Ecopedia Priority: Medium Squad: Redwood Status: Fixed,"Cotton Boll says that it can be planted but it cannot, only way to plant cotton is via the seed you get from making thread at farmers table ![image](https://user-images.githubusercontent.com/61889138/113065176-58803180-91b0-11eb-9aea-09c1a76c539c.png) ",1.0,"9.3 1967 - Ecopedia Cotton Boll says it can be planted - Cotton Boll says that it can be planted but it cannot, only way to plant cotton is via the seed you get from making thread at farmers table ![image](https://user-images.githubusercontent.com/61889138/113065176-58803180-91b0-11eb-9aea-09c1a76c539c.png) ",1, ecopedia cotton boll says it can be planted cotton boll says that it can be planted but it cannot only way to plant cotton is via the seed you get from making thread at farmers table ,1 231568,7640712994.0,IssuesEvent,2018-05-08 00:17:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"When passing a law involving a redefined zone, any change to the law resets the zones to the status quo",Medium Priority,"Which means that if you want to set a law that defines a zone and prohibits behaviours in that zone, it needs to be two laws.",1.0,"When passing a law involving a redefined zone, any change to the law resets the zones to the status quo - Which means that if you want to set a law that defines a zone and prohibits behaviours in that zone, it needs to be two laws.",1,when passing a law involving a redefined zone any change to the law resets the zones to the status quo which means that if you want to set a law that defines a zone and prohibits behaviours in that zone it needs to be two laws ,1 452849,13060359309.0,IssuesEvent,2020-07-30 12:18:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-stable-8] Project bugs when changing modules,Category: Gameplay Priority: Medium,"I had a big project in my Kitchen. In the middle of the project I took out its module (ADUP 4) to craft Advanced Cooking 5 module in this kitchen, moved the module project to be first and labored it. Then I had to afk for an hour. The module completed, and existing big project contonued without module installed. When I came back I found the module and installed it. However the project was left in the weird state ![image](https://user-images.githubusercontent.com/38317412/88554228-efe42200-d02e-11ea-80e4-abacf686dc14.png) Same with other projects on other kitchens. Generally the resource bar is pretty filled up, but the table is not really producing anything. On the attached screenshot is the kitchen that is out of resources, but the time bar moves. In another kitchen there are resources available in stock, however the time bar is not there at all, and the table is not producing anything. ![image](https://user-images.githubusercontent.com/38317412/88554399-26ba3800-d02f-11ea-84fa-144cc710a199.png) Maybe they will start doing something later on, but for a considerable time nothing has happened. Relog did not fix anything.",1.0,"[0.9.0.0 beta staging-stable-8] Project bugs when changing modules - I had a big project in my Kitchen. In the middle of the project I took out its module (ADUP 4) to craft Advanced Cooking 5 module in this kitchen, moved the module project to be first and labored it. Then I had to afk for an hour. The module completed, and existing big project contonued without module installed. When I came back I found the module and installed it. However the project was left in the weird state ![image](https://user-images.githubusercontent.com/38317412/88554228-efe42200-d02e-11ea-80e4-abacf686dc14.png) Same with other projects on other kitchens. Generally the resource bar is pretty filled up, but the table is not really producing anything. On the attached screenshot is the kitchen that is out of resources, but the time bar moves. In another kitchen there are resources available in stock, however the time bar is not there at all, and the table is not producing anything. ![image](https://user-images.githubusercontent.com/38317412/88554399-26ba3800-d02f-11ea-84fa-144cc710a199.png) Maybe they will start doing something later on, but for a considerable time nothing has happened. Relog did not fix anything.",1, project bugs when changing modules i had a big project in my kitchen in the middle of the project i took out its module adup to craft advanced cooking module in this kitchen moved the module project to be first and labored it then i had to afk for an hour the module completed and existing big project contonued without module installed when i came back i found the module and installed it however the project was left in the weird state same with other projects on other kitchens generally the resource bar is pretty filled up but the table is not really producing anything on the attached screenshot is the kitchen that is out of resources but the time bar moves in another kitchen there are resources available in stock however the time bar is not there at all and the table is not producing anything maybe they will start doing something later on but for a considerable time nothing has happened relog did not fix anything ,1 361657,10712197655.0,IssuesEvent,2019-10-25 08:28:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,If you place stones in a pile too fast the client gets out of sync,Medium Priority,"Trying to place another in the pile gets undone, until placing next to it somehow resyncs the block. https://drive.google.com/open?id=1Sus9Z_JpkdHeKGRYQDxhmNTG4aMqYi9E",1.0,"If you place stones in a pile too fast the client gets out of sync - Trying to place another in the pile gets undone, until placing next to it somehow resyncs the block. https://drive.google.com/open?id=1Sus9Z_JpkdHeKGRYQDxhmNTG4aMqYi9E",1,if you place stones in a pile too fast the client gets out of sync trying to place another in the pile gets undone until placing next to it somehow resyncs the block ,1 443078,12759355438.0,IssuesEvent,2020-06-29 05:35:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1427] Meteor is invisible in day, brights in night",Category: Tech Priority: Medium Status: Fixed Type: Regression Week Task,"![image](https://user-images.githubusercontent.com/45708377/75342622-d2f0ca80-58a7-11ea-9a44-af0480fed9ff.png) ![image](https://user-images.githubusercontent.com/45708377/75342665-e865f480-58a7-11ea-86b0-2b103caed050.png) ![image](https://user-images.githubusercontent.com/45708377/75342834-3f6bc980-58a8-11ea-956e-82d6a48a1ebf.png) appears over the horizon like a shadow (/meteor makevisible): ![image](https://user-images.githubusercontent.com/45708377/75342782-282cdc00-58a8-11ea-9b8d-e83af2f7420c.png) ![image](https://user-images.githubusercontent.com/45708377/75343016-9f627000-58a8-11ea-97bd-4bdfec2cb147.png) ![image](https://user-images.githubusercontent.com/45708377/75342787-2bc06300-58a8-11ea-8aba-0ed87651d051.png) ",1.0,"[0.9.0 staging-1427] Meteor is invisible in day, brights in night - ![image](https://user-images.githubusercontent.com/45708377/75342622-d2f0ca80-58a7-11ea-9a44-af0480fed9ff.png) ![image](https://user-images.githubusercontent.com/45708377/75342665-e865f480-58a7-11ea-86b0-2b103caed050.png) ![image](https://user-images.githubusercontent.com/45708377/75342834-3f6bc980-58a8-11ea-956e-82d6a48a1ebf.png) appears over the horizon like a shadow (/meteor makevisible): ![image](https://user-images.githubusercontent.com/45708377/75342782-282cdc00-58a8-11ea-9b8d-e83af2f7420c.png) ![image](https://user-images.githubusercontent.com/45708377/75343016-9f627000-58a8-11ea-97bd-4bdfec2cb147.png) ![image](https://user-images.githubusercontent.com/45708377/75342787-2bc06300-58a8-11ea-8aba-0ed87651d051.png) ",1, meteor is invisible in day brights in night appears over the horizon like a shadow meteor makevisible ,1 369381,10904587710.0,IssuesEvent,2019-11-20 09:03:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Ashlar Large Fountain and Ashlar Small Fountain furniture type,Balance Medium Priority,"Now it's table, but it's more Decoration. And it if you place Bison mount + Large Fountain you will have 18 Point from decoration. If it remains a table it will not be used as object for a room. Only outside as decoration. ![image](https://user-images.githubusercontent.com/45708377/65597992-19619680-dfa3-11e9-88fe-7e41c813516f.png) ",1.0,"[master-preview] Ashlar Large Fountain and Ashlar Small Fountain furniture type - Now it's table, but it's more Decoration. And it if you place Bison mount + Large Fountain you will have 18 Point from decoration. If it remains a table it will not be used as object for a room. Only outside as decoration. ![image](https://user-images.githubusercontent.com/45708377/65597992-19619680-dfa3-11e9-88fe-7e41c813516f.png) ",1, ashlar large fountain and ashlar small fountain furniture type now it s table but it s more decoration and it if you place bison mount large fountain you will have point from decoration if it remains a table it will not be used as object for a room only outside as decoration ,1 282214,8704536447.0,IssuesEvent,2018-12-05 19:41:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Pushed Repair Button on someone else's repair bench,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Walk up to repair bench. Push repair on scyth that was already in the bench. Crash. **Expected behavior:** Not crashed. **Actual behavior:** Crash. Caught exception Exception has been thrown by the target of an invocation. Object reference not set to an instance of an object at Eco.Shared.Networking.RPCManager.TryInvoke (System.Object controller, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x0003e] in :0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Serialization.BSONObject bson, System.Object controller, System.String methodname) [0x00055] in :0 at Eco.Core.Controller.ControllerManager.HandleViewRPC (System.Int32 controllerID, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00007] in <20717aaf97514f69aad154ed35e6446d>:0 at Eco.Plugins.Networking.Clients.Client.ViewRPC (System.Int32 id, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <10f7b3a74ef6420a95b64aba94a097e2>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <5bb91d6427d54b298b871e5b235f0140>:0 ```",1.0,"USER ISSUE: Pushed Repair Button on someone else's repair bench - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Walk up to repair bench. Push repair on scyth that was already in the bench. Crash. **Expected behavior:** Not crashed. **Actual behavior:** Crash. Caught exception Exception has been thrown by the target of an invocation. Object reference not set to an instance of an object at Eco.Shared.Networking.RPCManager.TryInvoke (System.Object controller, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x0003e] in :0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Serialization.BSONObject bson, System.Object controller, System.String methodname) [0x00055] in :0 at Eco.Core.Controller.ControllerManager.HandleViewRPC (System.Int32 controllerID, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00007] in <20717aaf97514f69aad154ed35e6446d>:0 at Eco.Plugins.Networking.Clients.Client.ViewRPC (System.Int32 id, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <10f7b3a74ef6420a95b64aba94a097e2>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <5bb91d6427d54b298b871e5b235f0140>:0 ```",1,user issue pushed repair button on someone else s repair bench version beta steps to reproduce walk up to repair bench push repair on scyth that was already in the bench crash expected behavior not crashed actual behavior crash caught exception exception has been thrown by the target of an invocation object reference not set to an instance of an object at eco shared networking rpcmanager tryinvoke system object controller system string methodname eco shared serialization bsonobject bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared serialization bsonobject bson system object controller system string methodname in at eco core controller controllermanager handleviewrpc system controllerid system string methodname eco shared serialization bsonobject bson in at eco plugins networking clients client viewrpc system id system string methodname eco shared serialization bsonobject bson in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in ,1 335475,10154050983.0,IssuesEvent,2019-08-06 06:58:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"When a player plants some crops, it is not properly visible.",Medium Priority,"Description: When the player has planted some crops (Beet seeds, fireweed seed etc) are either not visible or only visible when nearby. STR: 1. Start the game. 2. Create/Join a world. 3. Use the hoe tool and till the land. 4. Obtain some seeds (beet seed or fireweed seeds) and plant them in the tiled field. 5. Observe the visibility issue. Actual Result: The seeds are not properly visible when planted or only visible when very close by. Expected Result: The planted fields should appear to be used visually, in-case if the seeds are not visible unless properly grown. Screenshots: ![18835bce-e49d-4a19-a2a5-1fedc015587d](https://user-images.githubusercontent.com/43132426/45626907-518bea80-baae-11e8-951e-fcc30ac96632.png) ![c9177d45-d17f-4959-b08b-d73471de5f5c](https://user-images.githubusercontent.com/43132426/45626908-518bea80-baae-11e8-833e-d0e7e2de4127.png) ![f73a4e62-5eef-4ad9-a397-c34fef17910b](https://user-images.githubusercontent.com/43132426/45626909-518bea80-baae-11e8-860d-44ed0b496754.png) ![fa3e8a15-3fde-4280-9751-ab088ccb54cd](https://user-images.githubusercontent.com/43132426/45626910-52248100-baae-11e8-838d-7b71b0bd1c33.png) ",1.0,"When a player plants some crops, it is not properly visible. - Description: When the player has planted some crops (Beet seeds, fireweed seed etc) are either not visible or only visible when nearby. STR: 1. Start the game. 2. Create/Join a world. 3. Use the hoe tool and till the land. 4. Obtain some seeds (beet seed or fireweed seeds) and plant them in the tiled field. 5. Observe the visibility issue. Actual Result: The seeds are not properly visible when planted or only visible when very close by. Expected Result: The planted fields should appear to be used visually, in-case if the seeds are not visible unless properly grown. Screenshots: ![18835bce-e49d-4a19-a2a5-1fedc015587d](https://user-images.githubusercontent.com/43132426/45626907-518bea80-baae-11e8-951e-fcc30ac96632.png) ![c9177d45-d17f-4959-b08b-d73471de5f5c](https://user-images.githubusercontent.com/43132426/45626908-518bea80-baae-11e8-833e-d0e7e2de4127.png) ![f73a4e62-5eef-4ad9-a397-c34fef17910b](https://user-images.githubusercontent.com/43132426/45626909-518bea80-baae-11e8-860d-44ed0b496754.png) ![fa3e8a15-3fde-4280-9751-ab088ccb54cd](https://user-images.githubusercontent.com/43132426/45626910-52248100-baae-11e8-838d-7b71b0bd1c33.png) ",1,when a player plants some crops it is not properly visible description when the player has planted some crops beet seeds fireweed seed etc are either not visible or only visible when nearby str start the game create join a world use the hoe tool and till the land obtain some seeds beet seed or fireweed seeds and plant them in the tiled field observe the visibility issue actual result the seeds are not properly visible when planted or only visible when very close by expected result the planted fields should appear to be used visually in case if the seeds are not visible unless properly grown screenshots ,1 522632,15164136502.0,IssuesEvent,2021-02-12 13:18:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Minimap navigation QOL,Category: UI Priority: Medium Type: Improvement,"So currently I need to make 6 clicks to select some options: ![image](https://user-images.githubusercontent.com/45708377/107763999-7f89bd80-6d40-11eb-8b4c-4cff67b4a46a.png) We always add something new here and in the end it turned out to be a mess. I guess we need to do: - [ ] 1. new sorting for this menu - [ ] 2. add searching field here which will allow us to do fewer tabs. Some my Suggestion for now: - [ ] 1. Make more Default Groups. So Instead of 3(Settings, World Layers, Markers) we can move subcategories from World Layers and make them Default Group: ![image](https://user-images.githubusercontent.com/45708377/107765359-be207780-6d42-11eb-8128-63a4403d55ed.png) This will make searching to 1 click less. I show Settlements for future, and add Property to add this: ![image](https://user-images.githubusercontent.com/45708377/107765859-9e3d8380-6d43-11eb-9fdc-89b0821af6dc.png) But we can also improving it. we can add some information here too. I would see it like this: ![image](https://user-images.githubusercontent.com/45708377/107767252-c201c900-6d45-11eb-9ac5-b9c4bd1aad02.png) Of Course we can combine it with Settlements in future. - [ ] 2. We have too many levels of subs. This issue #19291 is make searching easiler but add extra click. The Crucial problem will be with Enviroment Data, So I'd suggest a little sorting it and add searching field: - move Plant and Trees and delete Plant Group, we will delete 1 click. I don't know what means Trees and Shrubs here, I guess we can delete them or move inside Plant (Shrubs) and Tree(Trees): ![image](https://user-images.githubusercontent.com/45708377/107767819-a5b25c00-6d46-11eb-9276-3bce95b71982.png) - revert this fixes ##19291 to delete extra click. Over time, as the list of plants grows, it will no longer help either. Population and Yield should be in 1. (to avoid extra click) - The best solution will be add Searching field for all Categories except Setting and perhaps Markers: ![image](https://user-images.githubusercontent.com/45708377/107770356-4f471c80-6d4a-11eb-9cf8-d82c93227098.png) - [ ] 3. Remove confusion with arrows. We should not use right arrow: ![image](https://user-images.githubusercontent.com/45708377/107771395-c03b0400-6d4b-11eb-8eed-7836ab79031e.png) This arrow means that a new window must be opened: ![image](https://user-images.githubusercontent.com/45708377/107771587-042e0900-6d4c-11eb-81dd-6745a5e52f1b.png) or will moved to another window(see GIF in point 4) ![image](https://user-images.githubusercontent.com/45708377/107772280-1a889480-6d4d-11eb-9445-899f83adc69c.png)- show content. ![image](https://user-images.githubusercontent.com/45708377/107772414-4572e880-6d4d-11eb-9338-8597e281776b.png)- hide content. So this UI should look like this: ![image](https://user-images.githubusercontent.com/45708377/107772217-0349a700-6d4d-11eb-953d-452118cc5744.png) - [ ] 4. The confusion with arrows led me to 1 more idea. So if there are many default groups, then we can make opening froup like: ![2021 02 12 Minimap navigation QOL](https://user-images.githubusercontent.com/45708377/107770980-296e4780-6d4b-11eb-8781-2fb48cbfd6b7.gif) ",1.0,"Minimap navigation QOL - So currently I need to make 6 clicks to select some options: ![image](https://user-images.githubusercontent.com/45708377/107763999-7f89bd80-6d40-11eb-8b4c-4cff67b4a46a.png) We always add something new here and in the end it turned out to be a mess. I guess we need to do: - [ ] 1. new sorting for this menu - [ ] 2. add searching field here which will allow us to do fewer tabs. Some my Suggestion for now: - [ ] 1. Make more Default Groups. So Instead of 3(Settings, World Layers, Markers) we can move subcategories from World Layers and make them Default Group: ![image](https://user-images.githubusercontent.com/45708377/107765359-be207780-6d42-11eb-8128-63a4403d55ed.png) This will make searching to 1 click less. I show Settlements for future, and add Property to add this: ![image](https://user-images.githubusercontent.com/45708377/107765859-9e3d8380-6d43-11eb-9fdc-89b0821af6dc.png) But we can also improving it. we can add some information here too. I would see it like this: ![image](https://user-images.githubusercontent.com/45708377/107767252-c201c900-6d45-11eb-9ac5-b9c4bd1aad02.png) Of Course we can combine it with Settlements in future. - [ ] 2. We have too many levels of subs. This issue #19291 is make searching easiler but add extra click. The Crucial problem will be with Enviroment Data, So I'd suggest a little sorting it and add searching field: - move Plant and Trees and delete Plant Group, we will delete 1 click. I don't know what means Trees and Shrubs here, I guess we can delete them or move inside Plant (Shrubs) and Tree(Trees): ![image](https://user-images.githubusercontent.com/45708377/107767819-a5b25c00-6d46-11eb-9276-3bce95b71982.png) - revert this fixes ##19291 to delete extra click. Over time, as the list of plants grows, it will no longer help either. Population and Yield should be in 1. (to avoid extra click) - The best solution will be add Searching field for all Categories except Setting and perhaps Markers: ![image](https://user-images.githubusercontent.com/45708377/107770356-4f471c80-6d4a-11eb-9cf8-d82c93227098.png) - [ ] 3. Remove confusion with arrows. We should not use right arrow: ![image](https://user-images.githubusercontent.com/45708377/107771395-c03b0400-6d4b-11eb-8eed-7836ab79031e.png) This arrow means that a new window must be opened: ![image](https://user-images.githubusercontent.com/45708377/107771587-042e0900-6d4c-11eb-81dd-6745a5e52f1b.png) or will moved to another window(see GIF in point 4) ![image](https://user-images.githubusercontent.com/45708377/107772280-1a889480-6d4d-11eb-9445-899f83adc69c.png)- show content. ![image](https://user-images.githubusercontent.com/45708377/107772414-4572e880-6d4d-11eb-9338-8597e281776b.png)- hide content. So this UI should look like this: ![image](https://user-images.githubusercontent.com/45708377/107772217-0349a700-6d4d-11eb-953d-452118cc5744.png) - [ ] 4. The confusion with arrows led me to 1 more idea. So if there are many default groups, then we can make opening froup like: ![2021 02 12 Minimap navigation QOL](https://user-images.githubusercontent.com/45708377/107770980-296e4780-6d4b-11eb-8781-2fb48cbfd6b7.gif) ",1,minimap navigation qol so currently i need to make clicks to select some options we always add something new here and in the end it turned out to be a mess i guess we need to do new sorting for this menu add searching field here which will allow us to do fewer tabs some my suggestion for now make more default groups so instead of settings world layers markers we can move subcategories from world layers and make them default group this will make searching to click less i show settlements for future and add property to add this but we can also improving it we can add some information here too i would see it like this of course we can combine it with settlements in future we have too many levels of subs this issue is make searching easiler but add extra click the crucial problem will be with enviroment data so i d suggest a little sorting it and add searching field move plant and trees and delete plant group we will delete click i don t know what means trees and shrubs here i guess we can delete them or move inside plant shrubs and tree trees revert this fixes to delete extra click over time as the list of plants grows it will no longer help either population and yield should be in to avoid extra click the best solution will be add searching field for all categories except setting and perhaps markers remove confusion with arrows we should not use right arrow this arrow means that a new window must be opened or will moved to another window see gif in point show content hide content so this ui should look like this the confusion with arrows led me to more idea so if there are many default groups then we can make opening froup like ,1 291823,8950065736.0,IssuesEvent,2019-01-25 09:43:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Powered Cart ""ZeroCoordinate"" Remote Controlled Vehicle",Fixed Medium Priority,"Version: 0.7.3.2 beta Steps to Reproduce: Drive the powered cart over the zero coordinate. 200 x 200 world Expected behavior: Not getting kicked out and continue driving Actual behavior: Get kicked out and be able to still control the vehicle. https://clips.twitch.tv/SilkyAmericanJalapenoPunchTrees",1.0,"Powered Cart ""ZeroCoordinate"" Remote Controlled Vehicle - Version: 0.7.3.2 beta Steps to Reproduce: Drive the powered cart over the zero coordinate. 200 x 200 world Expected behavior: Not getting kicked out and continue driving Actual behavior: Get kicked out and be able to still control the vehicle. https://clips.twitch.tv/SilkyAmericanJalapenoPunchTrees",1,powered cart zerocoordinate remote controlled vehicle version beta steps to reproduce drive the powered cart over the zero coordinate x world expected behavior not getting kicked out and continue driving actual behavior get kicked out and be able to still control the vehicle ,1 486760,14013861704.0,IssuesEvent,2020-10-29 11:02:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crashing on exit,Category: Tech Priority: Medium,"\ **Version:** 0.9.0.1 beta **Steps to Reproduce:** After playing for a while, select Exit or Disconnect. **Expected behavior:** Disconnect gracefully [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213384/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213385/Player-prev.log) **Actual behavior:** Does not respond and windows asks me if I want to end the process **Do you have mods installed? Does the issue happen when no mods are installed?:** No **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213384/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213385/Player-prev.log)",1.0,"USER ISSUE: Crashing on exit - \ **Version:** 0.9.0.1 beta **Steps to Reproduce:** After playing for a while, select Exit or Disconnect. **Expected behavior:** Disconnect gracefully [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213384/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213385/Player-prev.log) **Actual behavior:** Does not respond and windows asks me if I want to end the process **Do you have mods installed? Does the issue happen when no mods are installed?:** No **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213384/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5213385/Player-prev.log)",1,user issue crashing on exit version beta steps to reproduce after playing for a while select exit or disconnect expected behavior disconnect gracefully actual behavior does not respond and windows asks me if i want to end the process do you have mods installed does the issue happen when no mods are installed no please provide log files instruction is here ,1 410531,11993035856.0,IssuesEvent,2020-04-08 11:14:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1500] Rounding problem in WorkParty,Priority: Medium Status: Fixed Week Task,"Step to reproduce: 1. create 1000 new Currency ""Aniki"", you can use basic credit if it absent in Contract Ecsrow, if I have Slayks Credit = 0, then I should create another currency: ![image](https://user-images.githubusercontent.com/45708377/78552191-b5e8d900-780f-11ea-8352-b8003acb33cc.png) 2. add new order for 10 Hewn log at workbench. You can use another recipe, but there is important that you have fractional division, In my case if I'll add labor by 100 then I have payment like 50/3 = 16,67. Create work party, set Pay as you go: ![image](https://user-images.githubusercontent.com/45708377/78552636-84244200-7810-11ea-8db0-1c74dfebe8d9.png) 3. check currency, seems all's right: ![image](https://user-images.githubusercontent.com/45708377/78552700-9f8f4d00-7810-11ea-826a-aed086809f2d.png) 4. another player take work party and start add 10 birch log, another 10 birch log, 100 Labor, 100 Labor. Seems all's right: ![image](https://user-images.githubusercontent.com/45708377/78553355-c26e3100-7811-11ea-9ffd-231e0ad6afef.png) 5. check currency: ![image](https://user-images.githubusercontent.com/45708377/78553379-d0bc4d00-7811-11ea-8754-22cda6529146.png) 6. another player add last 100 Labor: ![image](https://user-images.githubusercontent.com/45708377/78553452-edf11b80-7811-11ea-8fc9-84f6ed852b9e.png) 7. The remaining money transferred to workparty owner: ![image](https://user-images.githubusercontent.com/45708377/78553481-fba6a100-7811-11ea-8d99-9be12633b4a1.png) I assume it happens because we have some troubles with float numbers. If you add some ""Aniki"" in COntract Escrow (for example start another workparty) before 6 point then another player will get money, but we'll have this problem in another workparty. ",1.0,"[0.9.0 staging-1500] Rounding problem in WorkParty - Step to reproduce: 1. create 1000 new Currency ""Aniki"", you can use basic credit if it absent in Contract Ecsrow, if I have Slayks Credit = 0, then I should create another currency: ![image](https://user-images.githubusercontent.com/45708377/78552191-b5e8d900-780f-11ea-8352-b8003acb33cc.png) 2. add new order for 10 Hewn log at workbench. You can use another recipe, but there is important that you have fractional division, In my case if I'll add labor by 100 then I have payment like 50/3 = 16,67. Create work party, set Pay as you go: ![image](https://user-images.githubusercontent.com/45708377/78552636-84244200-7810-11ea-8db0-1c74dfebe8d9.png) 3. check currency, seems all's right: ![image](https://user-images.githubusercontent.com/45708377/78552700-9f8f4d00-7810-11ea-826a-aed086809f2d.png) 4. another player take work party and start add 10 birch log, another 10 birch log, 100 Labor, 100 Labor. Seems all's right: ![image](https://user-images.githubusercontent.com/45708377/78553355-c26e3100-7811-11ea-9ffd-231e0ad6afef.png) 5. check currency: ![image](https://user-images.githubusercontent.com/45708377/78553379-d0bc4d00-7811-11ea-8754-22cda6529146.png) 6. another player add last 100 Labor: ![image](https://user-images.githubusercontent.com/45708377/78553452-edf11b80-7811-11ea-8fc9-84f6ed852b9e.png) 7. The remaining money transferred to workparty owner: ![image](https://user-images.githubusercontent.com/45708377/78553481-fba6a100-7811-11ea-8d99-9be12633b4a1.png) I assume it happens because we have some troubles with float numbers. If you add some ""Aniki"" in COntract Escrow (for example start another workparty) before 6 point then another player will get money, but we'll have this problem in another workparty. ",1, rounding problem in workparty step to reproduce create new currency aniki you can use basic credit if it absent in contract ecsrow if i have slayks credit then i should create another currency add new order for hewn log at workbench you can use another recipe but there is important that you have fractional division in my case if i ll add labor by then i have payment like create work party set pay as you go check currency seems all s right another player take work party and start add birch log another birch log labor labor seems all s right check currency another player add last labor the remaining money transferred to workparty owner i assume it happens because we have some troubles with float numbers if you add some aniki in contract escrow for example start another workparty before point then another player will get money but we ll have this problem in another workparty ,1 432577,12495315414.0,IssuesEvent,2020-06-01 12:58:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosted Worlds: renew info problems,Priority: Medium,"We should give more feedback for users after renew. 1) I've bought 1 world and 3 citizens 2) After success I was trying to renew to 2 worlds and 10 citizens 3) After order completing I was brought back to the same subscibtion page with an OLD numbers (1 world and 3citizens) After some time it was updated. But. We should tell a user if something in a procees of updating, as a person has spent money and actually can't see any changes (and can even try to spend more money).",1.0,"Hosted Worlds: renew info problems - We should give more feedback for users after renew. 1) I've bought 1 world and 3 citizens 2) After success I was trying to renew to 2 worlds and 10 citizens 3) After order completing I was brought back to the same subscibtion page with an OLD numbers (1 world and 3citizens) After some time it was updated. But. We should tell a user if something in a procees of updating, as a person has spent money and actually can't see any changes (and can even try to spend more money).",1,hosted worlds renew info problems we should give more feedback for users after renew i ve bought world and citizens after success i was trying to renew to worlds and citizens after order completing i was brought back to the same subscibtion page with an old numbers world and after some time it was updated but we should tell a user if something in a procees of updating as a person has spent money and actually can t see any changes and can even try to spend more money ,1 278697,8649209407.0,IssuesEvent,2018-11-26 18:43:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Jump from My Worlds to Browse All and back again,Medium Priority,"Would it be possible to have the a way, when you are in ""My Worlds"" to jump/link to ""Browse All"" or 'My Game' without having to go back to the main men every time and to do the reverse and go from ""Browse All/New Game"" to ""My Worlds"" , again without having to go back to the main page.. It does not seem to much of a deal to always have to jump back to the main window to then jump to the other page but many ask as this is what they think would be a smoother transition for them working in there main menu. I have had the same thought many time when not being able to jump from one page to the other other without having to go to the main window first. Also is it or is it not expected behavior that when you set the filers up a certain way that filter should remain as you set it even if moving between main, 'my worlds' and 'new game (or browse all) or enter into a world and then disconnect and come back to the main page. I understand it not holding between client shut downs but in some cases if I jump from pages to page the filters I set when in ""New Game"" or ""Browse All"" do not hold between moving between pages and then jumping to ""My Worlds"". and other times they do. I have not found out what I do different to get it to remember filter settings it just seems random whether it does or does not. Many players have asked the same thing to - what is the expected behavior because it does both, randomly from what they can tell and they would just like it to be one way or the other - consistently.",1.0,"Jump from My Worlds to Browse All and back again - Would it be possible to have the a way, when you are in ""My Worlds"" to jump/link to ""Browse All"" or 'My Game' without having to go back to the main men every time and to do the reverse and go from ""Browse All/New Game"" to ""My Worlds"" , again without having to go back to the main page.. It does not seem to much of a deal to always have to jump back to the main window to then jump to the other page but many ask as this is what they think would be a smoother transition for them working in there main menu. I have had the same thought many time when not being able to jump from one page to the other other without having to go to the main window first. Also is it or is it not expected behavior that when you set the filers up a certain way that filter should remain as you set it even if moving between main, 'my worlds' and 'new game (or browse all) or enter into a world and then disconnect and come back to the main page. I understand it not holding between client shut downs but in some cases if I jump from pages to page the filters I set when in ""New Game"" or ""Browse All"" do not hold between moving between pages and then jumping to ""My Worlds"". and other times they do. I have not found out what I do different to get it to remember filter settings it just seems random whether it does or does not. Many players have asked the same thing to - what is the expected behavior because it does both, randomly from what they can tell and they would just like it to be one way or the other - consistently.",1,jump from my worlds to browse all and back again would it be possible to have the a way when you are in my worlds to jump link to browse all or my game without having to go back to the main men every time and to do the reverse and go from browse all new game to my worlds again without having to go back to the main page it does not seem to much of a deal to always have to jump back to the main window to then jump to the other page but many ask as this is what they think would be a smoother transition for them working in there main menu i have had the same thought many time when not being able to jump from one page to the other other without having to go to the main window first also is it or is it not expected behavior that when you set the filers up a certain way that filter should remain as you set it even if moving between main my worlds and new game or browse all or enter into a world and then disconnect and come back to the main page i understand it not holding between client shut downs but in some cases if i jump from pages to page the filters i set when in new game or browse all do not hold between moving between pages and then jumping to my worlds and other times they do i have not found out what i do different to get it to remember filter settings it just seems random whether it does or does not many players have asked the same thing to what is the expected behavior because it does both randomly from what they can tell and they would just like it to be one way or the other consistently ,1 399176,11744218963.0,IssuesEvent,2020-03-12 07:08:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Proposal that have already been voted on can be changed,Priority: Medium Status: Fixed,"> Regarding propositions such as election process. Currently the initiator can edit it in the last few minutes without any penalty to the vote end time or cancelation of yes votes - this could be abused This should not be possible and is highly abusable. A proposal should not be able to be changed when it already has votes.",1.0,"Proposal that have already been voted on can be changed - > Regarding propositions such as election process. Currently the initiator can edit it in the last few minutes without any penalty to the vote end time or cancelation of yes votes - this could be abused This should not be possible and is highly abusable. A proposal should not be able to be changed when it already has votes.",1,proposal that have already been voted on can be changed regarding propositions such as election process currently the initiator can edit it in the last few minutes without any penalty to the vote end time or cancelation of yes votes this could be abused this should not be possible and is highly abusable a proposal should not be able to be changed when it already has votes ,1 479230,13793193741.0,IssuesEvent,2020-10-09 14:37:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,SubscribableBehaviour refactoring,Category: Tech Priority: Medium,"We investigated the problem with subscriptions during pair programming session with @gzatravkin. It happened with Deed Ownables. It happened because of way how Unity OnDestroy works. If you create a game object, but never activate it then it won't receive OnDestroy callback. Problem was following with Deed Sales: - when you open Real Estate Desk it subscribes to Deed changes; - then you close it, but it stays in the UI cache with active subscriptions; - when you add new deed then it receives notification and creates new UI entry for the deed which subscribes to the deed in Init method; - then when cache expires it will Destroy UI, but because new entry was created during UI non-active (in cache) and it was never opened again, doesn't call OnDestroy and so doesn't remove added subscriptions; - then if you try to change new Deed (i.e. remove it) then it will make call to subscribed object (UI entry) which already destroyed. There is few ways to fix this: 1. When make call to the subject check if it is MonoBehavior and isn't destroyed. If destroyed then remove subscription. It is simplest way, but won't fix problem with hanging references and will have overhead for checking MonoBehavior every time and for processing subscriptions when object inactive. 2. Refactoring for MonoBehavior Subscription system. Like it was implemented for EditableDeedRow. In this case MonoBehavior will only be subscribed and notified when is active. If subscriptions added before object is active then they will wait until OnEnable callback and will be removed in OnDisable callback. It may cause some workflows to stop working if they expect to receive notifications when inactive, but probably there not much of such workflows if any.",1.0,"SubscribableBehaviour refactoring - We investigated the problem with subscriptions during pair programming session with @gzatravkin. It happened with Deed Ownables. It happened because of way how Unity OnDestroy works. If you create a game object, but never activate it then it won't receive OnDestroy callback. Problem was following with Deed Sales: - when you open Real Estate Desk it subscribes to Deed changes; - then you close it, but it stays in the UI cache with active subscriptions; - when you add new deed then it receives notification and creates new UI entry for the deed which subscribes to the deed in Init method; - then when cache expires it will Destroy UI, but because new entry was created during UI non-active (in cache) and it was never opened again, doesn't call OnDestroy and so doesn't remove added subscriptions; - then if you try to change new Deed (i.e. remove it) then it will make call to subscribed object (UI entry) which already destroyed. There is few ways to fix this: 1. When make call to the subject check if it is MonoBehavior and isn't destroyed. If destroyed then remove subscription. It is simplest way, but won't fix problem with hanging references and will have overhead for checking MonoBehavior every time and for processing subscriptions when object inactive. 2. Refactoring for MonoBehavior Subscription system. Like it was implemented for EditableDeedRow. In this case MonoBehavior will only be subscribed and notified when is active. If subscriptions added before object is active then they will wait until OnEnable callback and will be removed in OnDisable callback. It may cause some workflows to stop working if they expect to receive notifications when inactive, but probably there not much of such workflows if any.",1,subscribablebehaviour refactoring we investigated the problem with subscriptions during pair programming session with gzatravkin it happened with deed ownables it happened because of way how unity ondestroy works if you create a game object but never activate it then it won t receive ondestroy callback problem was following with deed sales when you open real estate desk it subscribes to deed changes then you close it but it stays in the ui cache with active subscriptions when you add new deed then it receives notification and creates new ui entry for the deed which subscribes to the deed in init method then when cache expires it will destroy ui but because new entry was created during ui non active in cache and it was never opened again doesn t call ondestroy and so doesn t remove added subscriptions then if you try to change new deed i e remove it then it will make call to subscribed object ui entry which already destroyed there is few ways to fix this when make call to the subject check if it is monobehavior and isn t destroyed if destroyed then remove subscription it is simplest way but won t fix problem with hanging references and will have overhead for checking monobehavior every time and for processing subscriptions when object inactive refactoring for monobehavior subscription system like it was implemented for editabledeedrow in this case monobehavior will only be subscribed and notified when is active if subscriptions added before object is active then they will wait until onenable callback and will be removed in ondisable callback it may cause some workflows to stop working if they expect to receive notifications when inactive but probably there not much of such workflows if any ,1 497986,14398392050.0,IssuesEvent,2020-12-03 09:32:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1853] Flat steel door glass problem,Category: Gameplay Priority: Medium Status: Fixed,"The glass of a flat steel door begins to rise upward if you start moving away from it. The same thing happens with the pictures on the signs. _In the center of the screenshot._ ![image](https://user-images.githubusercontent.com/27322047/100163912-c5fd1800-2ec7-11eb-9f53-f59734396bb3.png) ",1.0,"[0.9.2 staging-1853] Flat steel door glass problem - The glass of a flat steel door begins to rise upward if you start moving away from it. The same thing happens with the pictures on the signs. _In the center of the screenshot._ ![image](https://user-images.githubusercontent.com/27322047/100163912-c5fd1800-2ec7-11eb-9f53-f59734396bb3.png) ",1, flat steel door glass problem the glass of a flat steel door begins to rise upward if you start moving away from it the same thing happens with the pictures on the signs in the center of the screenshot ,1 367480,10854166999.0,IssuesEvent,2019-11-13 15:57:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Powered Cart Movement,Medium Priority,"Version: 0.7.3.3 beta Steps to Reproduce: 1. Make a powered cart and put fuel in it. 2. get on the powered cart by targeting it and hitting E 3. drive around in the powered cart and watch it fall off cliffs. Expected behavior: Better steering and turning with the Powered Cart Actual behavior: Wow the steering with the powered cart is absolutely horrible! The turning radius on the powered cart is way too wide. Both the steering and the turning radius of the powered cart can use a lot of work. Right now the way things are I absolutely hate taking my powered cart anywhere. Come on guys can you please improve the steering and turning of the powered cart so that way players like me are not driving over cliffs all the time. The steering and turning is horrible right now for the powered carts! ",1.0,"Powered Cart Movement - Version: 0.7.3.3 beta Steps to Reproduce: 1. Make a powered cart and put fuel in it. 2. get on the powered cart by targeting it and hitting E 3. drive around in the powered cart and watch it fall off cliffs. Expected behavior: Better steering and turning with the Powered Cart Actual behavior: Wow the steering with the powered cart is absolutely horrible! The turning radius on the powered cart is way too wide. Both the steering and the turning radius of the powered cart can use a lot of work. Right now the way things are I absolutely hate taking my powered cart anywhere. Come on guys can you please improve the steering and turning of the powered cart so that way players like me are not driving over cliffs all the time. The steering and turning is horrible right now for the powered carts! ",1,powered cart movement version beta steps to reproduce make a powered cart and put fuel in it get on the powered cart by targeting it and hitting e drive around in the powered cart and watch it fall off cliffs expected behavior better steering and turning with the powered cart actual behavior wow the steering with the powered cart is absolutely horrible the turning radius on the powered cart is way too wide both the steering and the turning radius of the powered cart can use a lot of work right now the way things are i absolutely hate taking my powered cart anywhere come on guys can you please improve the steering and turning of the powered cart so that way players like me are not driving over cliffs all the time the steering and turning is horrible right now for the powered carts ,1 318927,9725268443.0,IssuesEvent,2019-05-30 08:12:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Distribution exception (master),Medium Priority,"Trying to debug another issue using this save Using this save https://www.dropbox.com/s/cmr1v6sfahgi70s/terryh_EcoGS_2018-07-23_15-43.zip?dl=0 ``` System.NullReferenceException HResult=0x80004003 Message=Object reference not set to an instance of an object. Source=Eco.Gameplay StackTrace: at Eco.Gameplay.Items.ItemStackExtensions.<>c.b__0_0(ItemStack x) in C:\slg\Eco\Server\Eco.Gameplay\Items\Inventory.cs:line 1743 at System.Linq.Lookup`2.Create[TSource](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) at System.Linq.GroupedEnumerable`3.GetEnumerator() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Buffer`1..ctor(IEnumerable`1 source) at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source) at System.Collections.Immutable.ImmutableExtensions.FallbackWrapper`1.get_Count() at System.Collections.Immutable.ImmutableList`1.CreateRange(IEnumerable`1 items) at Eco.Core.Utils.ThreadSafeList`1.<>c__DisplayClass15_0.b__0(ImmutableList`1 x) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 41 at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) in C:\slg\Eco\Server\Eco.Core\Utils\ImmutableHelper.cs:line 19 at Eco.Core.Utils.ThreadSafeList`1.AddRange(IEnumerable`1 items) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 41 at Eco.Core.Utils.ThreadSafeList`1..ctor(IEnumerable`1 contents) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 36 at Eco.Gameplay.Utils.ItemTracker.LockTracker(IEnumerable`1 stacks, User user, Vector3i pos, LocString prependText) in C:\slg\Eco\Server\Eco.Gameplay\Utils\ItemTracker.cs:line 36 at Eco.Gameplay.Utils.ItemTracker..ctor(IEnumerable`1 stacks, User user, Vector3i pos, LocString prependText) in C:\slg\Eco\Server\Eco.Gameplay\Utils\ItemTracker.cs:line 29 at Eco.Gameplay.Components.ItemDistributionComponent.AddUser(User user) in C:\slg\Eco\Server\Eco.Gameplay\Components\ItemDistributionComponent.cs:line 57 at Eco.Core.Utils.ThreadSafeAction`1.Invoke(T t) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeAction.cs:line 57 at Eco.Gameplay.Players.UserManager.GetOrCreateUser(String steamId, String slgId, String username) in C:\slg\Eco\Server\Eco.Gameplay\Players\UserManager.cs:line 278 at Eco.Plugins.Networking.Client.SpawnPlayer(Single viewDistance, String language) in C:\slg\Eco\Server\Eco.Plugins\Networking\Client.cs:line 161 ```",1.0,"Distribution exception (master) - Trying to debug another issue using this save Using this save https://www.dropbox.com/s/cmr1v6sfahgi70s/terryh_EcoGS_2018-07-23_15-43.zip?dl=0 ``` System.NullReferenceException HResult=0x80004003 Message=Object reference not set to an instance of an object. Source=Eco.Gameplay StackTrace: at Eco.Gameplay.Items.ItemStackExtensions.<>c.b__0_0(ItemStack x) in C:\slg\Eco\Server\Eco.Gameplay\Items\Inventory.cs:line 1743 at System.Linq.Lookup`2.Create[TSource](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) at System.Linq.GroupedEnumerable`3.GetEnumerator() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Buffer`1..ctor(IEnumerable`1 source) at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source) at System.Collections.Immutable.ImmutableExtensions.FallbackWrapper`1.get_Count() at System.Collections.Immutable.ImmutableList`1.CreateRange(IEnumerable`1 items) at Eco.Core.Utils.ThreadSafeList`1.<>c__DisplayClass15_0.b__0(ImmutableList`1 x) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 41 at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) in C:\slg\Eco\Server\Eco.Core\Utils\ImmutableHelper.cs:line 19 at Eco.Core.Utils.ThreadSafeList`1.AddRange(IEnumerable`1 items) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 41 at Eco.Core.Utils.ThreadSafeList`1..ctor(IEnumerable`1 contents) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeList.cs:line 36 at Eco.Gameplay.Utils.ItemTracker.LockTracker(IEnumerable`1 stacks, User user, Vector3i pos, LocString prependText) in C:\slg\Eco\Server\Eco.Gameplay\Utils\ItemTracker.cs:line 36 at Eco.Gameplay.Utils.ItemTracker..ctor(IEnumerable`1 stacks, User user, Vector3i pos, LocString prependText) in C:\slg\Eco\Server\Eco.Gameplay\Utils\ItemTracker.cs:line 29 at Eco.Gameplay.Components.ItemDistributionComponent.AddUser(User user) in C:\slg\Eco\Server\Eco.Gameplay\Components\ItemDistributionComponent.cs:line 57 at Eco.Core.Utils.ThreadSafeAction`1.Invoke(T t) in C:\slg\Eco\Server\Eco.Core\Utils\ThreadSafeAction.cs:line 57 at Eco.Gameplay.Players.UserManager.GetOrCreateUser(String steamId, String slgId, String username) in C:\slg\Eco\Server\Eco.Gameplay\Players\UserManager.cs:line 278 at Eco.Plugins.Networking.Client.SpawnPlayer(Single viewDistance, String language) in C:\slg\Eco\Server\Eco.Plugins\Networking\Client.cs:line 161 ```",1,distribution exception master trying to debug another issue using this save using this save system nullreferenceexception hresult message object reference not set to an instance of an object source eco gameplay stacktrace at eco gameplay items itemstackextensions c b itemstack x in c slg eco server eco gameplay items inventory cs line at system linq lookup create ienumerable source func keyselector func elementselector iequalitycomparer comparer at system linq groupedenumerable getenumerator at system linq enumerable whereselectenumerableiterator movenext at system linq buffer ctor ienumerable source at system linq enumerable toarray ienumerable source at system collections immutable immutableextensions fallbackwrapper get count at system collections immutable immutablelist createrange ienumerable items at eco core utils threadsafelist c b immutablelist x in c slg eco server eco core utils threadsafelist cs line at eco core utils immutablehelper applyimmutable t original func apply in c slg eco server eco core utils immutablehelper cs line at eco core utils threadsafelist addrange ienumerable items in c slg eco server eco core utils threadsafelist cs line at eco core utils threadsafelist ctor ienumerable contents in c slg eco server eco core utils threadsafelist cs line at eco gameplay utils itemtracker locktracker ienumerable stacks user user pos locstring prependtext in c slg eco server eco gameplay utils itemtracker cs line at eco gameplay utils itemtracker ctor ienumerable stacks user user pos locstring prependtext in c slg eco server eco gameplay utils itemtracker cs line at eco gameplay components itemdistributioncomponent adduser user user in c slg eco server eco gameplay components itemdistributioncomponent cs line at eco core utils threadsafeaction invoke t t in c slg eco server eco core utils threadsafeaction cs line at eco gameplay players usermanager getorcreateuser string steamid string slgid string username in c slg eco server eco gameplay players usermanager cs line at eco plugins networking client spawnplayer single viewdistance string language in c slg eco server eco plugins networking client cs line ,1 270649,8468164475.0,IssuesEvent,2018-10-23 18:57:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Teleporting Vehicles,Medium Priority,"![underground mine](https://user-images.githubusercontent.com/22848917/45588396-29e82700-b8e2-11e8-8f2a-4f0853d18755.png) **Version:** 0.7.7.2 beta **Steps to Reproduce:** I have the underground mine shown. Whenever I leave a vehicle here unattended, or log off, the vehicle teleports to the surface. Sometimes. Currently there's a steam truck missing and I assume it's stuck in the ground between here and the surface somewhere. **Expected behavior:** **Actual behavior:** **Do you have mods installed? Does issue happen when no mods are installed?:** No mods",1.0,"USER ISSUE: Teleporting Vehicles - ![underground mine](https://user-images.githubusercontent.com/22848917/45588396-29e82700-b8e2-11e8-8f2a-4f0853d18755.png) **Version:** 0.7.7.2 beta **Steps to Reproduce:** I have the underground mine shown. Whenever I leave a vehicle here unattended, or log off, the vehicle teleports to the surface. Sometimes. Currently there's a steam truck missing and I assume it's stuck in the ground between here and the surface somewhere. **Expected behavior:** **Actual behavior:** **Do you have mods installed? Does issue happen when no mods are installed?:** No mods",1,user issue teleporting vehicles version beta steps to reproduce i have the underground mine shown whenever i leave a vehicle here unattended or log off the vehicle teleports to the surface sometimes currently there s a steam truck missing and i assume it s stuck in the ground between here and the surface somewhere expected behavior actual behavior do you have mods installed does issue happen when no mods are installed no mods,1 560946,16607206544.0,IssuesEvent,2021-06-02 06:22:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4.0 staging] Move Small Wood Cart recipe to Logging specialty,Category: Balance Priority: Medium Squad: Redwood Status: Fixed Type: Task,"Prior to 9.0, the Small Wood Cart was crafted by Hewing which was a starting specialty requiring no research. This is now locked behind the Carpentry specialty which requires research. We want to restore the Small Wood Cart being a recipe tied to a true starting specialty. This is especially important for smaller servers. The most logical way to do this is to give it to Logging, who will now sell Logs, Hewn Logs, and Small Wood Carts.",1.0,"[0.9.4.0 staging] Move Small Wood Cart recipe to Logging specialty - Prior to 9.0, the Small Wood Cart was crafted by Hewing which was a starting specialty requiring no research. This is now locked behind the Carpentry specialty which requires research. We want to restore the Small Wood Cart being a recipe tied to a true starting specialty. This is especially important for smaller servers. The most logical way to do this is to give it to Logging, who will now sell Logs, Hewn Logs, and Small Wood Carts.",1, move small wood cart recipe to logging specialty prior to the small wood cart was crafted by hewing which was a starting specialty requiring no research this is now locked behind the carpentry specialty which requires research we want to restore the small wood cart being a recipe tied to a true starting specialty this is especially important for smaller servers the most logical way to do this is to give it to logging who will now sell logs hewn logs and small wood carts ,1 209895,7180914559.0,IssuesEvent,2018-02-01 01:45:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Unlocking a specialty should also select it,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/35595074-45fae9da-05ca-11e8-8d36-65f5c4386f01.png) I unlocked hewing, but logging stayed selected.",1.0,"Unlocking a specialty should also select it - ![image](https://user-images.githubusercontent.com/3536496/35595074-45fae9da-05ca-11e8-8d36-65f5c4386f01.png) I unlocked hewing, but logging stayed selected.",1,unlocking a specialty should also select it i unlocked hewing but logging stayed selected ,1 340923,10280124129.0,IssuesEvent,2019-08-26 03:41:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 release-preview] Toggle the mouse cursor at chat,Fixed Medium Priority QA Verified,"How it works at 8.2.9 and which is very strange in last staging build (1109): - Press Enter, mouse cursor will appear and you can write in chat. - Write some text in chat and press Enter. Mouse cursor disapear. How it works in 8.3.0 release-preview: - Press Enter, mouse cursor will appear and you can write in chat. - Write some text in chat and press Enter. Mouse cursor **doesn't** disapear. You need to press TAB",1.0,"[0.8.3.0 release-preview] Toggle the mouse cursor at chat - How it works at 8.2.9 and which is very strange in last staging build (1109): - Press Enter, mouse cursor will appear and you can write in chat. - Write some text in chat and press Enter. Mouse cursor disapear. How it works in 8.3.0 release-preview: - Press Enter, mouse cursor will appear and you can write in chat. - Write some text in chat and press Enter. Mouse cursor **doesn't** disapear. You need to press TAB",1, toggle the mouse cursor at chat how it works at and which is very strange in last staging build press enter mouse cursor will appear and you can write in chat write some text in chat and press enter mouse cursor disapear how it works in release preview press enter mouse cursor will appear and you can write in chat write some text in chat and press enter mouse cursor doesn t disapear you need to press tab,1 477553,13764487045.0,IssuesEvent,2020-10-07 12:09:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Modifying possibilitites need to be more clear,Category: Gameplay Priority: Medium,"Easier way to modify difficulty settings, either more clear that you need to select 'Custom' or or offer the customization for every of the settings, with those simply displaying the defaults for that setting. And as soon as you change a setting it goes to ""Custom"" automatically.",1.0,"Modifying possibilitites need to be more clear - Easier way to modify difficulty settings, either more clear that you need to select 'Custom' or or offer the customization for every of the settings, with those simply displaying the defaults for that setting. And as soon as you change a setting it goes to ""Custom"" automatically.",1,modifying possibilitites need to be more clear easier way to modify difficulty settings either more clear that you need to select custom or or offer the customization for every of the settings with those simply displaying the defaults for that setting and as soon as you change a setting it goes to custom automatically ,1 478216,13775252184.0,IssuesEvent,2020-10-08 07:42:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1 develop-78] Move secondary controls button visually doesn't changed,Category: UI Priority: Medium Type: Regression,"You can change tem to another buttons but it will be always displayed like arrows: ![image](https://user-images.githubusercontent.com/45708377/95429156-a7ac7e80-0952-11eb-8824-71e7a20c2e9d.png) ",1.0,"[0.9.1 develop-78] Move secondary controls button visually doesn't changed - You can change tem to another buttons but it will be always displayed like arrows: ![image](https://user-images.githubusercontent.com/45708377/95429156-a7ac7e80-0952-11eb-8824-71e7a20c2e9d.png) ",1, move secondary controls button visually doesn t changed you can change tem to another buttons but it will be always displayed like arrows ,1 403036,11834765866.0,IssuesEvent,2020-03-23 09:29:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1472] Can't add resources and labor to second project,Priority: Medium Status: Fixed,"It was working when I start this issue #15001, but I found that was broken earlier this week (forgot to add). I should add labor and resources to my second project. Also checking that tooltip should have correct project whtn you try to add to second project.",1.0,"[0.9.0 staging-1472] Can't add resources and labor to second project - It was working when I start this issue #15001, but I found that was broken earlier this week (forgot to add). I should add labor and resources to my second project. Also checking that tooltip should have correct project whtn you try to add to second project.",1, can t add resources and labor to second project it was working when i start this issue but i found that was broken earlier this week forgot to add i should add labor and resources to my second project also checking that tooltip should have correct project whtn you try to add to second project ,1 249080,7953749099.0,IssuesEvent,2018-07-12 03:34:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: cant connect on my friends Server,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** follow steam invite --> dont connect **Expected behavior:** It should connect **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1.0,"USER ISSUE: cant connect on my friends Server - **Version:** 0.7.1.2 beta **Steps to Reproduce:** follow steam invite --> dont connect **Expected behavior:** It should connect **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1,user issue cant connect on my friends server version beta steps to reproduce follow steam invite dont connect expected behavior it should connect actual behavior the following error message popped up connection failed ,1 335015,10147866842.0,IssuesEvent,2019-08-05 11:45:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Admin tool issue,Medium Priority,"We had issues with some trolling on server so we decided to use admin command repopulate to repopulate the world. now it seems to be doing it every so many mins constantly none stop is there way to turn it off it just seems to be stuck in a loop we will dig an area, or cut down trees and few 30 mins or so pass and then stuff regenerate full size instantly.",1.0,"Admin tool issue - We had issues with some trolling on server so we decided to use admin command repopulate to repopulate the world. now it seems to be doing it every so many mins constantly none stop is there way to turn it off it just seems to be stuck in a loop we will dig an area, or cut down trees and few 30 mins or so pass and then stuff regenerate full size instantly.",1,admin tool issue we had issues with some trolling on server so we decided to use admin command repopulate to repopulate the world now it seems to be doing it every so many mins constantly none stop is there way to turn it off it just seems to be stuck in a loop we will dig an area or cut down trees and few mins or so pass and then stuff regenerate full size instantly ,1 368940,10886289506.0,IssuesEvent,2019-11-18 12:15:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Civics: Make nice defaults for civics,Fixed Medium Priority,"Civic system needs defaults, to give a better starting when a government is first formed. This can be done as follows: - Extend ConstitutionalArticles to allow a list of CivicConditions, instead of a single one (you might need to extend the editor to make this possible). Make the civic action system check the whole list, and make the civic duties system handle it correctly. - Give ConsitutionalArticles a priority, this will determine the order they run in (higher runs first). This way you can have a low-priority blanket-article that handles any article not already handled. - Add the ability to have 'Special' ElectionProcess. We dont have any existing, so you'll need to copy the way it's done for special demographics and bankaccounts. Make that a shared interface. Make a 'Basic Election' that is available always and cant be changed. Make it have default parameters (and update ElectionProcess defaults to set voters as 'active' demographic). - When a constitution is placed, make it create a blanket constitutional article that handles -everything-, allowing anyone to propose, and requiring a vote. This will ensure that when a government is first created, the steps to give it more power will need to be handled by election, preventing someone from running away with it. ",1.0,"Civics: Make nice defaults for civics - Civic system needs defaults, to give a better starting when a government is first formed. This can be done as follows: - Extend ConstitutionalArticles to allow a list of CivicConditions, instead of a single one (you might need to extend the editor to make this possible). Make the civic action system check the whole list, and make the civic duties system handle it correctly. - Give ConsitutionalArticles a priority, this will determine the order they run in (higher runs first). This way you can have a low-priority blanket-article that handles any article not already handled. - Add the ability to have 'Special' ElectionProcess. We dont have any existing, so you'll need to copy the way it's done for special demographics and bankaccounts. Make that a shared interface. Make a 'Basic Election' that is available always and cant be changed. Make it have default parameters (and update ElectionProcess defaults to set voters as 'active' demographic). - When a constitution is placed, make it create a blanket constitutional article that handles -everything-, allowing anyone to propose, and requiring a vote. This will ensure that when a government is first created, the steps to give it more power will need to be handled by election, preventing someone from running away with it. ",1,civics make nice defaults for civics civic system needs defaults to give a better starting when a government is first formed this can be done as follows extend constitutionalarticles to allow a list of civicconditions instead of a single one you might need to extend the editor to make this possible make the civic action system check the whole list and make the civic duties system handle it correctly give consitutionalarticles a priority this will determine the order they run in higher runs first this way you can have a low priority blanket article that handles any article not already handled add the ability to have special electionprocess we dont have any existing so you ll need to copy the way it s done for special demographics and bankaccounts make that a shared interface make a basic election that is available always and cant be changed make it have default parameters and update electionprocess defaults to set voters as active demographic when a constitution is placed make it create a blanket constitutional article that handles everything allowing anyone to propose and requiring a vote this will ensure that when a government is first created the steps to give it more power will need to be handled by election preventing someone from running away with it ,1 314551,9598772614.0,IssuesEvent,2019-05-10 03:13:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Backpack and belt arrows dont do anything in avatar creation.,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/35187077-f71089aa-fdd2-11e7-8f59-0ccb977be875.png) Lets hide these if theres no options.",1.0,"Backpack and belt arrows dont do anything in avatar creation. - ![image](https://user-images.githubusercontent.com/3536496/35187077-f71089aa-fdd2-11e7-8f59-0ccb977be875.png) Lets hide these if theres no options.",1,backpack and belt arrows dont do anything in avatar creation lets hide these if theres no options ,1 327806,9981532845.0,IssuesEvent,2019-07-10 07:44:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Players having difficulty reading the location as it is very small,Fixed Medium Priority,"![snap1696](https://user-images.githubusercontent.com/29383891/36128110-88b9e472-1058-11e8-891c-871c4df5b1db.png) Any chance of making this bigger?",1.0,"Players having difficulty reading the location as it is very small - ![snap1696](https://user-images.githubusercontent.com/29383891/36128110-88b9e472-1058-11e8-891c-871c4df5b1db.png) Any chance of making this bigger?",1,players having difficulty reading the location as it is very small any chance of making this bigger ,1 222761,7438505329.0,IssuesEvent,2018-03-27 00:47:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Graphical Bug With Stockpile,Medium Priority,"i think the pic speaks for itself. where the pipe is next to the pipe the stockpile looks as though there is nothing there and can be walked in ![image](https://user-images.githubusercontent.com/29722757/36292358-63e8a1ea-1325-11e8-9628-142bf198d1fc.png) ![image](https://user-images.githubusercontent.com/29722757/36293989-9172f03c-1331-11e8-8e3f-40b5f2adff2b.png) ",1.0,"Graphical Bug With Stockpile - i think the pic speaks for itself. where the pipe is next to the pipe the stockpile looks as though there is nothing there and can be walked in ![image](https://user-images.githubusercontent.com/29722757/36292358-63e8a1ea-1325-11e8-9628-142bf198d1fc.png) ![image](https://user-images.githubusercontent.com/29722757/36293989-9172f03c-1331-11e8-8e3f-40b5f2adff2b.png) ",1,graphical bug with stockpile i think the pic speaks for itself where the pipe is next to the pipe the stockpile looks as though there is nothing there and can be walked in ,1 367486,10854231068.0,IssuesEvent,2019-11-13 16:04:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Repair Table has Credit tab but does not allow setting of fees,Feature Medium Priority,"Version: Bleeding Edge 945f48a0 [06 / 13] No UI components on Repair Table Credit tab: ![image](https://user-images.githubusercontent.com/26847645/41386739-62b74c5a-6f59-11e8-9807-2207fbbd0449.png) PS: Only happens with Repair Table",1.0,"Repair Table has Credit tab but does not allow setting of fees - Version: Bleeding Edge 945f48a0 [06 / 13] No UI components on Repair Table Credit tab: ![image](https://user-images.githubusercontent.com/26847645/41386739-62b74c5a-6f59-11e8-9807-2207fbbd0449.png) PS: Only happens with Repair Table",1,repair table has credit tab but does not allow setting of fees version bleeding edge no ui components on repair table credit tab ps only happens with repair table,1 441938,12734941811.0,IssuesEvent,2020-06-25 14:37:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Need modkit license,Category: Modkit Priority: Medium,"* Current modders are in a legal grey area because we haven't explicitly listed what is allowed * Source headers in mods folder directly say they are copyright Strange Loop Games, but don't mention anything about modifying or distributing modified files. * Modders themselves don't know what rights they have for distributing their mods * Here is an example license made for minecraft modders (and the license itself is MIT licensed): * Who owns mod IP (https://www.pcgamer.com/au/blizzards-claim-that-it-owns-warcraft-3-mods-isnt-just-the-standard-fine-print/) * Will we allow commercial mods or services Note that there are three cases to cover: * SLG -> modder (what they are allowed to do with our source and game) * modder -> modder (can modders take other mods and freely extend them?) * modder -> SLG (who owns mod IP, and how SLG can use it) Reference licenses: https://www.bohemia.net/community/licenses https://github.com/iopleke/MMPLv2/blob/master/LICENSE.md Further reading: https://policyreview.info/articles/analysis/fooling-user-modding-video-game-industry https://en.wikipedia.org/wiki/Mod_(video_games)#Legal_status_of_mods",1.0,"Need modkit license - * Current modders are in a legal grey area because we haven't explicitly listed what is allowed * Source headers in mods folder directly say they are copyright Strange Loop Games, but don't mention anything about modifying or distributing modified files. * Modders themselves don't know what rights they have for distributing their mods * Here is an example license made for minecraft modders (and the license itself is MIT licensed): * Who owns mod IP (https://www.pcgamer.com/au/blizzards-claim-that-it-owns-warcraft-3-mods-isnt-just-the-standard-fine-print/) * Will we allow commercial mods or services Note that there are three cases to cover: * SLG -> modder (what they are allowed to do with our source and game) * modder -> modder (can modders take other mods and freely extend them?) * modder -> SLG (who owns mod IP, and how SLG can use it) Reference licenses: https://www.bohemia.net/community/licenses https://github.com/iopleke/MMPLv2/blob/master/LICENSE.md Further reading: https://policyreview.info/articles/analysis/fooling-user-modding-video-game-industry https://en.wikipedia.org/wiki/Mod_(video_games)#Legal_status_of_mods",1,need modkit license current modders are in a legal grey area because we haven t explicitly listed what is allowed source headers in mods folder directly say they are copyright strange loop games but don t mention anything about modifying or distributing modified files modders themselves don t know what rights they have for distributing their mods here is an example license made for minecraft modders and the license itself is mit licensed who owns mod ip will we allow commercial mods or services note that there are three cases to cover slg modder what they are allowed to do with our source and game modder modder can modders take other mods and freely extend them modder slg who owns mod ip and how slg can use it reference licenses further reading ,1 384153,11384417795.0,IssuesEvent,2020-01-29 08:58:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1291] Can't add Labor with RMB to second and further orders.,Priority: Medium Status: Fixed,"Step to reproduce: - spawn Masonry table (for example) - add 2 Orders: Geology Research Paper II and Kiln. ![image](https://user-images.githubusercontent.com/45708377/70519839-a43b4180-1b4d-11ea-9df8-b4cb0dd7339a.png) - close UI and add Labor to Geology Research Paper II with RMB: ![image](https://user-images.githubusercontent.com/45708377/70519881-b6b57b00-1b4d-11ea-8e3f-73d7c23d8eb7.png) - try to add Labor to second order after this: ![image](https://user-images.githubusercontent.com/45708377/70519929-c59c2d80-1b4d-11ea-8c3a-74fdf9f592c7.png) You have tooltip, but you can't add Labor.",1.0,"[0.9.0 staging-1291] Can't add Labor with RMB to second and further orders. - Step to reproduce: - spawn Masonry table (for example) - add 2 Orders: Geology Research Paper II and Kiln. ![image](https://user-images.githubusercontent.com/45708377/70519839-a43b4180-1b4d-11ea-9df8-b4cb0dd7339a.png) - close UI and add Labor to Geology Research Paper II with RMB: ![image](https://user-images.githubusercontent.com/45708377/70519881-b6b57b00-1b4d-11ea-8e3f-73d7c23d8eb7.png) - try to add Labor to second order after this: ![image](https://user-images.githubusercontent.com/45708377/70519929-c59c2d80-1b4d-11ea-8c3a-74fdf9f592c7.png) You have tooltip, but you can't add Labor.",1, can t add labor with rmb to second and further orders step to reproduce spawn masonry table for example add orders geology research paper ii and kiln close ui and add labor to geology research paper ii with rmb try to add labor to second order after this you have tooltip but you can t add labor ,1 446420,12856713506.0,IssuesEvent,2020-07-09 08:06:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia feedback,Category: UI Priority: Medium Status: Fixed,"![animx22](https://user-images.githubusercontent.com/3536496/85062910-3015d200-b15e-11ea-822a-4b4c5e3449f2.gif) - [x] 1. The white highlight at the end should highlight the entire background instead of just the frame. Could be another color, perhaps yellow to show its selected. ![image](https://user-images.githubusercontent.com/3536496/85062985-4c197380-b15e-11ea-819e-4d3394c4eb27.png) - [x] 2. Same for pages and subpages, make a nice yellow background color when its selected. ![image](https://user-images.githubusercontent.com/3536496/85063040-618e9d80-b15e-11ea-8365-239748308832.png) - [ ] 3. I clicked Housing Objects and it took me to this. No page is selected, and no subpage is selected. It should always select an active page and subpage. Verify that this works if you switch around before/after checking the 'display discovered' box (ie, if I look at an undiscovered item then unclick it, it should never show me an undiscovered thing, and it should update any active pages to change them immediately). ![image](https://user-images.githubusercontent.com/3536496/85063264-bc27f980-b15e-11ea-8e4c-3608bbb6aff9.png) - [ ] 4. Remove text before the quote on all pillars. It should always be 'image', 'quote' then 'text'. ![image](https://user-images.githubusercontent.com/3536496/85063342-dbbf2200-b15e-11ea-9de3-e95302ba2db8.png) - [ ] 5. Plants and animals are not showing unless I uncheck 'show discovered'. These should always be discovered. (needs [StartsDiscovered] tag, or to somehow skip checking discovered for these). ![image](https://user-images.githubusercontent.com/3536496/85063462-07420c80-b15f-11ea-8a08-92ae9910cad3.png) - [ ] 6. Text on the right compressed to unreadable at my resolution. Is there a way to ensure a minimum width for the text here, and if its not available, push it below? ![image](https://user-images.githubusercontent.com/3536496/85063527-217bea80-b15f-11ea-8ca2-0b861999ae2e.png) - [x] 7. I couldn't click these links or get tooltips ",1.0,"Ecopedia feedback - ![animx22](https://user-images.githubusercontent.com/3536496/85062910-3015d200-b15e-11ea-822a-4b4c5e3449f2.gif) - [x] 1. The white highlight at the end should highlight the entire background instead of just the frame. Could be another color, perhaps yellow to show its selected. ![image](https://user-images.githubusercontent.com/3536496/85062985-4c197380-b15e-11ea-819e-4d3394c4eb27.png) - [x] 2. Same for pages and subpages, make a nice yellow background color when its selected. ![image](https://user-images.githubusercontent.com/3536496/85063040-618e9d80-b15e-11ea-8365-239748308832.png) - [ ] 3. I clicked Housing Objects and it took me to this. No page is selected, and no subpage is selected. It should always select an active page and subpage. Verify that this works if you switch around before/after checking the 'display discovered' box (ie, if I look at an undiscovered item then unclick it, it should never show me an undiscovered thing, and it should update any active pages to change them immediately). ![image](https://user-images.githubusercontent.com/3536496/85063264-bc27f980-b15e-11ea-8e4c-3608bbb6aff9.png) - [ ] 4. Remove text before the quote on all pillars. It should always be 'image', 'quote' then 'text'. ![image](https://user-images.githubusercontent.com/3536496/85063342-dbbf2200-b15e-11ea-9de3-e95302ba2db8.png) - [ ] 5. Plants and animals are not showing unless I uncheck 'show discovered'. These should always be discovered. (needs [StartsDiscovered] tag, or to somehow skip checking discovered for these). ![image](https://user-images.githubusercontent.com/3536496/85063462-07420c80-b15f-11ea-8a08-92ae9910cad3.png) - [ ] 6. Text on the right compressed to unreadable at my resolution. Is there a way to ensure a minimum width for the text here, and if its not available, push it below? ![image](https://user-images.githubusercontent.com/3536496/85063527-217bea80-b15f-11ea-8ca2-0b861999ae2e.png) - [x] 7. I couldn't click these links or get tooltips ",1,ecopedia feedback the white highlight at the end should highlight the entire background instead of just the frame could be another color perhaps yellow to show its selected same for pages and subpages make a nice yellow background color when its selected i clicked housing objects and it took me to this no page is selected and no subpage is selected it should always select an active page and subpage verify that this works if you switch around before after checking the display discovered box ie if i look at an undiscovered item then unclick it it should never show me an undiscovered thing and it should update any active pages to change them immediately remove text before the quote on all pillars it should always be image quote then text plants and animals are not showing unless i uncheck show discovered these should always be discovered needs tag or to somehow skip checking discovered for these text on the right compressed to unreadable at my resolution is there a way to ensure a minimum width for the text here and if its not available push it below i couldn t click these links or get tooltips ,1 581263,17289989062.0,IssuesEvent,2021-07-24 14:35:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1943] Bank accounts in Bank issue.,Category: UI Priority: Medium Squad: Mountain Goat Type: Feature,"- [x] 1. Unnesesary Advanced settings. You can only add description here, but this discriptiuon none will see because this uses nowhere: ![image](https://user-images.githubusercontent.com/45708377/109793503-c83ce400-7c25-11eb-8990-e8fdae7d887c.png) Previous you could made government account here (just adding check mark). But currently we have other option to create government account: - [x] 2. No difference in bank between Users account and Government bank accounts: ![image](https://user-images.githubusercontent.com/45708377/109794442-ec4cf500-7c26-11eb-8ae7-fd20f4045e2c.png) There is not even a tooltip in front of the name which can clarify this ![image](https://user-images.githubusercontent.com/45708377/109794594-0dade100-7c27-11eb-9a64-42e37f08cb7a.png) ![image](https://user-images.githubusercontent.com/45708377/109794610-143c5880-7c27-11eb-8692-c7fb84490da5.png) ",1.0,"[0.9.3 staging-1943] Bank accounts in Bank issue. - - [x] 1. Unnesesary Advanced settings. You can only add description here, but this discriptiuon none will see because this uses nowhere: ![image](https://user-images.githubusercontent.com/45708377/109793503-c83ce400-7c25-11eb-8990-e8fdae7d887c.png) Previous you could made government account here (just adding check mark). But currently we have other option to create government account: - [x] 2. No difference in bank between Users account and Government bank accounts: ![image](https://user-images.githubusercontent.com/45708377/109794442-ec4cf500-7c26-11eb-8ae7-fd20f4045e2c.png) There is not even a tooltip in front of the name which can clarify this ![image](https://user-images.githubusercontent.com/45708377/109794594-0dade100-7c27-11eb-9a64-42e37f08cb7a.png) ![image](https://user-images.githubusercontent.com/45708377/109794610-143c5880-7c27-11eb-8692-c7fb84490da5.png) ",1, bank accounts in bank issue unnesesary advanced settings you can only add description here but this discriptiuon none will see because this uses nowhere previous you could made government account here just adding check mark but currently we have other option to create government account no difference in bank between users account and government bank accounts there is not even a tooltip in front of the name which can clarify this ,1 400961,11783566136.0,IssuesEvent,2020-03-17 06:01:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Baking reciepe problem,Priority: Medium Status: Fixed,"Look at the screenshot out of the 3 Muffins you can make, 1 of them costs 10 flour to make where the 2 others only cost 4 flour ![20200313213106_1](https://user-images.githubusercontent.com/38038590/76657440-2fbfd680-6572-11ea-82ea-269752077096.jpg) ",1.0,"Baking reciepe problem - Look at the screenshot out of the 3 Muffins you can make, 1 of them costs 10 flour to make where the 2 others only cost 4 flour ![20200313213106_1](https://user-images.githubusercontent.com/38038590/76657440-2fbfd680-6572-11ea-82ea-269752077096.jpg) ",1,baking reciepe problem look at the screenshot out of the muffins you can make of them costs flour to make where the others only cost flour ,1 538048,15761529445.0,IssuesEvent,2021-03-31 10:04:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1968] Leave residencе notification is too big,Category: UI Priority: Medium Type: Bug,"If Resident have a lot of furniture in resident and try to leave it he will have message like: ![image](https://user-images.githubusercontent.com/45708377/113126124-00811380-9220-11eb-8630-44cdb487f289.png) Need to add foldout to this list or something like that, maybe scrollbar",1.0,"[0.9.3 staging-1968] Leave residencе notification is too big - If Resident have a lot of furniture in resident and try to leave it he will have message like: ![image](https://user-images.githubusercontent.com/45708377/113126124-00811380-9220-11eb-8630-44cdb487f289.png) Need to add foldout to this list or something like that, maybe scrollbar",1, leave residencе notification is too big if resident have a lot of furniture in resident and try to leave it he will have message like need to add foldout to this list or something like that maybe scrollbar,1 319664,9752979936.0,IssuesEvent,2019-06-04 08:02:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-16-n] Cropped numbers in store,Medium Priority Regression Staging,"If you use a long number, the first symbol isn't always visible. ![image](https://user-images.githubusercontent.com/45708377/58861466-1c184300-86b7-11e9-883b-46c6208e83c4.png) ",1.0,"[0.8.2.0 staging-16-n] Cropped numbers in store - If you use a long number, the first symbol isn't always visible. ![image](https://user-images.githubusercontent.com/45708377/58861466-1c184300-86b7-11e9-883b-46c6208e83c4.png) ",1, cropped numbers in store if you use a long number the first symbol isn t always visible ,1 417753,12178619809.0,IssuesEvent,2020-04-28 09:18:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law - Actions within this day,Priority: Medium Status: Fixed Week Task,"Version: 9.0 staging-1515 Testing a little bit I wanted to try and make a law that limited an action to x number per day, reset at server's midnight. In the old law system this was possible like this: ``` where (time preformed > (current time - (current time % 1))) ``` But if the modulus function has been removed, this will be impossible. See: #15882 ![image](https://user-images.githubusercontent.com/2676134/79693468-1e51a480-826b-11ea-845d-c37676551c2e.png) It might be useful if the ""within hours #"" could be changed to ""within this day"".",1.0,"Law - Actions within this day - Version: 9.0 staging-1515 Testing a little bit I wanted to try and make a law that limited an action to x number per day, reset at server's midnight. In the old law system this was possible like this: ``` where (time preformed > (current time - (current time % 1))) ``` But if the modulus function has been removed, this will be impossible. See: #15882 ![image](https://user-images.githubusercontent.com/2676134/79693468-1e51a480-826b-11ea-845d-c37676551c2e.png) It might be useful if the ""within hours #"" could be changed to ""within this day"".",1,law actions within this day version staging testing a little bit i wanted to try and make a law that limited an action to x number per day reset at server s midnight in the old law system this was possible like this where time preformed current time current time but if the modulus function has been removed this will be impossible see it might be useful if the within hours could be changed to within this day ,1 363606,10745085594.0,IssuesEvent,2019-10-30 08:12:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: craft counters corrupted (count are doubled),Medium Priority,"1) start project x20 hewnlog ![изображение](https://user-images.githubusercontent.com/4980243/66580855-ba497780-eb87-11e9-82cf-f21bab48ad40.png) ![изображение](https://user-images.githubusercontent.com/4980243/66580893-ccc3b100-eb87-11e9-8df3-63b8c04c8dad.png) 2) wait 3) you see 9 hewnlog... But crafting counter is x18 complete. ![изображение](https://user-images.githubusercontent.com/4980243/66581268-7efb7880-eb88-11e9-871b-5443ff9edc30.png) ![изображение](https://user-images.githubusercontent.com/4980243/66581248-760aa700-eb88-11e9-81a8-9a8270a4ab3d.png) ",1.0,"Master: craft counters corrupted (count are doubled) - 1) start project x20 hewnlog ![изображение](https://user-images.githubusercontent.com/4980243/66580855-ba497780-eb87-11e9-82cf-f21bab48ad40.png) ![изображение](https://user-images.githubusercontent.com/4980243/66580893-ccc3b100-eb87-11e9-8df3-63b8c04c8dad.png) 2) wait 3) you see 9 hewnlog... But crafting counter is x18 complete. ![изображение](https://user-images.githubusercontent.com/4980243/66581268-7efb7880-eb88-11e9-871b-5443ff9edc30.png) ![изображение](https://user-images.githubusercontent.com/4980243/66581248-760aa700-eb88-11e9-81a8-9a8270a4ab3d.png) ",1,master craft counters corrupted count are doubled start project hewnlog wait you see hewnlog but crafting counter is complete ,1 530216,15418410507.0,IssuesEvent,2021-03-05 08:45:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1897] Make description for IPAddress more understandable,Category: Tech Category: UI Priority: Medium Squad: Otter,"related with this issue #19849. Need to clarify this point. Currently description is not very good: ![image](https://user-images.githubusercontent.com/45708377/104309517-5973c200-54e3-11eb-9f56-427cfe2dd1aa.png) ",1.0,"[0.9.2 staging-1897] Make description for IPAddress more understandable - related with this issue #19849. Need to clarify this point. Currently description is not very good: ![image](https://user-images.githubusercontent.com/45708377/104309517-5973c200-54e3-11eb-9f56-427cfe2dd1aa.png) ",1, make description for ipaddress more understandable related with this issue need to clarify this point currently description is not very good ,1 494385,14256671956.0,IssuesEvent,2020-11-20 01:35:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Reinforced Concrete Building Material (Forms and Art) Update,Category: Art Priority: Medium Type: Task,"Reinforced Concrete should be a very robust building material with all the basic shapes and plenty of decorative options. It is a material that is far cheaper than some other materials and it should be tempting to use it a lot. To make it this way, it needs to be flexible and have lots of forms. Thankfully, making new forms for reinforced concrete is probably easier than any other building material since many can be added with almost no UVs needed since the triplanar texture can be used for most surfaces. That said, having some surface alternates is highly desired, for instance surfaces with wooden formwork texturing. We could do that as an entirely alternate set like ashlar stone had for different rock types. First priority though should be new forms using the existing textures. Reinforced Concrete should have all the slope and roof forms ashlar stone has, plus a generous variety of thick and thin walls, columns, windows, stairs, and decorative shapes. _________ I think at least these forms should be added to all the materials: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/582dd044-bba8-4811-970f-57d585939952) Cube, Floor, Flat Roof Wall, Window, Double Window, Fence All Roof Forms: Roof Cube, Roof Peak Set, Roof Peak, Roof Corner, Roof Turn, Roof Side Basic Slope Side, Basic Slope Point, Under Slope Side, Under Slope Peak (these second two are just rotations) Column Stairs, Stairs Corner, Stairs Turn, Ladder Beyond that, it can be extended per material type as desired-- Obvious things to add would be walls or floors with unique trim, secondary kinds of fences, braces, chimneys for Reinforced concrete, etc. For brand new forms, the aforementioned trim pieces might be one, another that would be great to have would be 1/2 slope blocks, which could be named 'HalfRampA', 'HaldRampB'. (The second you add those, players will want them for all block materials though) The point though should be to add cool new fun stuff.",1.0,"Reinforced Concrete Building Material (Forms and Art) Update - Reinforced Concrete should be a very robust building material with all the basic shapes and plenty of decorative options. It is a material that is far cheaper than some other materials and it should be tempting to use it a lot. To make it this way, it needs to be flexible and have lots of forms. Thankfully, making new forms for reinforced concrete is probably easier than any other building material since many can be added with almost no UVs needed since the triplanar texture can be used for most surfaces. That said, having some surface alternates is highly desired, for instance surfaces with wooden formwork texturing. We could do that as an entirely alternate set like ashlar stone had for different rock types. First priority though should be new forms using the existing textures. Reinforced Concrete should have all the slope and roof forms ashlar stone has, plus a generous variety of thick and thin walls, columns, windows, stairs, and decorative shapes. _________ I think at least these forms should be added to all the materials: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/582dd044-bba8-4811-970f-57d585939952) Cube, Floor, Flat Roof Wall, Window, Double Window, Fence All Roof Forms: Roof Cube, Roof Peak Set, Roof Peak, Roof Corner, Roof Turn, Roof Side Basic Slope Side, Basic Slope Point, Under Slope Side, Under Slope Peak (these second two are just rotations) Column Stairs, Stairs Corner, Stairs Turn, Ladder Beyond that, it can be extended per material type as desired-- Obvious things to add would be walls or floors with unique trim, secondary kinds of fences, braces, chimneys for Reinforced concrete, etc. For brand new forms, the aforementioned trim pieces might be one, another that would be great to have would be 1/2 slope blocks, which could be named 'HalfRampA', 'HaldRampB'. (The second you add those, players will want them for all block materials though) The point though should be to add cool new fun stuff.",1,reinforced concrete building material forms and art update reinforced concrete should be a very robust building material with all the basic shapes and plenty of decorative options it is a material that is far cheaper than some other materials and it should be tempting to use it a lot to make it this way it needs to be flexible and have lots of forms thankfully making new forms for reinforced concrete is probably easier than any other building material since many can be added with almost no uvs needed since the triplanar texture can be used for most surfaces that said having some surface alternates is highly desired for instance surfaces with wooden formwork texturing we could do that as an entirely alternate set like ashlar stone had for different rock types first priority though should be new forms using the existing textures reinforced concrete should have all the slope and roof forms ashlar stone has plus a generous variety of thick and thin walls columns windows stairs and decorative shapes i think at least these forms should be added to all the materials cube floor flat roof wall window double window fence all roof forms roof cube roof peak set roof peak roof corner roof turn roof side basic slope side basic slope point under slope side under slope peak these second two are just rotations column stairs stairs corner stairs turn ladder beyond that it can be extended per material type as desired obvious things to add would be walls or floors with unique trim secondary kinds of fences braces chimneys for reinforced concrete etc for brand new forms the aforementioned trim pieces might be one another that would be great to have would be slope blocks which could be named halframpa haldrampb the second you add those players will want them for all block materials though the point though should be to add cool new fun stuff ,1 211795,7207974967.0,IssuesEvent,2018-02-07 00:32:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Loading World,Medium Priority,"**Version:** 0.7.0.3 beta **Steps to Reproduce:** Join Server or local world **Expected behavior:** join the server/world **Actual behavior:** get back to startscreen",1.0,"USER ISSUE: Loading World - **Version:** 0.7.0.3 beta **Steps to Reproduce:** Join Server or local world **Expected behavior:** join the server/world **Actual behavior:** get back to startscreen",1,user issue loading world version beta steps to reproduce join server or local world expected behavior join the server world actual behavior get back to startscreen,1 495360,14280614521.0,IssuesEvent,2020-11-23 06:24:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,None of the Craftable items (or the recipe ingredients) listed on the Crafting page have the help link icon in the upper right corner of the tooltip,Category: UI Priority: Medium Status: Fixed Type: Regression,"None of the Craftable items (or the recipe ingredients) listed on the Crafting page have the help link icon in the upper right corner of the tooltip ![Untitled](https://user-images.githubusercontent.com/32143431/98622014-8c78ba00-22d6-11eb-9a3d-4ef230505626.jpg) 0.9.1.3 beta release-115 this was the case for 4 tables, not sure if it is the case for all tables.",1.0,"None of the Craftable items (or the recipe ingredients) listed on the Crafting page have the help link icon in the upper right corner of the tooltip - None of the Craftable items (or the recipe ingredients) listed on the Crafting page have the help link icon in the upper right corner of the tooltip ![Untitled](https://user-images.githubusercontent.com/32143431/98622014-8c78ba00-22d6-11eb-9a3d-4ef230505626.jpg) 0.9.1.3 beta release-115 this was the case for 4 tables, not sure if it is the case for all tables.",1,none of the craftable items or the recipe ingredients listed on the crafting page have the help link icon in the upper right corner of the tooltip none of the craftable items or the recipe ingredients listed on the crafting page have the help link icon in the upper right corner of the tooltip beta release this was the case for tables not sure if it is the case for all tables ,1 444395,12810843631.0,IssuesEvent,2020-07-03 20:11:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1605] Laws Web UI - Minor text wrapping issues,Category: Web Priority: Medium,"Law with long description displaces pie and vote buttons - would be preferable if it just wrapped the description down the page. Also overlapping User/Server text in the bottom left: ![image](https://user-images.githubusercontent.com/48172405/84995854-69414880-b144-11ea-8435-61a8dcff20ac.png) (Using Chrome in 1680x1050, in case that makes a difference)",1.0,"[0.9.0 staging-1605] Laws Web UI - Minor text wrapping issues - Law with long description displaces pie and vote buttons - would be preferable if it just wrapped the description down the page. Also overlapping User/Server text in the bottom left: ![image](https://user-images.githubusercontent.com/48172405/84995854-69414880-b144-11ea-8435-61a8dcff20ac.png) (Using Chrome in 1680x1050, in case that makes a difference)",1, laws web ui minor text wrapping issues law with long description displaces pie and vote buttons would be preferable if it just wrapped the description down the page also overlapping user server text in the bottom left using chrome in in case that makes a difference ,1 367157,10850148203.0,IssuesEvent,2019-11-13 08:09:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1233] ""Click to show in minimap"" doesn't work",Medium Priority,"It also should work when you click at coordinate. ![image](https://user-images.githubusercontent.com/45708377/68181266-c1597f00-ffa7-11e9-84f1-2e7f4e176269.png) ",1.0,"[0.9.0 staging-1233] ""Click to show in minimap"" doesn't work - It also should work when you click at coordinate. ![image](https://user-images.githubusercontent.com/45708377/68181266-c1597f00-ffa7-11e9-84f1-2e7f4e176269.png) ",1, click to show in minimap doesn t work it also should work when you click at coordinate ,1 455243,13113878090.0,IssuesEvent,2020-08-05 06:36:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Change default inventory scale,Category: UI Priority: Medium Status: Fixed Status: Reopen,"This is what 100% scale looks like: ![image](https://user-images.githubusercontent.com/3536496/85632748-bd5c9900-b62c-11ea-8c1d-c25de75ad073.png) Rebalance it so new 100% = current 75%: ![image](https://user-images.githubusercontent.com/3536496/85632982-352ac380-b62d-11ea-8600-27b612d9aeb6.png) Change max and min of scale range as well Also: reduce size of worldmarker text by 25% ",1.0,"Change default inventory scale - This is what 100% scale looks like: ![image](https://user-images.githubusercontent.com/3536496/85632748-bd5c9900-b62c-11ea-8c1d-c25de75ad073.png) Rebalance it so new 100% = current 75%: ![image](https://user-images.githubusercontent.com/3536496/85632982-352ac380-b62d-11ea-8600-27b612d9aeb6.png) Change max and min of scale range as well Also: reduce size of worldmarker text by 25% ",1,change default inventory scale this is what scale looks like rebalance it so new current change max and min of scale range as well also reduce size of worldmarker text by ,1 440924,12706331419.0,IssuesEvent,2020-06-23 06:58:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Put news to open on a button,Priority: Medium Status: Fixed Status: Reopen Week Task,"News should be closed by default, and opened with a button If there's new news since you last viewed, add an explanation point Make the news fully opaque when opened Get the button (a newspaper icon) and placement from milenko",1.0,"Put news to open on a button - News should be closed by default, and opened with a button If there's new news since you last viewed, add an explanation point Make the news fully opaque when opened Get the button (a newspaper icon) and placement from milenko",1,put news to open on a button news should be closed by default and opened with a button if there s new news since you last viewed add an explanation point make the news fully opaque when opened get the button a newspaper icon and placement from milenko,1 482258,13903640159.0,IssuesEvent,2020-10-20 07:32:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-stable-8] NullReferenceException and wasn't able to excavate any blocks until disconnected and reconnected to the server,Priority: Medium Status: Investigate,"Got debug spam of ""NullReferenceException: Object reference not set to an instance of an object"" when trying to excavate blocks in a ice biome. No blocks were getting mined or picked up. Disconnect and reconnect fixed it. Removing the blocks with shovel and pickaxe worked. It was just the excavator. Only seen once. Haven't been able to reproduce yet Version: [0.9.0.0 beta staging-stable-8] ![20200729084635_1](https://user-images.githubusercontent.com/39825431/88766904-1f9f4100-d179-11ea-9863-1d3481987bb8.jpg) [PlayerLogs.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4993127/PlayerLogs.zip) ",1.0,"[0.9.0.0 beta staging-stable-8] NullReferenceException and wasn't able to excavate any blocks until disconnected and reconnected to the server - Got debug spam of ""NullReferenceException: Object reference not set to an instance of an object"" when trying to excavate blocks in a ice biome. No blocks were getting mined or picked up. Disconnect and reconnect fixed it. Removing the blocks with shovel and pickaxe worked. It was just the excavator. Only seen once. Haven't been able to reproduce yet Version: [0.9.0.0 beta staging-stable-8] ![20200729084635_1](https://user-images.githubusercontent.com/39825431/88766904-1f9f4100-d179-11ea-9863-1d3481987bb8.jpg) [PlayerLogs.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4993127/PlayerLogs.zip) ",1, nullreferenceexception and wasn t able to excavate any blocks until disconnected and reconnected to the server got debug spam of nullreferenceexception object reference not set to an instance of an object when trying to excavate blocks in a ice biome no blocks were getting mined or picked up disconnect and reconnect fixed it removing the blocks with shovel and pickaxe worked it was just the excavator only seen once haven t been able to reproduce yet version ,1 558123,16526774756.0,IssuesEvent,2021-05-26 21:15:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,cloud world ui lets user cherry pick their prefered backup,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"we have a few backups from varying dates. let the user see the date of each one and pick the one they want to reset to.",1.0,"cloud world ui lets user cherry pick their prefered backup - we have a few backups from varying dates. let the user see the date of each one and pick the one they want to reset to.",1,cloud world ui lets user cherry pick their prefered backup we have a few backups from varying dates let the user see the date of each one and pick the one they want to reset to ,1 319849,9761315234.0,IssuesEvent,2019-06-05 08:28:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-15-n-2] Voice chat glitch near Zero Point,Fixed Medium Priority QA Staging,"1. You can't hear other players if You are on opposite sides regarding to zero. 2. Players doen't display in Voice Users if You are on opposite sides regarding to zero. ![2019 05 30 Voice chat glitch near Zero Point](https://user-images.githubusercontent.com/45708377/58613987-d24ae980-82bf-11e9-9dd7-88f8496e72f2.gif) Mortared sandstone block is Zero point.",1.0,"[0.8.2.0 staging-15-n-2] Voice chat glitch near Zero Point - 1. You can't hear other players if You are on opposite sides regarding to zero. 2. Players doen't display in Voice Users if You are on opposite sides regarding to zero. ![2019 05 30 Voice chat glitch near Zero Point](https://user-images.githubusercontent.com/45708377/58613987-d24ae980-82bf-11e9-9dd7-88f8496e72f2.gif) Mortared sandstone block is Zero point.",1, voice chat glitch near zero point you can t hear other players if you are on opposite sides regarding to zero players doen t display in voice users if you are on opposite sides regarding to zero mortared sandstone block is zero point ,1 427864,12399993380.0,IssuesEvent,2020-05-21 06:48:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't get SEGI to work in the title screen,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/14983165/82109411-7359cc80-96ea-11ea-96f7-5cf7e504af71.png) I get this error when I try to add SEGI to the title screen camera. I'd like it to be the same settings as SEGI in-game.",1.0,"Can't get SEGI to work in the title screen - ![image](https://user-images.githubusercontent.com/14983165/82109411-7359cc80-96ea-11ea-96f7-5cf7e504af71.png) I get this error when I try to add SEGI to the title screen camera. I'd like it to be the same settings as SEGI in-game.",1,can t get segi to work in the title screen i get this error when i try to add segi to the title screen camera i d like it to be the same settings as segi in game ,1 505095,14627319368.0,IssuesEvent,2020-12-23 12:03:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1883] Wrong status of contract. It's invalid but should not be.,Category: UI Priority: Medium,"Step to reproduce: - have 9 Urchers: ![image](https://user-images.githubusercontent.com/45708377/102993670-a55bc880-452e-11eb-8c20-4fbfc7c80536.png) - create repeatable contract with payment 8 Urchers(should not have enough money for the next repetition): ![image](https://user-images.githubusercontent.com/45708377/102993856-ff5c8e00-452e-11eb-8e29-676c7d668a4a.png) - second player take contract: ![image](https://user-images.githubusercontent.com/45708377/102993881-0edbd700-452f-11eb-9dd8-14df9f1ea03c.png) - new contract is invalid because the owner don't have enough money, but contract 25 is onvalid too, but why? the owner already payment currency to contract escrow: ![image](https://user-images.githubusercontent.com/45708377/102993949-2d41d280-452f-11eb-969e-a337f1923fad.png) If contract owner will find money contract is still invalid: ![image](https://user-images.githubusercontent.com/45708377/102994321-e6081180-452f-11eb-8878-dd2b2835d6b3.png) But this it just UI problem. Seems it works fine.",1.0,"[0.9.2 staging-1883] Wrong status of contract. It's invalid but should not be. - Step to reproduce: - have 9 Urchers: ![image](https://user-images.githubusercontent.com/45708377/102993670-a55bc880-452e-11eb-8c20-4fbfc7c80536.png) - create repeatable contract with payment 8 Urchers(should not have enough money for the next repetition): ![image](https://user-images.githubusercontent.com/45708377/102993856-ff5c8e00-452e-11eb-8e29-676c7d668a4a.png) - second player take contract: ![image](https://user-images.githubusercontent.com/45708377/102993881-0edbd700-452f-11eb-9dd8-14df9f1ea03c.png) - new contract is invalid because the owner don't have enough money, but contract 25 is onvalid too, but why? the owner already payment currency to contract escrow: ![image](https://user-images.githubusercontent.com/45708377/102993949-2d41d280-452f-11eb-969e-a337f1923fad.png) If contract owner will find money contract is still invalid: ![image](https://user-images.githubusercontent.com/45708377/102994321-e6081180-452f-11eb-8878-dd2b2835d6b3.png) But this it just UI problem. Seems it works fine.",1, wrong status of contract it s invalid but should not be step to reproduce have urchers create repeatable contract with payment urchers should not have enough money for the next repetition second player take contract new contract is invalid because the owner don t have enough money but contract is onvalid too but why the owner already payment currency to contract escrow if contract owner will find money contract is still invalid but this it just ui problem seems it works fine ,1 562239,16654789024.0,IssuesEvent,2021-06-05 10:18:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Animal get-up delay time is not happening. They go skidding off while half standing.,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,This used to work. Saw it on a fox. ,1.0,Animal get-up delay time is not happening. They go skidding off while half standing. - This used to work. Saw it on a fox. ,1,animal get up delay time is not happening they go skidding off while half standing this used to work saw it on a fox ,1 530819,15436913887.0,IssuesEvent,2021-03-07 14:49:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.8 beta release-130]Elected Title terms extend with changes,Category: Gameplay Category: Laws Priority: Medium Squad: Mountain Goat Status: Reopen,"When you have several holders of a title as soon as a player leaves this title it refreshes the term time. Example: White Tiger Elected Title ""Giant Panda Republicans"" Term limit of 7 days Requirement is ACTIVE demographic holder A player is no longer active and gets kicked out of the title now it ""updates"" and extends the title for another 7 days. ![Screenshot_72.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/ad536557-a0d7-446c-9428-926b346e3f5f)",1.0,"[0.9.1.8 beta release-130]Elected Title terms extend with changes - When you have several holders of a title as soon as a player leaves this title it refreshes the term time. Example: White Tiger Elected Title ""Giant Panda Republicans"" Term limit of 7 days Requirement is ACTIVE demographic holder A player is no longer active and gets kicked out of the title now it ""updates"" and extends the title for another 7 days. ![Screenshot_72.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/ad536557-a0d7-446c-9428-926b346e3f5f)",1, elected title terms extend with changes when you have several holders of a title as soon as a player leaves this title it refreshes the term time example white tiger elected title giant panda republicans term limit of days requirement is active demographic holder a player is no longer active and gets kicked out of the title now it updates and extends the title for another days ,1 258915,8180837010.0,IssuesEvent,2018-08-28 20:45:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Minimap lag while mousing over map on low-end graphics cards,Medium Priority,"moving the fetch call or swapping buffers may fix the issue, could also disable the lookup while dragging the world to make it less noticable",1.0,"Minimap lag while mousing over map on low-end graphics cards - moving the fetch call or swapping buffers may fix the issue, could also disable the lookup while dragging the world to make it less noticable",1,minimap lag while mousing over map on low end graphics cards moving the fetch call or swapping buffers may fix the issue could also disable the lookup while dragging the world to make it less noticable,1 306577,9396853079.0,IssuesEvent,2019-04-08 08:20:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.0] Disorientation after leaving the vehicle,Medium Priority Quality Assurance,"1. Checked the work of the excavator. 2. went out of it (was a first person view). The camera was very low. 3. Switched to 3 person view. I was lying on my back but could move. (move on the back) 4. I went back to the excavator, and when I got into it and went out again, everything was fine. I can't repeat it. https://drive.google.com/file/d/1BTLXhyXfYdyUnke_TaJqHgUWslTiILQS/view?usp=sharing",1.0,"[0.8.1.0] Disorientation after leaving the vehicle - 1. Checked the work of the excavator. 2. went out of it (was a first person view). The camera was very low. 3. Switched to 3 person view. I was lying on my back but could move. (move on the back) 4. I went back to the excavator, and when I got into it and went out again, everything was fine. I can't repeat it. https://drive.google.com/file/d/1BTLXhyXfYdyUnke_TaJqHgUWslTiILQS/view?usp=sharing",1, disorientation after leaving the vehicle checked the work of the excavator went out of it was a first person view the camera was very low switched to person view i was lying on my back but could move move on the back i went back to the excavator and when i got into it and went out again everything was fine i can t repeat it ,1 462244,13243269997.0,IssuesEvent,2020-08-19 11:09:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-19] Strange leg movement from animals (fitness?),Category: Gameplay Priority: Medium Status: Fixed,"They can walk-walk and then like.. hoba! ![deer-fitness](https://user-images.githubusercontent.com/27898520/89178400-f2062d80-d5a6-11ea-95ab-eacc69eef4a3.gif) And from different positions ![bandicam 2020-08-03 16-21-09-010](https://user-images.githubusercontent.com/27898520/89178434-01857680-d5a7-11ea-81b7-138cba76556a.jpg) ",1.0,"[0.9.0 develop-19] Strange leg movement from animals (fitness?) - They can walk-walk and then like.. hoba! ![deer-fitness](https://user-images.githubusercontent.com/27898520/89178400-f2062d80-d5a6-11ea-95ab-eacc69eef4a3.gif) And from different positions ![bandicam 2020-08-03 16-21-09-010](https://user-images.githubusercontent.com/27898520/89178434-01857680-d5a7-11ea-81b7-138cba76556a.jpg) ",1, strange leg movement from animals fitness they can walk walk and then like hoba and from different positions ,1 550119,16105275315.0,IssuesEvent,2021-04-27 14:17:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 Staging-1943] Unable to Dump Contents to any Lumber Stockpile using Skid Steer,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Tested on 0.9.3 Staging-1943 Issue: Unable to Dump Contents to either Lumber Stockpile or Large Lumber Stockpile using Skid Steer Dump Contents function. Repro: 1. Use Skid Steer and Dig up some stuff. 2. Dump the contents you dug on step 1 to any Lumber Stockpile. Result: Blank Error. NOTE: I am not encountering any issues when dumping contents to a small stockpile or stockpile. ![ss.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/69d4715d-8eb5-4257-978b-f8ba4961264a)",1.0,"[0.9.3 Staging-1943] Unable to Dump Contents to any Lumber Stockpile using Skid Steer - Tested on 0.9.3 Staging-1943 Issue: Unable to Dump Contents to either Lumber Stockpile or Large Lumber Stockpile using Skid Steer Dump Contents function. Repro: 1. Use Skid Steer and Dig up some stuff. 2. Dump the contents you dug on step 1 to any Lumber Stockpile. Result: Blank Error. NOTE: I am not encountering any issues when dumping contents to a small stockpile or stockpile. ![ss.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/69d4715d-8eb5-4257-978b-f8ba4961264a)",1, unable to dump contents to any lumber stockpile using skid steer tested on staging issue unable to dump contents to either lumber stockpile or large lumber stockpile using skid steer dump contents function repro use skid steer and dig up some stuff dump the contents you dug on step to any lumber stockpile result blank error note i am not encountering any issues when dumping contents to a small stockpile or stockpile ,1 329225,10013646722.0,IssuesEvent,2019-07-15 15:38:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tier 2 Room Lowered to 1.99 After Adding Iron Pipes,Medium Priority Needs Information,"I've created a fully enclosed room entirely made of Tier 2 materials (glass, lumber, lumber door). It previously showed as a calculated tier value of 2. I removed a glass window, and added two iron pipes which are also Tier 2. This has lowered the calculated tier value to 1.99. If I remove the two pipes, add back the glass, then pull out a few blocks and put them back to reset the room calculation, it will not go back to Tier 2. ![ECO_0 8 2 7_TierIssue](https://user-images.githubusercontent.com/10479775/60907335-e844b600-a23e-11e9-8783-6db42be37055.png) No mods.",1.0,"Tier 2 Room Lowered to 1.99 After Adding Iron Pipes - I've created a fully enclosed room entirely made of Tier 2 materials (glass, lumber, lumber door). It previously showed as a calculated tier value of 2. I removed a glass window, and added two iron pipes which are also Tier 2. This has lowered the calculated tier value to 1.99. If I remove the two pipes, add back the glass, then pull out a few blocks and put them back to reset the room calculation, it will not go back to Tier 2. ![ECO_0 8 2 7_TierIssue](https://user-images.githubusercontent.com/10479775/60907335-e844b600-a23e-11e9-8783-6db42be37055.png) No mods.",1,tier room lowered to after adding iron pipes i ve created a fully enclosed room entirely made of tier materials glass lumber lumber door it previously showed as a calculated tier value of i removed a glass window and added two iron pipes which are also tier this has lowered the calculated tier value to if i remove the two pipes add back the glass then pull out a few blocks and put them back to reset the room calculation it will not go back to tier no mods ,1 309073,9461031844.0,IssuesEvent,2019-04-17 12:34:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.3] Broken highlighting for possible crafting at crane,Medium Priority Quality Assurance,"1. Put down crane from the inventory. 2. Mount crane. 3. Highlighting works. ![image](https://user-images.githubusercontent.com/45708377/56287754-df53b500-6125-11e9-9cdf-5d62168d578c.png) 4. Unmount crane. 5. Unclaim crane. ![image](https://user-images.githubusercontent.com/45708377/56287809-014d3780-6126-11e9-971c-17245734bd9d.png) 6. Mount crane. 7. Highlighting is broken. ![image](https://user-images.githubusercontent.com/45708377/56287844-1629cb00-6126-11e9-9e01-075be7d6c036.png) ",1.0,"[0.8.1.3] Broken highlighting for possible crafting at crane - 1. Put down crane from the inventory. 2. Mount crane. 3. Highlighting works. ![image](https://user-images.githubusercontent.com/45708377/56287754-df53b500-6125-11e9-9cdf-5d62168d578c.png) 4. Unmount crane. 5. Unclaim crane. ![image](https://user-images.githubusercontent.com/45708377/56287809-014d3780-6126-11e9-971c-17245734bd9d.png) 6. Mount crane. 7. Highlighting is broken. ![image](https://user-images.githubusercontent.com/45708377/56287844-1629cb00-6126-11e9-9e01-075be7d6c036.png) ",1, broken highlighting for possible crafting at crane put down crane from the inventory mount crane highlighting works unmount crane unclaim crane mount crane highlighting is broken ,1 403835,11847645113.0,IssuesEvent,2020-03-24 12:25:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[9.0 staging 1480] Work Part: no taxes in notifications,Priority: Medium,"1. Make world with treasury and some taxes /test economics ![bandicam 2020-03-24 17-15-22-207](https://user-images.githubusercontent.com/27898520/77425256-3f51e180-6df4-11ea-9f51-82042fae9a10.jpg) 2. Make party and let someone to take it 3. Let someone to add resources and lavor 4. See notifications ![bandicam 2020-03-24 17-16-29-586](https://user-images.githubusercontent.com/27898520/77425344-69a39f00-6df4-11ea-9fe9-214b527a222e.jpg) Nothing in them will mark taxes amount. It should. ",1.0,"[9.0 staging 1480] Work Part: no taxes in notifications - 1. Make world with treasury and some taxes /test economics ![bandicam 2020-03-24 17-15-22-207](https://user-images.githubusercontent.com/27898520/77425256-3f51e180-6df4-11ea-9f51-82042fae9a10.jpg) 2. Make party and let someone to take it 3. Let someone to add resources and lavor 4. See notifications ![bandicam 2020-03-24 17-16-29-586](https://user-images.githubusercontent.com/27898520/77425344-69a39f00-6df4-11ea-9fe9-214b527a222e.jpg) Nothing in them will mark taxes amount. It should. ",1, work part no taxes in notifications make world with treasury and some taxes test economics make party and let someone to take it let someone to add resources and lavor see notifications nothing in them will mark taxes amount it should ,1 318931,9725363662.0,IssuesEvent,2019-05-30 08:29:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,German: Bug beim Steckenbleiben,Medium Priority,"German: Hi, ich habe des öfteren ECO gespielt und beim Abbauen von Stein, oder beim Schaufeln von Dirt, musste ich oft feststellen, dass ich stecken bleibe und immer wenn ich stecken bleibe, dann kommt ein Rauschen und am Ende des Rauschens stöhnt der Charakter. Siehe Video: https://www.youtube.com/watch?v=-9-fT3wyIjk Ab 3:14 Minute",1.0,"German: Bug beim Steckenbleiben - German: Hi, ich habe des öfteren ECO gespielt und beim Abbauen von Stein, oder beim Schaufeln von Dirt, musste ich oft feststellen, dass ich stecken bleibe und immer wenn ich stecken bleibe, dann kommt ein Rauschen und am Ende des Rauschens stöhnt der Charakter. Siehe Video: https://www.youtube.com/watch?v=-9-fT3wyIjk Ab 3:14 Minute",1,german bug beim steckenbleiben german hi ich habe des öfteren eco gespielt und beim abbauen von stein oder beim schaufeln von dirt musste ich oft feststellen dass ich stecken bleibe und immer wenn ich stecken bleibe dann kommt ein rauschen und am ende des rauschens stöhnt der charakter siehe video ab minute,1 454019,13093563508.0,IssuesEvent,2020-08-03 10:37:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging-1668] Alligators don't move when walking,Category: Gameplay Priority: Medium Status: Fixed,"Occasionally one will move, might be only a certain state is working This is probably related ``` Look rotation viewing vector is zero UnityEngine.Quaternion:LookRotation(Vector3) RotationInterpolate:Rotate(Vector3, Single, Single, Boolean) Assets.Scripts.Networking.AnimalInterpolateTransform:OnLateUpdate() UpdateManager:DoUpdates(Dictionary`2, Boolean, Boolean&) UpdateManager:LateUpdate() [C:\buildslave\unity\build\Runtime/Math/MathScripting.h line 85] (Filename: C:\buildslave\unity\build\Runtime/Math/MathScripting.h Line: 85) ```",1.0,"[staging-1668] Alligators don't move when walking - Occasionally one will move, might be only a certain state is working This is probably related ``` Look rotation viewing vector is zero UnityEngine.Quaternion:LookRotation(Vector3) RotationInterpolate:Rotate(Vector3, Single, Single, Boolean) Assets.Scripts.Networking.AnimalInterpolateTransform:OnLateUpdate() UpdateManager:DoUpdates(Dictionary`2, Boolean, Boolean&) UpdateManager:LateUpdate() [C:\buildslave\unity\build\Runtime/Math/MathScripting.h line 85] (Filename: C:\buildslave\unity\build\Runtime/Math/MathScripting.h Line: 85) ```",1, alligators don t move when walking occasionally one will move might be only a certain state is working this is probably related look rotation viewing vector is zero unityengine quaternion lookrotation rotationinterpolate rotate single single boolean assets scripts networking animalinterpolatetransform onlateupdate updatemanager doupdates dictionary boolean boolean updatemanager lateupdate filename c buildslave unity build runtime math mathscripting h line ,1 442209,12741677399.0,IssuesEvent,2020-06-26 06:46:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1630] Loan Offer and Sell Bond Clauses have UI flaws.,Category: UI Priority: Medium,"Compared to Payment on Completion: ![image](https://user-images.githubusercontent.com/45708377/85828685-a6838700-b791-11ea-9ed6-3199d4ea6601.png) ![image](https://user-images.githubusercontent.com/45708377/85828709-ae432b80-b791-11ea-9479-d9f9b7feec78.png) Different font sizes also look very strange.",1.0,"[0.9.0 staging-1630] Loan Offer and Sell Bond Clauses have UI flaws. - Compared to Payment on Completion: ![image](https://user-images.githubusercontent.com/45708377/85828685-a6838700-b791-11ea-9ed6-3199d4ea6601.png) ![image](https://user-images.githubusercontent.com/45708377/85828709-ae432b80-b791-11ea-9479-d9f9b7feec78.png) Different font sizes also look very strange.",1, loan offer and sell bond clauses have ui flaws compared to payment on completion different font sizes also look very strange ,1 249181,7953968113.0,IssuesEvent,2018-07-12 05:08:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Simultaneous logins should not be possible,Medium Priority,"You can currently login twice to the same server and it doesn't kick one off. This also makes it so you can meet your clone in debug mode when you crash",1.0,"Simultaneous logins should not be possible - You can currently login twice to the same server and it doesn't kick one off. This also makes it so you can meet your clone in debug mode when you crash",1,simultaneous logins should not be possible you can currently login twice to the same server and it doesn t kick one off this also makes it so you can meet your clone in debug mode when you crash,1 279763,8672771000.0,IssuesEvent,2018-11-29 23:18:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.9.1] Distribution Station - No error message when trying to move multiple items,Fixed Medium Priority,"When you try to move multiple items from the distribution station to your inventory by using shift while your are not permitted to do so, no error message telling you that you don't have permissions will be shown. It will only be shown when you try to remove only one item.",1.0,"[7.9.1] Distribution Station - No error message when trying to move multiple items - When you try to move multiple items from the distribution station to your inventory by using shift while your are not permitted to do so, no error message telling you that you don't have permissions will be shown. It will only be shown when you try to remove only one item.",1, distribution station no error message when trying to move multiple items when you try to move multiple items from the distribution station to your inventory by using shift while your are not permitted to do so no error message telling you that you don t have permissions will be shown it will only be shown when you try to remove only one item ,1 448685,12955619693.0,IssuesEvent,2020-07-20 06:43:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1644] ""Specialty to show"" UI glitches",Category: UI Priority: Medium Status: Fixed Week Task,"- [x] 1. Amount doesn't work. I can't change ""0"" to another number: ![image](https://user-images.githubusercontent.com/45708377/86779436-3bc12e00-c064-11ea-98ef-442c4442be93.png) - [x] 2. Wrong collapse if you select 'Show on XP gain' or 'Hide': ![image](https://user-images.githubusercontent.com/45708377/86779562-657a5500-c064-11ea-9939-0a64e874f52c.png) Should be: ![image](https://user-images.githubusercontent.com/45708377/86779641-77f48e80-c064-11ea-8eae-449d6ad08a8f.png) ",1.0,"[0.9.0 staging-1644] ""Specialty to show"" UI glitches - - [x] 1. Amount doesn't work. I can't change ""0"" to another number: ![image](https://user-images.githubusercontent.com/45708377/86779436-3bc12e00-c064-11ea-98ef-442c4442be93.png) - [x] 2. Wrong collapse if you select 'Show on XP gain' or 'Hide': ![image](https://user-images.githubusercontent.com/45708377/86779562-657a5500-c064-11ea-9939-0a64e874f52c.png) Should be: ![image](https://user-images.githubusercontent.com/45708377/86779641-77f48e80-c064-11ea-8eae-449d6ad08a8f.png) ",1, specialty to show ui glitches amount doesn t work i can t change to another number wrong collapse if you select show on xp gain or hide should be ,1 486582,14011471805.0,IssuesEvent,2020-10-29 07:25:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deadlock when trying to bind and unbind simultaneously,Category: Tech Priority: Medium,"Thread 1: ![image](https://user-images.githubusercontent.com/3536496/96398784-8da84280-1181-11eb-9dab-13c5dbf7b751.png) Thread 2: ![image](https://user-images.githubusercontent.com/3536496/96398815-9d278b80-1181-11eb-8e25-e64b6a40bb34.png) Dump here: https://drive.google.com/file/d/1iJN0VLvoc-_d0P7dgmzl7UG_L0sq4qGs/view?usp=sharing Was debugging when it happened, but it could happen naturally ",1.0,"Deadlock when trying to bind and unbind simultaneously - Thread 1: ![image](https://user-images.githubusercontent.com/3536496/96398784-8da84280-1181-11eb-9dab-13c5dbf7b751.png) Thread 2: ![image](https://user-images.githubusercontent.com/3536496/96398815-9d278b80-1181-11eb-8e25-e64b6a40bb34.png) Dump here: https://drive.google.com/file/d/1iJN0VLvoc-_d0P7dgmzl7UG_L0sq4qGs/view?usp=sharing Was debugging when it happened, but it could happen naturally ",1,deadlock when trying to bind and unbind simultaneously thread thread dump here was debugging when it happened but it could happen naturally ,1 380447,11261099045.0,IssuesEvent,2020-01-13 11:59:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1334] Contracts: need a hint with items number for finishing a contract,Priority: Medium,"When you are trying to finish a contract with some items (distribution, adding, harvesting) you have this useful popup with wanted items. But we had number of items early too (how much items you still need for finishing a contract) ![unknown (39)](https://user-images.githubusercontent.com/27898520/72254437-deed3980-3625-11ea-8d8a-cd5b0ddca1e4.png) ",1.0,"[0.9.0 staging-1334] Contracts: need a hint with items number for finishing a contract - When you are trying to finish a contract with some items (distribution, adding, harvesting) you have this useful popup with wanted items. But we had number of items early too (how much items you still need for finishing a contract) ![unknown (39)](https://user-images.githubusercontent.com/27898520/72254437-deed3980-3625-11ea-8d8a-cd5b0ddca1e4.png) ",1, contracts need a hint with items number for finishing a contract when you are trying to finish a contract with some items distribution adding harvesting you have this useful popup with wanted items but we had number of items early too how much items you still need for finishing a contract ,1 491640,14168043050.0,IssuesEvent,2020-11-12 11:08:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[client] [9.0-9.0.5] server search filter by Lang bug,Category: UI Priority: Medium Status: Fixed,"Client on EN server search filter have checkbox on Lang by default, but on all other Lang it checkbox off by default ![en](https://user-images.githubusercontent.com/26339332/95910723-2a956500-0da9-11eb-95c1-d7df8086147e.png) ![de](https://user-images.githubusercontent.com/26339332/95910721-29fcce80-0da9-11eb-8059-cfc4bed556ad.png) ![ru](https://user-images.githubusercontent.com/26339332/95910728-2bc69200-0da9-11eb-8e17-3c919a964858.png) ![fr](https://user-images.githubusercontent.com/26339332/95910725-2b2dfb80-0da9-11eb-9cef-22714f3578b7.png) ![it](https://user-images.githubusercontent.com/26339332/95910727-2b2dfb80-0da9-11eb-938c-c78910544fa8.png) ",1.0,"[client] [9.0-9.0.5] server search filter by Lang bug - Client on EN server search filter have checkbox on Lang by default, but on all other Lang it checkbox off by default ![en](https://user-images.githubusercontent.com/26339332/95910723-2a956500-0da9-11eb-95c1-d7df8086147e.png) ![de](https://user-images.githubusercontent.com/26339332/95910721-29fcce80-0da9-11eb-8059-cfc4bed556ad.png) ![ru](https://user-images.githubusercontent.com/26339332/95910728-2bc69200-0da9-11eb-8e17-3c919a964858.png) ![fr](https://user-images.githubusercontent.com/26339332/95910725-2b2dfb80-0da9-11eb-9cef-22714f3578b7.png) ![it](https://user-images.githubusercontent.com/26339332/95910727-2b2dfb80-0da9-11eb-938c-c78910544fa8.png) ",1, server search filter by lang bug client on en server search filter have checkbox on lang by default but on all other lang it checkbox off by default ,1 252059,8031187768.0,IssuesEvent,2018-07-27 23:10:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Computer Lab craft time affected by wrong skill,Medium Priority,"The craft of the Computer Lab is learned by the Industrial Engineering skill, and its ingredients cost reduced by the Industrial Engineering Efficiency Skill, but the craft time is reduced by the Electronics Engineering Speed Skill. ComputerLab.cs (63) : `SkillModifiedValue value = new SkillModifiedValue(260, ElectronicEngineeringSpeedSkill.MultiplicativeStrategy, typeof(ElectronicEngineeringSpeedSkill), ""craft time"");` Should be: `SkillModifiedValue value = new SkillModifiedValue(260, IndustrialEngineeringSpeedSkill.MultiplicativeStrategy, typeof(IndustrialEngineeringSpeedSkill), ""craft time"");`",1.0,"USER ISSUE: Computer Lab craft time affected by wrong skill - The craft of the Computer Lab is learned by the Industrial Engineering skill, and its ingredients cost reduced by the Industrial Engineering Efficiency Skill, but the craft time is reduced by the Electronics Engineering Speed Skill. ComputerLab.cs (63) : `SkillModifiedValue value = new SkillModifiedValue(260, ElectronicEngineeringSpeedSkill.MultiplicativeStrategy, typeof(ElectronicEngineeringSpeedSkill), ""craft time"");` Should be: `SkillModifiedValue value = new SkillModifiedValue(260, IndustrialEngineeringSpeedSkill.MultiplicativeStrategy, typeof(IndustrialEngineeringSpeedSkill), ""craft time"");`",1,user issue computer lab craft time affected by wrong skill the craft of the computer lab is learned by the industrial engineering skill and its ingredients cost reduced by the industrial engineering efficiency skill but the craft time is reduced by the electronics engineering speed skill computerlab cs skillmodifiedvalue value new skillmodifiedvalue electronicengineeringspeedskill multiplicativestrategy typeof electronicengineeringspeedskill craft time should be skillmodifiedvalue value new skillmodifiedvalue industrialengineeringspeedskill multiplicativestrategy typeof industrialengineeringspeedskill craft time ,1 564248,16721784478.0,IssuesEvent,2021-06-10 08:13:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-2015] Command '/test economics' has glitch and can cause crash.,Category: Gameplay Priority: Medium Type: Bug,"- [ ] 1. Have crash with tooltip afte using this command. Step to reproduce: - create a new world (English), connect to it. - use /test economics - write ""Store"" in chat, mouseover this text to seee tooltip: ![image](https://user-images.githubusercontent.com/45708377/121488635-eb70ef80-c9db-11eb-9b69-66459582fcfe.png) - crash. ``` Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object. Source:System.Private.CoreLib System.NullReferenceException: Object reference not set to an instance of an object. at System.Object.GetType() at Eco.Shared.Networking.RPCManager.TryCreateInvocation[TArg](INetClient client, Object target, String methodName, IList`1 packedArgs, Func`3 unpackArg, RPCInvocation& invocation) at Eco.Core.Controller.ControllerManager.HandleViewRPC(INetClient client, Int32 controllerID, String methodName, BSONObject bson) Outer Exceptions: Exception has been thrown by the target of an invocation. ``` [rhfi.txt](https://github.com/StrangeLoopGames/EcoIssues/files/6629529/rhfi.txt) - This does not always happen. I'd say that it happened 60% with English client and 0/3 with gibberish for me. But a coincidence is possible. If you can't catch crash you can download my world and just try to open this tooltip. Save files: https://drive.google.com/file/d/1ubpt96RePM-gdJ5Y0UD2N6YSgbBRkW9u/view?usp=sharing - [ ] 2. 3-4/5 Stores that was spawned with command are closed: ![image](https://user-images.githubusercontent.com/45708377/121489447-c4ff8400-c9dc-11eb-84fe-b61a64139e0c.png) ",1.0,"[0.9.4 staging-2015] Command '/test economics' has glitch and can cause crash. - - [ ] 1. Have crash with tooltip afte using this command. Step to reproduce: - create a new world (English), connect to it. - use /test economics - write ""Store"" in chat, mouseover this text to seee tooltip: ![image](https://user-images.githubusercontent.com/45708377/121488635-eb70ef80-c9db-11eb-9b69-66459582fcfe.png) - crash. ``` Server encountered an exception: Exception: NullReferenceException Message:Object reference not set to an instance of an object. Source:System.Private.CoreLib System.NullReferenceException: Object reference not set to an instance of an object. at System.Object.GetType() at Eco.Shared.Networking.RPCManager.TryCreateInvocation[TArg](INetClient client, Object target, String methodName, IList`1 packedArgs, Func`3 unpackArg, RPCInvocation& invocation) at Eco.Core.Controller.ControllerManager.HandleViewRPC(INetClient client, Int32 controllerID, String methodName, BSONObject bson) Outer Exceptions: Exception has been thrown by the target of an invocation. ``` [rhfi.txt](https://github.com/StrangeLoopGames/EcoIssues/files/6629529/rhfi.txt) - This does not always happen. I'd say that it happened 60% with English client and 0/3 with gibberish for me. But a coincidence is possible. If you can't catch crash you can download my world and just try to open this tooltip. Save files: https://drive.google.com/file/d/1ubpt96RePM-gdJ5Y0UD2N6YSgbBRkW9u/view?usp=sharing - [ ] 2. 3-4/5 Stores that was spawned with command are closed: ![image](https://user-images.githubusercontent.com/45708377/121489447-c4ff8400-c9dc-11eb-84fe-b61a64139e0c.png) ",1, command test economics has glitch and can cause crash have crash with tooltip afte using this command step to reproduce create a new world english connect to it use test economics write store in chat mouseover this text to seee tooltip crash server encountered an exception exception nullreferenceexception message object reference not set to an instance of an object source system private corelib system nullreferenceexception object reference not set to an instance of an object at system object gettype at eco shared networking rpcmanager trycreateinvocation inetclient client object target string methodname ilist packedargs func unpackarg rpcinvocation invocation at eco core controller controllermanager handleviewrpc inetclient client controllerid string methodname bsonobject bson outer exceptions exception has been thrown by the target of an invocation this does not always happen i d say that it happened with english client and with gibberish for me but a coincidence is possible if you can t catch crash you can download my world and just try to open this tooltip save files stores that was spawned with command are closed ,1 387255,11459003068.0,IssuesEvent,2020-02-07 05:44:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Incorrect tooltip (plant seeds onto existing plant),Priority: Medium Status: Fixed,"(if you looking to plant and have selected seeds) ![20200131104233_1](https://user-images.githubusercontent.com/4980243/73521197-715b4e80-4416-11ea-8ebd-3c63abcebf5b.jpg)",1.0,"Incorrect tooltip (plant seeds onto existing plant) - (if you looking to plant and have selected seeds) ![20200131104233_1](https://user-images.githubusercontent.com/4980243/73521197-715b4e80-4416-11ea-8ebd-3c63abcebf5b.jpg)",1,incorrect tooltip plant seeds onto existing plant if you looking to plant and have selected seeds ,1 377856,11185463799.0,IssuesEvent,2020-01-01 02:04:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1314] New fish have long text string for a name,Medium Priority,"The following fish all have a long text string where the icon should be: Blue Shark, Bass, Cod, Pacific Sardine. ![FishChat](https://user-images.githubusercontent.com/47330823/71547555-53ea1f00-2956-11ea-9390-fe22dcb0c4c8.png) ![BassTooltip](https://user-images.githubusercontent.com/47330823/71547559-5e0c1d80-2956-11ea-9d0b-453d188dbde8.png) ",1.0,"[0.9.0 staging-1314] New fish have long text string for a name - The following fish all have a long text string where the icon should be: Blue Shark, Bass, Cod, Pacific Sardine. ![FishChat](https://user-images.githubusercontent.com/47330823/71547555-53ea1f00-2956-11ea-9390-fe22dcb0c4c8.png) ![BassTooltip](https://user-images.githubusercontent.com/47330823/71547559-5e0c1d80-2956-11ea-9d0b-453d188dbde8.png) ",1, new fish have long text string for a name the following fish all have a long text string where the icon should be blue shark bass cod pacific sardine ,1 555152,16448014911.0,IssuesEvent,2021-05-20 22:32:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CW playtest connection setup not showing ping,Category: Cloud Worlds Priority: Medium QA Squad: Lattice Mushroom,"![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/24eca309-1cd6-419d-96cb-277e7da369ad) The behaviour of not showing ping and refusing some people to connect I have only seen on servers with wrong network configuration. @Ry4ndrew can you test to see if this is the case with a fresh cloud world?",1.0,"CW playtest connection setup not showing ping - ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/24eca309-1cd6-419d-96cb-277e7da369ad) The behaviour of not showing ping and refusing some people to connect I have only seen on servers with wrong network configuration. @Ry4ndrew can you test to see if this is the case with a fresh cloud world?",1,cw playtest connection setup not showing ping the behaviour of not showing ping and refusing some people to connect i have only seen on servers with wrong network configuration can you test to see if this is the case with a fresh cloud world ,1 371969,10997188133.0,IssuesEvent,2019-12-03 08:37:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Premade graphs empty in server api,Fixed Medium Priority,"On government webpage, server is not offering premade graphs via {serverUrl}/datasets/graphs for example, it used to show graph of all plant populations.",1.0,"Premade graphs empty in server api - On government webpage, server is not offering premade graphs via {serverUrl}/datasets/graphs for example, it used to show graph of all plant populations.",1,premade graphs empty in server api on government webpage server is not offering premade graphs via serverurl datasets graphs for example it used to show graph of all plant populations ,1 448718,12956362611.0,IssuesEvent,2020-07-20 08:05:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Mint working and UI,Category: UI Priority: Medium Status: Reopen,"1. Doesn't take resourses to craft. So you can craft infinity money. 2. Small font of currency name ![image](https://user-images.githubusercontent.com/45708377/66374141-ff688080-e9b2-11e9-933e-fffeaded703f.png) 3. Currency report window size always open with this size: ![image](https://user-images.githubusercontent.com/45708377/66374470-c2e95480-e9b3-11e9-926f-fd27f9a0081b.png) ",1.0,"[master-preview] Mint working and UI - 1. Doesn't take resourses to craft. So you can craft infinity money. 2. Small font of currency name ![image](https://user-images.githubusercontent.com/45708377/66374141-ff688080-e9b2-11e9-933e-fffeaded703f.png) 3. Currency report window size always open with this size: ![image](https://user-images.githubusercontent.com/45708377/66374470-c2e95480-e9b3-11e9-926f-fd27f9a0081b.png) ",1, mint working and ui doesn t take resourses to craft so you can craft infinity money small font of currency name currency report window size always open with this size ,1 510384,14789663569.0,IssuesEvent,2021-01-12 10:53:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1852] Float Stairs for Flat Steel can disappear,Category: Art Category: Gameplay Priority: Medium Status: Fixed,"Step to reproduce: - place Float Stairs Corner & Float Stairs Turn: ![image](https://user-images.githubusercontent.com/45708377/99938346-a6a3a500-2d78-11eb-8fca-76d4f35b8acd.png) - select Float Stairs form and mouseover nearby Float Stairs Turn block: ![image](https://user-images.githubusercontent.com/45708377/99938357-aa372c00-2d78-11eb-81ba-907e4143cce9.png) - place it. Float Stairs Corner & Float Stairs Turn for Flat Steel disappeared: ![image](https://user-images.githubusercontent.com/45708377/99938367-b0c5a380-2d78-11eb-8666-e17d23b73d7f.png) - you can highlight them and they still have occupancy: ![image](https://user-images.githubusercontent.com/45708377/99938374-b327fd80-2d78-11eb-9643-331a822be401.png) ![image](https://user-images.githubusercontent.com/45708377/99938570-23368380-2d79-11eb-8509-0022eef66c96.png) ",1.0,"[0.9.2 staging-1852] Float Stairs for Flat Steel can disappear - Step to reproduce: - place Float Stairs Corner & Float Stairs Turn: ![image](https://user-images.githubusercontent.com/45708377/99938346-a6a3a500-2d78-11eb-8fca-76d4f35b8acd.png) - select Float Stairs form and mouseover nearby Float Stairs Turn block: ![image](https://user-images.githubusercontent.com/45708377/99938357-aa372c00-2d78-11eb-81ba-907e4143cce9.png) - place it. Float Stairs Corner & Float Stairs Turn for Flat Steel disappeared: ![image](https://user-images.githubusercontent.com/45708377/99938367-b0c5a380-2d78-11eb-8666-e17d23b73d7f.png) - you can highlight them and they still have occupancy: ![image](https://user-images.githubusercontent.com/45708377/99938374-b327fd80-2d78-11eb-9643-331a822be401.png) ![image](https://user-images.githubusercontent.com/45708377/99938570-23368380-2d79-11eb-8509-0022eef66c96.png) ",1, float stairs for flat steel can disappear step to reproduce place float stairs corner float stairs turn select float stairs form and mouseover nearby float stairs turn block place it float stairs corner float stairs turn for flat steel disappeared you can highlight them and they still have occupancy ,1 220562,7360927568.0,IssuesEvent,2018-03-10 23:57:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Candles Descrease House value outside (and inside) of home,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Place a candle down outside (or inside) your house and turn it on. **Expected behavior:** nothing should happen outside your house. I don't know what should happen inside but i don't think it should lower your house value **Actual behavior:** decreases house value inside and outside of the home when turned on.",1.0,"USER ISSUE: Candles Descrease House value outside (and inside) of home - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Place a candle down outside (or inside) your house and turn it on. **Expected behavior:** nothing should happen outside your house. I don't know what should happen inside but i don't think it should lower your house value **Actual behavior:** decreases house value inside and outside of the home when turned on.",1,user issue candles descrease house value outside and inside of home version beta steps to reproduce place a candle down outside or inside your house and turn it on expected behavior nothing should happen outside your house i don t know what should happen inside but i don t think it should lower your house value actual behavior decreases house value inside and outside of the home when turned on ,1 348643,10451029660.0,IssuesEvent,2019-09-19 11:58:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Stone Sickle instead Stone Scythe?,Medium Priority,"![image](https://user-images.githubusercontent.com/45708377/65241933-81b8ff80-daed-11e9-97e8-dcdafe3b7964.png) In 0.9.0 we have stone sickle instead stone scythe. Because of this, the model of tool disappeared. The icon is used from a stone scythe. Is this a mistake with renaming the instrument? Or stone scythe will be deleted and a sickle will really be added instead?",1.0,"[master-preview] Stone Sickle instead Stone Scythe? - ![image](https://user-images.githubusercontent.com/45708377/65241933-81b8ff80-daed-11e9-97e8-dcdafe3b7964.png) In 0.9.0 we have stone sickle instead stone scythe. Because of this, the model of tool disappeared. The icon is used from a stone scythe. Is this a mistake with renaming the instrument? Or stone scythe will be deleted and a sickle will really be added instead?",1, stone sickle instead stone scythe in we have stone sickle instead stone scythe because of this the model of tool disappeared the icon is used from a stone scythe is this a mistake with renaming the instrument or stone scythe will be deleted and a sickle will really be added instead ,1 444098,12806274022.0,IssuesEvent,2020-07-03 09:08:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Update all components used with pool to be more encapsulated,Priority: Medium,"I.e. MouseEnterExitComponent should unsubscribe all events instead of owning component. We should go through all components which is currently used in pooling and make this refactoring. It will be easier to modify and maintain such components. Related to https://github.com/StrangeLoopGames/EcoIssues/issues/16814",1.0,"Update all components used with pool to be more encapsulated - I.e. MouseEnterExitComponent should unsubscribe all events instead of owning component. We should go through all components which is currently used in pooling and make this refactoring. It will be easier to modify and maintain such components. Related to https://github.com/StrangeLoopGames/EcoIssues/issues/16814",1,update all components used with pool to be more encapsulated i e mouseenterexitcomponent should unsubscribe all events instead of owning component we should go through all components which is currently used in pooling and make this refactoring it will be easier to modify and maintain such components related to ,1 514976,14947933698.0,IssuesEvent,2021-01-26 09:22:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Zooming camera in-out,Category: Gameplay Priority: Medium Squad: Pumpkin Status: Fixed,Zoom third-person camera in and out with scrolling and holding left Alt button.,1.0,Zooming camera in-out - Zoom third-person camera in and out with scrolling and holding left Alt button.,1,zooming camera in out zoom third person camera in and out with scrolling and holding left alt button ,1 494435,14258390283.0,IssuesEvent,2020-11-20 06:10:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Old waterless map shows after newly bought world is being started,Category: Cloud Worlds Priority: Medium Status: Fixed,"Old waterless map shows after newly bought world is being started (before page manual refresh). ![image](https://user-images.githubusercontent.com/5720101/96123467-21181400-0ef3-11eb-9177-2abcc18f32ba.png) After refresh map is already good (with water).",1.0,"Old waterless map shows after newly bought world is being started - Old waterless map shows after newly bought world is being started (before page manual refresh). ![image](https://user-images.githubusercontent.com/5720101/96123467-21181400-0ef3-11eb-9177-2abcc18f32ba.png) After refresh map is already good (with water).",1,old waterless map shows after newly bought world is being started old waterless map shows after newly bought world is being started before page manual refresh after refresh map is already good with water ,1 500569,14502200688.0,IssuesEvent,2020-12-11 20:39:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.8 beta release-130]Spawn point changes on new worlds ignoring config settings,Priority: Medium Status: Investigate,Server world creation and having players connect it will ignore the set spawn point in users.eco even if this has a set spawnpoint and also set to true. Need to further investigate if this is a consistent behavior when different client connects or when this alters spawn.,1.0,[0.9.1.8 beta release-130]Spawn point changes on new worlds ignoring config settings - Server world creation and having players connect it will ignore the set spawn point in users.eco even if this has a set spawnpoint and also set to true. Need to further investigate if this is a consistent behavior when different client connects or when this alters spawn.,1, spawn point changes on new worlds ignoring config settings server world creation and having players connect it will ignore the set spawn point in users eco even if this has a set spawnpoint and also set to true need to further investigate if this is a consistent behavior when different client connects or when this alters spawn ,1 526111,15280867251.0,IssuesEvent,2021-02-23 07:10:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1983] Doesn't support pooling,Category: Tech Priority: Medium Squad: Mountain Goat Type: Improvement,"``` ChatLogEntryNoFade doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: ChatLogEntryNoFade (ChatLogEntry) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` ``` LinkedInventory doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: DragFrame (FastImage), EnabledToggle (FastImage), Checkmark (FastImage), DropDownToggle (FastImage), ArrowDown (FastImage), ArrowRight (FastImage), StorageParent (SimpleRaycastTarget), IndicatorBar (FastImage) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` ``` ItemStackStorage doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: Shadow (FastImage), Icon (FastImage), Frame (FastImage), QuantityWindow (FastImage), DurabilityWindow (FastImage), Durability (FastImage) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` We still have LinkedInventory here, The last is a new one, seems appeared in 0.9.3. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027208/Player.log) ",1.0,"[0.9.3 staging-1983] Doesn't support pooling - ``` ChatLogEntryNoFade doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: ChatLogEntryNoFade (ChatLogEntry) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` ``` LinkedInventory doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: DragFrame (FastImage), EnabledToggle (FastImage), Checkmark (FastImage), DropDownToggle (FastImage), ArrowDown (FastImage), ArrowRight (FastImage), StorageParent (SimpleRaycastTarget), IndicatorBar (FastImage) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` ``` ItemStackStorage doesn't support pooling. It may cause problems in runtime. Either add [SupportsPooling] attribute to all it's and it's children components or implement pool supporting interface(s) (IPoolRentAware, IPoolReturnAware). For third-party components you can use PoolingExtensions.RegisterPoolableType. List of components missing pooling support: Shadow (FastImage), Icon (FastImage), Frame (FastImage), QuantityWindow (FastImage), DurabilityWindow (FastImage), Durability (FastImage) EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) ``` We still have LinkedInventory here, The last is a new one, seems appeared in 0.9.3. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027208/Player.log) ",1, doesn t support pooling chatlogentrynofade doesn t support pooling it may cause problems in runtime either add attribute to all it s and it s children components or implement pool supporting interface s ipoolrentaware ipoolreturnaware for third party components you can use poolingextensions registerpoolabletype list of components missing pooling support chatlogentrynofade chatlogentry ecoengine logging logmanager logformat logtype object string object linkedinventory doesn t support pooling it may cause problems in runtime either add attribute to all it s and it s children components or implement pool supporting interface s ipoolrentaware ipoolreturnaware for third party components you can use poolingextensions registerpoolabletype list of components missing pooling support dragframe fastimage enabledtoggle fastimage checkmark fastimage dropdowntoggle fastimage arrowdown fastimage arrowright fastimage storageparent simpleraycasttarget indicatorbar fastimage ecoengine logging logmanager logformat logtype object string object itemstackstorage doesn t support pooling it may cause problems in runtime either add attribute to all it s and it s children components or implement pool supporting interface s ipoolrentaware ipoolreturnaware for third party components you can use poolingextensions registerpoolabletype list of components missing pooling support shadow fastimage icon fastimage frame fastimage quantitywindow fastimage durabilitywindow fastimage durability fastimage ecoengine logging logmanager logformat logtype object string object we still have linkedinventory here the last is a new one seems appeared in ,1 307176,9414250969.0,IssuesEvent,2019-04-10 09:42:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add dependencies check on first start.,Medium Priority,"Add dependencies check on first game start. All needed software installed, and available. To exclude this situation. Player install game from steam, installing .net is not succeed. Result - singleplayer silence not working, return to main menu after launch. Only after player try to launch server manually, they see error. ![v10yyiljvi4](https://user-images.githubusercontent.com/4980243/41507312-00399640-7239-11e8-9067-37a732eae582.jpg) ",1.0,"Add dependencies check on first start. - Add dependencies check on first game start. All needed software installed, and available. To exclude this situation. Player install game from steam, installing .net is not succeed. Result - singleplayer silence not working, return to main menu after launch. Only after player try to launch server manually, they see error. ![v10yyiljvi4](https://user-images.githubusercontent.com/4980243/41507312-00399640-7239-11e8-9067-37a732eae582.jpg) ",1,add dependencies check on first start add dependencies check on first game start all needed software installed and available to exclude this situation player install game from steam installing net is not succeed result singleplayer silence not working return to main menu after launch only after player try to launch server manually they see error ,1 223695,7459849468.0,IssuesEvent,2018-03-30 17:07:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Starting Singleplayer,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Start Game 2. Press ""New"" 3.Tick everything (boxes) 0-3Player 4.Start New Game 5.Here you are... **Expected behavior:** Started a new game **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1.0,"USER ISSUE: Starting Singleplayer - **Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Start Game 2. Press ""New"" 3.Tick everything (boxes) 0-3Player 4.Start New Game 5.Here you are... **Expected behavior:** Started a new game **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1,user issue starting singleplayer version beta steps to reproduce start game press new tick everything boxes start new game here you are expected behavior started a new game actual behavior the following error message popped up connection failed ,1 393003,11598937031.0,IssuesEvent,2020-02-25 00:35:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Ladders do not allow you to actually climb over the top of the ladder...,Priority: Medium,"This is frustrating when placing a ladder on the outside of a building to scale the side-- it just doesn't work. ![image](https://user-images.githubusercontent.com/14983165/75203689-a90e9b00-5723-11ea-996a-f44ac7622df7.png) ",1.0,"Ladders do not allow you to actually climb over the top of the ladder... - This is frustrating when placing a ladder on the outside of a building to scale the side-- it just doesn't work. ![image](https://user-images.githubusercontent.com/14983165/75203689-a90e9b00-5723-11ea-996a-f44ac7622df7.png) ",1,ladders do not allow you to actually climb over the top of the ladder this is frustrating when placing a ladder on the outside of a building to scale the side it just doesn t work ,1 236717,7752136016.0,IssuesEvent,2018-05-30 19:17:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Suggestion] when sharing Deeds let another player use storage already linked to table and in the order main Player has decided on Output,Medium Priority Suggestion,"The most common annoyance is you have someone on your deed that you let share your rooms and tables, but that player has to make their own links to storage and decide which storage the item is output to, this can be so annoying if you have loads of storage linked and the stuff they crafted can go to the wrong storage and may be accidently used by another table for crafting something else entirely. I know that the arguement can be have public storage but if you are in a group you don't want everything open to anybody not on the deed. Sometimes you may decide to totally redesign your house/workshop and have tables and storage in new places, but this would mean that the shared player would have to relink everything again just to help you craft something, Also sometimes a player that is crafting may forget to link any storage at all and you can end up with a table of maximum projects that need to be collected (nobody but the person who ordered it can collect these items, only thing the main player can do is cancel the project to make space which you wouldn't want to do if it has been completed)",1.0,"[Suggestion] when sharing Deeds let another player use storage already linked to table and in the order main Player has decided on Output - The most common annoyance is you have someone on your deed that you let share your rooms and tables, but that player has to make their own links to storage and decide which storage the item is output to, this can be so annoying if you have loads of storage linked and the stuff they crafted can go to the wrong storage and may be accidently used by another table for crafting something else entirely. I know that the arguement can be have public storage but if you are in a group you don't want everything open to anybody not on the deed. Sometimes you may decide to totally redesign your house/workshop and have tables and storage in new places, but this would mean that the shared player would have to relink everything again just to help you craft something, Also sometimes a player that is crafting may forget to link any storage at all and you can end up with a table of maximum projects that need to be collected (nobody but the person who ordered it can collect these items, only thing the main player can do is cancel the project to make space which you wouldn't want to do if it has been completed)",1, when sharing deeds let another player use storage already linked to table and in the order main player has decided on output the most common annoyance is you have someone on your deed that you let share your rooms and tables but that player has to make their own links to storage and decide which storage the item is output to this can be so annoying if you have loads of storage linked and the stuff they crafted can go to the wrong storage and may be accidently used by another table for crafting something else entirely i know that the arguement can be have public storage but if you are in a group you don t want everything open to anybody not on the deed sometimes you may decide to totally redesign your house workshop and have tables and storage in new places but this would mean that the shared player would have to relink everything again just to help you craft something also sometimes a player that is crafting may forget to link any storage at all and you can end up with a table of maximum projects that need to be collected nobody but the person who ordered it can collect these items only thing the main player can do is cancel the project to make space which you wouldn t want to do if it has been completed ,1 694335,23810223326.0,IssuesEvent,2022-09-04 16:48:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Missing ""allow"" makes stuff complicated",Priority: Medium Category: Laws Squad: Mountain Goat,"In a lot of laws we wished to be able to ""allow"" an action explicitly if a condition is met instead listing a much longer list of conditions that cannot be met with ""prevent"".",1.0,"Missing ""allow"" makes stuff complicated - In a lot of laws we wished to be able to ""allow"" an action explicitly if a condition is met instead listing a much longer list of conditions that cannot be met with ""prevent"".",1,missing allow makes stuff complicated in a lot of laws we wished to be able to allow an action explicitly if a condition is met instead listing a much longer list of conditions that cannot be met with prevent ,1 261166,8225097933.0,IssuesEvent,2018-09-06 15:20:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: view angle change if you release\lock cursor in vechicle.,Medium Priority,"Version: 0.7.5.0 beta staging-7be2f02c See video https://youtu.be/aREt14twlvg",1.0,"USER ISSUE: view angle change if you release\lock cursor in vechicle. - Version: 0.7.5.0 beta staging-7be2f02c See video https://youtu.be/aREt14twlvg",1,user issue view angle change if you release lock cursor in vechicle version beta staging see video ,1 578030,17142404163.0,IssuesEvent,2021-07-13 11:06:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Avatar Emotes to implement, and with simpler commands ideally",Category: Gameplay Priority: Medium Squad: Otter Type: Feature,"@keegan-o commented on [Mon May 24 2021](https://github.com/StrangeLoopGames/Eco/issues/8626) We have animations for various avatar emotes that need chat commands so players can trigger them. It would be good to simplify these commands to work as they do in other games with no prefix required, so players can type /dance, /facepalm, '/cheer', etc, instead of something like '/emote achievement4', it's the difference between average player use and not using it I think. With the achievement 'emotes' my suggestion is to hide the first two and only have players access the 'achievement4' state through the command '/cheer'. The others can be used as I believe was intended for when players actually accomplish an achievement. The structure of commands is welcome for admin commands so they are all organized, but emotes should be considered a basic part of gameplay, not an admin command, even if they use or fit into the same system for us developers internally. Animations which are ready to be added to the character controller and given an execution command: /dance : this one has a start and stop animation and a loop from idle to hook up, note that it is checked in on staging branch and not develop /doh, and /oops : these should trigger 'facepalm1' (this is a very quick facepalm, like you messed up) /facepalm, /shame : these should trigger 'facepalm' (this is a more deliberate and slow facepalm, like someone else messed up bad or you are ashamed) /knock : should trigger 'knock' animation /laugh, /lol : should both trigger the 'laugh' animation and probably also activate the open mouthed smile facial animation /yuck, /stinky, /nope, /gross : should all trigger the 'stinks' animation and probably also the smirk or angry facial animation /lie, /sleep, /lay, /laydown, /liedown : should all trigger the 'sleep_ground_liedown' then loop the 'sleep_ground' anim, then trigger the 'sleep_ground_getup' animation whenever the player uses WASD or jump. ",1.0,"Avatar Emotes to implement, and with simpler commands ideally - @keegan-o commented on [Mon May 24 2021](https://github.com/StrangeLoopGames/Eco/issues/8626) We have animations for various avatar emotes that need chat commands so players can trigger them. It would be good to simplify these commands to work as they do in other games with no prefix required, so players can type /dance, /facepalm, '/cheer', etc, instead of something like '/emote achievement4', it's the difference between average player use and not using it I think. With the achievement 'emotes' my suggestion is to hide the first two and only have players access the 'achievement4' state through the command '/cheer'. The others can be used as I believe was intended for when players actually accomplish an achievement. The structure of commands is welcome for admin commands so they are all organized, but emotes should be considered a basic part of gameplay, not an admin command, even if they use or fit into the same system for us developers internally. Animations which are ready to be added to the character controller and given an execution command: /dance : this one has a start and stop animation and a loop from idle to hook up, note that it is checked in on staging branch and not develop /doh, and /oops : these should trigger 'facepalm1' (this is a very quick facepalm, like you messed up) /facepalm, /shame : these should trigger 'facepalm' (this is a more deliberate and slow facepalm, like someone else messed up bad or you are ashamed) /knock : should trigger 'knock' animation /laugh, /lol : should both trigger the 'laugh' animation and probably also activate the open mouthed smile facial animation /yuck, /stinky, /nope, /gross : should all trigger the 'stinks' animation and probably also the smirk or angry facial animation /lie, /sleep, /lay, /laydown, /liedown : should all trigger the 'sleep_ground_liedown' then loop the 'sleep_ground' anim, then trigger the 'sleep_ground_getup' animation whenever the player uses WASD or jump. ",1,avatar emotes to implement and with simpler commands ideally keegan o commented on we have animations for various avatar emotes that need chat commands so players can trigger them it would be good to simplify these commands to work as they do in other games with no prefix required so players can type dance facepalm cheer etc instead of something like emote it s the difference between average player use and not using it i think with the achievement emotes my suggestion is to hide the first two and only have players access the state through the command cheer the others can be used as i believe was intended for when players actually accomplish an achievement the structure of commands is welcome for admin commands so they are all organized but emotes should be considered a basic part of gameplay not an admin command even if they use or fit into the same system for us developers internally animations which are ready to be added to the character controller and given an execution command dance this one has a start and stop animation and a loop from idle to hook up note that it is checked in on staging branch and not develop doh and oops these should trigger this is a very quick facepalm like you messed up facepalm shame these should trigger facepalm this is a more deliberate and slow facepalm like someone else messed up bad or you are ashamed knock should trigger knock animation laugh lol should both trigger the laugh animation and probably also activate the open mouthed smile facial animation yuck stinky nope gross should all trigger the stinks animation and probably also the smirk or angry facial animation lie sleep lay laydown liedown should all trigger the sleep ground liedown then loop the sleep ground anim then trigger the sleep ground getup animation whenever the player uses wasd or jump ,1 463424,13265209718.0,IssuesEvent,2020-08-21 05:59:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1715] Excavator jerks in multiplayer,Category: Gameplay Priority: Medium Status: Fixed,"Someone drive excavator. You can see that it jerks: https://drive.google.com/file/d/1qdQAryl51Wxx9gxjIMpdTQK2UGK62BbE/view?usp=sharing I don't have this issue with other vehicles.",1.0,"[0.9.0 staging-1715] Excavator jerks in multiplayer - Someone drive excavator. You can see that it jerks: https://drive.google.com/file/d/1qdQAryl51Wxx9gxjIMpdTQK2UGK62BbE/view?usp=sharing I don't have this issue with other vehicles.",1, excavator jerks in multiplayer someone drive excavator you can see that it jerks i don t have this issue with other vehicles ,1 373382,11042951876.0,IssuesEvent,2019-12-09 10:11:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.4] Allocate 0 divided by 0 by law breaks used currency to NaN,Laws Medium Priority,"On our server we have an activity bonus law that allocates (your actions/everyone's actions). It's a bit more complicated but it breaks down to that division that can become a ""0 divided by 0"". ![image](https://user-images.githubusercontent.com/2228338/59144913-ee940800-89dc-11e9-9336-0171488f8c97.png) After some time people didn't log in for more than a day and ""your actions"" as well as ""everyone's actions"" was 0. After that everyone's personal account and of course the whole currency used in the law had ""NaN"" as a value. Steps to reproduce: 1. /clearlaws 2. build working mint (and treasury i think) 3. create ""new currency"" 4. propose law ""When this law is passed for each player allocate (constant 0 / constant 0) new currency"" 5. /passlaws new currency is now NaN in your account and in the treasury. (Could be the same issue as #2497) ",1.0,"[0.8.1.4] Allocate 0 divided by 0 by law breaks used currency to NaN - On our server we have an activity bonus law that allocates (your actions/everyone's actions). It's a bit more complicated but it breaks down to that division that can become a ""0 divided by 0"". ![image](https://user-images.githubusercontent.com/2228338/59144913-ee940800-89dc-11e9-9336-0171488f8c97.png) After some time people didn't log in for more than a day and ""your actions"" as well as ""everyone's actions"" was 0. After that everyone's personal account and of course the whole currency used in the law had ""NaN"" as a value. Steps to reproduce: 1. /clearlaws 2. build working mint (and treasury i think) 3. create ""new currency"" 4. propose law ""When this law is passed for each player allocate (constant 0 / constant 0) new currency"" 5. /passlaws new currency is now NaN in your account and in the treasury. (Could be the same issue as #2497) ",1, allocate divided by by law breaks used currency to nan on our server we have an activity bonus law that allocates your actions everyone s actions it s a bit more complicated but it breaks down to that division that can become a divided by after some time people didn t log in for more than a day and your actions as well as everyone s actions was after that everyone s personal account and of course the whole currency used in the law had nan as a value steps to reproduce clearlaws build working mint and treasury i think create new currency propose law when this law is passed for each player allocate constant constant new currency passlaws new currency is now nan in your account and in the treasury could be the same issue as ,1 459952,13202107555.0,IssuesEvent,2020-08-14 11:34:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"CW: When world is Russian, all errors are empty",Category: Accounts Priority: Medium Status: Fixed,"As there's no error message convertation from `Windows-1251` to `UTF-8`. ![image](https://user-images.githubusercontent.com/5720101/89847120-5c106b00-db83-11ea-9d09-80bd60ec9ca8.png) ",1.0,"CW: When world is Russian, all errors are empty - As there's no error message convertation from `Windows-1251` to `UTF-8`. ![image](https://user-images.githubusercontent.com/5720101/89847120-5c106b00-db83-11ea-9d09-80bd60ec9ca8.png) ",1,cw when world is russian all errors are empty as there s no error message convertation from windows to utf ,1 386464,11439550141.0,IssuesEvent,2020-02-05 07:35:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[Staging 1377] Cannot Repair Wooden Tools (Shovel, Hoe and Bow)",Priority: Medium Status: Fixed,"**Version:** 0.9.0.0 beta staging-1377 Nothing comes up in Repair cost window (and i don't just mean missing an icon like all the others that are missing) and when you click on Repair Button it tells you cannot repair wooden shovels ![snap6092](https://user-images.githubusercontent.com/29383891/73482366-8512a080-4395-11ea-9127-a26485580c28.png) ![snap6093](https://user-images.githubusercontent.com/29383891/73482801-4cbf9200-4396-11ea-9a40-0c41b7cedc48.png) ![snap6094](https://user-images.githubusercontent.com/29383891/73484317-fc95ff00-4398-11ea-8fcb-1a520cb02f49.png) ",1.0,"[Staging 1377] Cannot Repair Wooden Tools (Shovel, Hoe and Bow) - **Version:** 0.9.0.0 beta staging-1377 Nothing comes up in Repair cost window (and i don't just mean missing an icon like all the others that are missing) and when you click on Repair Button it tells you cannot repair wooden shovels ![snap6092](https://user-images.githubusercontent.com/29383891/73482366-8512a080-4395-11ea-9127-a26485580c28.png) ![snap6093](https://user-images.githubusercontent.com/29383891/73482801-4cbf9200-4396-11ea-9a40-0c41b7cedc48.png) ![snap6094](https://user-images.githubusercontent.com/29383891/73484317-fc95ff00-4398-11ea-8fcb-1a520cb02f49.png) ",1, cannot repair wooden tools shovel hoe and bow version beta staging nothing comes up in repair cost window and i don t just mean missing an icon like all the others that are missing and when you click on repair button it tells you cannot repair wooden shovels ,1 331419,10073194262.0,IssuesEvent,2019-07-24 09:04:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-15-d] Excavator arm is stucking in stones,Medium Priority QA Staging,"While you digging stones or ore Excavator arm can quite often stuck in stones. Pressed any key WSRF+ScrollWheel don't help. It is necessary to switch to the driving mode, but It doesn't always help. ![image](https://user-images.githubusercontent.com/45708377/58531925-a27ee180-81ec-11e9-82f9-9d634455193f.png) ![image](https://user-images.githubusercontent.com/45708377/58532044-11f4d100-81ed-11e9-90c9-47bbdb93ba04.png) ![image](https://user-images.githubusercontent.com/45708377/58532370-fe963580-81ed-11e9-91d4-b00c627d38d2.png) After I tried to break free in driving mode: ![image](https://user-images.githubusercontent.com/45708377/58532969-d14a8700-81ef-11e9-8deb-a4c60307da82.png) ",1.0,"[0.8.2.0 staging-15-d] Excavator arm is stucking in stones - While you digging stones or ore Excavator arm can quite often stuck in stones. Pressed any key WSRF+ScrollWheel don't help. It is necessary to switch to the driving mode, but It doesn't always help. ![image](https://user-images.githubusercontent.com/45708377/58531925-a27ee180-81ec-11e9-82f9-9d634455193f.png) ![image](https://user-images.githubusercontent.com/45708377/58532044-11f4d100-81ed-11e9-90c9-47bbdb93ba04.png) ![image](https://user-images.githubusercontent.com/45708377/58532370-fe963580-81ed-11e9-91d4-b00c627d38d2.png) After I tried to break free in driving mode: ![image](https://user-images.githubusercontent.com/45708377/58532969-d14a8700-81ef-11e9-8deb-a4c60307da82.png) ",1, excavator arm is stucking in stones while you digging stones or ore excavator arm can quite often stuck in stones pressed any key wsrf scrollwheel don t help it is necessary to switch to the driving mode but it doesn t always help after i tried to break free in driving mode ,1 498957,14436129960.0,IssuesEvent,2020-12-07 09:43:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.0 beta staging-1832] road contract bug,Category: Gameplay Priority: Medium Status: Fixed,"if set road width 3+ ![start](https://user-images.githubusercontent.com/26339332/98020967-bfbdd380-1e14-11eb-8133-a421c78c232e.png) to it reset to 3 all times ![proposet](https://user-images.githubusercontent.com/26339332/98021619-8fc30000-1e15-11eb-9076-b676ab7326f4.png) and if try edit contract it show 1 ![finish](https://user-images.githubusercontent.com/26339332/98021223-1b885c80-1e15-11eb-8325-da1f8400bf0f.png) ",1.0,"[0.9.1.0 beta staging-1832] road contract bug - if set road width 3+ ![start](https://user-images.githubusercontent.com/26339332/98020967-bfbdd380-1e14-11eb-8133-a421c78c232e.png) to it reset to 3 all times ![proposet](https://user-images.githubusercontent.com/26339332/98021619-8fc30000-1e15-11eb-9076-b676ab7326f4.png) and if try edit contract it show 1 ![finish](https://user-images.githubusercontent.com/26339332/98021223-1b885c80-1e15-11eb-8325-da1f8400bf0f.png) ",1, road contract bug if set road width to it reset to all times and if try edit contract it show ,1 367449,10853900538.0,IssuesEvent,2019-11-13 15:30:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: can not give player SP,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** type /giveskillpoints DKNK,1 in chat attempted with sglID but that didnt work either **Expected behavior:** he receives SP **Actual behavior:** says ""can not find player"" ",1.0,"USER ISSUE: can not give player SP - **Version:** 0.7.0.5 beta **Steps to Reproduce:** type /giveskillpoints DKNK,1 in chat attempted with sglID but that didnt work either **Expected behavior:** he receives SP **Actual behavior:** says ""can not find player"" ",1,user issue can not give player sp version beta steps to reproduce type giveskillpoints dknk in chat attempted with sglid but that didnt work either expected behavior he receives sp actual behavior says can not find player ,1 393269,11612745525.0,IssuesEvent,2020-02-26 09:31:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat system feedback,Priority: Medium Status: Fixed,"**Visuals** ![image](https://user-images.githubusercontent.com/3536496/68986912-1895f580-07d9-11ea-9ffd-4ca293192d3d.png) - [x] Icons have a lot less detail than other icons in the game, bell especially. - [x] Chunky side bar is too obtrusive, and looks scaled-up compared to the panels below it. I think we should remove the side panel and just make the two buttons dock to the side of the window. ![image](https://user-images.githubusercontent.com/3536496/68987001-d7eaac00-07d9-11ea-9e6a-9c1f5a008207.png) - [x] When folding out, it doesnt look like its running as smooth as it should, not changing every frame. Can you verify its moving every frame? Also, use a lerptype of some kind like quad-out to give a better feel. - [x] The icons are way bigger than they should be in this window, they are blown out and pixely. The text could be smaller too. Compare to the size of the text below in the property panel. Icons should be half the dimensions. Text size of date should be same or smaller as that of the message. Messages should be 50% wider and 50% less tall. I should be able to see probably 6 messages at once. - [x] When closing a message, it should rapidly fade out and the ones below it move up (with lerp quad out or some such as always) - [x] Notifications text at top is in contact with its frame. - [x] Scroll bar wasn't visible. - [ ] Messages could use a nicer frame than a plain rectangle - [x] Delete All button has uneven margins (left and right are wider than top and bottom). Text is contacting its frame. - [x] When clicking between the work and notifications tabs, sometimes it would pop instead of expand. ![image](https://user-images.githubusercontent.com/3536496/68987066-d53c8680-07da-11ea-8e52-7d07726a09c6.png) - [x] Need better masking, a frame that contains it better ^ - [x] When a new notification arrives, it should show only that new notification. Currently it's showing the whole list. It doesnt need to show the panel with the 'notifications' header, just the new mail can appear for a moment. **Content** This will be ongoing as we tune the messaging of the game and fix it up. ![image](https://user-images.githubusercontent.com/3536496/68987025-4d567c80-07da-11ea-8e73-496f2dad07d7.png) - [x] Notifications of elections are happening twice. - [x] Delete All button wasnt working ![image](https://user-images.githubusercontent.com/3536496/68987098-32d0d300-07db-11ea-842b-47c51330d316.png) - [x] Completed election didnt give me a message. - [x] When someone buys or sells at my store it should notify me **Chat topbar** ![image](https://user-images.githubusercontent.com/3536496/68987161-f5207a00-07db-11ea-848f-8599e19616d1.png) - [x] Lines intersecting messages ![image](https://user-images.githubusercontent.com/3536496/68987167-05d0f000-07dc-11ea-9c58-e2436e09cdfb.png) - [x] This large black rectangle should never be visible when the cursor isnt visible, it's only to be clicked to move the notification on or off screen ![image](https://user-images.githubusercontent.com/3536496/68987212-8132a180-07dc-11ea-952f-aea3da81d086.png) - [x] Make the notifications panel go down more. I could only see 1 and a half notifications. I should see 4-5 lines of text. Also, reduce the empty space between messages, theres a lot there, make them pretty compact. ![image](https://user-images.githubusercontent.com/3536496/68987202-5a746b00-07dc-11ea-9ccf-75d89993c34a.png) - [x] This panel looks janky. Sprites have non-uniform scaling, border on message types looks bad",1.0,"Chat system feedback - **Visuals** ![image](https://user-images.githubusercontent.com/3536496/68986912-1895f580-07d9-11ea-9ffd-4ca293192d3d.png) - [x] Icons have a lot less detail than other icons in the game, bell especially. - [x] Chunky side bar is too obtrusive, and looks scaled-up compared to the panels below it. I think we should remove the side panel and just make the two buttons dock to the side of the window. ![image](https://user-images.githubusercontent.com/3536496/68987001-d7eaac00-07d9-11ea-9e6a-9c1f5a008207.png) - [x] When folding out, it doesnt look like its running as smooth as it should, not changing every frame. Can you verify its moving every frame? Also, use a lerptype of some kind like quad-out to give a better feel. - [x] The icons are way bigger than they should be in this window, they are blown out and pixely. The text could be smaller too. Compare to the size of the text below in the property panel. Icons should be half the dimensions. Text size of date should be same or smaller as that of the message. Messages should be 50% wider and 50% less tall. I should be able to see probably 6 messages at once. - [x] When closing a message, it should rapidly fade out and the ones below it move up (with lerp quad out or some such as always) - [x] Notifications text at top is in contact with its frame. - [x] Scroll bar wasn't visible. - [ ] Messages could use a nicer frame than a plain rectangle - [x] Delete All button has uneven margins (left and right are wider than top and bottom). Text is contacting its frame. - [x] When clicking between the work and notifications tabs, sometimes it would pop instead of expand. ![image](https://user-images.githubusercontent.com/3536496/68987066-d53c8680-07da-11ea-8e52-7d07726a09c6.png) - [x] Need better masking, a frame that contains it better ^ - [x] When a new notification arrives, it should show only that new notification. Currently it's showing the whole list. It doesnt need to show the panel with the 'notifications' header, just the new mail can appear for a moment. **Content** This will be ongoing as we tune the messaging of the game and fix it up. ![image](https://user-images.githubusercontent.com/3536496/68987025-4d567c80-07da-11ea-8e73-496f2dad07d7.png) - [x] Notifications of elections are happening twice. - [x] Delete All button wasnt working ![image](https://user-images.githubusercontent.com/3536496/68987098-32d0d300-07db-11ea-842b-47c51330d316.png) - [x] Completed election didnt give me a message. - [x] When someone buys or sells at my store it should notify me **Chat topbar** ![image](https://user-images.githubusercontent.com/3536496/68987161-f5207a00-07db-11ea-848f-8599e19616d1.png) - [x] Lines intersecting messages ![image](https://user-images.githubusercontent.com/3536496/68987167-05d0f000-07dc-11ea-9c58-e2436e09cdfb.png) - [x] This large black rectangle should never be visible when the cursor isnt visible, it's only to be clicked to move the notification on or off screen ![image](https://user-images.githubusercontent.com/3536496/68987212-8132a180-07dc-11ea-952f-aea3da81d086.png) - [x] Make the notifications panel go down more. I could only see 1 and a half notifications. I should see 4-5 lines of text. Also, reduce the empty space between messages, theres a lot there, make them pretty compact. ![image](https://user-images.githubusercontent.com/3536496/68987202-5a746b00-07dc-11ea-9ccf-75d89993c34a.png) - [x] This panel looks janky. Sprites have non-uniform scaling, border on message types looks bad",1,chat system feedback visuals icons have a lot less detail than other icons in the game bell especially chunky side bar is too obtrusive and looks scaled up compared to the panels below it i think we should remove the side panel and just make the two buttons dock to the side of the window when folding out it doesnt look like its running as smooth as it should not changing every frame can you verify its moving every frame also use a lerptype of some kind like quad out to give a better feel the icons are way bigger than they should be in this window they are blown out and pixely the text could be smaller too compare to the size of the text below in the property panel icons should be half the dimensions text size of date should be same or smaller as that of the message messages should be wider and less tall i should be able to see probably messages at once when closing a message it should rapidly fade out and the ones below it move up with lerp quad out or some such as always notifications text at top is in contact with its frame scroll bar wasn t visible messages could use a nicer frame than a plain rectangle delete all button has uneven margins left and right are wider than top and bottom text is contacting its frame when clicking between the work and notifications tabs sometimes it would pop instead of expand need better masking a frame that contains it better when a new notification arrives it should show only that new notification currently it s showing the whole list it doesnt need to show the panel with the notifications header just the new mail can appear for a moment content this will be ongoing as we tune the messaging of the game and fix it up notifications of elections are happening twice delete all button wasnt working completed election didnt give me a message when someone buys or sells at my store it should notify me chat topbar lines intersecting messages this large black rectangle should never be visible when the cursor isnt visible it s only to be clicked to move the notification on or off screen make the notifications panel go down more i could only see and a half notifications i should see lines of text also reduce the empty space between messages theres a lot there make them pretty compact this panel looks janky sprites have non uniform scaling border on message types looks bad,1 560984,16608259720.0,IssuesEvent,2021-06-02 07:48:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,update three.js in package.json in the eco repo,Priority: Medium Squad: Lattice Mushroom Status: Fixed Type: Task,"this is the code library for the globe display on the elections page. it goes out of date and denys has been manually updating it. but also needs update in package.json check in with @denysaw for more details",1.0,"update three.js in package.json in the eco repo - this is the code library for the globe display on the elections page. it goes out of date and denys has been manually updating it. but also needs update in package.json check in with @denysaw for more details",1,update three js in package json in the eco repo this is the code library for the globe display on the elections page it goes out of date and denys has been manually updating it but also needs update in package json check in with denysaw for more details,1 691072,23681926589.0,IssuesEvent,2022-08-28 22:57:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 beta staging-1966] /test giveremoveitems throwing exception on use,Priority: Medium Status: Fixed Type: Bug Category: Tech,"Server log error ``` [13:05:49.493] [28] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.IntegrationTests.Framework.Helpers.Log(Exception e, Type t, String msg) at Eco.IntegrationTests.Tests.TestItems.GiveRemoveItems(User user) ```",1.0,"[0.9.3.0 beta staging-1966] /test giveremoveitems throwing exception on use - Server log error ``` [13:05:49.493] [28] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.IntegrationTests.Framework.Helpers.Log(Exception e, Type t, String msg) at Eco.IntegrationTests.Tests.TestItems.GiveRemoveItems(User user) ```",1, test giveremoveitems throwing exception on use server log error system reflection targetinvocationexception exception has been thrown by the target of an invocation at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor boolean wrapexceptions at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at system reflection methodbase invoke object obj object parameters at eco gameplay systems chat chatcommandservice c b at eco core utils async taskutils c b system nullreferenceexception object reference not set to an instance of an object at eco integrationtests framework helpers log exception e type t string msg at eco integrationtests tests testitems giveremoveitems user user ,1 499501,14448916592.0,IssuesEvent,2020-12-08 07:11:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1863] Constitutional articles are missing in Government UI,Category: UI Priority: Medium Type: Regression,"Step to reproduce: - ratify constitution ![image](https://user-images.githubusercontent.com/45708377/101140071-7d5e0100-3623-11eb-8a7e-cc05a44ce409.png) - open government, constitotion tab: ![image](https://user-images.githubusercontent.com/45708377/101140267-c746e700-3623-11eb-8a52-3933876d4d7f.png) ",1.0,"[0.9.2 staging-1863] Constitutional articles are missing in Government UI - Step to reproduce: - ratify constitution ![image](https://user-images.githubusercontent.com/45708377/101140071-7d5e0100-3623-11eb-8a7e-cc05a44ce409.png) - open government, constitotion tab: ![image](https://user-images.githubusercontent.com/45708377/101140267-c746e700-3623-11eb-8a52-3933876d4d7f.png) ",1, constitutional articles are missing in government ui step to reproduce ratify constitution open government constitotion tab ,1 254722,8087309498.0,IssuesEvent,2018-08-09 00:56:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Client side interactions didn't revert blocks,Medium Priority,"I dug these blocks on Keegan's property, and got notifications that I wasn't allowed to do so. But they did not reappear. Logging out and back in reverted it to the expected state. ![image](https://user-images.githubusercontent.com/23460210/36761623-caa75f0e-1bd4-11e8-81ac-ade9428e2288.png) ",1.0,"Client side interactions didn't revert blocks - I dug these blocks on Keegan's property, and got notifications that I wasn't allowed to do so. But they did not reappear. Logging out and back in reverted it to the expected state. ![image](https://user-images.githubusercontent.com/23460210/36761623-caa75f0e-1bd4-11e8-81ac-ade9428e2288.png) ",1,client side interactions didn t revert blocks i dug these blocks on keegan s property and got notifications that i wasn t allowed to do so but they did not reappear logging out and back in reverted it to the expected state ,1 217289,7320025694.0,IssuesEvent,2018-03-02 04:26:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Flying Trees are back?,Medium Priority,"I thought this had been resolved, if not I apologize for posting about it again. I was chopping down trees in version Staging Alpha 6.3.0 #05f67449 and when the tree falls it goes flying away some distance (about 3/4 of the way to the horizon). Also the debris and many of the broken branches go flying with it too. I was clearing land along the beach and all my trees (as well as branches and debris) ended up in the ocean. Great way to get rid of branches and debris but I sort of needed the logs and once they are in the water you can't get them.",1.0,"Flying Trees are back? - I thought this had been resolved, if not I apologize for posting about it again. I was chopping down trees in version Staging Alpha 6.3.0 #05f67449 and when the tree falls it goes flying away some distance (about 3/4 of the way to the horizon). Also the debris and many of the broken branches go flying with it too. I was clearing land along the beach and all my trees (as well as branches and debris) ended up in the ocean. Great way to get rid of branches and debris but I sort of needed the logs and once they are in the water you can't get them.",1,flying trees are back i thought this had been resolved if not i apologize for posting about it again i was chopping down trees in version staging alpha and when the tree falls it goes flying away some distance about of the way to the horizon also the debris and many of the broken branches go flying with it too i was clearing land along the beach and all my trees as well as branches and debris ended up in the ocean great way to get rid of branches and debris but i sort of needed the logs and once they are in the water you can t get them ,1 462125,13241260568.0,IssuesEvent,2020-08-19 07:55:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Self-Opening Storage,Category: UI Priority: Medium Status: Reopen,"\ **Version:** 0.9.0.0 beta staging-1695 **Steps to Reproduce:** Link inventories and collapse some. Come back 5 minutes later and the collapsed ones are no longer collapsed. When clicked to collapse again they take two clicks. **Expected behavior:** Collapsed Inventories should stay collapsed **Actual behavior:** Inventories are opening back up on their own and can't be collapsed again. **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Self-Opening Storage - \ **Version:** 0.9.0.0 beta staging-1695 **Steps to Reproduce:** Link inventories and collapse some. Come back 5 minutes later and the collapsed ones are no longer collapsed. When clicked to collapse again they take two clicks. **Expected behavior:** Collapsed Inventories should stay collapsed **Actual behavior:** Inventories are opening back up on their own and can't be collapsed again. **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue self opening storage version beta staging steps to reproduce link inventories and collapse some come back minutes later and the collapsed ones are no longer collapsed when clicked to collapse again they take two clicks expected behavior collapsed inventories should stay collapsed actual behavior inventories are opening back up on their own and can t be collapsed again do you have mods installed does the issue happen when no mods are installed no mods please provide log files instruction is here ,1 568609,16984119154.0,IssuesEvent,2021-06-30 12:36:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-2040] District name should not change after revision of district Map.,Category: Laws Priority: Medium Squad: Mountain Goat Type: Bug,"Step to reproduce: - place and ratify capitol, place zonning office and create District map with a few districts: ![image](https://user-images.githubusercontent.com/45708377/123961042-9e6bb200-d9b8-11eb-9a4b-ce40cc5c0636.png) - Revise District map, district names were changed: ![image](https://user-images.githubusercontent.com/45708377/123961144-b8a59000-d9b8-11eb-8d70-025ff494f5e4.png) - they should be the same or maybe like Civics name: ""Road revision"" and ""Home revision"" and after election they should have the same name",1.0,"[0.9.4 staging-2040] District name should not change after revision of district Map. - Step to reproduce: - place and ratify capitol, place zonning office and create District map with a few districts: ![image](https://user-images.githubusercontent.com/45708377/123961042-9e6bb200-d9b8-11eb-9a4b-ce40cc5c0636.png) - Revise District map, district names were changed: ![image](https://user-images.githubusercontent.com/45708377/123961144-b8a59000-d9b8-11eb-8d70-025ff494f5e4.png) - they should be the same or maybe like Civics name: ""Road revision"" and ""Home revision"" and after election they should have the same name",1, district name should not change after revision of district map step to reproduce place and ratify capitol place zonning office and create district map with a few districts revise district map district names were changed they should be the same or maybe like civics name road revision and home revision and after election they should have the same name,1 251698,8025928935.0,IssuesEvent,2018-07-27 00:39:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[User Issue] 7.0.4 Seed Production Speed Skill Has No Effect.,Medium Priority,"The ""Seed Production Speed"" skill has no text in the tooltip and has no effect if you purchase it with skill points. ",1.0,"[User Issue] 7.0.4 Seed Production Speed Skill Has No Effect. - The ""Seed Production Speed"" skill has no text in the tooltip and has no effect if you purchase it with skill points. ",1, seed production speed skill has no effect the seed production speed skill has no text in the tooltip and has no effect if you purchase it with skill points ,1 278853,8651189562.0,IssuesEvent,2018-11-27 01:55:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Show the amount of items you have in your linked storages when you are at a shop,D3nnis3n's List Fixed Medium Priority,This is a quality of life change. Players at the moment need to count the items they have in their carts and often need to sell items several times to a shop. A value next to the input field that shows how many of the item you want to sell you have in your linked storages could save quite some hassle. ,1.0,Show the amount of items you have in your linked storages when you are at a shop - This is a quality of life change. Players at the moment need to count the items they have in their carts and often need to sell items several times to a shop. A value next to the input field that shows how many of the item you want to sell you have in your linked storages could save quite some hassle. ,1,show the amount of items you have in your linked storages when you are at a shop this is a quality of life change players at the moment need to count the items they have in their carts and often need to sell items several times to a shop a value next to the input field that shows how many of the item you want to sell you have in your linked storages could save quite some hassle ,1 249151,7953919812.0,IssuesEvent,2018-07-12 04:47:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: can't acces local saves when steamserver tool is open,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. press load in main menu 2. press a save **Expected behavior:** should have loaded saved world **Actual behavior:** joins local server",1.0,"USER ISSUE: can't acces local saves when steamserver tool is open - **Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. press load in main menu 2. press a save **Expected behavior:** should have loaded saved world **Actual behavior:** joins local server",1,user issue can t acces local saves when steamserver tool is open version beta steps to reproduce press load in main menu press a save expected behavior should have loaded saved world actual behavior joins local server,1 377148,11165124020.0,IssuesEvent,2019-12-27 08:10:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Small Wooden Cart can be burried down and disappear,Medium Priority Verified,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Dig up a hole, 1 block deep, wide enough (2x1 or 2x2) 2. Drop the Small Wooden Cart there 3. Cover the hole with construction blocks (I used Bricks) **Expected behavior:** I can't construct over the cart or, at least, the cart would still be there **Actual behavior:** The car is vanished, but I can still access his inventory through other containers that are close by _The car got in the hole by accident. He was full, so I couldn't put it in my inventory, I tried to bug the game -- In my mind it would force the cart 1 block up, so I could pull it away -- but ended up making the cart vanish_",1.0,"USER ISSUE: Small Wooden Cart can be burried down and disappear - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Dig up a hole, 1 block deep, wide enough (2x1 or 2x2) 2. Drop the Small Wooden Cart there 3. Cover the hole with construction blocks (I used Bricks) **Expected behavior:** I can't construct over the cart or, at least, the cart would still be there **Actual behavior:** The car is vanished, but I can still access his inventory through other containers that are close by _The car got in the hole by accident. He was full, so I couldn't put it in my inventory, I tried to bug the game -- In my mind it would force the cart 1 block up, so I could pull it away -- but ended up making the cart vanish_",1,user issue small wooden cart can be burried down and disappear version beta steps to reproduce dig up a hole block deep wide enough or drop the small wooden cart there cover the hole with construction blocks i used bricks expected behavior i can t construct over the cart or at least the cart would still be there actual behavior the car is vanished but i can still access his inventory through other containers that are close by the car got in the hole by accident he was full so i couldn t put it in my inventory i tried to bug the game in my mind it would force the cart block up so i could pull it away but ended up making the cart vanish ,1 397826,11733569531.0,IssuesEvent,2020-03-11 07:27:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1266] World Object size does not match tooltip description,Priority: Medium Status: Fixed Status: Reopen,"Edit: This issue applies to anything with an offset. It calculates the tooltip info from a combination of the occupancy offset & size. It should just calculate the size. The capitol size appears to be 3x3x4 (X,Z,Y). The tooltip says it is 3x1x3: ![CapitolTooptip](https://user-images.githubusercontent.com/47330823/69484575-96fe2300-0de9-11ea-877f-838a965f455a.png) ",1.0,"[0.9.0 staging-1266] World Object size does not match tooltip description - Edit: This issue applies to anything with an offset. It calculates the tooltip info from a combination of the occupancy offset & size. It should just calculate the size. The capitol size appears to be 3x3x4 (X,Z,Y). The tooltip says it is 3x1x3: ![CapitolTooptip](https://user-images.githubusercontent.com/47330823/69484575-96fe2300-0de9-11ea-877f-838a965f455a.png) ",1, world object size does not match tooltip description edit this issue applies to anything with an offset it calculates the tooltip info from a combination of the occupancy offset size it should just calculate the size the capitol size appears to be x z y the tooltip says it is ,1 249103,7953806713.0,IssuesEvent,2018-07-12 03:58:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Another crash issue with no dumb errors ,Medium Priority,"Random crashes with no error logs can happen like 3 times a day and sometimes in short intervals like several times within hours- Only event viewer is logging the crash. CPU and Memory usage are low ( 10 % cpu and 1 gb ram in general) ",1.0,"Another crash issue with no dumb errors - Random crashes with no error logs can happen like 3 times a day and sometimes in short intervals like several times within hours- Only event viewer is logging the crash. CPU and Memory usage are low ( 10 % cpu and 1 gb ram in general) ",1,another crash issue with no dumb errors random crashes with no error logs can happen like times a day and sometimes in short intervals like several times within hours only event viewer is logging the crash cpu and memory usage are low cpu and gb ram in general img width alt eco server error src img width alt eco server error src ,1 546212,16007081350.0,IssuesEvent,2021-04-20 05:19:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Changing a misspelled invite in admin backend and then resending leads to a invalid invite being sent,Category: Web Priority: Medium Status: Fixed,"I changed a invite that used a misspelled e-mail in the backend to the correct email, then resent. The user received a invite e-mail with a hash that is not in the db, hence invalid.",1.0,"Changing a misspelled invite in admin backend and then resending leads to a invalid invite being sent - I changed a invite that used a misspelled e-mail in the backend to the correct email, then resent. The user received a invite e-mail with a hash that is not in the db, hence invalid.",1,changing a misspelled invite in admin backend and then resending leads to a invalid invite being sent i changed a invite that used a misspelled e mail in the backend to the correct email then resent the user received a invite e mail with a hash that is not in the db hence invalid ,1 389888,11518790386.0,IssuesEvent,2020-02-14 11:16:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1402] Wrong highlight for block,Priority: Medium,"I'm standing on the another's deed. I can't place a nblock here but highlight is green. It should be red. ![bandicam 2020-02-14 15-32-16-142](https://user-images.githubusercontent.com/27898520/74526484-4a883680-4f45-11ea-8486-e732d3bdedbd.jpg) ",1.0,"[0.9.0 staging-1402] Wrong highlight for block - I'm standing on the another's deed. I can't place a nblock here but highlight is green. It should be red. ![bandicam 2020-02-14 15-32-16-142](https://user-images.githubusercontent.com/27898520/74526484-4a883680-4f45-11ea-8486-e732d3bdedbd.jpg) ",1, wrong highlight for block i m standing on the another s deed i can t place a nblock here but highlight is green it should be red ,1 467140,13441935067.0,IssuesEvent,2020-09-08 05:38:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1755] World view tutorial has misundestanding,Category: Gameplay Priority: Medium,"Civics map was included in World Layers, but if you select anything in Civics Maps it will not work for tutorial: ![image](https://user-images.githubusercontent.com/45708377/92076238-e040c180-edc2-11ea-8be0-035a56f256ec.png) ![image](https://user-images.githubusercontent.com/45708377/92076264-ed5db080-edc2-11ea-89be-3597df032afe.png) So or we should include civics map to tutorial check or make a little complex way, open World Layers -> Animals or something else.",1.0,"[0.9.0 staging-1755] World view tutorial has misundestanding - Civics map was included in World Layers, but if you select anything in Civics Maps it will not work for tutorial: ![image](https://user-images.githubusercontent.com/45708377/92076238-e040c180-edc2-11ea-8be0-035a56f256ec.png) ![image](https://user-images.githubusercontent.com/45708377/92076264-ed5db080-edc2-11ea-89be-3597df032afe.png) So or we should include civics map to tutorial check or make a little complex way, open World Layers -> Animals or something else.",1, world view tutorial has misundestanding civics map was included in world layers but if you select anything in civics maps it will not work for tutorial so or we should include civics map to tutorial check or make a little complex way open world layers animals or something else ,1 400986,11783813064.0,IssuesEvent,2020-03-17 06:47:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1441] Missing notification when you try to pickup craftTable with order,Priority: Medium Status: Fixed Status: Investigate,"Step to reproduce: - place workbench. - add order, add 1 ress, add labor: ![image](https://user-images.githubusercontent.com/45708377/75673462-09598b80-5c94-11ea-8283-0a1376629aaf.png) - try to pickup. I haven't any notification why I can't to pickup: ![image](https://user-images.githubusercontent.com/45708377/75673512-2b530e00-5c94-11ea-8923-4a62f97e2eec.png) ",1.0,"[0.9.0 staging-1441] Missing notification when you try to pickup craftTable with order - Step to reproduce: - place workbench. - add order, add 1 ress, add labor: ![image](https://user-images.githubusercontent.com/45708377/75673462-09598b80-5c94-11ea-8283-0a1376629aaf.png) - try to pickup. I haven't any notification why I can't to pickup: ![image](https://user-images.githubusercontent.com/45708377/75673512-2b530e00-5c94-11ea-8923-4a62f97e2eec.png) ",1, missing notification when you try to pickup crafttable with order step to reproduce place workbench add order add ress add labor try to pickup i haven t any notification why i can t to pickup ,1 307161,9414244720.0,IssuesEvent,2019-04-10 09:41:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Missing laws feature - Missing Dirt Road Law Options,Laws Medium Priority,"Need 2 additional parameter. Create dirt road, and pick-up dirt road!",1.0,"Missing laws feature - Missing Dirt Road Law Options - Need 2 additional parameter. Create dirt road, and pick-up dirt road!",1,missing laws feature missing dirt road law options need additional parameter create dirt road and pick up dirt road ,1 378857,11209920668.0,IssuesEvent,2020-01-06 11:47:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1292] Tutorial problems with ""Black Flag""",Fixed Medium Priority,"Skipping tutorial without ""Black Flag"" First delete description window. Then skip tutorial. How it was in 8.3.0: ![2019 12 11 Skipping tutorial without Black Flag 830](https://user-images.githubusercontent.com/45708377/70607112-ea0c0e80-1c0e-11ea-80d1-0d321403ad6b.gif) Now: ![2019 12 11 Skipping tutorial without Black Flag 900](https://user-images.githubusercontent.com/45708377/70607695-f8a6f580-1c0f-11ea-9d42-21811d30f511.gif) ",1.0,"[0.9.0 staging-1292] Tutorial problems with ""Black Flag"" - Skipping tutorial without ""Black Flag"" First delete description window. Then skip tutorial. How it was in 8.3.0: ![2019 12 11 Skipping tutorial without Black Flag 830](https://user-images.githubusercontent.com/45708377/70607112-ea0c0e80-1c0e-11ea-80d1-0d321403ad6b.gif) Now: ![2019 12 11 Skipping tutorial without Black Flag 900](https://user-images.githubusercontent.com/45708377/70607695-f8a6f580-1c0f-11ea-9d42-21811d30f511.gif) ",1, tutorial problems with black flag skipping tutorial without black flag first delete description window then skip tutorial how it was in now ,1 446415,12856635661.0,IssuesEvent,2020-07-09 07:58:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1649] Plants and animals should be always visible ,Category: Gameplay Priority: Medium,"> ![image](https://user-images.githubusercontent.com/3536496/85063342-dbbf2200-b15e-11ea-9de3-e95302ba2db8.png) > > * [ ] 5. Plants and animals are not showing unless I uncheck 'show discovered'. These should always be discovered. (needs [StartsDiscovered] tag, or to somehow skip checking discovered for these). ![image](https://user-images.githubusercontent.com/45708377/87013349-2d455480-c1d3-11ea-9b72-bdb31589c401.png) ",1.0,"[0.9.0 staging-1649] Plants and animals should be always visible - > ![image](https://user-images.githubusercontent.com/3536496/85063342-dbbf2200-b15e-11ea-9de3-e95302ba2db8.png) > > * [ ] 5. Plants and animals are not showing unless I uncheck 'show discovered'. These should always be discovered. (needs [StartsDiscovered] tag, or to somehow skip checking discovered for these). ![image](https://user-images.githubusercontent.com/45708377/87013349-2d455480-c1d3-11ea-9b72-bdb31589c401.png) ",1, plants and animals should be always visible plants and animals are not showing unless i uncheck show discovered these should always be discovered needs tag or to somehow skip checking discovered for these ,1 402256,11806939849.0,IssuesEvent,2020-03-19 10:28:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1446] Can't add Labor/resources to second order at crafttable in WorkParty.,Priority: Medium Status: Fixed,"Step to reproduce: - first player add 2 order at one crafttable: ![image](https://user-images.githubusercontent.com/45708377/75973071-a2331580-5ee5-11ea-8d72-b218e585167b.png) - start workparty: ![image](https://user-images.githubusercontent.com/45708377/75973117-b4ad4f00-5ee5-11ea-8908-21771c0b2aee.png) - second player take workparty. I see that I can add 32 Sandstone(for example) -take in hand 20 Sandstone and try to add: ![image](https://user-images.githubusercontent.com/45708377/75973297-fb02ae00-5ee5-11ea-986f-bf372945d8be.png) - I can add only for first project. I can't add labor and resources to 2,3,4,5 order in crafttable If I hace access by WorkParty. ",1.0,"[0.9.0 staging-1446] Can't add Labor/resources to second order at crafttable in WorkParty. - Step to reproduce: - first player add 2 order at one crafttable: ![image](https://user-images.githubusercontent.com/45708377/75973071-a2331580-5ee5-11ea-8d72-b218e585167b.png) - start workparty: ![image](https://user-images.githubusercontent.com/45708377/75973117-b4ad4f00-5ee5-11ea-8908-21771c0b2aee.png) - second player take workparty. I see that I can add 32 Sandstone(for example) -take in hand 20 Sandstone and try to add: ![image](https://user-images.githubusercontent.com/45708377/75973297-fb02ae00-5ee5-11ea-986f-bf372945d8be.png) - I can add only for first project. I can't add labor and resources to 2,3,4,5 order in crafttable If I hace access by WorkParty. ",1, can t add labor resources to second order at crafttable in workparty step to reproduce first player add order at one crafttable start workparty second player take workparty i see that i can add sandstone for example take in hand sandstone and try to add i can add only for first project i can t add labor and resources to order in crafttable if i hace access by workparty ,1 515489,14964177275.0,IssuesEvent,2021-01-27 11:35:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1468] Civics: UI update for civics actions,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Status: Reopen,"In some offices we don't have information about civics duties. For comparison: this is Government office ![bandicam 2020-03-16 15-08-29-549](https://user-images.githubusercontent.com/27898520/76745637-04b6cc00-6798-11ea-960b-c87a67815ff2.jpg) In Civics component we have civics duties. And if I will delete Elected Title article it will tell me, that its not in my power anymore ![bandicam 2020-03-16 15-11-54-125](https://user-images.githubusercontent.com/27898520/76745948-8149aa80-6798-11ea-87ef-9e39effe0c1b.jpg) But in executive office I won't see any feedback about my duties. Can we add some here? Ballot too. Actually, I still won't be able to create an executive action AFTER i will prupose it ![bandicam 2020-03-16 15-22-12-326](https://user-images.githubusercontent.com/27898520/76746817-eeaa0b00-6799-11ea-8dcf-b90e4ce7a46b.jpg) But there is no early state feedback from the object.",1.0,"[0.9.0 staging-1468] Civics: UI update for civics actions - In some offices we don't have information about civics duties. For comparison: this is Government office ![bandicam 2020-03-16 15-08-29-549](https://user-images.githubusercontent.com/27898520/76745637-04b6cc00-6798-11ea-960b-c87a67815ff2.jpg) In Civics component we have civics duties. And if I will delete Elected Title article it will tell me, that its not in my power anymore ![bandicam 2020-03-16 15-11-54-125](https://user-images.githubusercontent.com/27898520/76745948-8149aa80-6798-11ea-87ef-9e39effe0c1b.jpg) But in executive office I won't see any feedback about my duties. Can we add some here? Ballot too. Actually, I still won't be able to create an executive action AFTER i will prupose it ![bandicam 2020-03-16 15-22-12-326](https://user-images.githubusercontent.com/27898520/76746817-eeaa0b00-6799-11ea-8dcf-b90e4ce7a46b.jpg) But there is no early state feedback from the object.",1, civics ui update for civics actions in some offices we don t have information about civics duties for comparison this is government office in civics component we have civics duties and if i will delete elected title article it will tell me that its not in my power anymore but in executive office i won t see any feedback about my duties can we add some here ballot too actually i still won t be able to create an executive action after i will prupose it but there is no early state feedback from the object ,1 524380,15212852336.0,IssuesEvent,2021-02-17 10:58:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3.0 beta staging-1931] /dumpall should not affect void storage items.,Category: Gameplay Priority: Medium Type: Bug,"Void storage items can contain things not spawnable by server admins etc, /dumpall should not affect this inventory. ![Screenshot_38.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/fc07b474-dd4d-4531-843c-ad652e986655)",1.0,"[0.9.3.0 beta staging-1931] /dumpall should not affect void storage items. - Void storage items can contain things not spawnable by server admins etc, /dumpall should not affect this inventory. ![Screenshot_38.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/fc07b474-dd4d-4531-843c-ad652e986655)",1, dumpall should not affect void storage items void storage items can contain things not spawnable by server admins etc dumpall should not affect this inventory ,1 414621,12109244350.0,IssuesEvent,2020-04-21 08:26:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1386] Biomes and species: need balance,Priority: Medium Status: Fixed Week Task,"In the 0.52 km world I have usually pretty small rainforest with pretty small ceiba counts Like this one. ![bandicam 2020-02-06 12-18-30-034](https://user-images.githubusercontent.com/27898520/73925459-e8e61d80-48ef-11ea-9b11-dad18feb3060.jpg) And its only 16 ceiba ![bandicam 2020-02-06 12-44-21-863](https://user-images.githubusercontent.com/27898520/73925500-f8656680-48ef-11ea-8ee7-09bbc5012c3c.jpg) Cedar for comparison 333 ![bandicam 2020-02-06 12-44-28-770](https://user-images.githubusercontent.com/27898520/73925541-06b38280-48f0-11ea-8294-f2a094cb2f6e.jpg) Actually rainforest needs to be quite wide and heavy. Is it intentional or maybe need some more tweaks? ",1.0,"[0.9.0 staging-1386] Biomes and species: need balance - In the 0.52 km world I have usually pretty small rainforest with pretty small ceiba counts Like this one. ![bandicam 2020-02-06 12-18-30-034](https://user-images.githubusercontent.com/27898520/73925459-e8e61d80-48ef-11ea-9b11-dad18feb3060.jpg) And its only 16 ceiba ![bandicam 2020-02-06 12-44-21-863](https://user-images.githubusercontent.com/27898520/73925500-f8656680-48ef-11ea-8ee7-09bbc5012c3c.jpg) Cedar for comparison 333 ![bandicam 2020-02-06 12-44-28-770](https://user-images.githubusercontent.com/27898520/73925541-06b38280-48f0-11ea-8294-f2a094cb2f6e.jpg) Actually rainforest needs to be quite wide and heavy. Is it intentional or maybe need some more tweaks? ",1, biomes and species need balance in the km world i have usually pretty small rainforest with pretty small ceiba counts like this one and its only ceiba cedar for comparison actually rainforest needs to be quite wide and heavy is it intentional or maybe need some more tweaks ,1 403412,11840639576.0,IssuesEvent,2020-03-23 19:14:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Website and tree feedback,Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/76941084-5c8b3980-6936-11ea-8404-16d4af6c98d2.png) - [x] Jeff: Let's remove this section, since we have 'recent updates' as a button in the eco tree its no longer needed. Will let users get to the tree faster too. ![image](https://user-images.githubusercontent.com/3536496/76941111-6c0a8280-6936-11ea-8bb7-b00804a32d0f.png) - [x] Denys When scrolling down this page, the texts fade in nicely, can you make the Eco Tree text fade in as you arrive too, the same way? ![image](https://user-images.githubusercontent.com/3536496/76941183-8a707e00-6936-11ea-804d-47bf5335ac37.png) - [x] Jeff: Tooltips are not appearing next to the user. It should also say what they do on Eco, and their bio right there. Should be nice and small text. Also, a tooltip hung around after I moved off of it. - [x] Denys: add logic for new dev labels - [x] Denys: Clicking Leonard opened https://accounts.developland.strangeloopgames.com/team#Ipaul, but it did not scroll down to Leonard's bio. ![image](https://user-images.githubusercontent.com/3536496/76941884-c1935f00-6937-11ea-881f-20893acfe577.png) - [x] Denys: Something wrong with text, and headers too small. - [x] Jeff: Replace the old company bio with this one: (Header:)**We believe games have the potential to change worlds.** At Strange Loop, our goal is to build games that go beyond fun, creating experiences that give our players a new perspective on the world, connect communities together, and redefine what it means to ‘play’. Through our flagship title Eco we aim to bridge the gap between games and education, building worlds that challenge players to solve the same global challenges that our real world faces, working in economies, governments, and scientific simulation that mirror our own. We believe games can provide a hugely important role in the world beyond entertainment, giving players context into the deeper systems of the real world, and asking them to navigate the challenges and change the world for the better. ![image](https://user-images.githubusercontent.com/3536496/76942696-1daab300-6939-11ea-84d3-13664c10fe86.png) - [x] Jeff: HTML/CSS part of next bullet. - [x] Denys: When there are recent updates, display the number next to them here. The number should also be present on the features on the tree that have updates since their last visit. Make this number remember the user (with cookies or whatever) so its accurate for their last visit. The number should clear when they view the update. This feature is important for making this not just a place to learn about the game, but to follow its progress and discuss with others the changes coming in. - [x] Todd: Bios here have a lot of grammatical errors from non native english speakers. Ask Todd or someone else to do an editing pass. https://accounts.developland.strangeloopgames.com/team",1.0,"Website and tree feedback - ![image](https://user-images.githubusercontent.com/3536496/76941084-5c8b3980-6936-11ea-8404-16d4af6c98d2.png) - [x] Jeff: Let's remove this section, since we have 'recent updates' as a button in the eco tree its no longer needed. Will let users get to the tree faster too. ![image](https://user-images.githubusercontent.com/3536496/76941111-6c0a8280-6936-11ea-8bb7-b00804a32d0f.png) - [x] Denys When scrolling down this page, the texts fade in nicely, can you make the Eco Tree text fade in as you arrive too, the same way? ![image](https://user-images.githubusercontent.com/3536496/76941183-8a707e00-6936-11ea-804d-47bf5335ac37.png) - [x] Jeff: Tooltips are not appearing next to the user. It should also say what they do on Eco, and their bio right there. Should be nice and small text. Also, a tooltip hung around after I moved off of it. - [x] Denys: add logic for new dev labels - [x] Denys: Clicking Leonard opened https://accounts.developland.strangeloopgames.com/team#Ipaul, but it did not scroll down to Leonard's bio. ![image](https://user-images.githubusercontent.com/3536496/76941884-c1935f00-6937-11ea-881f-20893acfe577.png) - [x] Denys: Something wrong with text, and headers too small. - [x] Jeff: Replace the old company bio with this one: (Header:)**We believe games have the potential to change worlds.** At Strange Loop, our goal is to build games that go beyond fun, creating experiences that give our players a new perspective on the world, connect communities together, and redefine what it means to ‘play’. Through our flagship title Eco we aim to bridge the gap between games and education, building worlds that challenge players to solve the same global challenges that our real world faces, working in economies, governments, and scientific simulation that mirror our own. We believe games can provide a hugely important role in the world beyond entertainment, giving players context into the deeper systems of the real world, and asking them to navigate the challenges and change the world for the better. ![image](https://user-images.githubusercontent.com/3536496/76942696-1daab300-6939-11ea-84d3-13664c10fe86.png) - [x] Jeff: HTML/CSS part of next bullet. - [x] Denys: When there are recent updates, display the number next to them here. The number should also be present on the features on the tree that have updates since their last visit. Make this number remember the user (with cookies or whatever) so its accurate for their last visit. The number should clear when they view the update. This feature is important for making this not just a place to learn about the game, but to follow its progress and discuss with others the changes coming in. - [x] Todd: Bios here have a lot of grammatical errors from non native english speakers. Ask Todd or someone else to do an editing pass. https://accounts.developland.strangeloopgames.com/team",1,website and tree feedback jeff let s remove this section since we have recent updates as a button in the eco tree its no longer needed will let users get to the tree faster too denys when scrolling down this page the texts fade in nicely can you make the eco tree text fade in as you arrive too the same way jeff tooltips are not appearing next to the user it should also say what they do on eco and their bio right there should be nice and small text also a tooltip hung around after i moved off of it denys add logic for new dev labels denys clicking leonard opened but it did not scroll down to leonard s bio denys something wrong with text and headers too small jeff replace the old company bio with this one header we believe games have the potential to change worlds at strange loop our goal is to build games that go beyond fun creating experiences that give our players a new perspective on the world connect communities together and redefine what it means to ‘play’ through our flagship title eco we aim to bridge the gap between games and education building worlds that challenge players to solve the same global challenges that our real world faces working in economies governments and scientific simulation that mirror our own we believe games can provide a hugely important role in the world beyond entertainment giving players context into the deeper systems of the real world and asking them to navigate the challenges and change the world for the better jeff html css part of next bullet denys when there are recent updates display the number next to them here the number should also be present on the features on the tree that have updates since their last visit make this number remember the user with cookies or whatever so its accurate for their last visit the number should clear when they view the update this feature is important for making this not just a place to learn about the game but to follow its progress and discuss with others the changes coming in todd bios here have a lot of grammatical errors from non native english speakers ask todd or someone else to do an editing pass ,1 305822,9377401401.0,IssuesEvent,2019-04-04 10:13:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.0-release-preview] Can`t set authorization after reclaim property,Medium Priority Quality Assurance,"[0.8.1.0-release-preview] no mods **Steps to reproduce** 1. Place stockpile with claiming 2. Check if you can authorize people in it 3. Unclaim it 4. Ask someone other to claim it 5. Unclaim it 6. Claim it yourself again 7. Check authorization **Expected result** You can choose user in authorization field **Actual result** Authorization field is not usable It can be fixed with hammer collecting object and placing it again. ",1.0,"[0.8.1.0-release-preview] Can`t set authorization after reclaim property - [0.8.1.0-release-preview] no mods **Steps to reproduce** 1. Place stockpile with claiming 2. Check if you can authorize people in it 3. Unclaim it 4. Ask someone other to claim it 5. Unclaim it 6. Claim it yourself again 7. Check authorization **Expected result** You can choose user in authorization field **Actual result** Authorization field is not usable It can be fixed with hammer collecting object and placing it again. ",1, can t set authorization after reclaim property no mods steps to reproduce place stockpile with claiming check if you can authorize people in it unclaim it ask someone other to claim it unclaim it claim it yourself again check authorization expected result you can choose user in authorization field actual result authorization field is not usable it can be fixed with hammer collecting object and placing it again ,1 377458,11171342847.0,IssuesEvent,2019-12-28 18:55:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Civics: Law condition “When Matching Object” included in wrong triggers,Medium Priority Reopen,"The “When Matching Object” trigger condition is included in triggers it shouldn’t be, resulting in the trigger failing if it is used. The debug message says the reason it failed is “< Missing >”. Here is an example law and resulting debug message: ![LawDroporPickup](https://user-images.githubusercontent.com/47330823/70346830-0fb2a580-1814-11ea-8bb1-d28c97a8b628.png) ![DropDebug](https://user-images.githubusercontent.com/47330823/70347964-8486df00-1816-11ea-82eb-cf5744f9c6a3.png) Here is the list of laws that needs to be adjusted sorted by category that have all been tested with /civics debug: **Construction:** - Construct or Deconstruct - Dig or Mine - Drop or Pickup - Plow - Tamp Road (Also true for Matching Block) **Contract:** - Completed contract - Failed Contract - Joined Contract - Posted Contract **Economy:** - Create Currency - Inventory Action - Mint Currency - Trade **Finance** - Accepted Loan or Bond - Defaulted on Loan or Bond - Offered Loan or Bond - Repaid Loan or Bond **Harvesting** - Chop Stump - Chop Tree - Harvest or Hunt **Work Party** - Completed Work Party - Joined Work Party - Left Work Party - Posted Work Party - Worked For Work Party ",1.0,"[0.9.0 staging] Civics: Law condition “When Matching Object” included in wrong triggers - The “When Matching Object” trigger condition is included in triggers it shouldn’t be, resulting in the trigger failing if it is used. The debug message says the reason it failed is “< Missing >”. Here is an example law and resulting debug message: ![LawDroporPickup](https://user-images.githubusercontent.com/47330823/70346830-0fb2a580-1814-11ea-8bb1-d28c97a8b628.png) ![DropDebug](https://user-images.githubusercontent.com/47330823/70347964-8486df00-1816-11ea-82eb-cf5744f9c6a3.png) Here is the list of laws that needs to be adjusted sorted by category that have all been tested with /civics debug: **Construction:** - Construct or Deconstruct - Dig or Mine - Drop or Pickup - Plow - Tamp Road (Also true for Matching Block) **Contract:** - Completed contract - Failed Contract - Joined Contract - Posted Contract **Economy:** - Create Currency - Inventory Action - Mint Currency - Trade **Finance** - Accepted Loan or Bond - Defaulted on Loan or Bond - Offered Loan or Bond - Repaid Loan or Bond **Harvesting** - Chop Stump - Chop Tree - Harvest or Hunt **Work Party** - Completed Work Party - Joined Work Party - Left Work Party - Posted Work Party - Worked For Work Party ",1, civics law condition “when matching object” included in wrong triggers the “when matching object” trigger condition is included in triggers it shouldn’t be resulting in the trigger failing if it is used the debug message says the reason it failed is “ ” here is an example law and resulting debug message here is the list of laws that needs to be adjusted sorted by category that have all been tested with civics debug construction construct or deconstruct dig or mine drop or pickup plow tamp road also true for matching block contract completed contract failed contract joined contract posted contract economy create currency inventory action mint currency trade finance accepted loan or bond defaulted on loan or bond offered loan or bond repaid loan or bond harvesting chop stump chop tree harvest or hunt work party completed work party joined work party left work party posted work party worked for work party ,1 515235,14952954357.0,IssuesEvent,2021-01-26 16:07:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Being able to choose if i want to instant pass a law or put it up to vote,Category: Laws Priority: Medium Squad: Mountain Goat Status: Fixed Type: Feature,"Even when i can instapass, i want to decide if i actually want to do that every time.",1.0,"Being able to choose if i want to instant pass a law or put it up to vote - Even when i can instapass, i want to decide if i actually want to do that every time.",1,being able to choose if i want to instant pass a law or put it up to vote even when i can instapass i want to decide if i actually want to do that every time ,1 250234,7973764754.0,IssuesEvent,2018-07-17 01:09:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,PlayerHandle performance issues,Medium Priority,"Playerhandle appears on profiling, and should cache the stored user. ",1.0,"PlayerHandle performance issues - Playerhandle appears on profiling, and should cache the stored user. ",1,playerhandle performance issues playerhandle appears on profiling and should cache the stored user ,1 367492,10854353802.0,IssuesEvent,2019-11-13 16:16:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mint is Causing a Confusing issue ( a moved Mint to someone Else's property should Not Move Currency with it and give another Player Permision to craft another Players Currency),Medium Priority,"**Version:** 0.7.6.3 beta Player A (me) Player B (friend) **Step 1:** Player A make 1st Mint on Server and Creates Currency Pebbles backed with Stone **Step2:** Player B (which has Authority on my Deed) removes Mint and places on their own Deed, and the Mint is Locked to My Currency **This is how Mint looks when placed on unowned Land** (as can be seen the Currency is moving with the Mint) ![snap2408](https://user-images.githubusercontent.com/29383891/44185717-1132f880-a10d-11e8-95d5-b7f70ebfffd4.png) **Step3:** Player A, then makes a NEW mint and creates Pebbles (backed with Stone) same Spelling, this creates a NEW 2nd Currency Called Pebbles (same spelling as the first) **Step 4:** Player A renames New Pebbles Currency to Test, then tries to rename it back to Pebbles and gets this message ![snap2407](https://user-images.githubusercontent.com/29383891/44185646-a84b8080-a10c-11e8-859b-79e8935fc7fa.png) which is what i should have gotten when i tried to Create the 2nd Pebbles Currency Surely A Mint should not Move the Currency with it, as Mints all look the same when carried, if the Mint is then on someone Else's property its classed as a **NEW** mint and they can **ONLY** create a **NEW** currency without the **SAME NAME** **Example:** I would Understand the workings of this if the Currency was made with Plates like real money, and i then used the plates from America in the United Kingdom to Make American Dollars, But i am just using a Machine (table) called the Mint which can be bought and sold so is reset to its default blank status and no duplicate Currency can be created on it",1.0,"Mint is Causing a Confusing issue ( a moved Mint to someone Else's property should Not Move Currency with it and give another Player Permision to craft another Players Currency) - **Version:** 0.7.6.3 beta Player A (me) Player B (friend) **Step 1:** Player A make 1st Mint on Server and Creates Currency Pebbles backed with Stone **Step2:** Player B (which has Authority on my Deed) removes Mint and places on their own Deed, and the Mint is Locked to My Currency **This is how Mint looks when placed on unowned Land** (as can be seen the Currency is moving with the Mint) ![snap2408](https://user-images.githubusercontent.com/29383891/44185717-1132f880-a10d-11e8-95d5-b7f70ebfffd4.png) **Step3:** Player A, then makes a NEW mint and creates Pebbles (backed with Stone) same Spelling, this creates a NEW 2nd Currency Called Pebbles (same spelling as the first) **Step 4:** Player A renames New Pebbles Currency to Test, then tries to rename it back to Pebbles and gets this message ![snap2407](https://user-images.githubusercontent.com/29383891/44185646-a84b8080-a10c-11e8-859b-79e8935fc7fa.png) which is what i should have gotten when i tried to Create the 2nd Pebbles Currency Surely A Mint should not Move the Currency with it, as Mints all look the same when carried, if the Mint is then on someone Else's property its classed as a **NEW** mint and they can **ONLY** create a **NEW** currency without the **SAME NAME** **Example:** I would Understand the workings of this if the Currency was made with Plates like real money, and i then used the plates from America in the United Kingdom to Make American Dollars, But i am just using a Machine (table) called the Mint which can be bought and sold so is reset to its default blank status and no duplicate Currency can be created on it",1,mint is causing a confusing issue a moved mint to someone else s property should not move currency with it and give another player permision to craft another players currency version beta player a me player b friend step player a make mint on server and creates currency pebbles backed with stone player b which has authority on my deed removes mint and places on their own deed and the mint is locked to my currency this is how mint looks when placed on unowned land as can be seen the currency is moving with the mint player a then makes a new mint and creates pebbles backed with stone same spelling this creates a new currency called pebbles same spelling as the first step player a renames new pebbles currency to test then tries to rename it back to pebbles and gets this message which is what i should have gotten when i tried to create the pebbles currency surely a mint should not move the currency with it as mints all look the same when carried if the mint is then on someone else s property its classed as a new mint and they can only create a new currency without the same name example i would understand the workings of this if the currency was made with plates like real money and i then used the plates from america in the united kingdom to make american dollars but i am just using a machine table called the mint which can be bought and sold so is reset to its default blank status and no duplicate currency can be created on it,1 425563,12342273404.0,IssuesEvent,2020-05-15 00:14:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1540] Icon for calories reduction benefit,Category: Art Fix Version: 0.9.0.0 Priority: Medium,"from #15636 Also use separate category for Labor benefits: DynamicValueType.LaborEfficiency. Can you add an icon for this?",1.0,"[0.9.0 staging-1540] Icon for calories reduction benefit - from #15636 Also use separate category for Labor benefits: DynamicValueType.LaborEfficiency. Can you add an icon for this?",1, icon for calories reduction benefit from also use separate category for labor benefits dynamicvaluetype laborefficiency can you add an icon for this ,1 477241,13758334323.0,IssuesEvent,2020-10-06 23:45:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"T1, T2, T3 Building Material Parity and Form Fixes/Improvements",Category: Art Priority: Medium Type: Improvement Type: Quality of Life,"Hewn Logs, Lumber, Mortared Stone, Brick, and Glass building materials all need various form and block art refactors and fixes to have functional parity with the latest developed sets. This does not mean adding all the forms those sets have, but mostly: **Roof Forms:** The old 'smart builder' roof form needs to be replaced with the new set of rotatable forms so players have control over their roofs with early sets and can avoid many common broken behaviors the 'smart builder' cannot feasibly be updated to accommodate. ",1.0,"T1, T2, T3 Building Material Parity and Form Fixes/Improvements - Hewn Logs, Lumber, Mortared Stone, Brick, and Glass building materials all need various form and block art refactors and fixes to have functional parity with the latest developed sets. This does not mean adding all the forms those sets have, but mostly: **Roof Forms:** The old 'smart builder' roof form needs to be replaced with the new set of rotatable forms so players have control over their roofs with early sets and can avoid many common broken behaviors the 'smart builder' cannot feasibly be updated to accommodate. ",1, building material parity and form fixes improvements hewn logs lumber mortared stone brick and glass building materials all need various form and block art refactors and fixes to have functional parity with the latest developed sets this does not mean adding all the forms those sets have but mostly roof forms the old smart builder roof form needs to be replaced with the new set of rotatable forms so players have control over their roofs with early sets and can avoid many common broken behaviors the smart builder cannot feasibly be updated to accommodate ,1 211812,7208191518.0,IssuesEvent,2018-02-07 01:41:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Unable to create world,Medium Priority,"**Version:** 0.7.0.3 beta **Steps to Reproduce:** 1. Click New 2. Create game, (Happened with both generating new and keeping default) 3. fin **Expected behavior:** it should have put me into a world... **Actual behavior:** tabbed me out, put me back to main menu. I clicked load the world and it repeated the same",1.0,"USER ISSUE: Unable to create world - **Version:** 0.7.0.3 beta **Steps to Reproduce:** 1. Click New 2. Create game, (Happened with both generating new and keeping default) 3. fin **Expected behavior:** it should have put me into a world... **Actual behavior:** tabbed me out, put me back to main menu. I clicked load the world and it repeated the same",1,user issue unable to create world version beta steps to reproduce click new create game happened with both generating new and keeping default fin expected behavior it should have put me into a world actual behavior tabbed me out put me back to main menu i clicked load the world and it repeated the same,1 251959,8029923110.0,IssuesEvent,2018-07-27 17:44:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Item Distribution station is not highlightable in parts again,Medium Priority,Keegan do you know what needs to be done to re-fix this?,1.0,Item Distribution station is not highlightable in parts again - Keegan do you know what needs to be done to re-fix this?,1,item distribution station is not highlightable in parts again keegan do you know what needs to be done to re fix this ,1 362930,10735208726.0,IssuesEvent,2019-10-29 08:12:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: click on crossed profession exp marker does nothing.,Fixed Medium Priority,"Afaik, before completing tutorial clicking on this marker show error message. But in current state - nothing happens. ![3](https://user-images.githubusercontent.com/4980243/66468965-b0444d80-ea8f-11e9-9a2b-0f5208a40952.gif) ",1.0,"Master: click on crossed profession exp marker does nothing. - Afaik, before completing tutorial clicking on this marker show error message. But in current state - nothing happens. ![3](https://user-images.githubusercontent.com/4980243/66468965-b0444d80-ea8f-11e9-9a2b-0f5208a40952.gif) ",1,master click on crossed profession exp marker does nothing afaik before completing tutorial clicking on this marker show error message but in current state nothing happens ,1 357568,10608461935.0,IssuesEvent,2019-10-11 07:36:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Distribution station glitch,Medium Priority,"- [ ] 1. Button??? item as basic. Step to reproduce: - open selection window. Doesn't select anything and press submit. ![image](https://user-images.githubusercontent.com/45708377/66632317-d513fe80-ec10-11e9-85f2-dcca04a90359.png) - It will be select button item. ![image](https://user-images.githubusercontent.com/45708377/66632352-f117a000-ec10-11e9-936d-9c5b4eb7d007.png) - in 8.3.0 it doesn't select anything: ![unknown](https://user-images.githubusercontent.com/45708377/66632399-0f7d9b80-ec11-11e9-9a11-36fc6c5cf9aa.png) - [ ] 2. The item and quantity in the selection window don't save. Step to reproduce. - select 11 Hewn Log (for example). ![image](https://user-images.githubusercontent.com/45708377/66632555-6be0bb00-ec11-11e9-869e-f36b8cb7621f.png) - press LMB at 11 Hewn Logs to change quantity to 15. ![image](https://user-images.githubusercontent.com/45708377/66632610-8b77e380-ec11-11e9-873b-ccc910dec1b1.png) - All settings reset. - [ ] 3. Items are summy when added. They should be updated. Step to reproduce: - Another player adds 13 Framed Glass, Softwood Lumber Bench 3, 5 Tomatoes and press Apply. I see marker like: 13 Framed Glass, 3 Softwood Lumber Bench , 5 Tomato. - Another player add 3 Ashlar Sandstone and press apply another time. I see marker x2 like: ![image](https://user-images.githubusercontent.com/45708377/66632892-2f618f00-ec12-11e9-8804-d1649a0abb9d.png) - I should see 3 Ashlar Stone, 13 Framed Glass, Softwood Lumber Bench 3, 5 Tomatoes. - [ ] 4. Missing tooltip on marker. In 8.3.0: ![unknown (1)](https://user-images.githubusercontent.com/45708377/66633007-7b143880-ec12-11e9-9392-220582c75564.png) We can't check the full work at the moment because the property is broken. #13072 ",1.0,"[master-preview] Distribution station glitch - - [ ] 1. Button??? item as basic. Step to reproduce: - open selection window. Doesn't select anything and press submit. ![image](https://user-images.githubusercontent.com/45708377/66632317-d513fe80-ec10-11e9-85f2-dcca04a90359.png) - It will be select button item. ![image](https://user-images.githubusercontent.com/45708377/66632352-f117a000-ec10-11e9-936d-9c5b4eb7d007.png) - in 8.3.0 it doesn't select anything: ![unknown](https://user-images.githubusercontent.com/45708377/66632399-0f7d9b80-ec11-11e9-9a11-36fc6c5cf9aa.png) - [ ] 2. The item and quantity in the selection window don't save. Step to reproduce. - select 11 Hewn Log (for example). ![image](https://user-images.githubusercontent.com/45708377/66632555-6be0bb00-ec11-11e9-869e-f36b8cb7621f.png) - press LMB at 11 Hewn Logs to change quantity to 15. ![image](https://user-images.githubusercontent.com/45708377/66632610-8b77e380-ec11-11e9-873b-ccc910dec1b1.png) - All settings reset. - [ ] 3. Items are summy when added. They should be updated. Step to reproduce: - Another player adds 13 Framed Glass, Softwood Lumber Bench 3, 5 Tomatoes and press Apply. I see marker like: 13 Framed Glass, 3 Softwood Lumber Bench , 5 Tomato. - Another player add 3 Ashlar Sandstone and press apply another time. I see marker x2 like: ![image](https://user-images.githubusercontent.com/45708377/66632892-2f618f00-ec12-11e9-8804-d1649a0abb9d.png) - I should see 3 Ashlar Stone, 13 Framed Glass, Softwood Lumber Bench 3, 5 Tomatoes. - [ ] 4. Missing tooltip on marker. In 8.3.0: ![unknown (1)](https://user-images.githubusercontent.com/45708377/66633007-7b143880-ec12-11e9-9392-220582c75564.png) We can't check the full work at the moment because the property is broken. #13072 ",1, distribution station glitch button item as basic step to reproduce open selection window doesn t select anything and press submit it will be select button item in it doesn t select anything the item and quantity in the selection window don t save step to reproduce select hewn log for example press lmb at hewn logs to change quantity to all settings reset items are summy when added they should be updated step to reproduce another player adds framed glass softwood lumber bench tomatoes and press apply i see marker like framed glass softwood lumber bench tomato another player add ashlar sandstone and press apply another time i see marker like i should see ashlar stone framed glass softwood lumber bench tomatoes missing tooltip on marker in we can t check the full work at the moment because the property is broken ,1 530204,15418207306.0,IssuesEvent,2021-03-05 08:27:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server issue: Crash on startup,Category: Localization Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed,"Our dedicated server don't want to boot anymore, tried to solve the problem by reverting to an earlier backup that worked for a day but today it gave the same error after rebooting the server. I could need some help to understand what this means and hopefully get our server up and running again. 09:57:38.547] [31] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentException Message:An item with the same key has already been added. Key: Vote Source:System.Private.CoreLib System.ArgumentException: An item with the same key has already been added. Key: Vote at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at Eco.Shared.Utils.BidirectionalMap`2.Add(TKey key, TVal val) at Eco.Stats.ShortNameMap.b__8_0(ShortNameEntry x) at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Stats.ShortNameMap.Init(List`1 collection) at Eco.Stats.StatInfoManager.Initialize(List`1 entries) at Eco.Stats.Stats.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync() at Eco.Server.Startup.StartAsync() [09:57:43.557] [1] [Error] [Eco] Unhandled errorSystem.ArgumentException: An item with the same key has already been added. Key: Vote at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at Eco.Shared.Utils.BidirectionalMap`2.Add(TKey key, TVal val) at Eco.Stats.ShortNameMap.b__8_0(ShortNameEntry x) at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Stats.ShortNameMap.Init(List`1 collection) at Eco.Stats.StatInfoManager.Initialize(List`1 entries) at Eco.Stats.Stats.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync() at Eco.Server.Startup.StartAsync() at Eco.Server.ApplicationHostedService.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.Internal.Host.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.Run(IHost host) at Eco.Server.MainClass.Main(String[] args) ",1.0,"Server issue: Crash on startup - Our dedicated server don't want to boot anymore, tried to solve the problem by reverting to an earlier backup that worked for a day but today it gave the same error after rebooting the server. I could need some help to understand what this means and hopefully get our server up and running again. 09:57:38.547] [31] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentException Message:An item with the same key has already been added. Key: Vote Source:System.Private.CoreLib System.ArgumentException: An item with the same key has already been added. Key: Vote at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at Eco.Shared.Utils.BidirectionalMap`2.Add(TKey key, TVal val) at Eco.Stats.ShortNameMap.b__8_0(ShortNameEntry x) at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Stats.ShortNameMap.Init(List`1 collection) at Eco.Stats.StatInfoManager.Initialize(List`1 entries) at Eco.Stats.Stats.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync() at Eco.Server.Startup.StartAsync() [09:57:43.557] [1] [Error] [Eco] Unhandled errorSystem.ArgumentException: An item with the same key has already been added. Key: Vote at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at Eco.Shared.Utils.BidirectionalMap`2.Add(TKey key, TVal val) at Eco.Stats.ShortNameMap.b__8_0(ShortNameEntry x) at System.Collections.Generic.List`1.ForEach(Action`1 action) at Eco.Stats.ShortNameMap.Init(List`1 collection) at Eco.Stats.StatInfoManager.Initialize(List`1 entries) at Eco.Stats.Stats.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync() at Eco.Server.Startup.StartAsync() at Eco.Server.ApplicationHostedService.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.Internal.Host.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.Run(IHost host) at Eco.Server.MainClass.Main(String[] args) ",1,server issue crash on startup our dedicated server don t want to boot anymore tried to solve the problem by reverting to an earlier backup that worked for a day but today it gave the same error after rebooting the server i could need some help to understand what this means and hopefully get our server up and running again failed to load server exception was exception argumentexception message an item with the same key has already been added key vote source system private corelib system argumentexception an item with the same key has already been added key vote at system collections generic dictionary tryinsert tkey key tvalue value insertionbehavior behavior at system collections generic dictionary add tkey key tvalue value at eco shared utils bidirectionalmap add tkey key tval val at eco stats shortnamemap b shortnameentry x at system collections generic list foreach action action at eco stats shortnamemap init list collection at eco stats statinfomanager initialize list entries at eco stats stats initialize timedtask timer at eco server pluginmanager initializeplugins at eco server pluginmanager postcreateasync at eco server startup startasync unhandled errorsystem argumentexception an item with the same key has already been added key vote at system collections generic dictionary tryinsert tkey key tvalue value insertionbehavior behavior at system collections generic dictionary add tkey key tvalue value at eco shared utils bidirectionalmap add tkey key tval val at eco stats shortnamemap b shortnameentry x at system collections generic list foreach action action at eco stats shortnamemap init list collection at eco stats statinfomanager initialize list entries at eco stats stats initialize timedtask timer at eco server pluginmanager initializeplugins at eco server pluginmanager postcreateasync at eco server startup startasync at eco server applicationhostedservice startasync cancellationtoken cancellationtoken at microsoft extensions hosting internal host startasync cancellationtoken cancellationtoken at microsoft extensions hosting hostingabstractionshostextensions runasync ihost host cancellationtoken token at microsoft extensions hosting hostingabstractionshostextensions runasync ihost host cancellationtoken token at microsoft extensions hosting hostingabstractionshostextensions run ihost host at eco server mainclass main string args ,1 390946,11566067706.0,IssuesEvent,2020-02-20 11:44:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 satging-1417] Wrong action in PutIn contract,Priority: Medium,"I ate food when tooltip show that you can place it, but you can't place. Step to reproduce: - take putin contract: ![image](https://user-images.githubusercontent.com/45708377/74930137-020dc480-53ee-11ea-8937-71ff7cd0ce3d.png) - go to storage and see tooltip: ![image](https://user-images.githubusercontent.com/45708377/74930149-0934d280-53ee-11ea-8af7-045084bb5d70.png) - press RMB you put in 3 Corn: ![image](https://user-images.githubusercontent.com/45708377/74930152-0c2fc300-53ee-11ea-9763-a8e27adb630d.png) - but I still have tooltip that I can put in corn with RMB: ![image](https://user-images.githubusercontent.com/45708377/74930168-10f47700-53ee-11ea-9986-84ac9b910b48.png) - press RMB 2 times. I ate 2 corn: ![image](https://user-images.githubusercontent.com/45708377/74930213-2b2e5500-53ee-11ea-9679-139528a14544.png) - but I should have notification that I can't place more than 3 corn.",1.0,"[0.9.0 satging-1417] Wrong action in PutIn contract - I ate food when tooltip show that you can place it, but you can't place. Step to reproduce: - take putin contract: ![image](https://user-images.githubusercontent.com/45708377/74930137-020dc480-53ee-11ea-8937-71ff7cd0ce3d.png) - go to storage and see tooltip: ![image](https://user-images.githubusercontent.com/45708377/74930149-0934d280-53ee-11ea-8af7-045084bb5d70.png) - press RMB you put in 3 Corn: ![image](https://user-images.githubusercontent.com/45708377/74930152-0c2fc300-53ee-11ea-9763-a8e27adb630d.png) - but I still have tooltip that I can put in corn with RMB: ![image](https://user-images.githubusercontent.com/45708377/74930168-10f47700-53ee-11ea-9986-84ac9b910b48.png) - press RMB 2 times. I ate 2 corn: ![image](https://user-images.githubusercontent.com/45708377/74930213-2b2e5500-53ee-11ea-9679-139528a14544.png) - but I should have notification that I can't place more than 3 corn.",1, wrong action in putin contract i ate food when tooltip show that you can place it but you can t place step to reproduce take putin contract go to storage and see tooltip press rmb you put in corn but i still have tooltip that i can put in corn with rmb press rmb times i ate corn but i should have notification that i can t place more than corn ,1 242439,7842205876.0,IssuesEvent,2018-06-18 22:21:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Breaking Coal ""Double Stone"" trigger no sound",Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Break a block of Coal 2. Try to break the ""Double Stone"" into two pieces **Expected behavior:** It does trigger a sound **Actual behavior:** It doesn't trigger the ""pickaxe breaking stuff"" sound",1.0,"USER ISSUE: Breaking Coal ""Double Stone"" trigger no sound - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Break a block of Coal 2. Try to break the ""Double Stone"" into two pieces **Expected behavior:** It does trigger a sound **Actual behavior:** It doesn't trigger the ""pickaxe breaking stuff"" sound",1,user issue breaking coal double stone trigger no sound version beta steps to reproduce break a block of coal try to break the double stone into two pieces expected behavior it does trigger a sound actual behavior it doesn t trigger the pickaxe breaking stuff sound,1 550821,16132915643.0,IssuesEvent,2021-04-29 08:06:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Should update Eval.Make() GameValues to use new TryLoc() in GameValueUtils ,Category: Tech Priority: Medium Squad: Wild Turkey Type: Improvement,"Lots of GameValues use Eval.Make() as the method to return the value like so: ![image](https://user-images.githubusercontent.com/31013483/108264102-1e455e00-7135-11eb-82f8-f8cebf38d62f.png) In develop, we have GameValueUtils.TryLoc(), which tolerates nulls and prevents future crashes from NullReferenceExceptions. ![image](https://user-images.githubusercontent.com/31013483/108264709-dd9a1480-7135-11eb-9e98-5acc618b3fe0.png) We should make the necessary changes so that existing and future GameValues use TryLoc and/or a style similar to TryLoc ",1.0,"Should update Eval.Make() GameValues to use new TryLoc() in GameValueUtils - Lots of GameValues use Eval.Make() as the method to return the value like so: ![image](https://user-images.githubusercontent.com/31013483/108264102-1e455e00-7135-11eb-82f8-f8cebf38d62f.png) In develop, we have GameValueUtils.TryLoc(), which tolerates nulls and prevents future crashes from NullReferenceExceptions. ![image](https://user-images.githubusercontent.com/31013483/108264709-dd9a1480-7135-11eb-9e98-5acc618b3fe0.png) We should make the necessary changes so that existing and future GameValues use TryLoc and/or a style similar to TryLoc ",1,should update eval make gamevalues to use new tryloc in gamevalueutils lots of gamevalues use eval make as the method to return the value like so in develop we have gamevalueutils tryloc which tolerates nulls and prevents future crashes from nullreferenceexceptions we should make the necessary changes so that existing and future gamevalues use tryloc and or a style similar to tryloc ,1 243753,7861481754.0,IssuesEvent,2018-06-22 00:46:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: acorns from rice?,Medium Priority,"Version: 0.7.4.0 beta staging-b8e0bc58 Steps to Reproduce: See screenshot. ![20180415171153_1](https://user-images.githubusercontent.com/4980243/38779404-a24a3286-40d0-11e8-87bf-ecd38530ea86.jpg) ",1.0,"USER ISSUE: acorns from rice? - Version: 0.7.4.0 beta staging-b8e0bc58 Steps to Reproduce: See screenshot. ![20180415171153_1](https://user-images.githubusercontent.com/4980243/38779404-a24a3286-40d0-11e8-87bf-ecd38530ea86.jpg) ",1,user issue acorns from rice version beta staging steps to reproduce see screenshot ,1 430337,12451562594.0,IssuesEvent,2020-05-27 10:41:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Glass Wall Shelf Cabinet Bug 7.7.0,Priority: Medium Status: Investigate,"When placing a Shelf Cabinet next to a glass wall, it will sometimes place into it. Upon removeing the shelf cabinet there is a hole in the wall. This hole will not allow any blocks be placed in it and simply gives the message: ""Can't place a block there.""",1.0,"Glass Wall Shelf Cabinet Bug 7.7.0 - When placing a Shelf Cabinet next to a glass wall, it will sometimes place into it. Upon removeing the shelf cabinet there is a hole in the wall. This hole will not allow any blocks be placed in it and simply gives the message: ""Can't place a block there.""",1,glass wall shelf cabinet bug when placing a shelf cabinet next to a glass wall it will sometimes place into it upon removeing the shelf cabinet there is a hole in the wall this hole will not allow any blocks be placed in it and simply gives the message can t place a block there ,1 256933,8130482703.0,IssuesEvent,2018-08-17 18:38:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Steam Tractor Sower - floating,Medium Priority,"**Version:** 0.7.5.0 beta staging-589c887f See, sower is not correctly attached, they floating :P ![20180611163344_1](https://user-images.githubusercontent.com/4980243/41240929-54e5e48a-6da4-11e8-8ab9-1ded0dadc4b1.jpg) ",1.0,"USER ISSUE: Steam Tractor Sower - floating - **Version:** 0.7.5.0 beta staging-589c887f See, sower is not correctly attached, they floating :P ![20180611163344_1](https://user-images.githubusercontent.com/4980243/41240929-54e5e48a-6da4-11e8-8ab9-1ded0dadc4b1.jpg) ",1,user issue steam tractor sower floating version beta staging see sower is not correctly attached they floating p ,1 451069,13024020916.0,IssuesEvent,2020-07-27 11:04:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1686] 'Selected Shader does not support Stencil Masking' is spamming in log,Category: Tech Priority: Medium,"It very often happen when you open any UI. For exemple selecting form: ![image](https://user-images.githubusercontent.com/45708377/88534934-ba7d0b80-d011-11ea-87f9-e48b02aaa527.png) ``` Selected Shader does not support Stencil Masking. Please select the Distance Field or Mobile Distance Field Shader. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) TMPro.TMP_MaterialManager:GetStencilMaterial(Material, Int32) TMPro.TMP_SubMeshUI:GetModifiedMaterial(Material) TMPro.TMP_MaterialManager:GetMaterialForRendering(MaskableGraphic, Material) TMPro.TMP_SubMeshUI:UpdateMaterial() TMPro.TMP_SubMeshUI:SetMaterialDirty() TMPro.TextMeshProUGUI:SetActiveSubMeshes(Boolean) TMPro.TextMeshProUGUI:OnEnable() MinimapUIObjectManager:PlaceIcon(MinimapObjectIcon, Vector3, Single, Boolean, Boolean, Nullable`1) MinimapUIObjectManager:UpdateIconPlacement(Boolean, Boolean) MinimapUI:Update() ```",1.0,"[0.9.0 staging-1686] 'Selected Shader does not support Stencil Masking' is spamming in log - It very often happen when you open any UI. For exemple selecting form: ![image](https://user-images.githubusercontent.com/45708377/88534934-ba7d0b80-d011-11ea-87f9-e48b02aaa527.png) ``` Selected Shader does not support Stencil Masking. Please select the Distance Field or Mobile Distance Field Shader. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) TMPro.TMP_MaterialManager:GetStencilMaterial(Material, Int32) TMPro.TMP_SubMeshUI:GetModifiedMaterial(Material) TMPro.TMP_MaterialManager:GetMaterialForRendering(MaskableGraphic, Material) TMPro.TMP_SubMeshUI:UpdateMaterial() TMPro.TMP_SubMeshUI:SetMaterialDirty() TMPro.TextMeshProUGUI:SetActiveSubMeshes(Boolean) TMPro.TextMeshProUGUI:OnEnable() MinimapUIObjectManager:PlaceIcon(MinimapObjectIcon, Vector3, Single, Boolean, Boolean, Nullable`1) MinimapUIObjectManager:UpdateIconPlacement(Boolean, Boolean) MinimapUI:Update() ```",1, selected shader does not support stencil masking is spamming in log it very often happen when you open any ui for exemple selecting form selected shader does not support stencil masking please select the distance field or mobile distance field shader unityengine logger log logtype object unityengine debug logwarning object tmpro tmp materialmanager getstencilmaterial material tmpro tmp submeshui getmodifiedmaterial material tmpro tmp materialmanager getmaterialforrendering maskablegraphic material tmpro tmp submeshui updatematerial tmpro tmp submeshui setmaterialdirty tmpro textmeshprougui setactivesubmeshes boolean tmpro textmeshprougui onenable minimapuiobjectmanager placeicon minimapobjecticon single boolean boolean nullable minimapuiobjectmanager updateiconplacement boolean boolean minimapui update ,1 335626,10164246842.0,IssuesEvent,2019-08-07 11:11:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.3.0 staging-1073] Overlap text in Transaction UI,Medium Priority QA,"![image](https://user-images.githubusercontent.com/45708377/62617727-2a831500-b91b-11e9-9323-5d680d6eb362.png) Also transaction UI has bad tooltip: ![image](https://user-images.githubusercontent.com/45708377/62617758-42f32f80-b91b-11e9-8849-49fcdfa9760b.png) 1. It should be more width. 2. It repeats all from transaction UI, nothing new. May we need add button to display next 20(or more) transactions in UI? and delete tooltip at all. 3. First number (may be because it more 10000) absents: ![image](https://user-images.githubusercontent.com/45708377/62618330-a3cf3780-b91c-11e9-9153-a084cd9860c9.png) ",1.0,"[0.8.3.0 staging-1073] Overlap text in Transaction UI - ![image](https://user-images.githubusercontent.com/45708377/62617727-2a831500-b91b-11e9-9323-5d680d6eb362.png) Also transaction UI has bad tooltip: ![image](https://user-images.githubusercontent.com/45708377/62617758-42f32f80-b91b-11e9-8849-49fcdfa9760b.png) 1. It should be more width. 2. It repeats all from transaction UI, nothing new. May we need add button to display next 20(or more) transactions in UI? and delete tooltip at all. 3. First number (may be because it more 10000) absents: ![image](https://user-images.githubusercontent.com/45708377/62618330-a3cf3780-b91c-11e9-9153-a084cd9860c9.png) ",1, overlap text in transaction ui also transaction ui has bad tooltip it should be more width it repeats all from transaction ui nothing new may we need add button to display next or more transactions in ui and delete tooltip at all first number may be because it more absents ,1 251705,8025939971.0,IssuesEvent,2018-07-27 00:44:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Turtle on snow biome,Medium Priority,"**Version:** 0.7.0.8 beta **Steps to Reproduce:** I met turtle on snowy biome :) **Expected behavior:** Turtle should spawn on other biome; (maybe) with water, sand or swamps **Actual behavior:** turtle spawns on snowy biome",1.0,"USER ISSUE: Turtle on snow biome - **Version:** 0.7.0.8 beta **Steps to Reproduce:** I met turtle on snowy biome :) **Expected behavior:** Turtle should spawn on other biome; (maybe) with water, sand or swamps **Actual behavior:** turtle spawns on snowy biome",1,user issue turtle on snow biome version beta steps to reproduce i met turtle on snowy biome expected behavior turtle should spawn on other biome maybe with water sand or swamps actual behavior turtle spawns on snowy biome,1 511012,14851771131.0,IssuesEvent,2021-01-18 07:31:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.2.0 beta staging-1901]Wood Cart does not link in chat, WoodCart does though.",Priority: Medium Type: Quality of Life Type: Regression,"I think Wood cart should properly link in chat it currently does not at the moment and require you to write it as 1 word. ![Screenshot_114.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/67f75bfd-f5dc-4235-913b-102ef9d5da0c) ",1.0,"[0.9.2.0 beta staging-1901]Wood Cart does not link in chat, WoodCart does though. - I think Wood cart should properly link in chat it currently does not at the moment and require you to write it as 1 word. ![Screenshot_114.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/67f75bfd-f5dc-4235-913b-102ef9d5da0c) ",1, wood cart does not link in chat woodcart does though i think wood cart should properly link in chat it currently does not at the moment and require you to write it as word ,1 378654,11206011666.0,IssuesEvent,2020-01-05 18:13:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1322] Contract, work party: board's draft issue",Fixed Medium Priority,"1) Party draft 1. Press plus on the contract board to create a party 2. Don't post it ![bandicam 2020-01-03 11-34-42-242](https://user-images.githubusercontent.com/27898520/71711130-65816a00-2e21-11ea-9bc8-9f0674078efd.jpg) 3. Let other pesron to look at the board Other person can even take a role in a draft party. ![bandicam 2020-01-03 11-34-57-306](https://user-images.githubusercontent.com/27898520/71711138-6fa36880-2e21-11ea-9bcb-d7471d79ffb0.jpg) 2) Contract draft. Other person can see your contracts drafts. ![bandicam 2020-01-03 11-52-48-533](https://user-images.githubusercontent.com/27898520/71711148-7b8f2a80-2e21-11ea-868c-c2570254935b.jpg) Suggestion: 1) Don't place drafts for other people on the board (you don't see drafts in the Economy viewer) 2) Mark better unposted parties as drafts on your board and in your work notifications (maybe ""Draft"" should be red colored or an icon with the reddish background). ![bandicam 2020-01-03 12-00-41-838](https://user-images.githubusercontent.com/27898520/71711194-b6915e00-2e21-11ea-9c5b-9acb76dd1cfa.jpg) ![bandicam 2020-01-03 12-01-53-152](https://user-images.githubusercontent.com/27898520/71711183-a7121500-2e21-11ea-86fa-5abfd748d9ee.jpg) ",1.0,"[0.9.0 staging-1322] Contract, work party: board's draft issue - 1) Party draft 1. Press plus on the contract board to create a party 2. Don't post it ![bandicam 2020-01-03 11-34-42-242](https://user-images.githubusercontent.com/27898520/71711130-65816a00-2e21-11ea-9bc8-9f0674078efd.jpg) 3. Let other pesron to look at the board Other person can even take a role in a draft party. ![bandicam 2020-01-03 11-34-57-306](https://user-images.githubusercontent.com/27898520/71711138-6fa36880-2e21-11ea-9bcb-d7471d79ffb0.jpg) 2) Contract draft. Other person can see your contracts drafts. ![bandicam 2020-01-03 11-52-48-533](https://user-images.githubusercontent.com/27898520/71711148-7b8f2a80-2e21-11ea-868c-c2570254935b.jpg) Suggestion: 1) Don't place drafts for other people on the board (you don't see drafts in the Economy viewer) 2) Mark better unposted parties as drafts on your board and in your work notifications (maybe ""Draft"" should be red colored or an icon with the reddish background). ![bandicam 2020-01-03 12-00-41-838](https://user-images.githubusercontent.com/27898520/71711194-b6915e00-2e21-11ea-9c5b-9acb76dd1cfa.jpg) ![bandicam 2020-01-03 12-01-53-152](https://user-images.githubusercontent.com/27898520/71711183-a7121500-2e21-11ea-86fa-5abfd748d9ee.jpg) ",1, contract work party board s draft issue party draft press plus on the contract board to create a party don t post it let other pesron to look at the board other person can even take a role in a draft party contract draft other person can see your contracts drafts suggestion don t place drafts for other people on the board you don t see drafts in the economy viewer mark better unposted parties as drafts on your board and in your work notifications maybe draft should be red colored or an icon with the reddish background ,1 415031,12123416408.0,IssuesEvent,2020-04-22 12:41:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Player Feedback: Allowing to ""click"" items into and out of repair stations",Priority: Medium,"> 4. Minor issue, but still. It would be great if you could place/ return tools to and from the repair station like you can with stockpiles (simply clicking it). Now you have to draw there and back. Not a deal-breaker, but perhaps easily implemented? ",1.0,"Player Feedback: Allowing to ""click"" items into and out of repair stations - > 4. Minor issue, but still. It would be great if you could place/ return tools to and from the repair station like you can with stockpiles (simply clicking it). Now you have to draw there and back. Not a deal-breaker, but perhaps easily implemented? ",1,player feedback allowing to click items into and out of repair stations minor issue but still it would be great if you could place return tools to and from the repair station like you can with stockpiles simply clicking it now you have to draw there and back not a deal breaker but perhaps easily implemented ,1 232690,7673940264.0,IssuesEvent,2018-05-15 00:52:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Browser Graphs Cause Server Lag,Medium Priority," If you enter a word ending with 'g' into the chat and then hit return and return to game it often registers as the ""G"" command key and opens the Graph window. As the graph window is causing exceptional amounts of in-game lag that effects all in the gameno matter who has opened the graphs this is very hard on not just the player that typed but the whole server.. I have been suggesting as a work around that they rebind the graphs command to something other than the ""G"" key, a key that is not alphabetic at all or if they chose an alphabet key they choose one rarely found on the end of words ",1.0,"Browser Graphs Cause Server Lag - If you enter a word ending with 'g' into the chat and then hit return and return to game it often registers as the ""G"" command key and opens the Graph window. As the graph window is causing exceptional amounts of in-game lag that effects all in the gameno matter who has opened the graphs this is very hard on not just the player that typed but the whole server.. I have been suggesting as a work around that they rebind the graphs command to something other than the ""G"" key, a key that is not alphabetic at all or if they chose an alphabet key they choose one rarely found on the end of words ",1,browser graphs cause server lag if you enter a word ending with g into the chat and then hit return and return to game it often registers as the g command key and opens the graph window as the graph window is causing exceptional amounts of in game lag that effects all in the gameno matter who has opened the graphs this is very hard on not just the player that typed but the whole server i have been suggesting as a work around that they rebind the graphs command to something other than the g key a key that is not alphabetic at all or if they chose an alphabet key they choose one rarely found on the end of words ,1 314965,9605219809.0,IssuesEvent,2019-05-10 22:51:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"When the user selects the edit avatar in the night time, the lighting is appearing to be improper.",Medium Priority,"Description: When the player opens the edit option during the night time in the game, the lighting is only focused on the body. STR: 1. Start the game. 2. Create/Join a world. 3. Wait for the game time to change to night mode. 4. Open the backpack and select the edit button. 5. Observe the lighting issue. Actual Result: The lighting is only covering the body. Expected Result: The lighting should cover the whole avatar. Screenshot: ![5](https://user-images.githubusercontent.com/43132426/45683498-8442eb00-bb61-11e8-867c-adc04cd3f17b.png) ",1.0,"When the user selects the edit avatar in the night time, the lighting is appearing to be improper. - Description: When the player opens the edit option during the night time in the game, the lighting is only focused on the body. STR: 1. Start the game. 2. Create/Join a world. 3. Wait for the game time to change to night mode. 4. Open the backpack and select the edit button. 5. Observe the lighting issue. Actual Result: The lighting is only covering the body. Expected Result: The lighting should cover the whole avatar. Screenshot: ![5](https://user-images.githubusercontent.com/43132426/45683498-8442eb00-bb61-11e8-867c-adc04cd3f17b.png) ",1,when the user selects the edit avatar in the night time the lighting is appearing to be improper description when the player opens the edit option during the night time in the game the lighting is only focused on the body str start the game create join a world wait for the game time to change to night mode open the backpack and select the edit button observe the lighting issue actual result the lighting is only covering the body expected result the lighting should cover the whole avatar screenshot ,1 322260,9815439050.0,IssuesEvent,2019-06-13 12:39:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-999] Blick of vehicles and players at zero point,Medium Priority QA Staging,"Mortared limestone line is Zero line. Blick of powered cart(other vehicles behave too): ![2019 06 13 Blick of powered cart at zero point](https://user-images.githubusercontent.com/45708377/59432016-fe518900-8dee-11e9-9d9d-e11beda4687c.gif) Blick of player: ![2019 06 13 Blick player](https://user-images.githubusercontent.com/45708377/59433065-64d7a680-8df1-11e9-8153-2b2fb91d4c0a.gif) Excavator and Steam tractor in far disappears: ![2019 06 13 Excavator and Steam tractor in far disappears](https://user-images.githubusercontent.com/45708377/59432391-dca4d180-8def-11e9-81e7-3f517467997e.gif) When another player gets into the excavator, It appears: ![2019 06 13 Another player drive Excavator](https://user-images.githubusercontent.com/45708377/59432749-b92e5680-8df0-11e9-878b-2dab26d2b94e.gif) ",1.0,"[0.8.2.0 staging-999] Blick of vehicles and players at zero point - Mortared limestone line is Zero line. Blick of powered cart(other vehicles behave too): ![2019 06 13 Blick of powered cart at zero point](https://user-images.githubusercontent.com/45708377/59432016-fe518900-8dee-11e9-9d9d-e11beda4687c.gif) Blick of player: ![2019 06 13 Blick player](https://user-images.githubusercontent.com/45708377/59433065-64d7a680-8df1-11e9-8153-2b2fb91d4c0a.gif) Excavator and Steam tractor in far disappears: ![2019 06 13 Excavator and Steam tractor in far disappears](https://user-images.githubusercontent.com/45708377/59432391-dca4d180-8def-11e9-81e7-3f517467997e.gif) When another player gets into the excavator, It appears: ![2019 06 13 Another player drive Excavator](https://user-images.githubusercontent.com/45708377/59432749-b92e5680-8df0-11e9-878b-2dab26d2b94e.gif) ",1, blick of vehicles and players at zero point mortared limestone line is zero line blick of powered cart other vehicles behave too blick of player excavator and steam tractor in far disappears when another player gets into the excavator it appears ,1 180559,6650780122.0,IssuesEvent,2017-09-28 17:34:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Unlearning a skill doesn't handle tools given well,Medium Priority,"""learning and unlearning skills that gives you tools makes you keep the tools dont know if this the right place""",1.0,"Unlearning a skill doesn't handle tools given well - ""learning and unlearning skills that gives you tools makes you keep the tools dont know if this the right place""",1,unlearning a skill doesn t handle tools given well learning and unlearning skills that gives you tools makes you keep the tools dont know if this the right place ,1 504108,14613254156.0,IssuesEvent,2020-12-22 07:53:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Skid can break rock on other owned land,Category: Gameplay Priority: Medium,"i was using my skid in my mine and at the limit of my land, my skid broke the rock without being able to get the broken rock. By checking why, i saw that my skid broke rock in my neighbour land (and i don't have the right on this land).",1.0,"Skid can break rock on other owned land - i was using my skid in my mine and at the limit of my land, my skid broke the rock without being able to get the broken rock. By checking why, i saw that my skid broke rock in my neighbour land (and i don't have the right on this land).",1,skid can break rock on other owned land i was using my skid in my mine and at the limit of my land my skid broke the rock without being able to get the broken rock by checking why i saw that my skid broke rock in my neighbour land and i don t have the right on this land ,1 554030,16387792142.0,IssuesEvent,2021-05-17 12:47:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Develop 250] Property icon strange behavior on map,Category: Tech Priority: Medium Regression Squad: Wild Turkey Type: Bug,"Store & campfire icon showing up on world map despite located at another place. https://gyazo.com/85cf31ea2ae498af51b1a8afd6cee7cd",1.0,"[9.4 Develop 250] Property icon strange behavior on map - Store & campfire icon showing up on world map despite located at another place. https://gyazo.com/85cf31ea2ae498af51b1a8afd6cee7cd",1, property icon strange behavior on map store campfire icon showing up on world map despite located at another place ,1 331888,10081227931.0,IssuesEvent,2019-07-25 08:19:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: large lumber door with windows,Medium Priority,"**Version:** 0.7.6.3 beta **Steps to Reproduce:** **Expected behavior:** should count as a room with this door instaled **Actual behavior:** dose not count as a room with this door",1.0,"USER ISSUE: large lumber door with windows - **Version:** 0.7.6.3 beta **Steps to Reproduce:** **Expected behavior:** should count as a room with this door instaled **Actual behavior:** dose not count as a room with this door",1,user issue large lumber door with windows version beta steps to reproduce expected behavior should count as a room with this door instaled actual behavior dose not count as a room with this door,1 300387,9210197515.0,IssuesEvent,2019-03-09 02:32:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Small wood cart shows inventory that it should not,Investigate Medium Priority,"**Version:** 0.8.0.5 beta **Steps to Reproduce:** 1. Open cart near your stock pile 2. Drag and drop items to the cart 3. Carry your cart 100m away 4. Use the cart, note that you can still see the inventory from where you dragged the stuff from and you can still access that inventory 5. NOT ALWAYS REPRODUCABLE **Expected behavior:** Cart should not have access to inventory not in range **Actual behavior:** Cart has access to inventory in range **Do you have mods installed? Does issue happen when no mods are installed?:** Cart has access to inventory in range",1.0,"USER ISSUE: Small wood cart shows inventory that it should not - **Version:** 0.8.0.5 beta **Steps to Reproduce:** 1. Open cart near your stock pile 2. Drag and drop items to the cart 3. Carry your cart 100m away 4. Use the cart, note that you can still see the inventory from where you dragged the stuff from and you can still access that inventory 5. NOT ALWAYS REPRODUCABLE **Expected behavior:** Cart should not have access to inventory not in range **Actual behavior:** Cart has access to inventory in range **Do you have mods installed? Does issue happen when no mods are installed?:** Cart has access to inventory in range",1,user issue small wood cart shows inventory that it should not version beta steps to reproduce open cart near your stock pile drag and drop items to the cart carry your cart away use the cart note that you can still see the inventory from where you dragged the stuff from and you can still access that inventory not always reproducable expected behavior cart should not have access to inventory not in range actual behavior cart has access to inventory in range do you have mods installed does issue happen when no mods are installed cart has access to inventory in range,1 691019,23680924093.0,IssuesEvent,2022-08-28 19:42:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 Staging-1960]Antialiasing doesn't seem to apply on every object,Priority: Medium Category: Optimization,"Build: 0.9.3 Staging-1960 ### Issue Setting antialiasing to SMAA High, which is the highest level of antialiasing in-game, doesn't seem to apply to every in-game object. There are noticeable changes but on some objects, there aren't any at all. However, the way it works with SMAA High, the changes made on the rugged edges feels like it's set to SMAA Low and not High. Furthermore, its performance impact, which should have been heavy, is minimal with less than 1 to 2 frames per second decrease in graphical impact when enabled. Comparison Screenshot ![AA.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/1ce9167d-ec36-40b9-9d59-3bd1fcae058f) Expected Result: ",1.0,"[0.9.3 Staging-1960]Antialiasing doesn't seem to apply on every object - Build: 0.9.3 Staging-1960 ### Issue Setting antialiasing to SMAA High, which is the highest level of antialiasing in-game, doesn't seem to apply to every in-game object. There are noticeable changes but on some objects, there aren't any at all. However, the way it works with SMAA High, the changes made on the rugged edges feels like it's set to SMAA Low and not High. Furthermore, its performance impact, which should have been heavy, is minimal with less than 1 to 2 frames per second decrease in graphical impact when enabled. Comparison Screenshot ![AA.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/1ce9167d-ec36-40b9-9d59-3bd1fcae058f) Expected Result: ",1, antialiasing doesn t seem to apply on every object build staging issue setting antialiasing to smaa high which is the highest level of antialiasing in game doesn t seem to apply to every in game object there are noticeable changes but on some objects there aren t any at all however the way it works with smaa high the changes made on the rugged edges feels like it s set to smaa low and not high furthermore its performance impact which should have been heavy is minimal with less than to frames per second decrease in graphical impact when enabled comparison screenshot expected result ,1 474693,13674212097.0,IssuesEvent,2020-09-29 10:56:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 develop-67] Triple notification with 'pick up' trigger,Category: UI Priority: Medium,"Step to reproduce: - make law like this: ![image](https://user-images.githubusercontent.com/45708377/94549731-536f1380-025b-11eb-89ce-ad49cfa29582.png) - pick up workbench: ![image](https://user-images.githubusercontent.com/45708377/94549826-726da580-025b-11eb-9feb-7c86847d90d1.png) ",1.0,"[0.9.0 develop-67] Triple notification with 'pick up' trigger - Step to reproduce: - make law like this: ![image](https://user-images.githubusercontent.com/45708377/94549731-536f1380-025b-11eb-89ce-ad49cfa29582.png) - pick up workbench: ![image](https://user-images.githubusercontent.com/45708377/94549826-726da580-025b-11eb-9feb-7c86847d90d1.png) ",1, triple notification with pick up trigger step to reproduce make law like this pick up workbench ,1 241148,7809148656.0,IssuesEvent,2018-06-11 22:54:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, Disappearing objects,Medium Priority,"All objects placed on road becomes invisible. After restart game my truck becomes invisible and untouchable. Ramps placed on this road are invisibles. ![desktop screenshot 2018 05 16 - 13 27 16 83](https://user-images.githubusercontent.com/20505612/40114373-fa5bd034-590c-11e8-964a-d14617ac5768.png) ",1.0," Disappearing objects - All objects placed on road becomes invisible. After restart game my truck becomes invisible and untouchable. Ramps placed on this road are invisibles. ![desktop screenshot 2018 05 16 - 13 27 16 83](https://user-images.githubusercontent.com/20505612/40114373-fa5bd034-590c-11e8-964a-d14617ac5768.png) ",1, disappearing objects all objects placed on road becomes invisible after restart game my truck becomes invisible and untouchable ramps placed on this road are invisibles ,1 540489,15812570556.0,IssuesEvent,2021-04-05 05:56:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"ChatUIRefactor: Channels UI - creation, esiting, filteration",Priority: Medium Squad: Mountain Goat,"1) Moqup for the editing and adding channels (private and public) without notifications 2) Implementation for channel creation 3) Implementation for filters in tabs by channels",1.0,"ChatUIRefactor: Channels UI - creation, esiting, filteration - 1) Moqup for the editing and adding channels (private and public) without notifications 2) Implementation for channel creation 3) Implementation for filters in tabs by channels",1,chatuirefactor channels ui creation esiting filteration moqup for the editing and adding channels private and public without notifications implementation for channel creation implementation for filters in tabs by channels,1 315404,9620302910.0,IssuesEvent,2019-05-14 08:01:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-6] Foods Tutorials glitch,Medium Priority Regression Staging,"Forage for Food tutorial and Food tutorial. 1. When you harvest plant Tutorials don't appear. Reload fixes it. ![image](https://user-images.githubusercontent.com/45708377/57566850-b13a5b80-73d9-11e9-8b3b-3b6b1683b82c.png) ![image](https://user-images.githubusercontent.com/45708377/57566875-f6f72400-73d9-11e9-9adf-3445ffa0ad3b.png) 2. Forage for Foods tutorial doesn't apper after restart tutorials when yoy hungry to work. ![image](https://user-images.githubusercontent.com/45708377/57566928-a633fb00-73da-11e9-8e0e-1aa12de0eb90.png) ",1.0,"[0.8.2.0 staging-6] Foods Tutorials glitch - Forage for Food tutorial and Food tutorial. 1. When you harvest plant Tutorials don't appear. Reload fixes it. ![image](https://user-images.githubusercontent.com/45708377/57566850-b13a5b80-73d9-11e9-8b3b-3b6b1683b82c.png) ![image](https://user-images.githubusercontent.com/45708377/57566875-f6f72400-73d9-11e9-9adf-3445ffa0ad3b.png) 2. Forage for Foods tutorial doesn't apper after restart tutorials when yoy hungry to work. ![image](https://user-images.githubusercontent.com/45708377/57566928-a633fb00-73da-11e9-8e0e-1aa12de0eb90.png) ",1, foods tutorials glitch forage for food tutorial and food tutorial when you harvest plant tutorials don t appear reload fixes it forage for foods tutorial doesn t apper after restart tutorials when yoy hungry to work ,1 511627,14878426237.0,IssuesEvent,2021-01-20 05:41:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1757] Passenger hear vehicle sound if leave vehicle after driver.,Category: Audio Priority: Medium Squad: Wild Turkey Status: Fixed,"Step to reproduce: - first player use truck as driver. - second player use truck as passenger. - first player leaves truck. - second player still hear truck sound without driver(should not) - second player leave truck. He still has truck sound: https://drive.google.com/file/d/1esACRyHR3pomRLWiXE5vvP5qj35GoXFH/view?usp=sharing",1.0,"[0.9.0 staging-1757] Passenger hear vehicle sound if leave vehicle after driver. - Step to reproduce: - first player use truck as driver. - second player use truck as passenger. - first player leaves truck. - second player still hear truck sound without driver(should not) - second player leave truck. He still has truck sound: https://drive.google.com/file/d/1esACRyHR3pomRLWiXE5vvP5qj35GoXFH/view?usp=sharing",1, passenger hear vehicle sound if leave vehicle after driver step to reproduce first player use truck as driver second player use truck as passenger first player leaves truck second player still hear truck sound without driver should not second player leave truck he still has truck sound ,1 317675,9667667415.0,IssuesEvent,2019-05-21 13:42:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.8.2.0 staging-7] Hidden Talents,Fixed Medium Priority QA Staging Verified,"Also Hunter Misc Talent need to translate to percent. ![image](https://user-images.githubusercontent.com/45708377/57673612-467d6000-7625-11e9-9504-bfc594bfd7a7.png) Self Improvement Misc Talent increase carry weight less in two times than needed. ![image](https://user-images.githubusercontent.com/45708377/57673630-5006c800-7625-11e9-95ea-1508ffac7890.png) ![image](https://user-images.githubusercontent.com/45708377/57673811-0074cc00-7626-11e9-94ad-395c91b994bd.png) ",1.0,"[0.8.2.0 staging-7] Hidden Talents - Also Hunter Misc Talent need to translate to percent. ![image](https://user-images.githubusercontent.com/45708377/57673612-467d6000-7625-11e9-9504-bfc594bfd7a7.png) Self Improvement Misc Talent increase carry weight less in two times than needed. ![image](https://user-images.githubusercontent.com/45708377/57673630-5006c800-7625-11e9-95ea-1508ffac7890.png) ![image](https://user-images.githubusercontent.com/45708377/57673811-0074cc00-7626-11e9-94ad-395c91b994bd.png) ",1, hidden talents also hunter misc talent need to translate to percent self improvement misc talent increase carry weight less in two times than needed ,1 416352,12144885026.0,IssuesEvent,2020-04-24 08:22:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law - Modulo operation missing,Priority: Medium Status: Fixed Week Task,"Version: Version: 9.0 staging-1515 It looks like the `modulus` function is gone. ![image](https://user-images.githubusercontent.com/2676134/79693132-39231980-8269-11ea-9862-50b1b5f14de7.png) ",1.0,"Law - Modulo operation missing - Version: Version: 9.0 staging-1515 It looks like the `modulus` function is gone. ![image](https://user-images.githubusercontent.com/2676134/79693132-39231980-8269-11ea-9862-50b1b5f14de7.png) ",1,law modulo operation missing version version staging it looks like the modulus function is gone ,1 474570,13672042745.0,IssuesEvent,2020-09-29 07:57:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Piping] World Objects need to be able to have a water input and no sewage output,Category: Gameplay Priority: Medium Status: Fixed,"Many industrial world objects need water for cooling or steam creation to function, but should not output sewage, like the Steam Engine, Solar Generator, Cement Kiln, etc. ",1.0,"[Piping] World Objects need to be able to have a water input and no sewage output - Many industrial world objects need water for cooling or steam creation to function, but should not output sewage, like the Steam Engine, Solar Generator, Cement Kiln, etc. ",1, world objects need to be able to have a water input and no sewage output many industrial world objects need water for cooling or steam creation to function but should not output sewage like the steam engine solar generator cement kiln etc ,1 521752,15115080091.0,IssuesEvent,2021-02-09 03:30:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Run migration tool on past worlds for 9.2 migration ,Category: Tech Priority: Medium Squad: Mountain Goat Status: Fixed Status: Investigate,"Detect migration problems this way in bulk. @olegshegai please show Kirill and/or Jens how to use this tool so they can make this a standard part of QA",1.0,"Run migration tool on past worlds for 9.2 migration - Detect migration problems this way in bulk. @olegshegai please show Kirill and/or Jens how to use this tool so they can make this a standard part of QA",1,run migration tool on past worlds for migration detect migration problems this way in bulk olegshegai please show kirill and or jens how to use this tool so they can make this a standard part of qa,1 243743,7861376897.0,IssuesEvent,2018-06-22 00:02:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Icebox, ShelfCabinet, and BookShelf issue",Medium Priority,"The Icebox, ShelfCabinet, and BookShelf has an authority issue. When you place them, they start as authority mode public. They are all missing ""this.GetComponent().Initialize(AuthModeType.Inherited);"" If placed in protected override void Initialize() in all the public partial class Object: it will fix them example: public partial class ShelfCabinetObject : WorldObject { public override string FriendlyName { get { return ""Shelf Cabinet""; } } protected override void Initialize() { this.GetComponent().Initialize(""Housing""); this.GetComponent().Set(ShelfCabinetItem.HousingVal); var storage = this.GetComponent(); storage.Initialize(8); storage.Storage.AddRestriction(new NotCarriedRestriction()); // can't store block or large items // added code for Inherited mode this.GetComponent().Initialize(AuthModeType.Inherited); } public override void Destroy() { base.Destroy(); } } ",1.0,"Icebox, ShelfCabinet, and BookShelf issue - The Icebox, ShelfCabinet, and BookShelf has an authority issue. When you place them, they start as authority mode public. They are all missing ""this.GetComponent().Initialize(AuthModeType.Inherited);"" If placed in protected override void Initialize() in all the public partial class Object: it will fix them example: public partial class ShelfCabinetObject : WorldObject { public override string FriendlyName { get { return ""Shelf Cabinet""; } } protected override void Initialize() { this.GetComponent().Initialize(""Housing""); this.GetComponent().Set(ShelfCabinetItem.HousingVal); var storage = this.GetComponent(); storage.Initialize(8); storage.Storage.AddRestriction(new NotCarriedRestriction()); // can't store block or large items // added code for Inherited mode this.GetComponent().Initialize(AuthModeType.Inherited); } public override void Destroy() { base.Destroy(); } } ",1,icebox shelfcabinet and bookshelf issue the icebox shelfcabinet and bookshelf has an authority issue when you place them they start as authority mode public they are all missing this getcomponent initialize authmodetype inherited if placed in protected override void initialize in all the public partial class object it will fix them example public partial class shelfcabinetobject worldobject public override string friendlyname get return shelf cabinet protected override void initialize this getcomponent initialize housing this getcomponent set shelfcabinetitem housingval var storage this getcomponent storage initialize storage storage addrestriction new notcarriedrestriction can t store block or large items added code for inherited mode this getcomponent initialize authmodetype inherited public override void destroy base destroy ,1 249164,7953941053.0,IssuesEvent,2018-07-12 04:56:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crash in NetworkServer incoming message,Medium Priority,"The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Plugins.Networking.NetworkServer.<>c__DisplayClass16_0.b__0(Object o)",1.0,"Crash in NetworkServer incoming message - The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Plugins.Networking.NetworkServer.<>c__DisplayClass16_0.b__0(Object o)",1,crash in networkserver incoming message the given key was not present in the dictionary at system collections immutable immutabledictionary get item tkey key at eco plugins networking networkserver c b object o ,1 304168,9322044866.0,IssuesEvent,2019-03-27 06:49:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,EXPLOIT: duplicate carriable items using stockpile,Medium Priority,"as i see, it's ""by design"" In any case, if you can bupass stockpile\prevent stockpile from load - you can interact with items in stockpile like items in open world. e.g. you can grab items from. (stockpile not loaded) ![20190210152937_1](https://user-images.githubusercontent.com/4980243/52539351-4489d380-2d8e-11e9-852c-008fa27c6ea5.jpg) (after load) ![20190210153243_1](https://user-images.githubusercontent.com/4980243/52539363-57040d00-2d8e-11e9-983e-9d250cbbcfae.jpg) Then move something inside stockpile - viola, you get items and in stockpile items not disappears.",1.0,"EXPLOIT: duplicate carriable items using stockpile - as i see, it's ""by design"" In any case, if you can bupass stockpile\prevent stockpile from load - you can interact with items in stockpile like items in open world. e.g. you can grab items from. (stockpile not loaded) ![20190210152937_1](https://user-images.githubusercontent.com/4980243/52539351-4489d380-2d8e-11e9-852c-008fa27c6ea5.jpg) (after load) ![20190210153243_1](https://user-images.githubusercontent.com/4980243/52539363-57040d00-2d8e-11e9-983e-9d250cbbcfae.jpg) Then move something inside stockpile - viola, you get items and in stockpile items not disappears.",1,exploit duplicate carriable items using stockpile as i see it s by design in any case if you can bupass stockpile prevent stockpile from load you can interact with items in stockpile like items in open world e g you can grab items from stockpile not loaded after load then move something inside stockpile viola you get items and in stockpile items not disappears ,1 301216,9217599466.0,IssuesEvent,2019-03-11 11:10:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Connection issue (connection timed out),Medium Priority,"**Version:** 0.8.0.3 beta **Steps to Reproduce:** 1. Open the steam tab 2. Join a friends 3. Wait 4. Can't join they world **Expected behavior:** Join that world **Actual behavior:** The following error message popped up: ``` Connexion échouée Failed to connect - connection timed out. ``` **Do you have mods installed? Does issue happen when no mods are installed?:** The following error message popped up: ``` Connexion échouée Failed to connect - connection timed out. ```",1.0,"Connection issue (connection timed out) - **Version:** 0.8.0.3 beta **Steps to Reproduce:** 1. Open the steam tab 2. Join a friends 3. Wait 4. Can't join they world **Expected behavior:** Join that world **Actual behavior:** The following error message popped up: ``` Connexion échouée Failed to connect - connection timed out. ``` **Do you have mods installed? Does issue happen when no mods are installed?:** The following error message popped up: ``` Connexion échouée Failed to connect - connection timed out. ```",1,connection issue connection timed out version beta steps to reproduce open the steam tab join a friends wait can t join they world expected behavior join that world actual behavior the following error message popped up connexion échouée failed to connect connection timed out do you have mods installed does issue happen when no mods are installed the following error message popped up connexion échouée failed to connect connection timed out ,1 426009,12365764194.0,IssuesEvent,2020-05-18 09:20:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 Staging-1542] ""Construct or Deconstruct"" event triggering payment does not cause notification",Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"I have a law like this: ![image](https://user-images.githubusercontent.com/982322/81505172-b5030580-92ed-11ea-9be4-181e51bb1307.png) Constructing/deconstructing to trigger it pays the money, but there is notification for it. ",1.0,"[0.9.0 Staging-1542] ""Construct or Deconstruct"" event triggering payment does not cause notification - I have a law like this: ![image](https://user-images.githubusercontent.com/982322/81505172-b5030580-92ed-11ea-9be4-181e51bb1307.png) Constructing/deconstructing to trigger it pays the money, but there is notification for it. ",1, construct or deconstruct event triggering payment does not cause notification i have a law like this constructing deconstructing to trigger it pays the money but there is notification for it ,1 291627,8940980100.0,IssuesEvent,2019-01-24 02:09:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,global illumination causing block glow,Investigate Medium Priority,"Title/Menu screen is fine. I go into my server (eco.recursiveloopgames.com) with GI enabled and i get the first picture. the second picture is when i turn off GI ![gi_on](https://user-images.githubusercontent.com/1777628/51340403-d7b83d80-1a5c-11e9-8e18-65b831783507.PNG) ![gi_off](https://user-images.githubusercontent.com/1777628/51340410-dab32e00-1a5c-11e9-8dc6-a116a07fa656.PNG) running NVIDIA GTX 970 FTW; Driver version: 417.35",1.0,"global illumination causing block glow - Title/Menu screen is fine. I go into my server (eco.recursiveloopgames.com) with GI enabled and i get the first picture. the second picture is when i turn off GI ![gi_on](https://user-images.githubusercontent.com/1777628/51340403-d7b83d80-1a5c-11e9-8e18-65b831783507.PNG) ![gi_off](https://user-images.githubusercontent.com/1777628/51340410-dab32e00-1a5c-11e9-8dc6-a116a07fa656.PNG) running NVIDIA GTX 970 FTW; Driver version: 417.35",1,global illumination causing block glow title menu screen is fine i go into my server eco recursiveloopgames com with gi enabled and i get the first picture the second picture is when i turn off gi running nvidia gtx ftw driver version ,1 242351,7841187110.0,IssuesEvent,2018-06-18 18:46:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fir trees don't seem to get completely deleted,Medium Priority,"Stump collider never gets removed Tree object never gets deleted from the server after stump deleted + all logs picked up Oak might have the same problems Birch/Cedar work fine",1.0,"Fir trees don't seem to get completely deleted - Stump collider never gets removed Tree object never gets deleted from the server after stump deleted + all logs picked up Oak might have the same problems Birch/Cedar work fine",1,fir trees don t seem to get completely deleted stump collider never gets removed tree object never gets deleted from the server after stump deleted all logs picked up oak might have the same problems birch cedar work fine,1 476654,13748245977.0,IssuesEvent,2020-10-06 08:48:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-61] Hard to join election,Category: UI Priority: Medium Status: Fixed Type: Regression,"Speech overlaps election and you have a pixel to select election: ![image](https://user-images.githubusercontent.com/45708377/94007677-7d7f8c00-fdaa-11ea-97e8-6529c6e2c00d.png) if you select election it will be fine: ![image](https://user-images.githubusercontent.com/45708377/94007777-a30c9580-fdaa-11ea-9ef0-d885a7a08847.png) ",1.0,"[0.9.0 develop-61] Hard to join election - Speech overlaps election and you have a pixel to select election: ![image](https://user-images.githubusercontent.com/45708377/94007677-7d7f8c00-fdaa-11ea-97e8-6529c6e2c00d.png) if you select election it will be fine: ![image](https://user-images.githubusercontent.com/45708377/94007777-a30c9580-fdaa-11ea-9ef0-d885a7a08847.png) ",1, hard to join election speech overlaps election and you have a pixel to select election if you select election it will be fine ,1 236764,7752716583.0,IssuesEvent,2018-05-30 21:12:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.3.3 Law system / stat bug?,Medium Priority,"Hi there, Had a small hiccup with laws. We made a law to force people to co-operate more as it prevents people to do everything by restricting them to 300 learned skills overall. However, one of my members complained and sent me this picture. ![untitled](https://user-images.githubusercontent.com/22085378/39775686-8f049760-52f6-11e8-8e27-b126e58759a7.jpg) I suspect there is an imbalance between the count of ""Learn skill"" actions and ""Unlearn skill"" actions. Possibly because there is only one event for unlearning. And like 8 - 10 for learning.",1.0,"0.7.3.3 Law system / stat bug? - Hi there, Had a small hiccup with laws. We made a law to force people to co-operate more as it prevents people to do everything by restricting them to 300 learned skills overall. However, one of my members complained and sent me this picture. ![untitled](https://user-images.githubusercontent.com/22085378/39775686-8f049760-52f6-11e8-8e27-b126e58759a7.jpg) I suspect there is an imbalance between the count of ""Learn skill"" actions and ""Unlearn skill"" actions. Possibly because there is only one event for unlearning. And like 8 - 10 for learning.",1, law system stat bug hi there had a small hiccup with laws we made a law to force people to co operate more as it prevents people to do everything by restricting them to learned skills overall however one of my members complained and sent me this picture i suspect there is an imbalance between the count of learn skill actions and unlearn skill actions possibly because there is only one event for unlearning and like for learning ,1 209806,7180061713.0,IssuesEvent,2018-01-31 21:50:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Placed a campfire, and it wasn't removed from my inventory",Medium Priority,"The second time I placed it it was, so got 2 campfires from one.",1.0,"Placed a campfire, and it wasn't removed from my inventory - The second time I placed it it was, so got 2 campfires from one.",1,placed a campfire and it wasn t removed from my inventory the second time i placed it it was so got campfires from one ,1 307660,9420086489.0,IssuesEvent,2019-04-11 00:39:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Weird issues connecting to Stuffed Elk,Medium Priority,"Appearing as a different version when using Continue: ![image](https://user-images.githubusercontent.com/431728/55922650-81b2fa80-5c45-11e9-931c-35a10242fd10.png) Version in your worlds: ![image](https://user-images.githubusercontent.com/431728/55922676-9ee7c900-5c45-11e9-9c7c-193a17a1bf8a.png) But I now have another server called ""Fran"": ![image](https://user-images.githubusercontent.com/431728/55922774-07cf4100-5c46-11e9-9866-94af09feaac7.png) ",1.0,"Weird issues connecting to Stuffed Elk - Appearing as a different version when using Continue: ![image](https://user-images.githubusercontent.com/431728/55922650-81b2fa80-5c45-11e9-931c-35a10242fd10.png) Version in your worlds: ![image](https://user-images.githubusercontent.com/431728/55922676-9ee7c900-5c45-11e9-9c7c-193a17a1bf8a.png) But I now have another server called ""Fran"": ![image](https://user-images.githubusercontent.com/431728/55922774-07cf4100-5c46-11e9-9866-94af09feaac7.png) ",1,weird issues connecting to stuffed elk appearing as a different version when using continue version in your worlds but i now have another server called fran ,1 136504,5284009293.0,IssuesEvent,2017-02-07 22:54:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Units divider not functioning,Medium Priority,"Shift+left-clicking on an item in inventory opens up a divider option, but pressing OK doesn't work. Cancel works, fortunately. Eco 0.50 ![image](https://cloud.githubusercontent.com/assets/6193670/20832101/403ada62-b8ed-11e6-8c2b-e1ce3dd0ff4e.png) ",1.0,"Units divider not functioning - Shift+left-clicking on an item in inventory opens up a divider option, but pressing OK doesn't work. Cancel works, fortunately. Eco 0.50 ![image](https://cloud.githubusercontent.com/assets/6193670/20832101/403ada62-b8ed-11e6-8c2b-e1ce3dd0ff4e.png) ",1,units divider not functioning shift left clicking on an item in inventory opens up a divider option but pressing ok doesn t work cancel works fortunately eco ,1 210776,7194480754.0,IssuesEvent,2018-02-04 05:29:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Client] Room not detected after server restart,Medium Priority,"Version 0.6.4.1 This is a common bug I have seen playing across different servers. **Expected behavior:** An enclosed room should still be considered an enclosed room after server restart. **Actual behavior:** After restart, some rooms are no longer considered rooms, disabling crafting stations. Removing and re-placing any block in the room resolves the issue. This does not happen for _all_ rooms after _every_ restart. However, in my experience it does happen for _some_ rooms after _every_ restart. Further testing is needed to determine what attributes cause a room to exhibit this behavior.",1.0,"[Client] Room not detected after server restart - Version 0.6.4.1 This is a common bug I have seen playing across different servers. **Expected behavior:** An enclosed room should still be considered an enclosed room after server restart. **Actual behavior:** After restart, some rooms are no longer considered rooms, disabling crafting stations. Removing and re-placing any block in the room resolves the issue. This does not happen for _all_ rooms after _every_ restart. However, in my experience it does happen for _some_ rooms after _every_ restart. Further testing is needed to determine what attributes cause a room to exhibit this behavior.",1, room not detected after server restart version this is a common bug i have seen playing across different servers expected behavior an enclosed room should still be considered an enclosed room after server restart actual behavior after restart some rooms are no longer considered rooms disabling crafting stations removing and re placing any block in the room resolves the issue this does not happen for all rooms after every restart however in my experience it does happen for some rooms after every restart further testing is needed to determine what attributes cause a room to exhibit this behavior ,1 502433,14546145607.0,IssuesEvent,2020-12-15 20:46:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.8 beta release-130] Make government accounts into a pickable account to read for inclusion/exclusion of wealth related laws,Category: Gameplay Category: Laws Priority: Medium,Currently there is no possible way to read government accounts or Treasury in particular for pointing to wealth values or levels in law creation.,1.0,[0.9.1.8 beta release-130] Make government accounts into a pickable account to read for inclusion/exclusion of wealth related laws - Currently there is no possible way to read government accounts or Treasury in particular for pointing to wealth values or levels in law creation.,1, make government accounts into a pickable account to read for inclusion exclusion of wealth related laws currently there is no possible way to read government accounts or treasury in particular for pointing to wealth values or levels in law creation ,1 545449,15950883302.0,IssuesEvent,2021-04-15 09:10:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-254]Food Tutorial: Food Pie Chart animation expands the Pie instead of shrinking it,Category: UI Priority: Medium Squad: Wild Turkey Type: Bug,"Build: 0.9.4 Develop-254 ## Issue During the Food Pie Chart introduction where the Pie is supposed to shrink when calorie is mentioned, just before the start of the Food tutorial, expands the Pie instead. ### Repro 1. Complete tutorials until Food tutorial. 2. Observe the introduction of the Food Pie. ### Actual Result ![Pie Chart.gif](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/17f362fc-9477-46db-84e9-3af08e5bbde0) ### Expected Result: ![Pie Chart 9-3.gif](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c085eeed-5368-478b-b1bb-7148cb9776f0)",1.0,"[0.9.4 Develop-254]Food Tutorial: Food Pie Chart animation expands the Pie instead of shrinking it - Build: 0.9.4 Develop-254 ## Issue During the Food Pie Chart introduction where the Pie is supposed to shrink when calorie is mentioned, just before the start of the Food tutorial, expands the Pie instead. ### Repro 1. Complete tutorials until Food tutorial. 2. Observe the introduction of the Food Pie. ### Actual Result ![Pie Chart.gif](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/17f362fc-9477-46db-84e9-3af08e5bbde0) ### Expected Result: ![Pie Chart 9-3.gif](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c085eeed-5368-478b-b1bb-7148cb9776f0)",1, food tutorial food pie chart animation expands the pie instead of shrinking it build develop issue during the food pie chart introduction where the pie is supposed to shrink when calorie is mentioned just before the start of the food tutorial expands the pie instead repro complete tutorials until food tutorial observe the introduction of the food pie actual result expected result ,1 249172,7953956530.0,IssuesEvent,2018-07-12 05:03:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server Timed Out (SINGLEPLAYER) 7.4.0,Medium Priority,"Steps To Reproduce: I dont really know.. 1. go on singleplayer server 2. dump some garbage 3. server timed out Excepted Behavior: I dont know, it just crashed. I dumped 2 items, then no trash pack appears, 10 seconds later I got kicked.(SINGEPLAYER) Actual Behavior (LOG): The following error message popped up: ``` Connection timed out Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 960 (ID=0x1401) Vendor: NVIDIA VRAM: 4053 MB Driver: 23.21.13.9135 Begin MonoManager ReloadAssembly - Completed reload, in 0.080 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.856524 ms Setting up 2 worker threads for Enlighten. Thread -> id: 2d34 -> priority: 1 Thread -> id: 28dc -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.0 beta Wednesday, May 09, 2018 12:44 AM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [55:01] Stopping existing server.Changing state: LoggedIn -> LoadingWorld (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Eco Server 0.7.4.0 beta LocalServer - Server Initialization... LocalServer - Starting LocalizationPlugin... LocalServer - Starting ModKitPlugin... LocalServer - Compiling mods... LocalServer - Starting NetworkManager... LocalServer - Initializing items... LocalServer - Starting BackupPlugin... LocalServer - Starting StorageManager... LocalServer - Starting WorldGeneratorPlugin... LocalServer - Starting GameplayStatsPlugin... LocalServer - Initializing skills... LocalServer - Starting StatDatabase... LocalServer - Starting WorldPlugin... LocalServer - Loading World... LocalServer - Converting world to new format... LocalServer - Initializing world... LocalServer - Starting TimePlugin... LocalServer - Loading Time... LocalServer - Starting ReputationPlugin... LocalServer - Loading Reputation... LocalServer - Starting PlayerHousingManager... LocalServer - Starting UserManager... LocalServer - Loading Users... LocalServer - Initializing inventories... LocalServer - Starting EcoObjectManager... LocalServer - Loading Objects... LocalServer - Starting GarbagePlugin... LocalServer - Starting PropertyManager... LocalServer - Starting EcoSim... LocalServer - Loading Property... LocalServer - Starting ControllerManager... LocalServer - Starting ChatServer... LocalServer - Starting DisasterPlugin... LocalServer - Loading Disasters... LocalServer - Loading Chat... LocalServer - Starting WirePlugin... LocalServer - Starting DifficultySettings... LocalServer - Starting MinimapManager... LocalServer - Loading Plants... LocalServer - Initializing plants... LocalServer - Starting RouteProbingPlugin... LocalServer - Loading RouteProbing... LocalServer - Starting WorldLayerManager... LocalServer - Loading Layers... LocalServer - Initializing world layers... LocalServer - Loading ClimateSim... LocalServer - Starting EconomyTracker... LocalServer - Starting WorldObjectManager... LocalServer - Loading WorldObjects... LocalServer - Starting EconomyPlugin... LocalServer - Loading Economy... LocalServer - Starting RoomPlugin... LocalServer - Loading Rooms... LocalServer - Starting ObjectivePlugin... LocalServer - Loading Objectives... LocalServer - Starting Legislation... LocalServer - Loading Laws... LocalServer - Starting WebServerPlugin... LocalServer - Starting HousingTierDefinition... LocalServer - Initializing LocalizationPlugin... LocalServer - Initializing WorldGeneratorPlugin... LocalServer - Initializing UserManager... LocalServer - Initializing MinimapManager... LocalServer - Initializing WorldObjectManager... LocalServer - Initializing RoomPlugin... LocalServer - Initializing HousingTierDefinition... LocalServer - Initializing WorldPlugin... LocalServer - Ticking... LocalServer - Compressing... LocalServer - Saving world... LocalServer - Initializing WorldLayerManager... LocalServer - Initializing WebServerPlugin... LocalServer - Server Initialization finished in 22.227,9ms Connecting to local host. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [55:24] Connecting via Lidgren to localhost:3000 Connection complete. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoadingWorld -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) [57:40] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ```",1.0,"Server Timed Out (SINGLEPLAYER) 7.4.0 - Steps To Reproduce: I dont really know.. 1. go on singleplayer server 2. dump some garbage 3. server timed out Excepted Behavior: I dont know, it just crashed. I dumped 2 items, then no trash pack appears, 10 seconds later I got kicked.(SINGEPLAYER) Actual Behavior (LOG): The following error message popped up: ``` Connection timed out Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 960 (ID=0x1401) Vendor: NVIDIA VRAM: 4053 MB Driver: 23.21.13.9135 Begin MonoManager ReloadAssembly - Completed reload, in 0.080 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.856524 ms Setting up 2 worker threads for Enlighten. Thread -> id: 2d34 -> priority: 1 Thread -> id: 28dc -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.0 beta Wednesday, May 09, 2018 12:44 AM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library F:/SteamLibrary/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [55:01] Stopping existing server.Changing state: LoggedIn -> LoadingWorld (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Eco Server 0.7.4.0 beta LocalServer - Server Initialization... LocalServer - Starting LocalizationPlugin... LocalServer - Starting ModKitPlugin... LocalServer - Compiling mods... LocalServer - Starting NetworkManager... LocalServer - Initializing items... LocalServer - Starting BackupPlugin... LocalServer - Starting StorageManager... LocalServer - Starting WorldGeneratorPlugin... LocalServer - Starting GameplayStatsPlugin... LocalServer - Initializing skills... LocalServer - Starting StatDatabase... LocalServer - Starting WorldPlugin... LocalServer - Loading World... LocalServer - Converting world to new format... LocalServer - Initializing world... LocalServer - Starting TimePlugin... LocalServer - Loading Time... LocalServer - Starting ReputationPlugin... LocalServer - Loading Reputation... LocalServer - Starting PlayerHousingManager... LocalServer - Starting UserManager... LocalServer - Loading Users... LocalServer - Initializing inventories... LocalServer - Starting EcoObjectManager... LocalServer - Loading Objects... LocalServer - Starting GarbagePlugin... LocalServer - Starting PropertyManager... LocalServer - Starting EcoSim... LocalServer - Loading Property... LocalServer - Starting ControllerManager... LocalServer - Starting ChatServer... LocalServer - Starting DisasterPlugin... LocalServer - Loading Disasters... LocalServer - Loading Chat... LocalServer - Starting WirePlugin... LocalServer - Starting DifficultySettings... LocalServer - Starting MinimapManager... LocalServer - Loading Plants... LocalServer - Initializing plants... LocalServer - Starting RouteProbingPlugin... LocalServer - Loading RouteProbing... LocalServer - Starting WorldLayerManager... LocalServer - Loading Layers... LocalServer - Initializing world layers... LocalServer - Loading ClimateSim... LocalServer - Starting EconomyTracker... LocalServer - Starting WorldObjectManager... LocalServer - Loading WorldObjects... LocalServer - Starting EconomyPlugin... LocalServer - Loading Economy... LocalServer - Starting RoomPlugin... LocalServer - Loading Rooms... LocalServer - Starting ObjectivePlugin... LocalServer - Loading Objectives... LocalServer - Starting Legislation... LocalServer - Loading Laws... LocalServer - Starting WebServerPlugin... LocalServer - Starting HousingTierDefinition... LocalServer - Initializing LocalizationPlugin... LocalServer - Initializing WorldGeneratorPlugin... LocalServer - Initializing UserManager... LocalServer - Initializing MinimapManager... LocalServer - Initializing WorldObjectManager... LocalServer - Initializing RoomPlugin... LocalServer - Initializing HousingTierDefinition... LocalServer - Initializing WorldPlugin... LocalServer - Ticking... LocalServer - Compressing... LocalServer - Saving world... LocalServer - Initializing WorldLayerManager... LocalServer - Initializing WebServerPlugin... LocalServer - Server Initialization finished in 22.227,9ms Connecting to local host. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [55:24] Connecting via Lidgren to localhost:3000 Connection complete. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoadingWorld -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) [57:40] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ```",1,server timed out singleplayer steps to reproduce i dont really know go on singleplayer server dump some garbage server timed out excepted behavior i dont know it just crashed i dumped items then no trash pack appears seconds later i got kicked singeplayer actual behavior log the following error message popped up connection timed out log file initialize engine version gfxdevice creating device client threaded version renderer nvidia geforce gtx id vendor nvidia vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta wednesday may am filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line fallback handler could not load library f steamlibrary steamapps common eco eco data mono libc fallback handler could not load library f steamlibrary steamapps common eco eco data mono libc fallback handler could not load library f steamlibrary steamapps common eco eco data mono libc changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line stopping existing server changing state loggedin loadingworld filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line localserver eco server beta localserver server initialization localserver starting localizationplugin localserver starting modkitplugin localserver compiling mods localserver starting networkmanager localserver initializing items localserver starting backupplugin localserver starting storagemanager localserver starting worldgeneratorplugin localserver starting gameplaystatsplugin localserver initializing skills localserver starting statdatabase localserver starting worldplugin localserver loading world localserver converting world to new format localserver initializing world localserver starting timeplugin localserver loading time localserver starting reputationplugin localserver loading reputation localserver starting playerhousingmanager localserver starting usermanager localserver loading users localserver initializing inventories localserver starting ecoobjectmanager localserver loading objects localserver starting garbageplugin localserver starting propertymanager localserver starting ecosim localserver loading property localserver starting controllermanager localserver starting chatserver localserver starting disasterplugin localserver loading disasters localserver loading chat localserver starting wireplugin localserver starting difficultysettings localserver starting minimapmanager localserver loading plants localserver initializing plants localserver starting routeprobingplugin localserver loading routeprobing localserver starting worldlayermanager localserver loading layers localserver initializing world layers localserver loading climatesim localserver starting economytracker localserver starting worldobjectmanager localserver loading worldobjects localserver starting economyplugin localserver loading economy localserver starting roomplugin localserver loading rooms localserver starting objectiveplugin localserver loading objectives localserver starting legislation localserver loading laws localserver starting webserverplugin localserver starting housingtierdefinition localserver initializing localizationplugin localserver initializing worldgeneratorplugin localserver initializing usermanager localserver initializing minimapmanager localserver initializing worldobjectmanager localserver initializing roomplugin localserver initializing housingtierdefinition localserver initializing worldplugin localserver ticking localserver compressing localserver saving world localserver initializing worldlayermanager localserver initializing webserverplugin localserver server initialization finished in connecting to local host filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line connecting via lidgren to localhost connection complete filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loadingworld connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line disconnected from server changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line ,1 306918,9412944791.0,IssuesEvent,2019-04-10 06:20:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,House value not showing in tooltip,Fixed Medium Priority Verified,"Version: 0.8.7 Mods: No House value is not showing in tooltip (tooltip pops up, but is empty). Bug occurs after building multiple houses on different properties. ![382310_20190325115815_1](https://user-images.githubusercontent.com/40213281/54914663-c0328080-4ef5-11e9-938a-b607ddb10e3c.png) ",1.0,"House value not showing in tooltip - Version: 0.8.7 Mods: No House value is not showing in tooltip (tooltip pops up, but is empty). Bug occurs after building multiple houses on different properties. ![382310_20190325115815_1](https://user-images.githubusercontent.com/40213281/54914663-c0328080-4ef5-11e9-938a-b607ddb10e3c.png) ",1,house value not showing in tooltip version mods no house value is not showing in tooltip tooltip pops up but is empty bug occurs after building multiple houses on different properties ,1 445643,12834462778.0,IssuesEvent,2020-07-07 11:06:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened, [0.9.0 staging-1644] Civics: timer is overlapped till update,Category: UI Priority: Medium,"1) Create a law 2) Pick Global Timer in the trigger section ![bandicam 2020-07-07 15-59-46-062](https://user-images.githubusercontent.com/27898520/86771288-6498f180-c06b-11ea-969c-b6df42690b68.jpg) 3) It will be fixed if you reopen UI or add a condition for example. ",1.0," [0.9.0 staging-1644] Civics: timer is overlapped till update - 1) Create a law 2) Pick Global Timer in the trigger section ![bandicam 2020-07-07 15-59-46-062](https://user-images.githubusercontent.com/27898520/86771288-6498f180-c06b-11ea-969c-b6df42690b68.jpg) 3) It will be fixed if you reopen UI or add a condition for example. ",1, civics timer is overlapped till update create a law pick global timer in the trigger section it will be fixed if you reopen ui or add a condition for example ,1 220146,7353411929.0,IssuesEvent,2018-03-09 00:33:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server (Steam) won't Start (+screenshot),Medium Priority,"I tryed to start the ECO server.exe on my Computer and that happened... ![screenshot_1](https://user-images.githubusercontent.com/37195670/37179820-4f7e0148-2327-11e8-9c6a-4e1c1e44e28b.PNG) A day before, everything was fine, but now I do not know what to do. Thanks (Im German, sorry :D) ",1.0,"Server (Steam) won't Start (+screenshot) - I tryed to start the ECO server.exe on my Computer and that happened... ![screenshot_1](https://user-images.githubusercontent.com/37195670/37179820-4f7e0148-2327-11e8-9c6a-4e1c1e44e28b.PNG) A day before, everything was fine, but now I do not know what to do. Thanks (Im German, sorry :D) ",1,server steam won t start screenshot i tryed to start the eco server exe on my computer and that happened a day before everything was fine but now i do not know what to do thanks im german sorry d ,1 211818,7208275348.0,IssuesEvent,2018-02-07 02:08:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,USER ISSUE: plot not showing when holding a claim flag,Medium Priority,"**Version:** 0.7.0.3 beta **Steps to Reproduce:** relogging fixes it for the moment. i dont know what is producing this bug **Expected behavior:** should show the plot glow **Actual behavior:** doesnt show plot glow",1.0,"USER ISSUE: plot not showing when holding a claim flag - **Version:** 0.7.0.3 beta **Steps to Reproduce:** relogging fixes it for the moment. i dont know what is producing this bug **Expected behavior:** should show the plot glow **Actual behavior:** doesnt show plot glow",1,user issue plot not showing when holding a claim flag version beta steps to reproduce relogging fixes it for the moment i dont know what is producing this bug expected behavior should show the plot glow actual behavior doesnt show plot glow,1 248915,7940870712.0,IssuesEvent,2018-07-10 00:59:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.0] Contracts auto-accept checkbox toggle doesn't work,Medium Priority,"Error msg says to turn off that checkbox, doesn't toggle when I click it. ![customclause](https://user-images.githubusercontent.com/35509188/42476366-93eef11e-8382-11e8-89c5-54b8ecbd8171.PNG) ",1.0,"[7.6.0] Contracts auto-accept checkbox toggle doesn't work - Error msg says to turn off that checkbox, doesn't toggle when I click it. ![customclause](https://user-images.githubusercontent.com/35509188/42476366-93eef11e-8382-11e8-89c5-54b8ecbd8171.PNG) ",1, contracts auto accept checkbox toggle doesn t work error msg says to turn off that checkbox doesn t toggle when i click it ,1 444733,12820472984.0,IssuesEvent,2020-07-06 05:54:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1634] Web election: graphs are shy in the comments,Category: Web Priority: Medium,"Why are they so tight. Give them some more space, there is nothing around, even no map ![bandicam 2020-06-30 18-02-55-749](https://user-images.githubusercontent.com/27898520/86129344-f5b41980-bafb-11ea-9622-d17085a664f4.jpg) ",1.0,"[0.9.0 staging-1634] Web election: graphs are shy in the comments - Why are they so tight. Give them some more space, there is nothing around, even no map ![bandicam 2020-06-30 18-02-55-749](https://user-images.githubusercontent.com/27898520/86129344-f5b41980-bafb-11ea-9622-d17085a664f4.jpg) ",1, web election graphs are shy in the comments why are they so tight give them some more space there is nothing around even no map ,1 329976,10027687639.0,IssuesEvent,2019-07-17 09:47:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.8 client] ""Foliage Quality"" Need to add description about animal.",Fixed Medium Priority QA,"Started recently playing **single player** game. Went looking for hares to hunt. Hunted one but didn't see others anywhere despite supposedly being in hare population region. Frustrated looked admin commands and spawned several times hoards of hares. Then i noticed they phase out into oblivion after a few seconds. Below brief image and yt video. Video has my graphics settings in the end. Windows 10 & AMD RX 580 gpu. ![ecohare](https://user-images.githubusercontent.com/3324252/61081579-340a8180-a430-11e9-9e07-864c3c5530ef.jpg) https://www.youtube.com/watch?v=cD2mGy7s7Y0",1.0,"[0.8.2.8 client] ""Foliage Quality"" Need to add description about animal. - Started recently playing **single player** game. Went looking for hares to hunt. Hunted one but didn't see others anywhere despite supposedly being in hare population region. Frustrated looked admin commands and spawned several times hoards of hares. Then i noticed they phase out into oblivion after a few seconds. Below brief image and yt video. Video has my graphics settings in the end. Windows 10 & AMD RX 580 gpu. ![ecohare](https://user-images.githubusercontent.com/3324252/61081579-340a8180-a430-11e9-9e07-864c3c5530ef.jpg) https://www.youtube.com/watch?v=cD2mGy7s7Y0",1, foliage quality need to add description about animal started recently playing single player game went looking for hares to hunt hunted one but didn t see others anywhere despite supposedly being in hare population region frustrated looked admin commands and spawned several times hoards of hares then i noticed they phase out into oblivion after a few seconds below brief image and yt video video has my graphics settings in the end windows amd rx gpu ,1 549002,16083509899.0,IssuesEvent,2021-04-26 08:29:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta staging-1854]Civics: Inconsistencys with trigger item use with ramps,Category: Laws Priority: Medium Squad: Mountain Goat,"With changes to ramps i also noticed this Placing dirt ramp = item used: Dirt Ramp = item used: None = item used: None = item used: None = item used: None Picking the ramp back up = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt <--- This should not be Dirt, and this is also the detection tile when using tool to pickup ![Screenshot_63.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/052c5483-b835-44b7-968d-7a918964e89f) Stone ramps with changes we now have Placing ramp = item used: Stone Ramp = item used: None = item used: None = item used: None = item used: None Picking the ramp back up = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Road <--- This should not be stone road, and this is also the detection tile when using tool to pickup ![Screenshot_64](https://user-images.githubusercontent.com/24981362/100232900-49028a80-2f29-11eb-9ced-1336479c0b17.jpg) Placing down ramps works as intended Question here is should all ramp construction follow the same system as asphalt ramps? @johnkslg ",1.0,"[0.9.2.0 beta staging-1854]Civics: Inconsistencys with trigger item use with ramps - With changes to ramps i also noticed this Placing dirt ramp = item used: Dirt Ramp = item used: None = item used: None = item used: None = item used: None Picking the ramp back up = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt ramp = item used: Dirt <--- This should not be Dirt, and this is also the detection tile when using tool to pickup ![Screenshot_63.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/052c5483-b835-44b7-968d-7a918964e89f) Stone ramps with changes we now have Placing ramp = item used: Stone Ramp = item used: None = item used: None = item used: None = item used: None Picking the ramp back up = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Ramp = item used: Stone Road <--- This should not be stone road, and this is also the detection tile when using tool to pickup ![Screenshot_64](https://user-images.githubusercontent.com/24981362/100232900-49028a80-2f29-11eb-9ced-1336479c0b17.jpg) Placing down ramps works as intended Question here is should all ramp construction follow the same system as asphalt ramps? @johnkslg ",1, civics inconsistencys with trigger item use with ramps with changes to ramps i also noticed this placing dirt ramp item used dirt ramp item used none item used none item used none item used none picking the ramp back up item used dirt ramp item used dirt ramp item used dirt ramp item used dirt ramp item used dirt this should not be dirt and this is also the detection tile when using tool to pickup stone ramps with changes we now have placing ramp item used stone ramp item used none item used none item used none item used none picking the ramp back up item used stone ramp item used stone ramp item used stone ramp item used stone ramp item used stone road this should not be stone road and this is also the detection tile when using tool to pickup placing down ramps works as intended question here is should all ramp construction follow the same system as asphalt ramps johnkslg ,1 455788,13132565562.0,IssuesEvent,2020-08-06 19:09:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add smog production to Steam Engine,Category: Balance Priority: Medium Type: Feature,"Bakery Oven - has pipe connector and not produce smog. ![20180714104806_1](https://user-images.githubusercontent.com/4980243/42722371-999b306c-8753-11e8-9c5e-10ed617dd34d.jpg) ![20180714104757_1](https://user-images.githubusercontent.com/4980243/42722373-99b99124-8753-11e8-9338-267c8826d9f1.jpg) Cast Iron Stove - has pipe connector and not produce smog. ![20180714105030_1](https://user-images.githubusercontent.com/4980243/42722430-86536460-8754-11e8-92ca-fc252b0747c3.jpg) ![20180714105025_1](https://user-images.githubusercontent.com/4980243/42722431-86728944-8754-11e8-81a6-9e991dcaa5bf.jpg) ",1.0,"Add smog production to Steam Engine - Bakery Oven - has pipe connector and not produce smog. ![20180714104806_1](https://user-images.githubusercontent.com/4980243/42722371-999b306c-8753-11e8-9c5e-10ed617dd34d.jpg) ![20180714104757_1](https://user-images.githubusercontent.com/4980243/42722373-99b99124-8753-11e8-9338-267c8826d9f1.jpg) Cast Iron Stove - has pipe connector and not produce smog. ![20180714105030_1](https://user-images.githubusercontent.com/4980243/42722430-86536460-8754-11e8-92ca-fc252b0747c3.jpg) ![20180714105025_1](https://user-images.githubusercontent.com/4980243/42722431-86728944-8754-11e8-81a6-9e991dcaa5bf.jpg) ",1,add smog production to steam engine bakery oven has pipe connector and not produce smog cast iron stove has pipe connector and not produce smog ,1 380103,11253894206.0,IssuesEvent,2020-01-11 19:27:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1324] Work order icon always says ""Labor Required""",Priority: Medium,"To replicate this, you just need to start a work order and add some resources. The icon will say ""Labor Required"". It will stay like this after you add all the labor to the project until the project is completed. ![LaborRequired](https://user-images.githubusercontent.com/47330823/71784950-99d66100-2fae-11ea-9da8-61b3d265cfce.png) ",1.0,"[0.9.0 staging-1324] Work order icon always says ""Labor Required"" - To replicate this, you just need to start a work order and add some resources. The icon will say ""Labor Required"". It will stay like this after you add all the labor to the project until the project is completed. ![LaborRequired](https://user-images.githubusercontent.com/47330823/71784950-99d66100-2fae-11ea-9da8-61b3d265cfce.png) ",1, work order icon always says labor required to replicate this you just need to start a work order and add some resources the icon will say labor required it will stay like this after you add all the labor to the project until the project is completed ,1 443206,12761297576.0,IssuesEvent,2020-06-29 11:13:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1633] Blackout in Main menu,Category: UI Priority: Medium,"Press New game or Host a World: - you can see some blackout: ![image](https://user-images.githubusercontent.com/45708377/85997795-a6de8500-ba12-11ea-9c92-537d60b7a4d7.png) ![image](https://user-images.githubusercontent.com/45708377/85997837-b78efb00-ba12-11ea-97c8-cbaf92d38d0b.png) ",1.0,"[0.9.0 staging-1633] Blackout in Main menu - Press New game or Host a World: - you can see some blackout: ![image](https://user-images.githubusercontent.com/45708377/85997795-a6de8500-ba12-11ea-9c92-537d60b7a4d7.png) ![image](https://user-images.githubusercontent.com/45708377/85997837-b78efb00-ba12-11ea-97c8-cbaf92d38d0b.png) ",1, blackout in main menu press new game or host a world you can see some blackout ,1 496977,14359899533.0,IssuesEvent,2020-11-30 16:10:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Jenkins not displaying failures,Category: DevOps Priority: Medium,"Jenkins failed: ![image](https://user-images.githubusercontent.com/3536496/95152504-0fd84600-0742-11eb-9540-cbb4ed5d0901.png) Clicking details shows 'no failures' ![image](https://user-images.githubusercontent.com/3536496/95152476-ffc06680-0741-11eb-8c2a-45092a2d0d3e.png) On PR: https://github.com/StrangeLoopGames/Eco/pull/6875 ",1.0,"Jenkins not displaying failures - Jenkins failed: ![image](https://user-images.githubusercontent.com/3536496/95152504-0fd84600-0742-11eb-9540-cbb4ed5d0901.png) Clicking details shows 'no failures' ![image](https://user-images.githubusercontent.com/3536496/95152476-ffc06680-0741-11eb-8c2a-45092a2d0d3e.png) On PR: https://github.com/StrangeLoopGames/Eco/pull/6875 ",1,jenkins not displaying failures jenkins failed clicking details shows no failures on pr ,1 210225,7187067910.0,IssuesEvent,2018-02-02 02:44:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: We can Swim on planted Bullrush,Medium Priority,"**Version:** 0.7.0.0 beta staging-d2423858 ![snap1493](https://user-images.githubusercontent.com/29383891/35709726-c3d0ae02-07ab-11e8-9941-cd4243b036d7.png) ![snap1494](https://user-images.githubusercontent.com/29383891/35709727-c3eb9af0-07ab-11e8-9c6b-68284cba8e22.png) ![snap1495](https://user-images.githubusercontent.com/29383891/35709728-c404d876-07ab-11e8-86a8-88037bc5a631.png) ",1.0,"USER ISSUE: We can Swim on planted Bullrush - **Version:** 0.7.0.0 beta staging-d2423858 ![snap1493](https://user-images.githubusercontent.com/29383891/35709726-c3d0ae02-07ab-11e8-9941-cd4243b036d7.png) ![snap1494](https://user-images.githubusercontent.com/29383891/35709727-c3eb9af0-07ab-11e8-9c6b-68284cba8e22.png) ![snap1495](https://user-images.githubusercontent.com/29383891/35709728-c404d876-07ab-11e8-86a8-88037bc5a631.png) ",1,user issue we can swim on planted bullrush version beta staging ,1 490000,14114334703.0,IssuesEvent,2020-11-07 15:32:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make a species compendium in the ecopedia,Category: Gameplay Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/88969574-eb557e80-d265-11ea-93a7-f8e7319e8836.png) Species page is very barren. Add an image of each species and some real-world info about each. Both plants and animals. ",1.0,"Make a species compendium in the ecopedia - ![image](https://user-images.githubusercontent.com/3536496/88969574-eb557e80-d265-11ea-93a7-f8e7319e8836.png) Species page is very barren. Add an image of each species and some real-world info about each. Both plants and animals. ",1,make a species compendium in the ecopedia species page is very barren add an image of each species and some real world info about each both plants and animals ,1 454018,13093538337.0,IssuesEvent,2020-08-03 10:34:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 develop-19] Make property and District map setting in the map look fancy,Category: UI Priority: Medium,"We should have property and districts under the one category. ![bandicam 2020-08-03 15-31-37-646](https://user-images.githubusercontent.com/27898520/89174030-9fc10e80-d59e-11ea-84f9-cce5768c12b0.jpg) Its not looking good. Like under Land Management or something",1.0,"[0.9.0 develop-19] Make property and District map setting in the map look fancy - We should have property and districts under the one category. ![bandicam 2020-08-03 15-31-37-646](https://user-images.githubusercontent.com/27898520/89174030-9fc10e80-d59e-11ea-84f9-cce5768c12b0.jpg) Its not looking good. Like under Land Management or something",1, make property and district map setting in the map look fancy we should have property and districts under the one category its not looking good like under land management or something,1 492542,14215584263.0,IssuesEvent,2020-11-17 07:39:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add support for nested scroll boxes,Category: UI Priority: Medium Status: Fixed,"Deed will have this after my next PR (wait for that one): ![image](https://user-images.githubusercontent.com/3536496/97347131-92d45400-1849-11eb-9cb1-e3e3c1cfc380.png) Make it work like chrome: it scrolls only the most nested box, unless that box cant scroll (its scrolled all the way), then it sends it up one level. ",1.0,"Add support for nested scroll boxes - Deed will have this after my next PR (wait for that one): ![image](https://user-images.githubusercontent.com/3536496/97347131-92d45400-1849-11eb-9cb1-e3e3c1cfc380.png) Make it work like chrome: it scrolls only the most nested box, unless that box cant scroll (its scrolled all the way), then it sends it up one level. ",1,add support for nested scroll boxes deed will have this after my next pr wait for that one make it work like chrome it scrolls only the most nested box unless that box cant scroll its scrolled all the way then it sends it up one level ,1 575703,17047442402.0,IssuesEvent,2021-07-06 02:36:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fast Load needs addressing,Category: Tech Priority: Medium Squad: Wild Turkey,"It fails on loading atmosphere, because thats in the Eco assetbundle which is not loaded. Make it tolerate no atmosphere. ![image](https://user-images.githubusercontent.com/3536496/121089677-5b913280-c79c-11eb-8292-3c76d1e29202.png) Also fix any other problems happening when trying to fast load.",1.0,"Fast Load needs addressing - It fails on loading atmosphere, because thats in the Eco assetbundle which is not loaded. Make it tolerate no atmosphere. ![image](https://user-images.githubusercontent.com/3536496/121089677-5b913280-c79c-11eb-8292-3c76d1e29202.png) Also fix any other problems happening when trying to fast load.",1,fast load needs addressing it fails on loading atmosphere because thats in the eco assetbundle which is not loaded make it tolerate no atmosphere also fix any other problems happening when trying to fast load ,1 481553,13888853226.0,IssuesEvent,2020-10-19 07:01:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,DLL issues,Category: Tech Priority: Medium Status: Needs Information,"So Ive been struggling to get alot of 3rd party libraries to work in eco. One example will be Harmony 2.0 for core 3.1, upon starting the server with harmony it complains about missing system DLL's that are dependents for the eco server not the 3rd party library. ![Capture](https://user-images.githubusercontent.com/31835653/93937532-f375eb80-fcf5-11ea-88ce-98ee661d7b5b.PNG)",1.0,"DLL issues - So Ive been struggling to get alot of 3rd party libraries to work in eco. One example will be Harmony 2.0 for core 3.1, upon starting the server with harmony it complains about missing system DLL's that are dependents for the eco server not the 3rd party library. ![Capture](https://user-images.githubusercontent.com/31835653/93937532-f375eb80-fcf5-11ea-88ce-98ee661d7b5b.PNG)",1,dll issues so ive been struggling to get alot of party libraries to work in eco one example will be harmony for core upon starting the server with harmony it complains about missing system dll s that are dependents for the eco server not the party library ,1 216832,7311906575.0,IssuesEvent,2018-02-28 19:15:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Random wooden cart bug,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** Randomly releasing a cart. **Expected behavior:** It should have stayed put. **Actual behavior:** Instead it went flying through the air.",1.0,"USER ISSUE: Random wooden cart bug - **Version:** 0.7.0.5 beta **Steps to Reproduce:** Randomly releasing a cart. **Expected behavior:** It should have stayed put. **Actual behavior:** Instead it went flying through the air.",1,user issue random wooden cart bug version beta steps to reproduce randomly releasing a cart expected behavior it should have stayed put actual behavior instead it went flying through the air ,1 224329,7469073973.0,IssuesEvent,2018-04-02 21:18:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Collider not despawning,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Cut down a tree Get rid of the stump Walk over the stumps last position **Expected behavior:** Stump visuals and collider are removed **Actual behavior:** Stumps visuals removed but colliders remain in place",1.0,"USER ISSUE: Collider not despawning - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Cut down a tree Get rid of the stump Walk over the stumps last position **Expected behavior:** Stump visuals and collider are removed **Actual behavior:** Stumps visuals removed but colliders remain in place",1,user issue collider not despawning version beta steps to reproduce cut down a tree get rid of the stump walk over the stumps last position expected behavior stump visuals and collider are removed actual behavior stumps visuals removed but colliders remain in place,1 214387,7272662550.0,IssuesEvent,2018-02-21 00:15:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,missing tooltips description,Medium Priority,"Version: 0.7.1.2 beta Dedicated server. All the players on the server have the same missing tooltips in skills selection. https://imgur.com/utmtjBX Some items display error instead of description. https://imgur.com/vFQNjRV I tried to push server files from fresh download, but the problem is still here ",1.0,"missing tooltips description - Version: 0.7.1.2 beta Dedicated server. All the players on the server have the same missing tooltips in skills selection. https://imgur.com/utmtjBX Some items display error instead of description. https://imgur.com/vFQNjRV I tried to push server files from fresh download, but the problem is still here ",1,missing tooltips description version beta dedicated server all the players on the server have the same missing tooltips in skills selection some items display error instead of description i tried to push server files from fresh download but the problem is still here ,1 437572,12599430779.0,IssuesEvent,2020-06-11 05:59:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1582] Contract board: header dissapeared,Priority: Medium Status: Fixed Week Task,"Create a lot of contracts. Header ""Contracts"" will appear like a tiny blue line. (the same for work parties) ![bandicam 2020-06-04 15-56-16-428](https://user-images.githubusercontent.com/27898520/83749273-e072d900-a67c-11ea-85b8-28826987352e.jpg) ",1.0,"[0.9.0 staging-1582] Contract board: header dissapeared - Create a lot of contracts. Header ""Contracts"" will appear like a tiny blue line. (the same for work parties) ![bandicam 2020-06-04 15-56-16-428](https://user-images.githubusercontent.com/27898520/83749273-e072d900-a67c-11ea-85b8-28826987352e.jpg) ",1, contract board header dissapeared create a lot of contracts header contracts will appear like a tiny blue line the same for work parties ,1 384235,11385849513.0,IssuesEvent,2020-01-29 12:01:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Staging 1355] making an Arrow costs 1 log,Priority: Medium Status: Fixed,"**Version:** 0.9.0.0 beta staging-1355 OLD RECIPE 1 log makes 4 Arrows ![snap6043](https://user-images.githubusercontent.com/29383891/73043760-77718e00-3e5e-11ea-8870-8457d1912ae9.png) now it costs 1 log per Arrow ![snap6045](https://user-images.githubusercontent.com/29383891/73043779-8e17e500-3e5e-11ea-814d-338cd932f34e.png) how big an arrow are we making? used to be 100 arrows needed 25 logs now 100 Arrows need 100 logs that is a good couple of trees worth of logs",1.0,"[Staging 1355] making an Arrow costs 1 log - **Version:** 0.9.0.0 beta staging-1355 OLD RECIPE 1 log makes 4 Arrows ![snap6043](https://user-images.githubusercontent.com/29383891/73043760-77718e00-3e5e-11ea-8870-8457d1912ae9.png) now it costs 1 log per Arrow ![snap6045](https://user-images.githubusercontent.com/29383891/73043779-8e17e500-3e5e-11ea-814d-338cd932f34e.png) how big an arrow are we making? used to be 100 arrows needed 25 logs now 100 Arrows need 100 logs that is a good couple of trees worth of logs",1, making an arrow costs log version beta staging old recipe log makes arrows now it costs log per arrow how big an arrow are we making used to be arrows needed logs now arrows need logs that is a good couple of trees worth of logs,1 292110,8953283230.0,IssuesEvent,2019-01-25 18:59:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Reset Defaults"" in graphics settings not reset sliders",Fixed Medium Priority,"reset works only with check boxes, not sliders. Same on release and master versions. ![default](https://user-images.githubusercontent.com/4980243/50733463-df472f00-119e-11e9-87eb-357a04bc56b2.png) ",1.0,"""Reset Defaults"" in graphics settings not reset sliders - reset works only with check boxes, not sliders. Same on release and master versions. ![default](https://user-images.githubusercontent.com/4980243/50733463-df472f00-119e-11e9-87eb-357a04bc56b2.png) ",1, reset defaults in graphics settings not reset sliders reset works only with check boxes not sliders same on release and master versions ,1 315060,9606200866.0,IssuesEvent,2019-05-11 08:07:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-6] Foods Tutorials glitch,Medium Priority Regression Staging,"Forage for Food tutorial and Food tutorial. 1. When you harvest plant Tutorials don't appear. Reload fixes it. ![image](https://user-images.githubusercontent.com/45708377/57566850-b13a5b80-73d9-11e9-8b3b-3b6b1683b82c.png) ![image](https://user-images.githubusercontent.com/45708377/57566875-f6f72400-73d9-11e9-9adf-3445ffa0ad3b.png) 2. Forage for Foods tutorials don't apper after restart tutorials when yoy hungry to work. ![image](https://user-images.githubusercontent.com/45708377/57566928-a633fb00-73da-11e9-8e0e-1aa12de0eb90.png) ",1.0,"[0.8.2.0 staging-6] Foods Tutorials glitch - Forage for Food tutorial and Food tutorial. 1. When you harvest plant Tutorials don't appear. Reload fixes it. ![image](https://user-images.githubusercontent.com/45708377/57566850-b13a5b80-73d9-11e9-8b3b-3b6b1683b82c.png) ![image](https://user-images.githubusercontent.com/45708377/57566875-f6f72400-73d9-11e9-9adf-3445ffa0ad3b.png) 2. Forage for Foods tutorials don't apper after restart tutorials when yoy hungry to work. ![image](https://user-images.githubusercontent.com/45708377/57566928-a633fb00-73da-11e9-8e0e-1aa12de0eb90.png) ",1, foods tutorials glitch forage for food tutorial and food tutorial when you harvest plant tutorials don t appear reload fixes it forage for foods tutorials don t apper after restart tutorials when yoy hungry to work ,1 306641,9397608195.0,IssuesEvent,2019-04-08 10:07:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.0] The vehicle doesn't move when fuel is added after you get into it.,Medium Priority Quality Assurance,"1. Put the truck. 2. Give rights to another person. 3. Don't add fuel. 4. Get into the truck. 5. Another person adds fuel. 6. The fuel is displayed in the fuel supply. But you can't move. 7. Get out of the truck / get into the truck. This helps solve the problem.",1.0,"[0.8.1.0] The vehicle doesn't move when fuel is added after you get into it. - 1. Put the truck. 2. Give rights to another person. 3. Don't add fuel. 4. Get into the truck. 5. Another person adds fuel. 6. The fuel is displayed in the fuel supply. But you can't move. 7. Get out of the truck / get into the truck. This helps solve the problem.",1, the vehicle doesn t move when fuel is added after you get into it put the truck give rights to another person don t add fuel get into the truck another person adds fuel the fuel is displayed in the fuel supply but you can t move get out of the truck get into the truck this helps solve the problem ,1 250689,7979962293.0,IssuesEvent,2018-07-18 00:30:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Thrown out of vehicle when crossing coord-zero-border,Medium Priority,"**Version:** 0.7.3 beta **Steps to Reproduce:** Drive through the coord-zero-border (like from X-coordinate 1000 to X-coordinate 0 or something like that) **Expected behavior:** nothing special **Actual behavior:** Sometimes you get thrown out of your powered cart or excavator. This does not affect the controls. You can continue driving the powered cart but your camera stucks at the ""thrown-out"" point. If you drive too far from that point you get thrown out ""realy"" and then can play normaly. This partially affects wooden carts. You dont get thrown out but just get a black screen until you drive further away or leave the cart.",1.0,"USER ISSUE: Thrown out of vehicle when crossing coord-zero-border - **Version:** 0.7.3 beta **Steps to Reproduce:** Drive through the coord-zero-border (like from X-coordinate 1000 to X-coordinate 0 or something like that) **Expected behavior:** nothing special **Actual behavior:** Sometimes you get thrown out of your powered cart or excavator. This does not affect the controls. You can continue driving the powered cart but your camera stucks at the ""thrown-out"" point. If you drive too far from that point you get thrown out ""realy"" and then can play normaly. This partially affects wooden carts. You dont get thrown out but just get a black screen until you drive further away or leave the cart.",1,user issue thrown out of vehicle when crossing coord zero border version beta steps to reproduce drive through the coord zero border like from x coordinate to x coordinate or something like that expected behavior nothing special actual behavior sometimes you get thrown out of your powered cart or excavator this does not affect the controls you can continue driving the powered cart but your camera stucks at the thrown out point if you drive too far from that point you get thrown out realy and then can play normaly this partially affects wooden carts you dont get thrown out but just get a black screen until you drive further away or leave the cart ,1 433278,12505267396.0,IssuesEvent,2020-06-02 10:24:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Markers are superslow in game,Category: Optimization Priority: Medium Status: Fixed Week Task,When there are 70+ markers it casuses ~80ms per frame to render them,1.0,Markers are superslow in game - When there are 70+ markers it casuses ~80ms per frame to render them,1,markers are superslow in game when there are markers it casuses per frame to render them,1 441182,12709125193.0,IssuesEvent,2020-06-23 11:48:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1616] Bank account: they took my name!,Category: Gameplay Priority: Medium,"1) Let someone use name of your bank account before you login first (I am simple Devqa person, and this is all mighty villain Slayks who took my bank account's name ) ![unknown (22)](https://user-images.githubusercontent.com/27898520/85399878-f9cabf00-b570-11ea-9a33-c8f91ff4c105.png) 2) Log in for the first time and get some new default account name ![bandicam 2020-06-23 16-36-34-157](https://user-images.githubusercontent.com/27898520/85399998-2a125d80-b571-11ea-8545-8a740cf8e23f.jpg) @johnkslg Should we restrict naming for bank accounts? Like.. Do not use word Personal. ",1.0,"[0.9.0 staging-1616] Bank account: they took my name! - 1) Let someone use name of your bank account before you login first (I am simple Devqa person, and this is all mighty villain Slayks who took my bank account's name ) ![unknown (22)](https://user-images.githubusercontent.com/27898520/85399878-f9cabf00-b570-11ea-9a33-c8f91ff4c105.png) 2) Log in for the first time and get some new default account name ![bandicam 2020-06-23 16-36-34-157](https://user-images.githubusercontent.com/27898520/85399998-2a125d80-b571-11ea-8545-8a740cf8e23f.jpg) @johnkslg Should we restrict naming for bank accounts? Like.. Do not use word Personal. ",1, bank account they took my name let someone use name of your bank account before you login first i am simple devqa person and this is all mighty villain slayks who took my bank account s name log in for the first time and get some new default account name johnkslg should we restrict naming for bank accounts like do not use word personal ,1 433519,12506170744.0,IssuesEvent,2020-06-02 12:07:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosted Worlds: UI - subscription renew UI,Priority: Medium,"1) I have, say, 2 worlds and 10 citizens 2) I want to remove 1 world and 7 citizens. 3) After changing the numbers I need to press a confirmation button. - Why we call it ""Start My World""? I don't want to start anything, i want to renew my subscription - What is ""Total amount""? I am DELETING things, will I pay for it? Its really hard to distinguish here: how much I will pay right now and how much will cost my monthly subscription (And why I need make paypal step when deleting something?) ![bandicam 2020-06-02 16-51-56-252](https://user-images.githubusercontent.com/27898520/83517600-92ca6500-a4f2-11ea-9ecd-e7c3a765cc99.jpg) 4) After deleting things an order is looking like this ![bandicam 2020-06-02 17-01-05-826](https://user-images.githubusercontent.com/27898520/83517689-b9889b80-a4f2-11ea-82db-03d344c5bffd.jpg) Will I get my money back? As it says: Total Amount: $-76.07 /month* ",1.0,"Hosted Worlds: UI - subscription renew UI - 1) I have, say, 2 worlds and 10 citizens 2) I want to remove 1 world and 7 citizens. 3) After changing the numbers I need to press a confirmation button. - Why we call it ""Start My World""? I don't want to start anything, i want to renew my subscription - What is ""Total amount""? I am DELETING things, will I pay for it? Its really hard to distinguish here: how much I will pay right now and how much will cost my monthly subscription (And why I need make paypal step when deleting something?) ![bandicam 2020-06-02 16-51-56-252](https://user-images.githubusercontent.com/27898520/83517600-92ca6500-a4f2-11ea-9ecd-e7c3a765cc99.jpg) 4) After deleting things an order is looking like this ![bandicam 2020-06-02 17-01-05-826](https://user-images.githubusercontent.com/27898520/83517689-b9889b80-a4f2-11ea-82db-03d344c5bffd.jpg) Will I get my money back? As it says: Total Amount: $-76.07 /month* ",1,hosted worlds ui subscription renew ui i have say worlds and citizens i want to remove world and citizens after changing the numbers i need to press a confirmation button why we call it start my world i don t want to start anything i want to renew my subscription what is total amount i am deleting things will i pay for it its really hard to distinguish here how much i will pay right now and how much will cost my monthly subscription and why i need make paypal step when deleting something after deleting things an order is looking like this will i get my money back as it says total amount month ,1 403026,11834636270.0,IssuesEvent,2020-03-23 09:15:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1472] Work Party include the order which I removed from it,Priority: Medium Status: Fixed,"Step to reproduce: - place Carpentry table and start 2 order (Butchery table and Farmers table for example) ![image](https://user-images.githubusercontent.com/45708377/77069207-07fcc280-69f9-11ea-8aab-8f0cb0666f55.png) - start to create WorkParty: ![image](https://user-images.githubusercontent.com/45708377/77069224-11862a80-69f9-11ea-8798-0f1904e1a35d.png) - it suggests me to create one Work Party, but I want to split it to 2 Work Parties - so I delete from WorkParty Butchery table: ![image](https://user-images.githubusercontent.com/45708377/77069329-45615000-69f9-11ea-8d80-d8397461f422.png) ![image](https://user-images.githubusercontent.com/45708377/77069340-48f4d700-69f9-11ea-8c09-c59b23a81169.png) - press submit. Rename WorkParty and Post it: ![image](https://user-images.githubusercontent.com/45708377/77069392-6629a580-69f9-11ea-94ab-0d31f57c3d80.png) - try to add another workparty for butchery table project. I can't: ![image](https://user-images.githubusercontent.com/45708377/77069436-79d50c00-69f9-11ea-94f0-cd890305da0a.png) - if I try to delete order for Butchery table it says that this work order is part of my Farmers workparty, but I delete this order from it: ![image](https://user-images.githubusercontent.com/45708377/77069512-9bce8e80-69f9-11ea-8670-7117e598e0d7.png) ",1.0,"[0.9.0 staging-1472] Work Party include the order which I removed from it - Step to reproduce: - place Carpentry table and start 2 order (Butchery table and Farmers table for example) ![image](https://user-images.githubusercontent.com/45708377/77069207-07fcc280-69f9-11ea-8aab-8f0cb0666f55.png) - start to create WorkParty: ![image](https://user-images.githubusercontent.com/45708377/77069224-11862a80-69f9-11ea-8798-0f1904e1a35d.png) - it suggests me to create one Work Party, but I want to split it to 2 Work Parties - so I delete from WorkParty Butchery table: ![image](https://user-images.githubusercontent.com/45708377/77069329-45615000-69f9-11ea-8d80-d8397461f422.png) ![image](https://user-images.githubusercontent.com/45708377/77069340-48f4d700-69f9-11ea-8c09-c59b23a81169.png) - press submit. Rename WorkParty and Post it: ![image](https://user-images.githubusercontent.com/45708377/77069392-6629a580-69f9-11ea-94ab-0d31f57c3d80.png) - try to add another workparty for butchery table project. I can't: ![image](https://user-images.githubusercontent.com/45708377/77069436-79d50c00-69f9-11ea-94f0-cd890305da0a.png) - if I try to delete order for Butchery table it says that this work order is part of my Farmers workparty, but I delete this order from it: ![image](https://user-images.githubusercontent.com/45708377/77069512-9bce8e80-69f9-11ea-8670-7117e598e0d7.png) ",1, work party include the order which i removed from it step to reproduce place carpentry table and start order butchery table and farmers table for example start to create workparty it suggests me to create one work party but i want to split it to work parties so i delete from workparty butchery table press submit rename workparty and post it try to add another workparty for butchery table project i can t if i try to delete order for butchery table it says that this work order is part of my farmers workparty but i delete this order from it ,1 465860,13393865216.0,IssuesEvent,2020-09-03 05:26:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1733] FormatException when enter '-' in give reputation Cell,Category: Tech Priority: Medium Status: Reopen,"Step to reproduce: - open objectives wondow. - start to give reputation to another player. - enter '-' from keyboard instead '0': ![image](https://user-images.githubusercontent.com/45708377/90882030-e8a4ff80-e3b3-11ea-9246-cd1d9296fbed.png) - cofirm or press '-' or '+' with mouse: ![image](https://user-images.githubusercontent.com/45708377/90882064-05d9ce00-e3b4-11ea-84f0-ca848fb6cd95.png) ``` FormatException: Input string was not in a correct format. at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.get_Val () [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.ChangeVal (System.Single count) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RemoteSettings+UpdatedEventHandler.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5108325/Player.log) ",1.0,"[0.9.0 staging-1733] FormatException when enter '-' in give reputation Cell - Step to reproduce: - open objectives wondow. - start to give reputation to another player. - enter '-' from keyboard instead '0': ![image](https://user-images.githubusercontent.com/45708377/90882030-e8a4ff80-e3b3-11ea-9246-cd1d9296fbed.png) - cofirm or press '-' or '+' with mouse: ![image](https://user-images.githubusercontent.com/45708377/90882064-05d9ce00-e3b4-11ea-84f0-ca848fb6cd95.png) ``` FormatException: Input string was not in a correct format. at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.get_Val () [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.ChangeVal (System.Single count) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RemoteSettings+UpdatedEventHandler.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5108325/Player.log) ",1, formatexception when enter in give reputation cell step to reproduce open objectives wondow start to give reputation to another player enter from keyboard instead cofirm or press or with mouse formatexception input string was not in a correct format at system number parsesingle system string value system globalization numberstyles options system globalization numberformatinfo numfmt in at quantityselection get val in at quantityselection changeval system single count in at unityengine remotesettings updatedeventhandler invoke in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at system eventhandler invoke system object sender teventargs e in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in at unityengine eventsystems standaloneinputmodule releasemouse unityengine eventsystems pointereventdata pointerevent unityengine gameobject currentovergo in at unityengine eventsystems standaloneinputmodule processmousepress unityengine eventsystems pointerinputmodule mousebuttoneventdata data in at unityengine eventsystems standaloneinputmodule processmouseevent system id in at unityengine eventsystems standaloneinputmodule process in at unityengine eventsystems eventsystem update in unityengine logger logexception exception object unityengine debug logexception exception unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule releasemouse pointereventdata gameobject unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update ,1 363858,10756128151.0,IssuesEvent,2019-10-31 10:33:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Axe/Chainsaw Glitches,Fixed Medium Priority,"1. For all tools ""uses remaining"" is now х2 consumption for one action. 2. Tools don't break if you chop tree or stump. Tools only breaks if you chop debris. 3. See #13148 ",1.0,"[master-preview] Axe/Chainsaw Glitches - 1. For all tools ""uses remaining"" is now х2 consumption for one action. 2. Tools don't break if you chop tree or stump. Tools only breaks if you chop debris. 3. See #13148 ",1, axe chainsaw glitches for all tools uses remaining is now consumption for one action tools don t break if you chop tree or stump tools only breaks if you chop debris see ,1 492709,14218403187.0,IssuesEvent,2020-11-17 11:45:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,'Fast Load' not working after merge,Category: Tech Priority: Medium,"Need some help with this, its trying to access stuff not accessible to the current thread. Something that changed since I first implemented this. ![image](https://user-images.githubusercontent.com/3536496/96934354-ebd17000-1476-11eb-9763-5e75958d71c3.png) ",1.0,"'Fast Load' not working after merge - Need some help with this, its trying to access stuff not accessible to the current thread. Something that changed since I first implemented this. ![image](https://user-images.githubusercontent.com/3536496/96934354-ebd17000-1476-11eb-9763-5e75958d71c3.png) ",1, fast load not working after merge need some help with this its trying to access stuff not accessible to the current thread something that changed since i first implemented this ,1 306556,9396635223.0,IssuesEvent,2019-04-08 07:45:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator teleports random,Medium Priority,"Version: 0.7.2.5 Steps to Reproduce: Execavator inside Building Expected behavior: Execavator stands still Actual behavior: Teleport random on the Planet or inside Planet ",1.0,"Excavator teleports random - Version: 0.7.2.5 Steps to Reproduce: Execavator inside Building Expected behavior: Execavator stands still Actual behavior: Teleport random on the Planet or inside Planet ",1,excavator teleports random version steps to reproduce execavator inside building expected behavior execavator stands still actual behavior teleport random on the planet or inside planet ,1 497441,14370388205.0,IssuesEvent,2020-12-01 11:02:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Meteor cutscene triggered while sleeping,Category: Gameplay Priority: Medium Status: Fixed,"I had an odd problem occur at the start of a new single-player game using the 9.0 public testing. I had active quests to sleep in the campsite bed, and to look at the meteor. I decided to do the quest to sleep in the bed first. I pressed 'E', then the sleep timer began, then my character started to lie down. As my character was lying down, I guess the camera angle lined up just right somehow to trigger the ""look at the meteor"" quest, and the cutscene began. Problem was - my character was still sleeping during all of this! Multiple in-game days passed during the cutscene, and when I finally got back into the game, it said I had slept for the equivalent of 7 real-world hours! Needless to say, losing 7 hours right off the bat wasn't the start I was hoping for... What I would have expected to happen, is either (a) the meteor quest/cutscene should not have been able to trigger while sleeping, or (b) sleeping should have been paused/cancelled when the meteor quest/cutscene began.",1.0,"Meteor cutscene triggered while sleeping - I had an odd problem occur at the start of a new single-player game using the 9.0 public testing. I had active quests to sleep in the campsite bed, and to look at the meteor. I decided to do the quest to sleep in the bed first. I pressed 'E', then the sleep timer began, then my character started to lie down. As my character was lying down, I guess the camera angle lined up just right somehow to trigger the ""look at the meteor"" quest, and the cutscene began. Problem was - my character was still sleeping during all of this! Multiple in-game days passed during the cutscene, and when I finally got back into the game, it said I had slept for the equivalent of 7 real-world hours! Needless to say, losing 7 hours right off the bat wasn't the start I was hoping for... What I would have expected to happen, is either (a) the meteor quest/cutscene should not have been able to trigger while sleeping, or (b) sleeping should have been paused/cancelled when the meteor quest/cutscene began.",1,meteor cutscene triggered while sleeping i had an odd problem occur at the start of a new single player game using the public testing i had active quests to sleep in the campsite bed and to look at the meteor i decided to do the quest to sleep in the bed first i pressed e then the sleep timer began then my character started to lie down as my character was lying down i guess the camera angle lined up just right somehow to trigger the look at the meteor quest and the cutscene began problem was my character was still sleeping during all of this multiple in game days passed during the cutscene and when i finally got back into the game it said i had slept for the equivalent of real world hours needless to say losing hours right off the bat wasn t the start i was hoping for what i would have expected to happen is either a the meteor quest cutscene should not have been able to trigger while sleeping or b sleeping should have been paused cancelled when the meteor quest cutscene began ,1 451122,13025008840.0,IssuesEvent,2020-07-27 12:52:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1686] Filer: shows only discovered by you,Priority: Medium,"1. Server has brick discovered 2. You don't see brick in the item filter (without show discovered check box.) Seems like it will show a brick only if you discovered it locally. ![bandicam 2020-07-27 16-53-31-804](https://user-images.githubusercontent.com/27898520/88543756-dee8e000-d031-11ea-8828-25457d0ca064.jpg) ![bandicam 2020-07-27 16-52-42-145](https://user-images.githubusercontent.com/27898520/88543762-e01a0d00-d031-11ea-89d7-73929f703e96.jpg) Item filter always should show everything discovered on the server.",1.0,"[0.9.0 staging-1686] Filer: shows only discovered by you - 1. Server has brick discovered 2. You don't see brick in the item filter (without show discovered check box.) Seems like it will show a brick only if you discovered it locally. ![bandicam 2020-07-27 16-53-31-804](https://user-images.githubusercontent.com/27898520/88543756-dee8e000-d031-11ea-8828-25457d0ca064.jpg) ![bandicam 2020-07-27 16-52-42-145](https://user-images.githubusercontent.com/27898520/88543762-e01a0d00-d031-11ea-89d7-73929f703e96.jpg) Item filter always should show everything discovered on the server.",1, filer shows only discovered by you server has brick discovered you don t see brick in the item filter without show discovered check box seems like it will show a brick only if you discovered it locally item filter always should show everything discovered on the server ,1 454514,13102671058.0,IssuesEvent,2020-08-04 07:11:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0] beta Stagin-stable-3 : Chat freeze lag,Category: UI Priority: Medium Status: Fixed Week Task,When enabling / disabling any chat channel it freezes up the client for a second.,1.0,[0.9.0.0] beta Stagin-stable-3 : Chat freeze lag - When enabling / disabling any chat channel it freezes up the client for a second.,1, beta stagin stable chat freeze lag when enabling disabling any chat channel it freezes up the client for a second ,1 305248,9366656675.0,IssuesEvent,2019-04-03 01:49:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Test failed! TestUser's Waste Filter is not enabled and operating.,Fixed Medium Priority Staging,"CI is failing regularly with: =====EXCEPTION 0===== Warning: Exception Caught in Test testpipes - System.Exception: Test failed! TestUser's Waste Filter is not enabled and operating. Exception: Exception Message:Test failed! TestUser's Waste Filter is not enabled and operating. Source:Eco.Gameplay System.Exception: Test failed! TestUser's Waste Filter is not enabled and operating. at Eco.Gameplay.Objects.WorldObjectUtil.ThrowIfNotRunning(WorldObject obj) at Eco.Gameplay.Pipes.PipeTests.TestPipes(User user) ",1.0,"Test failed! TestUser's Waste Filter is not enabled and operating. - CI is failing regularly with: =====EXCEPTION 0===== Warning: Exception Caught in Test testpipes - System.Exception: Test failed! TestUser's Waste Filter is not enabled and operating. Exception: Exception Message:Test failed! TestUser's Waste Filter is not enabled and operating. Source:Eco.Gameplay System.Exception: Test failed! TestUser's Waste Filter is not enabled and operating. at Eco.Gameplay.Objects.WorldObjectUtil.ThrowIfNotRunning(WorldObject obj) at Eco.Gameplay.Pipes.PipeTests.TestPipes(User user) ",1,test failed testuser s waste filter is not enabled and operating ci is failing regularly with exception warning exception caught in test testpipes system exception test failed testuser s waste filter is not enabled and operating exception exception message test failed testuser s waste filter is not enabled and operating source eco gameplay system exception test failed testuser s waste filter is not enabled and operating at eco gameplay objects worldobjectutil throwifnotrunning worldobject obj at eco gameplay pipes pipetests testpipes user user ,1 245509,7887155865.0,IssuesEvent,2018-06-27 17:31:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.6.0 - no way to create divided land claim,Medium Priority,"**Version:** 0.7.6.0 beta staging-4767aa88 So... Before - you need DEED in inventory, and you can claim multiple plot on far away from other to one deed. Now, you cant. (Yes, you can POSTmanage by estate desk, but this is not easy to know, and is not good to use on the fly)",1.0,"0.7.6.0 - no way to create divided land claim - **Version:** 0.7.6.0 beta staging-4767aa88 So... Before - you need DEED in inventory, and you can claim multiple plot on far away from other to one deed. Now, you cant. (Yes, you can POSTmanage by estate desk, but this is not easy to know, and is not good to use on the fly)",1, no way to create divided land claim version beta staging so before you need deed in inventory and you can claim multiple plot on far away from other to one deed now you cant yes you can postmanage by estate desk but this is not easy to know and is not good to use on the fly ,1 692962,23756755915.0,IssuesEvent,2022-09-01 04:23:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add Modules requirement in law,Priority: Medium Type: Feature,"For example I want to create law: player can craft iron ore only with module 4 or 5, but I can't. Something like skill requirement: ![image](https://user-images.githubusercontent.com/45708377/79754524-5ebf2a00-8320-11ea-8a65-a3a1060793e1.png) ",1.0,"Add Modules requirement in law - For example I want to create law: player can craft iron ore only with module 4 or 5, but I can't. Something like skill requirement: ![image](https://user-images.githubusercontent.com/45708377/79754524-5ebf2a00-8320-11ea-8a65-a3a1060793e1.png) ",1,add modules requirement in law for example i want to create law player can craft iron ore only with module or but i can t something like skill requirement ,1 392389,11590754275.0,IssuesEvent,2020-02-24 07:46:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fix and reenable Civics spawn gov test,Priority: Medium Status: Fixed,"It's failing because the room isnt spawning: ![image](https://user-images.githubusercontent.com/3536496/74800755-5b101800-5289-11ea-8476-efa8ef71fc6a.png) See whats up with it and fix it. Ill disable it in staging for now. ",1.0,"Fix and reenable Civics spawn gov test - It's failing because the room isnt spawning: ![image](https://user-images.githubusercontent.com/3536496/74800755-5b101800-5289-11ea-8476-efa8ef71fc6a.png) See whats up with it and fix it. Ill disable it in staging for now. ",1,fix and reenable civics spawn gov test it s failing because the room isnt spawning see whats up with it and fix it ill disable it in staging for now ,1 445234,12827852592.0,IssuesEvent,2020-07-06 19:19:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,CW: user history,Category: Web Priority: Medium Type: Task,"We need to store a history of worlds owned by users. When a user buys a new world put it in a new table for this. Should store userid, aws_name, serverID, region, world price, start date, and end date When world expires and is removed by cron job. also mark the end_Date in the world history table.",1.0,"CW: user history - We need to store a history of worlds owned by users. When a user buys a new world put it in a new table for this. Should store userid, aws_name, serverID, region, world price, start date, and end date When world expires and is removed by cron job. also mark the end_Date in the world history table.",1,cw user history we need to store a history of worlds owned by users when a user buys a new world put it in a new table for this should store userid aws name serverid region world price start date and end date when world expires and is removed by cron job also mark the end date in the world history table ,1 329251,10013958718.0,IssuesEvent,2019-07-15 16:19:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.9 release-preview] Incorrect notification when canceling someone else's craft,Medium Priority QA,"**Version:** 0.8.2.8 beta **Steps to Reproduce:** Attempted to cancel project **Expected behavior:** Projects Cancel and Disappear from Queue **Actual behavior:** Says ""Remaining projects canceled"" but doesn't cancel at all. Cannot pickup workbench or cancel projects **Do you have mods installed? Does issue happen when no mods are installed?:** Says ""Remaining projects canceled"" but doesn't cancel at all. Cannot pickup workbench or cancel projects",1.0,"[0.8.2.9 release-preview] Incorrect notification when canceling someone else's craft - **Version:** 0.8.2.8 beta **Steps to Reproduce:** Attempted to cancel project **Expected behavior:** Projects Cancel and Disappear from Queue **Actual behavior:** Says ""Remaining projects canceled"" but doesn't cancel at all. Cannot pickup workbench or cancel projects **Do you have mods installed? Does issue happen when no mods are installed?:** Says ""Remaining projects canceled"" but doesn't cancel at all. Cannot pickup workbench or cancel projects",1, incorrect notification when canceling someone else s craft version beta steps to reproduce attempted to cancel project expected behavior projects cancel and disappear from queue actual behavior says remaining projects canceled but doesn t cancel at all cannot pickup workbench or cancel projects do you have mods installed does issue happen when no mods are installed says remaining projects canceled but doesn t cancel at all cannot pickup workbench or cancel projects,1 420016,12231528946.0,IssuesEvent,2020-05-04 07:58:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1515] Updates to chat mess up scrolling,Priority: Medium Status: Fixed Week Task,"Sometimes you want to see what has been said in chat earlier but you're having problems because people keep talking and that keeps resetting your scrolling. It would be nice if when you scroll up in the chat new messages coming in wouldn't make you lose your place. 1) Version 0.9.0 staging-1515 2) Steps to reproduce - Scroll up in chat - Have someone else say something in chat - You will lose your place in the scroll and reset back to the bottom of the chat 3) Expected behaviour Once you scroll away from the bottom of the screen the window shouldn't reset you down to the bottom when a new message appears. 4) Actual behaviour Whenever a new message appears your scroll resets to the bottom.",1.0,"[0.9.0 staging-1515] Updates to chat mess up scrolling - Sometimes you want to see what has been said in chat earlier but you're having problems because people keep talking and that keeps resetting your scrolling. It would be nice if when you scroll up in the chat new messages coming in wouldn't make you lose your place. 1) Version 0.9.0 staging-1515 2) Steps to reproduce - Scroll up in chat - Have someone else say something in chat - You will lose your place in the scroll and reset back to the bottom of the chat 3) Expected behaviour Once you scroll away from the bottom of the screen the window shouldn't reset you down to the bottom when a new message appears. 4) Actual behaviour Whenever a new message appears your scroll resets to the bottom.",1, updates to chat mess up scrolling sometimes you want to see what has been said in chat earlier but you re having problems because people keep talking and that keeps resetting your scrolling it would be nice if when you scroll up in the chat new messages coming in wouldn t make you lose your place version staging steps to reproduce scroll up in chat have someone else say something in chat you will lose your place in the scroll and reset back to the bottom of the chat expected behaviour once you scroll away from the bottom of the screen the window shouldn t reset you down to the bottom when a new message appears actual behaviour whenever a new message appears your scroll resets to the bottom ,1 314550,9598682348.0,IssuesEvent,2019-05-10 02:47:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Water Plants appearing really quickly when sand removed near water and also a FISH!!,Medium Priority,"**Version:** 0.6.4.0 alpha staging-ca25d17a ![snap1104](https://user-images.githubusercontent.com/29383891/34999872-cbbb4344-fada-11e7-9fcf-3c8b05b91baf.png) and then placing it back and removing it does make for some interesting ideas as the Fish has stayed ![snap1105](https://user-images.githubusercontent.com/29383891/35000099-628ed7ae-fadb-11e7-9cc6-6c73298c7007.png) ",1.0,"USER ISSUE: Water Plants appearing really quickly when sand removed near water and also a FISH!! - **Version:** 0.6.4.0 alpha staging-ca25d17a ![snap1104](https://user-images.githubusercontent.com/29383891/34999872-cbbb4344-fada-11e7-9fcf-3c8b05b91baf.png) and then placing it back and removing it does make for some interesting ideas as the Fish has stayed ![snap1105](https://user-images.githubusercontent.com/29383891/35000099-628ed7ae-fadb-11e7-9cc6-6c73298c7007.png) ",1,user issue water plants appearing really quickly when sand removed near water and also a fish version alpha staging and then placing it back and removing it does make for some interesting ideas as the fish has stayed ,1 440239,12696358897.0,IssuesEvent,2020-06-22 09:55:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Laws UI,Category: UI Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/3536496/77188582-74c49b00-6a93-11ea-8ae5-303b95b75e27.png) - [ ] These buttons to move/delete a block arent selectable - [ ] Make the trigger/if/else text bigger, since theyre headers - [ ] Remove the garbage can icon from the game, use the red minus everywhere instead. Make it drop below the thing its deleting like above. - [ ] Notice that when you mouse over something to delete it, the highlight is behind the thing. Make it lightly over the top, so you can see what would be deleted. ",1.0,"Laws UI - ![image](https://user-images.githubusercontent.com/3536496/77188582-74c49b00-6a93-11ea-8ae5-303b95b75e27.png) - [ ] These buttons to move/delete a block arent selectable - [ ] Make the trigger/if/else text bigger, since theyre headers - [ ] Remove the garbage can icon from the game, use the red minus everywhere instead. Make it drop below the thing its deleting like above. - [ ] Notice that when you mouse over something to delete it, the highlight is behind the thing. Make it lightly over the top, so you can see what would be deleted. ",1,laws ui these buttons to move delete a block arent selectable make the trigger if else text bigger since theyre headers remove the garbage can icon from the game use the red minus everywhere instead make it drop below the thing its deleting like above notice that when you mouse over something to delete it the highlight is behind the thing make it lightly over the top so you can see what would be deleted ,1 426666,12377390252.0,IssuesEvent,2020-05-19 08:56:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1513] Pipe Component does not contain information,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"This picture is taken from a running Blast Furnace. It should have information displayed for Water, Smog, and Sewage. Right now it is just Smog Output with no information. ![PipeComponent](https://user-images.githubusercontent.com/47330823/79380903-f6cea500-7f15-11ea-998b-f2607ecef37d.png) ",1.0,"[0.9.0 staging-1513] Pipe Component does not contain information - This picture is taken from a running Blast Furnace. It should have information displayed for Water, Smog, and Sewage. Right now it is just Smog Output with no information. ![PipeComponent](https://user-images.githubusercontent.com/47330823/79380903-f6cea500-7f15-11ea-998b-f2607ecef37d.png) ",1, pipe component does not contain information this picture is taken from a running blast furnace it should have information displayed for water smog and sewage right now it is just smog output with no information ,1 251717,8025988088.0,IssuesEvent,2018-07-27 01:04:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tailoring,Medium Priority,"**Version:** 0.7.2.1 beta **Steps to Reproduce:** My Tailoring Specialities need to Learn 7k pts **Expected behavior:** 1-10 pts **Actual behavior:** 7000 pts",1.0,"USER ISSUE: Tailoring - **Version:** 0.7.2.1 beta **Steps to Reproduce:** My Tailoring Specialities need to Learn 7k pts **Expected behavior:** 1-10 pts **Actual behavior:** 7000 pts",1,user issue tailoring version beta steps to reproduce my tailoring specialities need to learn pts expected behavior pts actual behavior pts,1 322232,9815022156.0,IssuesEvent,2019-06-13 11:38:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Issue with collision. Carts and powered vehicles.,Medium Priority,"When traveling with carts, trucks and other powered machines there will be collisions with animals. Now this results in a spectacular show of force by nature - and the consequences are vehicles launched into lower earth orbit. Could Eco instead drain energy while also killing the animal. Eg. if hitting a deer while pulling cart - drain x amount of energy from the character, and while hitting it in a powered vehicle - drain y amount of energy from the engines stored energy or load.",1.0,"Issue with collision. Carts and powered vehicles. - When traveling with carts, trucks and other powered machines there will be collisions with animals. Now this results in a spectacular show of force by nature - and the consequences are vehicles launched into lower earth orbit. Could Eco instead drain energy while also killing the animal. Eg. if hitting a deer while pulling cart - drain x amount of energy from the character, and while hitting it in a powered vehicle - drain y amount of energy from the engines stored energy or load.",1,issue with collision carts and powered vehicles when traveling with carts trucks and other powered machines there will be collisions with animals now this results in a spectacular show of force by nature and the consequences are vehicles launched into lower earth orbit could eco instead drain energy while also killing the animal eg if hitting a deer while pulling cart drain x amount of energy from the character and while hitting it in a powered vehicle drain y amount of energy from the engines stored energy or load ,1 467242,13444354395.0,IssuesEvent,2020-09-08 09:41:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1731] Contracts: exception with creating,Category: Gameplay Priority: Medium,"Create a contract. Have this [11:40:37.051] Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ",1.0,"[0.9.0 staging-1731] Contracts: exception with creating - Create a contract. Have this [11:40:37.051] Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ",1, contracts exception with creating create a contract have this exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui viewuicontainer listchanged in at unityengine lowlevel playerloopsystem updatefunction invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine lowlevel playerloopsystem updatefunction invoke in ,1 497223,14366104079.0,IssuesEvent,2020-12-01 03:29:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Disqus revive comment titles,Category: Accounts Priority: Medium Status: Fixed,"![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/78c1c06d-efed-4615-8a35-9f70ce578fd8) https://disqus.com/home/forums/strangeloopgames/ Disqus used to pull the title of the comment section, like `Eco Updates: Tech-Tree` But since, i added open graph to change the image, it now displays the same title for all comment sections `Build a Civilization in a Simulated Ecosystem` This op:title is set to 'Eco' But for some reason, disus uses the the first h1 on the page, which is `Build a Civilization in a Simulated Ecosystem` See if you can find a way to get disqus comment title, to match the comment section, like it used to. Note, this is hard to test, I haven't been able to get my test comments to display on the disqus. just had to wait til a user commented.",1.0,"Disqus revive comment titles - ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/78c1c06d-efed-4615-8a35-9f70ce578fd8) https://disqus.com/home/forums/strangeloopgames/ Disqus used to pull the title of the comment section, like `Eco Updates: Tech-Tree` But since, i added open graph to change the image, it now displays the same title for all comment sections `Build a Civilization in a Simulated Ecosystem` This op:title is set to 'Eco' But for some reason, disus uses the the first h1 on the page, which is `Build a Civilization in a Simulated Ecosystem` See if you can find a way to get disqus comment title, to match the comment section, like it used to. Note, this is hard to test, I haven't been able to get my test comments to display on the disqus. just had to wait til a user commented.",1,disqus revive comment titles disqus used to pull the title of the comment section like eco updates tech tree but since i added open graph to change the image it now displays the same title for all comment sections build a civilization in a simulated ecosystem this op title is set to eco but for some reason disus uses the the first on the page which is build a civilization in a simulated ecosystem see if you can find a way to get disqus comment title to match the comment section like it used to note this is hard to test i haven t been able to get my test comments to display on the disqus just had to wait til a user commented ,1 206709,7120478625.0,IssuesEvent,2018-01-19 01:26:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Dragging items from the quantity-selection UI twice before it closes causes exception,Medium Priority,"Turn up the lag simulator to allow this one. Need to close the quantity selector as soon as the drag happens",1.0,"Dragging items from the quantity-selection UI twice before it closes causes exception - Turn up the lag simulator to allow this one. Need to close the quantity selector as soon as the drag happens",1,dragging items from the quantity selection ui twice before it closes causes exception turn up the lag simulator to allow this one need to close the quantity selector as soon as the drag happens,1 422020,12264971281.0,IssuesEvent,2020-05-07 06:02:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Exception about text width in popups,Priority: Medium Status: Fixed Week Task,"Seems to happen when disconnecting from server in client. NullReferenceException: Object reference not set to an instance of an object PopupDialogUI.set_Text (System.String value) (at Assets/UI/Scripts/PopupDialogUI.cs:34) Popup.Choice (Eco.Shared.Localization.LocString text, Eco.Shared.Localization.LocString choiceOneText, System.Action onOne, Eco.Shared.Localization.LocString choiceTwoText, System.Action onTwo, System.Nullable`1[T] attachment, System.Boolean unScaled) (at Assets/UI/Scripts/Popup.cs:73) UI.ConnectionUI.DisplayErrorMessage (Eco.Shared.Localization.LocString message, System.Boolean showErrorReportingOptions) (at Assets/UI/Scripts/ConnectionUI.cs:188) UI.ConnectionUI.GotoState (UI.ConnectionUI+ConnectState newState) (at Assets/UI/Scripts/ConnectionUI.cs:260) UI.ConnectionUI.ManualUpdate () (at Assets/UI/Scripts/ConnectionUI.cs:504) UI.UIManager.Update () (at Assets/UI/Scripts/Manager/UIManager.cs:728) ",1.0,"Exception about text width in popups - Seems to happen when disconnecting from server in client. NullReferenceException: Object reference not set to an instance of an object PopupDialogUI.set_Text (System.String value) (at Assets/UI/Scripts/PopupDialogUI.cs:34) Popup.Choice (Eco.Shared.Localization.LocString text, Eco.Shared.Localization.LocString choiceOneText, System.Action onOne, Eco.Shared.Localization.LocString choiceTwoText, System.Action onTwo, System.Nullable`1[T] attachment, System.Boolean unScaled) (at Assets/UI/Scripts/Popup.cs:73) UI.ConnectionUI.DisplayErrorMessage (Eco.Shared.Localization.LocString message, System.Boolean showErrorReportingOptions) (at Assets/UI/Scripts/ConnectionUI.cs:188) UI.ConnectionUI.GotoState (UI.ConnectionUI+ConnectState newState) (at Assets/UI/Scripts/ConnectionUI.cs:260) UI.ConnectionUI.ManualUpdate () (at Assets/UI/Scripts/ConnectionUI.cs:504) UI.UIManager.Update () (at Assets/UI/Scripts/Manager/UIManager.cs:728) ",1,exception about text width in popups seems to happen when disconnecting from server in client nullreferenceexception object reference not set to an instance of an object popupdialogui set text system string value at assets ui scripts popupdialogui cs popup choice eco shared localization locstring text eco shared localization locstring choiceonetext system action onone eco shared localization locstring choicetwotext system action ontwo system nullable attachment system boolean unscaled at assets ui scripts popup cs ui connectionui displayerrormessage eco shared localization locstring message system boolean showerrorreportingoptions at assets ui scripts connectionui cs ui connectionui gotostate ui connectionui connectstate newstate at assets ui scripts connectionui cs ui connectionui manualupdate at assets ui scripts connectionui cs ui uimanager update at assets ui scripts manager uimanager cs ,1 558743,16541611796.0,IssuesEvent,2021-05-27 17:32:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.5 release] Escape must close backpack,Category: Gameplay Priority: Medium Squad: Otter,"As a player, the expected behavior is that escape should close an open UI. This works for almost all UI except, the backpack. This is because some people prefer to play with the backpack UI open at all times. We must go with the behavior that is most intuitive to the majority of players. We will create a follow up issue to allow pinning a UI so it is unimpacted by pressing escape.",1.0,"[0.9.3.5 release] Escape must close backpack - As a player, the expected behavior is that escape should close an open UI. This works for almost all UI except, the backpack. This is because some people prefer to play with the backpack UI open at all times. We must go with the behavior that is most intuitive to the majority of players. We will create a follow up issue to allow pinning a UI so it is unimpacted by pressing escape.",1, escape must close backpack as a player the expected behavior is that escape should close an open ui this works for almost all ui except the backpack this is because some people prefer to play with the backpack ui open at all times we must go with the behavior that is most intuitive to the majority of players we will create a follow up issue to allow pinning a ui so it is unimpacted by pressing escape ,1 503234,14581678825.0,IssuesEvent,2020-12-18 11:05:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta staging-1856]/civics spawngov broken and causing exceptions when opening tables,Category: Tech Priority: Medium Status: Fixed Status: Not reproduced,"Using /civics spawngov will cause exceptions when opening ANY of the spawned tables as they contain invalid objects and depending on which you open it will throw different object called exceptions. ``` System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.Exception: Failed to ratify constitution. at Eco.Gameplay.Civics.CivicsTests.ConfigureCapitolObject(User user, WorldObject capitolObject, WorldObject boardofElections, GovernmentType govType) at Eco.Gameplay.Civics.CivicsCommands.SpawnGov(User user, Boolean requireElections) ``` Which in returns starts to cause other weird things happening. Spawn a building instead and spawn the objects separately for now until this is fixed. do NOT use /civics spawngov for reproducing or checking civics related objects as this can be faulty results.",1.0,"[0.9.2.0 beta staging-1856]/civics spawngov broken and causing exceptions when opening tables - Using /civics spawngov will cause exceptions when opening ANY of the spawned tables as they contain invalid objects and depending on which you open it will throw different object called exceptions. ``` System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.Exception: Failed to ratify constitution. at Eco.Gameplay.Civics.CivicsTests.ConfigureCapitolObject(User user, WorldObject capitolObject, WorldObject boardofElections, GovernmentType govType) at Eco.Gameplay.Civics.CivicsCommands.SpawnGov(User user, Boolean requireElections) ``` Which in returns starts to cause other weird things happening. Spawn a building instead and spawn the objects separately for now until this is fixed. do NOT use /civics spawngov for reproducing or checking civics related objects as this can be faulty results.",1, civics spawngov broken and causing exceptions when opening tables using civics spawngov will cause exceptions when opening any of the spawned tables as they contain invalid objects and depending on which you open it will throw different object called exceptions system reflection targetinvocationexception exception has been thrown by the target of an invocation at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor boolean wrapexceptions at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at system reflection methodbase invoke object obj object parameters at eco gameplay systems chat chatcommandservice c b at eco core utils async taskutils c b system exception failed to ratify constitution at eco gameplay civics civicstests configurecapitolobject user user worldobject capitolobject worldobject boardofelections governmenttype govtype at eco gameplay civics civicscommands spawngov user user boolean requireelections which in returns starts to cause other weird things happening spawn a building instead and spawn the objects separately for now until this is fixed do not use civics spawngov for reproducing or checking civics related objects as this can be faulty results ,1 246327,7894740363.0,IssuesEvent,2018-06-28 22:49:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: stuffed elk.,Medium Priority,"**Version:** 0.7.5.0 beta Looks like overwrite config when updating :p ![20180628225258_1](https://user-images.githubusercontent.com/4980243/42057504-2d8a65c0-7b26-11e8-80a1-75faaf1d4463.jpg) ",1.0,"USER ISSUE: stuffed elk. - **Version:** 0.7.5.0 beta Looks like overwrite config when updating :p ![20180628225258_1](https://user-images.githubusercontent.com/4980243/42057504-2d8a65c0-7b26-11e8-80a1-75faaf1d4463.jpg) ",1,user issue stuffed elk version beta looks like overwrite config when updating p ,1 306620,9397249114.0,IssuesEvent,2019-04-08 09:17:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Excavators,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Get excavator 2. Have someone remove excavator 3. Jump at the excavator **Expected behavior:** Excavator should just meme out of exsitence instead of crashing the game for me. **Actual behavior:** The following error message popped up: ``` Caught exception Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at Eco.Gameplay.Players.Player.ShouldOverrideAuth(InteractionQueryInfo query) ```",1.0,"USER ISSUE: Excavators - **Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Get excavator 2. Have someone remove excavator 3. Jump at the excavator **Expected behavior:** Excavator should just meme out of exsitence instead of crashing the game for me. **Actual behavior:** The following error message popped up: ``` Caught exception Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at Eco.Gameplay.Players.Player.ShouldOverrideAuth(InteractionQueryInfo query) ```",1,user issue excavators version beta steps to reproduce get excavator have someone remove excavator jump at the excavator expected behavior excavator should just meme out of exsitence instead of crashing the game for me actual behavior the following error message popped up caught exception nullable object must have a value at system throwhelper throwinvalidoperationexception exceptionresource resource at eco gameplay players player shouldoverrideauth interactionqueryinfo query ,1 226272,7516994412.0,IssuesEvent,2018-04-12 00:59:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,GUI: Icon language for heavy(carry) vs small objects,Medium Priority,"Currently: Player needs to memorize what type of item is a carry item and what is an inventory item. Problem: Bad usability, problem with flow, problematic readability Suggestion: Use different shape / color for each of the 2 categories.",1.0,"GUI: Icon language for heavy(carry) vs small objects - Currently: Player needs to memorize what type of item is a carry item and what is an inventory item. Problem: Bad usability, problem with flow, problematic readability Suggestion: Use different shape / color for each of the 2 categories.",1,gui icon language for heavy carry vs small objects currently player needs to memorize what type of item is a carry item and what is an inventory item problem bad usability problem with flow problematic readability suggestion use different shape color for each of the categories ,1 230715,7613079084.0,IssuesEvent,2018-05-01 19:53:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,7.4 Can't r-click deposit coal to stone brazier,Medium Priority Steam Report,"From Steam: On 7.4 staging, I'm unable to deposit coal that I'm carrying with an r-click. After putting some in the brazier with E button, I tried to add one more that I was carrying and this turns the brazier on and off now.",1.0,"7.4 Can't r-click deposit coal to stone brazier - From Steam: On 7.4 staging, I'm unable to deposit coal that I'm carrying with an r-click. After putting some in the brazier with E button, I tried to add one more that I was carrying and this turns the brazier on and off now.",1, can t r click deposit coal to stone brazier from steam on staging i m unable to deposit coal that i m carrying with an r click after putting some in the brazier with e button i tried to add one more that i was carrying and this turns the brazier on and off now ,1 533818,15603470328.0,IssuesEvent,2021-03-19 01:56:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1958] Reeling the fishing pole after casting a very short distance takes too long,Category: Gameplay Priority: Medium Type: Quality of Life,"Build: 0.9.3 Staging-1958 ### Issue If you cast a fishing pole at a very short distance, reeling the bobber takes too long. It's quite annoying if repeatedly done most especially if you're targeting nearby fishes. Repro: 1. Select fishing pole. 2. Go near the ocean or lake. 3. Cast nearby or target the nearest water block to your avatar. 4. Cast via LMB. 5. Reel the fishing line and observe. Actual Result: Reeling the fishing line after casting the bobber very close by takes too long. Expected Result: The fishing pole reeling time amount should respect the distance from the TIP TOP of the fishing pole to the distance of the bobber. Video: https://images.zenhubusercontent.com/42199084/ee9c9290-99a0-453e-9db9-04b9591f25b5/2021_03_19_09_54.mp4",1.0,"[0.9.3 Staging-1958] Reeling the fishing pole after casting a very short distance takes too long - Build: 0.9.3 Staging-1958 ### Issue If you cast a fishing pole at a very short distance, reeling the bobber takes too long. It's quite annoying if repeatedly done most especially if you're targeting nearby fishes. Repro: 1. Select fishing pole. 2. Go near the ocean or lake. 3. Cast nearby or target the nearest water block to your avatar. 4. Cast via LMB. 5. Reel the fishing line and observe. Actual Result: Reeling the fishing line after casting the bobber very close by takes too long. Expected Result: The fishing pole reeling time amount should respect the distance from the TIP TOP of the fishing pole to the distance of the bobber. Video: https://images.zenhubusercontent.com/42199084/ee9c9290-99a0-453e-9db9-04b9591f25b5/2021_03_19_09_54.mp4",1, reeling the fishing pole after casting a very short distance takes too long build staging issue if you cast a fishing pole at a very short distance reeling the bobber takes too long it s quite annoying if repeatedly done most especially if you re targeting nearby fishes repro select fishing pole go near the ocean or lake cast nearby or target the nearest water block to your avatar cast via lmb reel the fishing line and observe actual result reeling the fishing line after casting the bobber very close by takes too long expected result the fishing pole reeling time amount should respect the distance from the tip top of the fishing pole to the distance of the bobber video ,1 278849,8651177026.0,IssuesEvent,2018-11-27 01:51:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Report a bug"" on ""connect failed"" error generate incorrect GH code.",Fixed Medium Priority outsource,"**Version:** 0.7.8.0 beta As i see, generated code gor GH incorrect, you can see result in many ussues. e.g. https://github.com/StrangeLoopGames/EcoIssues/issues/10010 ![20181114205808_1](https://user-images.githubusercontent.com/4980243/48502417-8919d780-e850-11e8-8cad-0138d0b96bd6.jpg) ![20181114205812_1](https://user-images.githubusercontent.com/4980243/48502423-8b7c3180-e850-11e8-982d-79fa546db51e.jpg) ![default](https://user-images.githubusercontent.com/4980243/48502392-7e5f4280-e850-11e8-8a7f-9c61461069ea.png) ![default](https://user-images.githubusercontent.com/4980243/48502472-ababf080-e850-11e8-8025-e51ece23afeb.png) ",1.0,"""Report a bug"" on ""connect failed"" error generate incorrect GH code. - **Version:** 0.7.8.0 beta As i see, generated code gor GH incorrect, you can see result in many ussues. e.g. https://github.com/StrangeLoopGames/EcoIssues/issues/10010 ![20181114205808_1](https://user-images.githubusercontent.com/4980243/48502417-8919d780-e850-11e8-8cad-0138d0b96bd6.jpg) ![20181114205812_1](https://user-images.githubusercontent.com/4980243/48502423-8b7c3180-e850-11e8-982d-79fa546db51e.jpg) ![default](https://user-images.githubusercontent.com/4980243/48502392-7e5f4280-e850-11e8-8a7f-9c61461069ea.png) ![default](https://user-images.githubusercontent.com/4980243/48502472-ababf080-e850-11e8-8025-e51ece23afeb.png) ",1, report a bug on connect failed error generate incorrect gh code version beta as i see generated code gor gh incorrect you can see result in many ussues e g ,1 317366,9664143105.0,IssuesEvent,2019-05-21 04:02:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE that can crash server. Digged cube disappear in hands,Medium Priority,"If you dig and in moment of shovel strike will change tool to Scythe of Soil sampler, pile of dirt/tailings/etc just disappear. After third-fourth one server may crash.",1.0,"USER ISSUE that can crash server. Digged cube disappear in hands - If you dig and in moment of shovel strike will change tool to Scythe of Soil sampler, pile of dirt/tailings/etc just disappear. After third-fourth one server may crash.",1,user issue that can crash server digged cube disappear in hands if you dig and in moment of shovel strike will change tool to scythe of soil sampler pile of dirt tailings etc just disappear after third fourth one server may crash ,1 228603,7559191779.0,IssuesEvent,2018-04-20 02:29:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,On Solid Ground restriction wont work if spanning chunks,Medium Priority,For tracking. Remember world borders too,1.0,On Solid Ground restriction wont work if spanning chunks - For tracking. Remember world borders too,1,on solid ground restriction wont work if spanning chunks for tracking remember world borders too,1 207842,7134205322.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract prompts are not clause-sensitive,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34738256-515f6f06-f52d-11e7-88b5-71d0af66aef8.png) I'm not trying to build a road, but the prompt tells me to place construction posts for a road. ",1.0,"Contract prompts are not clause-sensitive - ![image](https://user-images.githubusercontent.com/6262198/34738256-515f6f06-f52d-11e7-88b5-71d0af66aef8.png) I'm not trying to build a road, but the prompt tells me to place construction posts for a road. ",1,contract prompts are not clause sensitive i m not trying to build a road but the prompt tells me to place construction posts for a road ,1 565578,16764653392.0,IssuesEvent,2021-06-14 07:13:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-1990] A few NRE during disconect from server on avatar creation,Category: Tech Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Step to reproduce: - connect to any server first time: - to be in avatar creation window: ![image](https://user-images.githubusercontent.com/45708377/119311400-b6456d00-bc79-11eb-813c-f5bccc1d1275.png) - press disconnect: ![image](https://user-images.githubusercontent.com/45708377/119311427-bba2b780-bc79-11eb-9cf7-1eaa85094a30.png) - have 4 NRE in log file: ``` NullReferenceException: Object reference not set to an instance of an object. at AvatarAnimationResetTrigger.OnStateEnter (UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, System.Int32 layerIndex) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at NotificationPanelUI.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at SpecialitiesStatus.Initialize () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at SkillsButton.Initialize () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6530534/Player.log) ",1.0,"[0.9.4 staging-1990] A few NRE during disconect from server on avatar creation - Step to reproduce: - connect to any server first time: - to be in avatar creation window: ![image](https://user-images.githubusercontent.com/45708377/119311400-b6456d00-bc79-11eb-813c-f5bccc1d1275.png) - press disconnect: ![image](https://user-images.githubusercontent.com/45708377/119311427-bba2b780-bc79-11eb-9cf7-1eaa85094a30.png) - have 4 NRE in log file: ``` NullReferenceException: Object reference not set to an instance of an object. at AvatarAnimationResetTrigger.OnStateEnter (UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, System.Int32 layerIndex) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at NotificationPanelUI.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at SpecialitiesStatus.Initialize () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) NullReferenceException: Object reference not set to an instance of an object. at SkillsButton.Initialize () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6530534/Player.log) ",1, a few nre during disconect from server on avatar creation step to reproduce connect to any server first time to be in avatar creation window press disconnect have nre in log file nullreferenceexception object reference not set to an instance of an object at avataranimationresettrigger onstateenter unityengine animator animator unityengine animatorstateinfo stateinfo system layerindex in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object nullreferenceexception object reference not set to an instance of an object at notificationpanelui start in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object nullreferenceexception object reference not set to an instance of an object at specialitiesstatus initialize in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object nullreferenceexception object reference not set to an instance of an object at skillsbutton initialize in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 553446,16372136802.0,IssuesEvent,2021-05-15 10:53:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-286] Inconsistencies with Labor and Requirements for Research Table,Category: UI Priority: Medium,"Build: 0.9.4 Develop-286 ## Issue The **Research Table** has crafting items that somehow show inconsistencies with labor and requirements. In **0.9.3.4 Release-226**, the Skill Books that are craftable shows this info when hovered over ![image](https://user-images.githubusercontent.com/77248866/118357080-d35bab00-b5aa-11eb-9c65-3bdee0d19c01.png) However, in **0.9.4 Develop-286**, it now shows: ![image](https://user-images.githubusercontent.com/77248866/118357092-ea020200-b5aa-11eb-9f65-fbc403abbe1f.png) Indicating that these items are craftable since they only require specialties at 0 level. Even if I haven't learned these specialties yet. ![image](https://user-images.githubusercontent.com/77248866/118357126-1a49a080-b5ab-11eb-921d-b23f3c9d5f52.png) With this logic, I should also be able to craft those that state labor needed with specialty at level 0 such as the following: ![image](https://user-images.githubusercontent.com/77248866/118357162-45cc8b00-b5ab-11eb-98d6-85fc4ef459a8.png) ![image](https://user-images.githubusercontent.com/77248866/118357170-5250e380-b5ab-11eb-98d1-894d133aa821.png) ![image](https://user-images.githubusercontent.com/77248866/118357227-9512bb80-b5ab-11eb-8de2-8cf93aff96c2.png) ![image](https://user-images.githubusercontent.com/77248866/118357233-a2c84100-b5ab-11eb-9d4e-8e0b483c5faa.png) Furthermore, according to the **Skills UI**(Press Z to open), I have to learn Mining to unlock the **Smelting Skill Book** recipe. But that's not the case if you check the Research Table. Smelting is already unlocked and ready to be crafted. ![image](https://user-images.githubusercontent.com/77248866/118357813-81b51f80-b5ae-11eb-8edf-70451357149d.png) This is also the case for other Skill Books that are craftable already such as Farming, Carpentry, Masonry, Butchery, and Tailoring. #### Recommended I recommend having all skill books and research papers that are **unlocked at the very beginning** have plain labor and remove specialty labor icons and specialty level 0 requirements on them. This conflicts and causes confusion to those that also require specialty level at 0 to craft such as the **Basic Engineering Skill Book**. ![image](https://user-images.githubusercontent.com/77248866/118357503-19197300-b5ad-11eb-8678-5ac068be4ca5.png) Use the universal labor icon for these items. It would be best to have the initial craftable Skills Book and Research Papers to have this ![image](https://user-images.githubusercontent.com/77248866/118357627-b96f9780-b5ad-11eb-9d40-d5d63a9a3d85.png) ",1.0,"[0.9.4 Develop-286] Inconsistencies with Labor and Requirements for Research Table - Build: 0.9.4 Develop-286 ## Issue The **Research Table** has crafting items that somehow show inconsistencies with labor and requirements. In **0.9.3.4 Release-226**, the Skill Books that are craftable shows this info when hovered over ![image](https://user-images.githubusercontent.com/77248866/118357080-d35bab00-b5aa-11eb-9c65-3bdee0d19c01.png) However, in **0.9.4 Develop-286**, it now shows: ![image](https://user-images.githubusercontent.com/77248866/118357092-ea020200-b5aa-11eb-9f65-fbc403abbe1f.png) Indicating that these items are craftable since they only require specialties at 0 level. Even if I haven't learned these specialties yet. ![image](https://user-images.githubusercontent.com/77248866/118357126-1a49a080-b5ab-11eb-921d-b23f3c9d5f52.png) With this logic, I should also be able to craft those that state labor needed with specialty at level 0 such as the following: ![image](https://user-images.githubusercontent.com/77248866/118357162-45cc8b00-b5ab-11eb-98d6-85fc4ef459a8.png) ![image](https://user-images.githubusercontent.com/77248866/118357170-5250e380-b5ab-11eb-98d1-894d133aa821.png) ![image](https://user-images.githubusercontent.com/77248866/118357227-9512bb80-b5ab-11eb-8de2-8cf93aff96c2.png) ![image](https://user-images.githubusercontent.com/77248866/118357233-a2c84100-b5ab-11eb-9d4e-8e0b483c5faa.png) Furthermore, according to the **Skills UI**(Press Z to open), I have to learn Mining to unlock the **Smelting Skill Book** recipe. But that's not the case if you check the Research Table. Smelting is already unlocked and ready to be crafted. ![image](https://user-images.githubusercontent.com/77248866/118357813-81b51f80-b5ae-11eb-8edf-70451357149d.png) This is also the case for other Skill Books that are craftable already such as Farming, Carpentry, Masonry, Butchery, and Tailoring. #### Recommended I recommend having all skill books and research papers that are **unlocked at the very beginning** have plain labor and remove specialty labor icons and specialty level 0 requirements on them. This conflicts and causes confusion to those that also require specialty level at 0 to craft such as the **Basic Engineering Skill Book**. ![image](https://user-images.githubusercontent.com/77248866/118357503-19197300-b5ad-11eb-8678-5ac068be4ca5.png) Use the universal labor icon for these items. It would be best to have the initial craftable Skills Book and Research Papers to have this ![image](https://user-images.githubusercontent.com/77248866/118357627-b96f9780-b5ad-11eb-9d40-d5d63a9a3d85.png) ",1, inconsistencies with labor and requirements for research table build develop issue the research table has crafting items that somehow show inconsistencies with labor and requirements in release the skill books that are craftable shows this info when hovered over however in develop it now shows indicating that these items are craftable since they only require specialties at level even if i haven t learned these specialties yet with this logic i should also be able to craft those that state labor needed with specialty at level such as the following furthermore according to the skills ui press z to open i have to learn mining to unlock the smelting skill book recipe but that s not the case if you check the research table smelting is already unlocked and ready to be crafted this is also the case for other skill books that are craftable already such as farming carpentry masonry butchery and tailoring recommended i recommend having all skill books and research papers that are unlocked at the very beginning have plain labor and remove specialty labor icons and specialty level requirements on them this conflicts and causes confusion to those that also require specialty level at to craft such as the basic engineering skill book use the universal labor icon for these items it would be best to have the initial craftable skills book and research papers to have this ,1 475820,13726297082.0,IssuesEvent,2020-10-03 22:53:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.0.3 beta release-78] List currencies, Accounts etc performance increase.",Category: Tech Priority: Medium,"Need to change the way we fetch lists using OnDemandList to reduce the update delay from opening any function that retrieves a full list of user information, such as Y -> Direct transfer money; Treasury, Objective ""O"" list etc.",1.0,"[0.9.0.3 beta release-78] List currencies, Accounts etc performance increase. - Need to change the way we fetch lists using OnDemandList to reduce the update delay from opening any function that retrieves a full list of user information, such as Y -> Direct transfer money; Treasury, Objective ""O"" list etc.",1, list currencies accounts etc performance increase need to change the way we fetch lists using ondemandlist to reduce the update delay from opening any function that retrieves a full list of user information such as y direct transfer money treasury objective o list etc ,1 540541,15813228110.0,IssuesEvent,2021-04-05 07:16:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 beta staging-1937]Civics: Time Range in hours allow any GameValue picking,Category: Laws Priority: Medium Squad: Mountain Goat Status: Won't Fix Type: Bug,"We can select any type of game value inside the time in hours value which is very strange. ![Screenshot_105](https://user-images.githubusercontent.com/24981362/108814238-be2a3e00-75b2-11eb-9bf1-6e06306f87c9.jpg) ",1.0,"[0.9.3.0 beta staging-1937]Civics: Time Range in hours allow any GameValue picking - We can select any type of game value inside the time in hours value which is very strange. ![Screenshot_105](https://user-images.githubusercontent.com/24981362/108814238-be2a3e00-75b2-11eb-9bf1-6e06306f87c9.jpg) ",1, civics time range in hours allow any gamevalue picking we can select any type of game value inside the time in hours value which is very strange ,1 369016,10887363668.0,IssuesEvent,2019-11-18 14:25:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] /civics testgameactions issues,Fixed Medium Priority,"1. Use /civics testgameactions 2. After some time server was shutdown with db error (] Timeout for db write operation) 3. After restarting server we can't connact with error ``` Exception: NullReferenceException Message:Ссылка на объект не указывает на экземпляр объекта. Source:mscorlib System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта. at System.Object.GetType() at Eco.Gameplay.Civics.CivicAction_ChangeElement.get_Describe() at Eco.Gameplay.Civics.Election.get_Description() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass13_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.ToBson(Object obj, INetClient client) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.ToBson(Object obj, INetClient client) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Gameplay.Players.Player.SendInitialState(BSONObject obj, INetObjectViewer viewer) at Eco.Shared.Networking.NetObjectManager.GetInitialObjectStates(IEnumerable`1 newObjects, INetObjectViewer viewer, INetObjectContainer monitored) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__61_0() ``` In other case: 1. Use command 2. Shut down server properly 3. Try to start server and see this error ``` [12:25:21.093] [3] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentNullException Parameter name: key Source:System.Collections.Immutable Parameter name: key at System.Collections.Immutable.Requires.FailArgumentNullException(String parameterName) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) ``` ",1.0,"[master-preview] /civics testgameactions issues - 1. Use /civics testgameactions 2. After some time server was shutdown with db error (] Timeout for db write operation) 3. After restarting server we can't connact with error ``` Exception: NullReferenceException Message:Ссылка на объект не указывает на экземпляр объекта. Source:mscorlib System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта. at System.Object.GetType() at Eco.Gameplay.Civics.CivicAction_ChangeElement.get_Describe() at Eco.Gameplay.Civics.Election.get_Description() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass13_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.ToBson(Object obj, INetClient client) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.ToBson(Object obj, INetClient client) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Gameplay.Players.Player.SendInitialState(BSONObject obj, INetObjectViewer viewer) at Eco.Shared.Networking.NetObjectManager.GetInitialObjectStates(IEnumerable`1 newObjects, INetObjectViewer viewer, INetObjectContainer monitored) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__61_0() ``` In other case: 1. Use command 2. Shut down server properly 3. Try to start server and see this error ``` [12:25:21.093] [3] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentNullException Parameter name: key Source:System.Collections.Immutable Parameter name: key at System.Collections.Immutable.Requires.FailArgumentNullException(String parameterName) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) ``` ",1, civics testgameactions issues use civics testgameactions after some time server was shutdown with db error timeout for db write operation after restarting server we can t connact with error exception nullreferenceexception message ссылка на объект не указывает на экземпляр объекта source mscorlib system nullreferenceexception ссылка на объект не указывает на экземпляр объекта at system object gettype at eco gameplay civics civicaction changeelement get describe at eco gameplay civics election get description at eco core utils corereflectionutils c b ttarget target at eco core controller controllermanager packagemember bsonobject bson imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco core controller controllermanager tobson object obj inetclient client at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared utils enumerableextensions tobson ienumerable enumeration inetclient client boolean doallparams at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson idictionary dictionary inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco core controller controllermanager packagevalue bsonobject bson imvcnetclient boundclient object value nameid at eco core controller controllermanager packagemember bsonobject bson imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco core controller controllermanager tobson object obj inetclient client at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared utils enumerableextensions tobson ienumerable enumeration inetclient client boolean doallparams at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson idictionary dictionary inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco core controller controllermanager packagevalue bsonobject bson imvcnetclient boundclient object value nameid at eco core controller controllermanager packagemember bsonobject bson imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco gameplay players player sendinitialstate bsonobject obj inetobjectviewer viewer at eco shared networking netobjectmanager getinitialobjectstates ienumerable newobjects inetobjectviewer viewer inetobjectcontainer monitored at eco plugins networking client update at eco plugins networking client b in other case use command shut down server properly try to start server and see this error failed to load server exception was exception argumentnullexception parameter name key source system collections immutable parameter name key at system collections immutable requires failargumentnullexception string parametername at system collections immutable immutabledictionary add tkey key tvalue value at eco core utils immutablehelper applyimmutable t original func apply ,1 249154,7953925342.0,IssuesEvent,2018-07-12 04:49:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stuck inside a players building,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Log off close to a players building Log back on. **Expected behavior:** I expected to log back into the game outside a players building where I was standing at the time **Actual behavior:** I spawned inside a players building instead",1.0,"USER ISSUE: Stuck inside a players building - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Log off close to a players building Log back on. **Expected behavior:** I expected to log back into the game outside a players building where I was standing at the time **Actual behavior:** I spawned inside a players building instead",1,user issue stuck inside a players building version beta steps to reproduce log off close to a players building log back on expected behavior i expected to log back into the game outside a players building where i was standing at the time actual behavior i spawned inside a players building instead,1 410896,12003353119.0,IssuesEvent,2020-04-09 09:27:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1460]Craft table has working sound with complete project.,Category: Audio Priority: Medium Status: Fixed Week Task,"Step to reproduce: - place any craft table. - don't link storages to it. - start order and wait its completing. - order is completed, but I still has notification that I need to collect item from order: ![image](https://user-images.githubusercontent.com/45708377/76524198-b2fe0100-647a-11ea-8f79-bdf366579541.png) - Order is completed, but I still hear working sound.",1.0,"[0.9.0 staging-1460]Craft table has working sound with complete project. - Step to reproduce: - place any craft table. - don't link storages to it. - start order and wait its completing. - order is completed, but I still has notification that I need to collect item from order: ![image](https://user-images.githubusercontent.com/45708377/76524198-b2fe0100-647a-11ea-8f79-bdf366579541.png) - Order is completed, but I still hear working sound.",1, craft table has working sound with complete project step to reproduce place any craft table don t link storages to it start order and wait its completing order is completed but i still has notification that i need to collect item from order order is completed but i still hear working sound ,1 368943,10886295181.0,IssuesEvent,2019-11-18 12:15:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Capitol: Constitution articles feedback,Fixed Medium Priority QA,"- [ ] You can't just read the article. Every opening of the article will create new version of it. But I think players should have a way to read it. - [ ] We need to fix UI for name editing ![bandicam 2019-08-29 17-03-06-939](https://user-images.githubusercontent.com/27898520/63938733-f49b0180-ca7e-11e9-888e-d5af297c3bde.jpg) - [ ] I can't find the way to know which Amendment is connected to this Capitol and read its articles - [ ] So, you can have only one active Capitol with ratified Constitution. But you can make only three articles. So, you MUST place Amend to create more articles?",1.0,"[master-preview] Capitol: Constitution articles feedback - - [ ] You can't just read the article. Every opening of the article will create new version of it. But I think players should have a way to read it. - [ ] We need to fix UI for name editing ![bandicam 2019-08-29 17-03-06-939](https://user-images.githubusercontent.com/27898520/63938733-f49b0180-ca7e-11e9-888e-d5af297c3bde.jpg) - [ ] I can't find the way to know which Amendment is connected to this Capitol and read its articles - [ ] So, you can have only one active Capitol with ratified Constitution. But you can make only three articles. So, you MUST place Amend to create more articles?",1, capitol constitution articles feedback you can t just read the article every opening of the article will create new version of it but i think players should have a way to read it we need to fix ui for name editing i can t find the way to know which amendment is connected to this capitol and read its articles so you can have only one active capitol with ratified constitution but you can make only three articles so you must place amend to create more articles ,1 458627,13178975123.0,IssuesEvent,2020-08-12 10:04:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Investigate why some CI tests not running,Category: DevOps Priority: Medium,"- Running the CITest 'SpawnGov' crashes the server - Somehow changes got into staging without running this - See why its not running and fix",1.0,"Investigate why some CI tests not running - - Running the CITest 'SpawnGov' crashes the server - Somehow changes got into staging without running this - See why its not running and fix",1,investigate why some ci tests not running running the citest spawngov crashes the server somehow changes got into staging without running this see why its not running and fix,1 243702,7860975690.0,IssuesEvent,2018-06-21 21:55:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Magic teleportation allows you to steal from others,Medium Priority,"steps 1. put chest near other players border in range of some storage chest or something of theirs. 2. open chest that you put down 3. move there item from there chest to yours screen shoot included. I have no permissions for anything of this guys. ![20180514043432_1](https://user-images.githubusercontent.com/15990789/39989889-d2bb4542-5730-11e8-92a3-2fbc785d58ea.jpg) ![20180514043446_1](https://user-images.githubusercontent.com/15990789/39989891-d548e238-5730-11e8-86b8-73b74b79df51.jpg) ",1.0,"Magic teleportation allows you to steal from others - steps 1. put chest near other players border in range of some storage chest or something of theirs. 2. open chest that you put down 3. move there item from there chest to yours screen shoot included. I have no permissions for anything of this guys. ![20180514043432_1](https://user-images.githubusercontent.com/15990789/39989889-d2bb4542-5730-11e8-92a3-2fbc785d58ea.jpg) ![20180514043446_1](https://user-images.githubusercontent.com/15990789/39989891-d548e238-5730-11e8-86b8-73b74b79df51.jpg) ",1,magic teleportation allows you to steal from others steps put chest near other players border in range of some storage chest or something of theirs open chest that you put down move there item from there chest to yours screen shoot included i have no permissions for anything of this guys ,1 319747,9754178961.0,IssuesEvent,2019-06-04 10:56:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.3] Roof Blocks incorrectly connect between themselves,Medium Priority QA,"Flat Steel, Framed Glass, Hewn Log, Lumber, Mortared Granite, Mortared Limestone, Mortared Sandstone, Mortared Stone, Reinforced Concrete, Corrugated Steel. ![image](https://user-images.githubusercontent.com/45708377/56112269-2f364e80-5f63-11e9-9b75-1391447b4e6b.png) ![image](https://user-images.githubusercontent.com/45708377/56113532-d23c9780-5f66-11e9-98c1-8c8c5011ae5c.png) ![image](https://user-images.githubusercontent.com/45708377/56113582-f39d8380-5f66-11e9-9248-0bd23e1f45c0.png) ",1.0,"[0.8.1.3] Roof Blocks incorrectly connect between themselves - Flat Steel, Framed Glass, Hewn Log, Lumber, Mortared Granite, Mortared Limestone, Mortared Sandstone, Mortared Stone, Reinforced Concrete, Corrugated Steel. ![image](https://user-images.githubusercontent.com/45708377/56112269-2f364e80-5f63-11e9-9b75-1391447b4e6b.png) ![image](https://user-images.githubusercontent.com/45708377/56113532-d23c9780-5f66-11e9-98c1-8c8c5011ae5c.png) ![image](https://user-images.githubusercontent.com/45708377/56113582-f39d8380-5f66-11e9-9248-0bd23e1f45c0.png) ",1, roof blocks incorrectly connect between themselves flat steel framed glass hewn log lumber mortared granite mortared limestone mortared sandstone mortared stone reinforced concrete corrugated steel ,1 526156,15282343554.0,IssuesEvent,2021-02-23 09:26:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1937] Wild Stew icon has strange texture,Category: Art Priority: Medium Type: Bug,"![image](https://user-images.githubusercontent.com/45708377/108823941-29cfd380-75d2-11eb-809d-5c743fe8dbcd.png) ![image](https://user-images.githubusercontent.com/45708377/108823959-2f2d1e00-75d2-11eb-8d6d-ef75ce1e9ca8.png) Also we have this icon for Campfire in ECOpedia: ![image](https://user-images.githubusercontent.com/45708377/108824035-49ff9280-75d2-11eb-981b-032ef0c3f528.png) ",1.0,"[0.9.3 staging-1937] Wild Stew icon has strange texture - ![image](https://user-images.githubusercontent.com/45708377/108823941-29cfd380-75d2-11eb-809d-5c743fe8dbcd.png) ![image](https://user-images.githubusercontent.com/45708377/108823959-2f2d1e00-75d2-11eb-8d6d-ef75ce1e9ca8.png) Also we have this icon for Campfire in ECOpedia: ![image](https://user-images.githubusercontent.com/45708377/108824035-49ff9280-75d2-11eb-981b-032ef0c3f528.png) ",1, wild stew icon has strange texture also we have this icon for campfire in ecopedia ,1 211938,7214329238.0,IssuesEvent,2018-02-08 01:39:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Iron hammer has no in hand model,Feature Medium Priority,I made the iron hammer today and started using it and noticed it doesn't have a model in your hand while swinging it,1.0,Iron hammer has no in hand model - I made the iron hammer today and started using it and noticed it doesn't have a model in your hand while swinging it,1,iron hammer has no in hand model i made the iron hammer today and started using it and noticed it doesn t have a model in your hand while swinging it,1 501773,14533103316.0,IssuesEvent,2020-12-14 23:47:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add option to reset world with new world seed,Category: Cloud Worlds Priority: Medium Status: Fixed,"you can load randomly generated world by adding this to /start config `""Storage.eco"": ""{\""NewGameTemplate\"": null}""` In UI, either add a checkbox, or a popup to give this as an option for users.",1.0,"Add option to reset world with new world seed - you can load randomly generated world by adding this to /start config `""Storage.eco"": ""{\""NewGameTemplate\"": null}""` In UI, either add a checkbox, or a popup to give this as an option for users.",1,add option to reset world with new world seed you can load randomly generated world by adding this to start config storage eco newgametemplate null in ui either add a checkbox or a popup to give this as an option for users ,1 560182,16589695274.0,IssuesEvent,2021-06-01 05:50:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-286] Avatar seats way off in 3rd person view,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Build: 0.9.4 Develop-286 ## Issue If you try to seat on a bench/chair while in 3rd person view, the avatar ends up seating way off from it. It's like seating on an invisible chair. #### Reproduction Steps 1. Set camera view in 3rd person view. 2. Interact with an object that allows the avatar to seat. 3. Try to seat. 4. Observe. Note: In the video below, noticed the avatar Devqa. He's actually seated on the hewn bench but the same issue can be observed on both my screen and the Devqa's screen. #### Actual Result https://user-images.githubusercontent.com/77248866/118424590-12e4dd00-b6fa-11eb-928a-7e35b50970c6.mp4 #### Expect Result Avatar seats on the chair.",1.0,"[0.9.4 Develop-286] Avatar seats way off in 3rd person view - Build: 0.9.4 Develop-286 ## Issue If you try to seat on a bench/chair while in 3rd person view, the avatar ends up seating way off from it. It's like seating on an invisible chair. #### Reproduction Steps 1. Set camera view in 3rd person view. 2. Interact with an object that allows the avatar to seat. 3. Try to seat. 4. Observe. Note: In the video below, noticed the avatar Devqa. He's actually seated on the hewn bench but the same issue can be observed on both my screen and the Devqa's screen. #### Actual Result https://user-images.githubusercontent.com/77248866/118424590-12e4dd00-b6fa-11eb-928a-7e35b50970c6.mp4 #### Expect Result Avatar seats on the chair.",1, avatar seats way off in person view build develop issue if you try to seat on a bench chair while in person view the avatar ends up seating way off from it it s like seating on an invisible chair reproduction steps set camera view in person view interact with an object that allows the avatar to seat try to seat observe note in the video below noticed the avatar devqa he s actually seated on the hewn bench but the same issue can be observed on both my screen and the devqa s screen actual result expect result avatar seats on the chair ,1 718368,24714800192.0,IssuesEvent,2022-10-20 05:48:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make Deeds exist in registrars in code,Priority: Medium Category: Refactoring Type: Task Squad: Wild Turkey Needs Task Plan,"Deeds need to be changed to derive from Simple Entry and be stored in a Registrar in code. This will allow them all the fixin's and priviliges that go with being in a registrar, such as appearing in the selection boxes in laws. Once this is added, we can implement specifying specific property as in #17733",1.0,"Make Deeds exist in registrars in code - Deeds need to be changed to derive from Simple Entry and be stored in a Registrar in code. This will allow them all the fixin's and priviliges that go with being in a registrar, such as appearing in the selection boxes in laws. Once this is added, we can implement specifying specific property as in #17733",1,make deeds exist in registrars in code deeds need to be changed to derive from simple entry and be stored in a registrar in code this will allow them all the fixin s and priviliges that go with being in a registrar such as appearing in the selection boxes in laws once this is added we can implement specifying specific property as in ,1 426897,12389834074.0,IssuesEvent,2020-05-20 09:39:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1520] Biomes disbalance,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"""Seed"": 1383642256. 0,52 world I have small Biomes(especial Rainforest and Desert) and only 1 big Grassland. ![unknown](https://user-images.githubusercontent.com/45708377/79843612-24f32f80-83c3-11ea-8be6-ddacf19176b9.png) ![unknown (1)](https://user-images.githubusercontent.com/45708377/79843647-31778800-83c3-11ea-97bb-cc93d268117b.png) ![unknown (2)](https://user-images.githubusercontent.com/45708377/79843678-3d634a00-83c3-11ea-8fc8-75e38b556af6.png) ",1.0,"[0.9.0 staging-1520] Biomes disbalance - ""Seed"": 1383642256. 0,52 world I have small Biomes(especial Rainforest and Desert) and only 1 big Grassland. ![unknown](https://user-images.githubusercontent.com/45708377/79843612-24f32f80-83c3-11ea-8be6-ddacf19176b9.png) ![unknown (1)](https://user-images.githubusercontent.com/45708377/79843647-31778800-83c3-11ea-97bb-cc93d268117b.png) ![unknown (2)](https://user-images.githubusercontent.com/45708377/79843678-3d634a00-83c3-11ea-8fc8-75e38b556af6.png) ",1, biomes disbalance seed world i have small biomes especial rainforest and desert and only big grassland ,1 242431,7842140497.0,IssuesEvent,2018-06-18 22:04:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stump is invisible I think.,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** I chopped at a stump and it is gone but it seems like it still has collison. **Expected behavior:** It should have completely disappeared. **Actual behavior:** It still has collision and shows that I can chop at it, yet it is gone.",1.0,"USER ISSUE: Stump is invisible I think. - **Version:** 0.7.3.3 beta **Steps to Reproduce:** I chopped at a stump and it is gone but it seems like it still has collison. **Expected behavior:** It should have completely disappeared. **Actual behavior:** It still has collision and shows that I can chop at it, yet it is gone.",1,user issue stump is invisible i think version beta steps to reproduce i chopped at a stump and it is gone but it seems like it still has collison expected behavior it should have completely disappeared actual behavior it still has collision and shows that i can chop at it yet it is gone ,1 207134,7124947605.0,IssuesEvent,2018-01-19 20:53:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Placing a Hammer in Repair Station Slot kicks me with Error,Medium Priority,"Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC MoveItems on ToolbarInventory! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Skills.RequiresSkillAttribute.get_Description() at Eco.Gameplay.Components.RepairComponent.RepairSlotChanged(User user) at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid) at Eco.Gameplay.Items.Inventory.MoveItems(ItemStack sourceStack, ItemStack targetStack, Player player) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson) ",1.0,"Placing a Hammer in Repair Station Slot kicks me with Error - Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC MoveItems on ToolbarInventory! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Skills.RequiresSkillAttribute.get_Description() at Eco.Gameplay.Components.RepairComponent.RepairSlotChanged(User user) at Eco.Gameplay.Items.InventoryChangeSet.ApplyInternal(Boolean throwOnInvalid) at Eco.Gameplay.Items.Inventory.MoveItems(ItemStack sourceStack, ItemStack targetStack, Player player) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson) ",1,placing a hammer in repair station slot kicks me with error caught exception caught exception invoking rpc viewrpc on client caught exception invoking rpc moveitems on toolbarinventory object reference not set to an instance of an object stack at eco gameplay skills requiresskillattribute get description at eco gameplay components repaircomponent repairslotchanged user user at eco gameplay items inventorychangeset applyinternal boolean throwoninvalid at eco gameplay items inventory moveitems itemstack sourcestack itemstack targetstack player player stack at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco plugins networking clients client viewrpc guid guid string methodname bsonobject bson ,1 554604,16434415386.0,IssuesEvent,2021-05-20 07:37:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-254] NRE with ScrollSensitivity,Category: Tech Priority: Medium Squad: Wild Turkey Type: Bug,"just start a game ``` NullReferenceException: Object reference not set to an instance of an object. at MouseLook.set_ScrollSensitivity (System.Single value) [0x00000] in <00000000000000000000000000000000>:0 at Settings.Awake () [0x00000] in <00000000000000000000000000000000>:0 ```",1.0,"[0.9.4 develop-254] NRE with ScrollSensitivity - just start a game ``` NullReferenceException: Object reference not set to an instance of an object. at MouseLook.set_ScrollSensitivity (System.Single value) [0x00000] in <00000000000000000000000000000000>:0 at Settings.Awake () [0x00000] in <00000000000000000000000000000000>:0 ```",1, nre with scrollsensitivity just start a game nullreferenceexception object reference not set to an instance of an object at mouselook set scrollsensitivity system single value in at settings awake in ,1 444020,12805139295.0,IssuesEvent,2020-07-03 06:48:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make staging server build use staging account system ,Priority: Medium Status: Fixed,"Account server is https://auth.develop.strangeloopgames.com/, need to use this instead of the normal account server for staging builds. - Find or add a compile flag to the staging build process (talk to Eugene aka Jaskes about this) - Make the server check for this during compilation ",1.0,"Make staging server build use staging account system - Account server is https://auth.develop.strangeloopgames.com/, need to use this instead of the normal account server for staging builds. - Find or add a compile flag to the staging build process (talk to Eugene aka Jaskes about this) - Make the server check for this during compilation ",1,make staging server build use staging account system account server is need to use this instead of the normal account server for staging builds find or add a compile flag to the staging build process talk to eugene aka jaskes about this make the server check for this during compilation ,1 195626,6916270929.0,IssuesEvent,2017-11-29 01:36:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Destroying a sapling - Dirt still believes there is a tree on it.,Medium Priority,"I wanted to plant corn seed on a place where a tree sapling was before. After destroying I could not plant a new seed. The soil sampler tells me there is a dead tree. Digging up the dirt and put it back there did not help. Already had another case like this yesterday and it was resolved after a server restart. Picture 1: Dirt with ""dead tree"" on it. ![ecobaum1](https://user-images.githubusercontent.com/33863615/33231005-fefe5b9e-d1ed-11e7-9ee3-84d7022f4b4d.PNG) Picture 2 I destroyed a sapling like this one. ![ecobaum2](https://user-images.githubusercontent.com/33863615/33231016-1c2d49fa-d1ee-11e7-9534-e5f370288dcf.PNG) ",1.0,"Destroying a sapling - Dirt still believes there is a tree on it. - I wanted to plant corn seed on a place where a tree sapling was before. After destroying I could not plant a new seed. The soil sampler tells me there is a dead tree. Digging up the dirt and put it back there did not help. Already had another case like this yesterday and it was resolved after a server restart. Picture 1: Dirt with ""dead tree"" on it. ![ecobaum1](https://user-images.githubusercontent.com/33863615/33231005-fefe5b9e-d1ed-11e7-9ee3-84d7022f4b4d.PNG) Picture 2 I destroyed a sapling like this one. ![ecobaum2](https://user-images.githubusercontent.com/33863615/33231016-1c2d49fa-d1ee-11e7-9534-e5f370288dcf.PNG) ",1,destroying a sapling dirt still believes there is a tree on it i wanted to plant corn seed on a place where a tree sapling was before after destroying i could not plant a new seed the soil sampler tells me there is a dead tree digging up the dirt and put it back there did not help already had another case like this yesterday and it was resolved after a server restart picture dirt with dead tree on it picture i destroyed a sapling like this one ,1 494066,14244488034.0,IssuesEvent,2020-11-19 07:01:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,update url bar with each eco tree click,Category: Accounts Priority: Medium Status: Fixed,"When a user clicks on a section of the eco tree, uprate the browser's url bar with the url for that section. For example: https://play.eco/updates/professions/tailor/09-14-2020 when user clicks on 'professions', the url becomes https://play.eco/updates/professions/ Then if they click 'tailor', the url becomes https://play.eco/updates/professions/tailor/",1.0,"update url bar with each eco tree click - When a user clicks on a section of the eco tree, uprate the browser's url bar with the url for that section. For example: https://play.eco/updates/professions/tailor/09-14-2020 when user clicks on 'professions', the url becomes https://play.eco/updates/professions/ Then if they click 'tailor', the url becomes https://play.eco/updates/professions/tailor/",1,update url bar with each eco tree click when a user clicks on a section of the eco tree uprate the browser s url bar with the url for that section for example when user clicks on professions the url becomes then if they click tailor the url becomes ,1 249178,7953965293.0,IssuesEvent,2018-07-12 05:07:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Graphical Issue - Visible Objects - Low Render Distance,Medium Priority,"**Steps To Reproduce** Set low view distance and graphics across board, apart from Vibrance and 50% Render Scale. You can see animals, trees and peoples structures just floating around, and not unloaded, thus lowering fps. **Expected Behaviour** These items should be in visible, and i should be just looking into an empty abliss ![capture](https://user-images.githubusercontent.com/38164448/39961471-7b240af6-562e-11e8-85a9-5a34bea27424.JPG)",1.0,"Graphical Issue - Visible Objects - Low Render Distance - **Steps To Reproduce** Set low view distance and graphics across board, apart from Vibrance and 50% Render Scale. You can see animals, trees and peoples structures just floating around, and not unloaded, thus lowering fps. **Expected Behaviour** These items should be in visible, and i should be just looking into an empty abliss ![capture](https://user-images.githubusercontent.com/38164448/39961471-7b240af6-562e-11e8-85a9-5a34bea27424.JPG)",1,graphical issue visible objects low render distance steps to reproduce set low view distance and graphics across board apart from vibrance and render scale you can see animals trees and peoples structures just floating around and not unloaded thus lowering fps expected behaviour these items should be in visible and i should be just looking into an empty abliss ,1 505580,14641546458.0,IssuesEvent,2020-12-25 07:24:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1857] Pick up works two times per 1 action.,Category: Gameplay Priority: Medium Status: Fixed,"Step to reproduce: - try to pick up something on anothers property, you will have notification: ![image](https://user-images.githubusercontent.com/45708377/100445175-b2b39d80-30bd-11eb-86fe-38e490e46418.png) - try second time: ![image](https://user-images.githubusercontent.com/45708377/100445194-b9421500-30bd-11eb-9b3e-65af4e006729.png) should be x2, but I have x3.",1.0,"[0.9.2 staging-1857] Pick up works two times per 1 action. - Step to reproduce: - try to pick up something on anothers property, you will have notification: ![image](https://user-images.githubusercontent.com/45708377/100445175-b2b39d80-30bd-11eb-86fe-38e490e46418.png) - try second time: ![image](https://user-images.githubusercontent.com/45708377/100445194-b9421500-30bd-11eb-9b3e-65af4e006729.png) should be x2, but I have x3.",1, pick up works two times per action step to reproduce try to pick up something on anothers property you will have notification try second time should be but i have ,1 387285,11459408558.0,IssuesEvent,2020-02-07 07:10:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,NetworkManger ServiceJob running on main thread,Category: Optimization Priority: Medium Staging Status: Fixed,"It looks like the job is sometimes getting scheduled on the main thread when WaitForJobGroupID is called waiting on any job. It takes it's full time period which can end up stalling the main thread. ![image](https://user-images.githubusercontent.com/431728/72215353-c9144180-355d-11ea-9a86-da56c4f7cad7.png) ",1.0,"NetworkManger ServiceJob running on main thread - It looks like the job is sometimes getting scheduled on the main thread when WaitForJobGroupID is called waiting on any job. It takes it's full time period which can end up stalling the main thread. ![image](https://user-images.githubusercontent.com/431728/72215353-c9144180-355d-11ea-9a86-da56c4f7cad7.png) ",1,networkmanger servicejob running on main thread it looks like the job is sometimes getting scheduled on the main thread when waitforjobgroupid is called waiting on any job it takes it s full time period which can end up stalling the main thread ,1 559957,16581842178.0,IssuesEvent,2021-05-31 12:55:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-261] Plants blicking,Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed Type: Bug,"Sometimes I saw this in release too, but not on such a scale. Perhaps it happens because we have a lot of exceptions in develop now and FPS drops too fast. So step to reproduce: - play 30+ minutes - set view distance at least 120: ![image](https://user-images.githubusercontent.com/45708377/115559674-93abe700-a2bc-11eb-9b8e-2ecaf8bc41eb.png) - fly and see how plants load. They appear, disappear and appear again: https://drive.google.com/file/d/1Ur9tt7Obdakt6rQpV-Y0erjtt0OOrzkx/view?usp=sharing",1.0,"[0.9.4 develop-261] Plants blicking - Sometimes I saw this in release too, but not on such a scale. Perhaps it happens because we have a lot of exceptions in develop now and FPS drops too fast. So step to reproduce: - play 30+ minutes - set view distance at least 120: ![image](https://user-images.githubusercontent.com/45708377/115559674-93abe700-a2bc-11eb-9b8e-2ecaf8bc41eb.png) - fly and see how plants load. They appear, disappear and appear again: https://drive.google.com/file/d/1Ur9tt7Obdakt6rQpV-Y0erjtt0OOrzkx/view?usp=sharing",1, plants blicking sometimes i saw this in release too but not on such a scale perhaps it happens because we have a lot of exceptions in develop now and fps drops too fast so step to reproduce play minutes set view distance at least fly and see how plants load they appear disappear and appear again ,1 480287,13839301749.0,IssuesEvent,2020-10-14 07:45:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-66] Can froze avatar animation when jump away during 'going over top of Ladder' animation,Category: Gameplay Priority: Medium Status: Fixed,"Step to reproduce: - go to the top of ladder, have 'going over top of Ladder' animation : ![image](https://user-images.githubusercontent.com/45708377/94420638-19cfd700-018d-11eb-8ab9-03652f9f4d19.png) - jump away: ![image](https://user-images.githubusercontent.com/45708377/94420673-27855c80-018d-11eb-86f2-9e1f61272a43.png) ![2020 09 28 Can froze avatar animation](https://user-images.githubusercontent.com/45708377/94422757-3d485100-0190-11eb-9452-c66e1e3895ae.gif) - it will be fixed when you start to use ladder again. ",1.0,"[0.9.0 develop-66] Can froze avatar animation when jump away during 'going over top of Ladder' animation - Step to reproduce: - go to the top of ladder, have 'going over top of Ladder' animation : ![image](https://user-images.githubusercontent.com/45708377/94420638-19cfd700-018d-11eb-8ab9-03652f9f4d19.png) - jump away: ![image](https://user-images.githubusercontent.com/45708377/94420673-27855c80-018d-11eb-86f2-9e1f61272a43.png) ![2020 09 28 Can froze avatar animation](https://user-images.githubusercontent.com/45708377/94422757-3d485100-0190-11eb-9452-c66e1e3895ae.gif) - it will be fixed when you start to use ladder again. ",1, can froze avatar animation when jump away during going over top of ladder animation step to reproduce go to the top of ladder have going over top of ladder animation jump away it will be fixed when you start to use ladder again ,1 312778,9552924304.0,IssuesEvent,2019-05-02 17:54:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Law Clause ""Pickup X Ramp"" is confusing",Community Manager Fixed Medium Priority,"You can't pick up ramps anymore, but the law clause is still in. People are not sure if you need it or if you need to tax the respective road item you get when shoveling it up. (I'm still for reverting the change with picking up road blocks instead of the ramp)",1.0,"Law Clause ""Pickup X Ramp"" is confusing - You can't pick up ramps anymore, but the law clause is still in. People are not sure if you need it or if you need to tax the respective road item you get when shoveling it up. (I'm still for reverting the change with picking up road blocks instead of the ramp)",1,law clause pickup x ramp is confusing you can t pick up ramps anymore but the law clause is still in people are not sure if you need it or if you need to tax the respective road item you get when shoveling it up i m still for reverting the change with picking up road blocks instead of the ramp ,1 467159,13442375870.0,IssuesEvent,2020-09-08 06:37:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta develop-23] Crabs swim on top of water,Category: Gameplay Priority: Medium Status: Fixed,"![20200805134319_1](https://user-images.githubusercontent.com/68478692/89446092-176b7680-d722-11ea-9f92-e199ad3fca65.jpg) ![20200805134343_1](https://user-images.githubusercontent.com/68478692/89446095-176b7680-d722-11ea-8baf-ab052eb0ad77.jpg) I don't think crabs swim on top of the water. Crabs can also swim freely through the water.(In the game) But I may be wrong. I would expect unless I am wrong that crabs can be on the beach and at the bottom of the ocean.",1.0,"[0.9.0.0 beta develop-23] Crabs swim on top of water - ![20200805134319_1](https://user-images.githubusercontent.com/68478692/89446092-176b7680-d722-11ea-9f92-e199ad3fca65.jpg) ![20200805134343_1](https://user-images.githubusercontent.com/68478692/89446095-176b7680-d722-11ea-8baf-ab052eb0ad77.jpg) I don't think crabs swim on top of the water. Crabs can also swim freely through the water.(In the game) But I may be wrong. I would expect unless I am wrong that crabs can be on the beach and at the bottom of the ocean.",1, crabs swim on top of water i don t think crabs swim on top of the water crabs can also swim freely through the water in the game but i may be wrong i would expect unless i am wrong that crabs can be on the beach and at the bottom of the ocean ,1 243708,7861024645.0,IssuesEvent,2018-06-21 22:08:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Observation: Grass growing onto tilled soil,Medium Priority,"Was trying to do some farming, left some empty tilled soil near grass. Came back to see tilled soil having grass growing on it. ![image](https://user-images.githubusercontent.com/21984761/36038972-191fe8c2-0dfc-11e8-9e6e-1f917076e36f.png) ",1.0,"Observation: Grass growing onto tilled soil - Was trying to do some farming, left some empty tilled soil near grass. Came back to see tilled soil having grass growing on it. ![image](https://user-images.githubusercontent.com/21984761/36038972-191fe8c2-0dfc-11e8-9e6e-1f917076e36f.png) ",1,observation grass growing onto tilled soil was trying to do some farming left some empty tilled soil near grass came back to see tilled soil having grass growing on it ,1 384169,11384544650.0,IssuesEvent,2020-01-29 09:15:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Vehicles Have No Specified Experience For Crafting,Category: Balance Priority: Medium Status: Fixed Status: Reopen,"Almost every item has EXP value assigned for crafting, even if the EXP value is 1. This is not true for vehicles. The default condition without specification is 1 exp. This line of code is missing from all the vehicles' .cs files: ""this.ExperienceOnCraft = 1; "" As a result all of the following items have the same exp value: Small Wood Cart, Iron Plate, Steam Truck, Steel Plate, and Excavator. I suggest to assign exp values to these, especially Steam Truck & Excavator. Mechanics & Industry grind is slow and it should have more benefit to craft vehicles. For comparison, a Portable Steam Engine gives 10 exp and a Gearbox gives 2 exp.",1.0,"Vehicles Have No Specified Experience For Crafting - Almost every item has EXP value assigned for crafting, even if the EXP value is 1. This is not true for vehicles. The default condition without specification is 1 exp. This line of code is missing from all the vehicles' .cs files: ""this.ExperienceOnCraft = 1; "" As a result all of the following items have the same exp value: Small Wood Cart, Iron Plate, Steam Truck, Steel Plate, and Excavator. I suggest to assign exp values to these, especially Steam Truck & Excavator. Mechanics & Industry grind is slow and it should have more benefit to craft vehicles. For comparison, a Portable Steam Engine gives 10 exp and a Gearbox gives 2 exp.",1,vehicles have no specified experience for crafting almost every item has exp value assigned for crafting even if the exp value is this is not true for vehicles the default condition without specification is exp this line of code is missing from all the vehicles cs files this experienceoncraft as a result all of the following items have the same exp value small wood cart iron plate steam truck steel plate and excavator i suggest to assign exp values to these especially steam truck excavator mechanics industry grind is slow and it should have more benefit to craft vehicles for comparison a portable steam engine gives exp and a gearbox gives exp ,1 462782,13253548601.0,IssuesEvent,2020-08-20 07:48:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Глюк с картой,Category: Tech Priority: Medium,"\ **Version:** 0.9.0.0 beta staging-1728 **Steps to Reproduce:** Просмотр карты **Expected behavior:** Отображение карты **Actual behavior:** Было квадратное, стало треугольное в стиле каких-то комиксов. Переустановка клиента не помогла. Очистка найденых неудаляемых стимом хвостов тоже не помогло. Видимо что-то не удалили. Как это исправить? [скрин карты](https://media.discordapp.net/attachments/743588336802726060/744905727750963240/unknown.png?width=962&height=541) **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100%. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Глюк с картой - \ **Version:** 0.9.0.0 beta staging-1728 **Steps to Reproduce:** Просмотр карты **Expected behavior:** Отображение карты **Actual behavior:** Было квадратное, стало треугольное в стиле каких-то комиксов. Переустановка клиента не помогла. Очистка найденых неудаляемых стимом хвостов тоже не помогло. Видимо что-то не удалили. Как это исправить? [скрин карты](https://media.discordapp.net/attachments/743588336802726060/744905727750963240/unknown.png?width=962&height=541) **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100%. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue глюк с картой version beta staging steps to reproduce просмотр карты expected behavior отображение карты actual behavior было квадратное стало треугольное в стиле каких то комиксов переустановка клиента не помогла очистка найденых неудаляемых стимом хвостов тоже не помогло видимо что то не удалили как это исправить do you have mods installed does the issue happen when no mods are installed ваниль please provide log files instruction is here ,1 445488,12831677688.0,IssuesEvent,2020-07-07 06:02:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1614] Capitol UI after changes,Category: UI Priority: Medium Status: Fixed Week Task,"- [x] 1. Word ""Articles"" is cutted off: ![image](https://user-images.githubusercontent.com/45708377/85275139-92394480-b488-11ea-9460-f2a6037a3ac3.png) - [x] 2. Article description offsets: ![image](https://user-images.githubusercontent.com/45708377/85275398-f3611800-b488-11ea-80b9-0c1852b8c28d.png) - [ ] 3. It's not a bug, but very uncomfortable now, deleting/movable buttons for article lie outside its zone. I would say by location they are more suitable for the second article: ![image](https://user-images.githubusercontent.com/45708377/85275716-679bbb80-b489-11ea-81b5-5e93ab1a2bba.png) I prefer position like here: ![image](https://user-images.githubusercontent.com/45708377/85275912-ad588400-b489-11ea-901e-68af38da215e.png) - [x] 4. You can break movable buttons. Step to reproduce: - just move Article one to second position and then return it to first: ![image](https://user-images.githubusercontent.com/45708377/85276378-5d2df180-b48a-11ea-9000-11da9f6224f7.png) - after that actions I can't move any articles. ",1.0,"[0.9.0 staging-1614] Capitol UI after changes - - [x] 1. Word ""Articles"" is cutted off: ![image](https://user-images.githubusercontent.com/45708377/85275139-92394480-b488-11ea-9460-f2a6037a3ac3.png) - [x] 2. Article description offsets: ![image](https://user-images.githubusercontent.com/45708377/85275398-f3611800-b488-11ea-80b9-0c1852b8c28d.png) - [ ] 3. It's not a bug, but very uncomfortable now, deleting/movable buttons for article lie outside its zone. I would say by location they are more suitable for the second article: ![image](https://user-images.githubusercontent.com/45708377/85275716-679bbb80-b489-11ea-81b5-5e93ab1a2bba.png) I prefer position like here: ![image](https://user-images.githubusercontent.com/45708377/85275912-ad588400-b489-11ea-901e-68af38da215e.png) - [x] 4. You can break movable buttons. Step to reproduce: - just move Article one to second position and then return it to first: ![image](https://user-images.githubusercontent.com/45708377/85276378-5d2df180-b48a-11ea-9000-11da9f6224f7.png) - after that actions I can't move any articles. ",1, capitol ui after changes word articles is cutted off article description offsets it s not a bug but very uncomfortable now deleting movable buttons for article lie outside its zone i would say by location they are more suitable for the second article i prefer position like here you can break movable buttons step to reproduce just move article one to second position and then return it to first after that actions i can t move any articles ,1 234282,7719236495.0,IssuesEvent,2018-05-23 18:45:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't play game except on other peoples servers,Medium Priority,"![ecobugscreen](https://user-images.githubusercontent.com/39308192/40066290-b6428584-585b-11e8-8f42-a22cd19f9849.JPG) New, then any settings and start, or continue, or load, when clicked, remove the IU showing this screen indefinitely, escape key brings the main menu back immediately, have not been able to play since updating to bleeding edge version and issue persists at 7.4.4 even with complete fresh installs can join other servers but want solo/commands for tinkering Windows 10 up to date intel i5 radeon r9 8gb ram Steam purchase/install",1.0,"Can't play game except on other peoples servers - ![ecobugscreen](https://user-images.githubusercontent.com/39308192/40066290-b6428584-585b-11e8-8f42-a22cd19f9849.JPG) New, then any settings and start, or continue, or load, when clicked, remove the IU showing this screen indefinitely, escape key brings the main menu back immediately, have not been able to play since updating to bleeding edge version and issue persists at 7.4.4 even with complete fresh installs can join other servers but want solo/commands for tinkering Windows 10 up to date intel i5 radeon r9 8gb ram Steam purchase/install",1,can t play game except on other peoples servers new then any settings and start or continue or load when clicked remove the iu showing this screen indefinitely escape key brings the main menu back immediately have not been able to play since updating to bleeding edge version and issue persists at even with complete fresh installs can join other servers but want solo commands for tinkering windows up to date intel radeon ram steam purchase install,1 318924,9725256848.0,IssuesEvent,2019-05-30 08:10:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.7.0] Highlight of the cactus turns bright green when looking at it from it's center,Medium Priority,"**Looking at cactus towards the bottom:** ![cacti_normal77](https://user-images.githubusercontent.com/35509188/43171093-6a476e40-8f5d-11e8-8641-bfe0cfef0917.PNG) **Looking at cactus higher up:** ![cacti_notnormal77](https://user-images.githubusercontent.com/35509188/43171108-7e0aacc6-8f5d-11e8-864f-18cee0cd4183.PNG) ",1.0,"[7.7.0] Highlight of the cactus turns bright green when looking at it from it's center - **Looking at cactus towards the bottom:** ![cacti_normal77](https://user-images.githubusercontent.com/35509188/43171093-6a476e40-8f5d-11e8-8641-bfe0cfef0917.PNG) **Looking at cactus higher up:** ![cacti_notnormal77](https://user-images.githubusercontent.com/35509188/43171108-7e0aacc6-8f5d-11e8-864f-18cee0cd4183.PNG) ",1, highlight of the cactus turns bright green when looking at it from it s center looking at cactus towards the bottom looking at cactus higher up ,1 403213,11837709658.0,IssuesEvent,2020-03-23 14:36:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't connect to servers (including official servers),Priority: Medium Status: Investigate,"Eco-Version: 0.8.3.3 Dear Team, sadly, I can't connect to foreign servers (including official servers). If i try, a loading screen is displayed but nothing happens (even after 30+ minutes). I can stop the loading screen by pressing ESC. I reinstalled Eco 4 times, restartet my computer, but this error still retains. Altough I can create a own Server and join it without problems. There are no crash/error files in my ""Appdata/Locallow/StrangeLoopGames/Eco""-directory. The Log-Files are referencing the connection to my own Server. I hope you can help me. Loading Screen (the thing in the middle rotates) - trying to connect to ""[SLG] Giant Panda"" ![Eco_loading_screen](https://user-images.githubusercontent.com/43245070/76627651-ab526100-653b-11ea-83f7-a2aabbc9b13c.PNG) My ""Appdata/Locallow/StrangeLoopGames/Eco""-directory ![Eco_directory](https://user-images.githubusercontent.com/43245070/76627757-de94f000-653b-11ea-8eb6-1cf2e00be088.PNG) ",1.0,"Can't connect to servers (including official servers) - Eco-Version: 0.8.3.3 Dear Team, sadly, I can't connect to foreign servers (including official servers). If i try, a loading screen is displayed but nothing happens (even after 30+ minutes). I can stop the loading screen by pressing ESC. I reinstalled Eco 4 times, restartet my computer, but this error still retains. Altough I can create a own Server and join it without problems. There are no crash/error files in my ""Appdata/Locallow/StrangeLoopGames/Eco""-directory. The Log-Files are referencing the connection to my own Server. I hope you can help me. Loading Screen (the thing in the middle rotates) - trying to connect to ""[SLG] Giant Panda"" ![Eco_loading_screen](https://user-images.githubusercontent.com/43245070/76627651-ab526100-653b-11ea-83f7-a2aabbc9b13c.PNG) My ""Appdata/Locallow/StrangeLoopGames/Eco""-directory ![Eco_directory](https://user-images.githubusercontent.com/43245070/76627757-de94f000-653b-11ea-8eb6-1cf2e00be088.PNG) ",1,can t connect to servers including official servers eco version dear team sadly i can t connect to foreign servers including official servers if i try a loading screen is displayed but nothing happens even after minutes i can stop the loading screen by pressing esc i reinstalled eco times restartet my computer but this error still retains altough i can create a own server and join it without problems there are no crash error files in my appdata locallow strangeloopgames eco directory the log files are referencing the connection to my own server i hope you can help me loading screen the thing in the middle rotates trying to connect to giant panda my appdata locallow strangeloopgames eco directory ,1 389760,11516921691.0,IssuesEvent,2020-02-14 06:52:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1400] Civics, Laws: lost Citizen with few triggers",Priority: Medium Status: Fixed,"1. Create a law with two triggers 2. Try to check if Citizen is an Admin ![bandicam 2020-02-13 15-37-38-269](https://user-images.githubusercontent.com/27898520/74426526-56a5c280-4e77-11ea-84ae-22bc5af835a9.jpg) 3, The law is invalid because its trying to find who should be checked for condition ",1.0,"[0.9.0 staging-1400] Civics, Laws: lost Citizen with few triggers - 1. Create a law with two triggers 2. Try to check if Citizen is an Admin ![bandicam 2020-02-13 15-37-38-269](https://user-images.githubusercontent.com/27898520/74426526-56a5c280-4e77-11ea-84ae-22bc5af835a9.jpg) 3, The law is invalid because its trying to find who should be checked for condition ",1, civics laws lost citizen with few triggers create a law with two triggers try to check if citizen is an admin the law is invalid because its trying to find who should be checked for condition ,1 307805,9422457365.0,IssuesEvent,2019-04-11 09:24:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Can stuck in barrels,Medium Priority,"Copied from here: #11515. 0.8.1.1 still an issue ![image](https://user-images.githubusercontent.com/45708377/55945914-571c6e00-5c54-11e9-97e6-be990a0016e0.png) Unstuck helps very rarely.",1.0,"Can stuck in barrels - Copied from here: #11515. 0.8.1.1 still an issue ![image](https://user-images.githubusercontent.com/45708377/55945914-571c6e00-5c54-11e9-97e6-be990a0016e0.png) Unstuck helps very rarely.",1,can stuck in barrels copied from here still an issue unstuck helps very rarely ,1 206528,7113192846.0,IssuesEvent,2018-01-17 19:35:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Report a Bug button Not working from main title screen,Medium Priority,"This has now stopped working from title screen, when i go back into game the Bug window appears",1.0,"Report a Bug button Not working from main title screen - This has now stopped working from title screen, when i go back into game the Bug window appears",1,report a bug button not working from main title screen this has now stopped working from title screen when i go back into game the bug window appears,1 450926,13021558425.0,IssuesEvent,2020-07-27 06:37:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1686] Fishing line glitches in 3d person view for two players,Category: Gameplay Priority: Medium,"- [ ] 1. You can't see another player fishing line and bobber. - [ ] 2. When another player is near you with fishing pole and you try to throw your fishing pole, than fishing line will appear from both fishing poles. https://drive.google.com/file/d/1NrOaRrgNNtx62ZJDnCthVMMoXCInGZOo/view?usp=sharing",1.0,"[0.9.0 staging-1686] Fishing line glitches in 3d person view for two players - - [ ] 1. You can't see another player fishing line and bobber. - [ ] 2. When another player is near you with fishing pole and you try to throw your fishing pole, than fishing line will appear from both fishing poles. https://drive.google.com/file/d/1NrOaRrgNNtx62ZJDnCthVMMoXCInGZOo/view?usp=sharing",1, fishing line glitches in person view for two players you can t see another player fishing line and bobber when another player is near you with fishing pole and you try to throw your fishing pole than fishing line will appear from both fishing poles ,1 408382,11946184117.0,IssuesEvent,2020-04-03 07:38:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1489] Oil Drilling Upgrade,Priority: Medium Status: Fixed,"Version [0.9.0 staging-1489] Oil Drilling Upgrade require advanced upgrade4 instead of modern upgrade4",1.0,"[0.9.0 staging-1489] Oil Drilling Upgrade - Version [0.9.0 staging-1489] Oil Drilling Upgrade require advanced upgrade4 instead of modern upgrade4",1, oil drilling upgrade version oil drilling upgrade require advanced instead of modern ,1 553712,16380811917.0,IssuesEvent,2021-05-17 01:59:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-281] Missing icon art for Fabric Tag,Category: Gameplay Priority: Medium Status: Fixed Type: Bug,"Build: 0.9.4 Develop-281 ## Issue Missing icon art for fabric tag. ![image](https://user-images.githubusercontent.com/77248866/117535528-cb3ec100-b028-11eb-8d3a-7f4b6245fdd8.png) Note: Not sure if we have plans to change the icon art but there's an existing icon art for fabric tag. Here's the icon for Fabric Tag on 9.3.4 Release-226 ![Fabric2](https://user-images.githubusercontent.com/77248866/117535625-3dafa100-b029-11eb-8040-cf7bb8700c4b.jpg) ",1.0,"[0.9.4 Develop-281] Missing icon art for Fabric Tag - Build: 0.9.4 Develop-281 ## Issue Missing icon art for fabric tag. ![image](https://user-images.githubusercontent.com/77248866/117535528-cb3ec100-b028-11eb-8d3a-7f4b6245fdd8.png) Note: Not sure if we have plans to change the icon art but there's an existing icon art for fabric tag. Here's the icon for Fabric Tag on 9.3.4 Release-226 ![Fabric2](https://user-images.githubusercontent.com/77248866/117535625-3dafa100-b029-11eb-8040-cf7bb8700c4b.jpg) ",1, missing icon art for fabric tag build develop issue missing icon art for fabric tag note not sure if we have plans to change the icon art but there s an existing icon art for fabric tag here s the icon for fabric tag on release ,1 528529,15369023535.0,IssuesEvent,2021-03-02 06:41:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1943] Smith apron doesn't have inside texture,Category: Art Priority: Medium Type: Bug,"It doesn't fit snugly around the body, so it's worth adding it: ![image](https://user-images.githubusercontent.com/45708377/109608524-11fcd000-7b3b-11eb-853c-ae20bc1ff58a.png) ![image](https://user-images.githubusercontent.com/45708377/109608538-15905700-7b3b-11eb-8815-7d0bd45e46e4.png) ![image](https://user-images.githubusercontent.com/45708377/109608681-496b7c80-7b3b-11eb-843d-f17d4d00c050.png) ",1.0,"[0.9.3 staging-1943] Smith apron doesn't have inside texture - It doesn't fit snugly around the body, so it's worth adding it: ![image](https://user-images.githubusercontent.com/45708377/109608524-11fcd000-7b3b-11eb-853c-ae20bc1ff58a.png) ![image](https://user-images.githubusercontent.com/45708377/109608538-15905700-7b3b-11eb-8815-7d0bd45e46e4.png) ![image](https://user-images.githubusercontent.com/45708377/109608681-496b7c80-7b3b-11eb-843d-f17d4d00c050.png) ",1, smith apron doesn t have inside texture it doesn t fit snugly around the body so it s worth adding it ,1 236703,7752109744.0,IssuesEvent,2018-05-30 19:12:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Suggestion] Add Admins info to World Save,Medium Priority Suggestion,"If a Player is made an Admin and the world is used again, but in a different version the player has to ask the Server owner to be made Admin Again. Example: Hoary Marmot as this gets updated quite regularly and if we have been given Admin Rights we have to ask for them again when its updated but the world is still the same one. Don't Add it to user Info as quite often when testing i want my Character deleted from Server but when i join again as a new Player i don't want to have to ask again to be made Admin,",1.0,"[Suggestion] Add Admins info to World Save - If a Player is made an Admin and the world is used again, but in a different version the player has to ask the Server owner to be made Admin Again. Example: Hoary Marmot as this gets updated quite regularly and if we have been given Admin Rights we have to ask for them again when its updated but the world is still the same one. Don't Add it to user Info as quite often when testing i want my Character deleted from Server but when i join again as a new Player i don't want to have to ask again to be made Admin,",1, add admins info to world save if a player is made an admin and the world is used again but in a different version the player has to ask the server owner to be made admin again example hoary marmot as this gets updated quite regularly and if we have been given admin rights we have to ask for them again when its updated but the world is still the same one don t add it to user info as quite often when testing i want my character deleted from server but when i join again as a new player i don t want to have to ask again to be made admin ,1 437589,12599674121.0,IssuesEvent,2020-06-11 06:36:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Planted seeds appear out of nowhere when harvesting,Priority: Medium Status: Fixed Status: Investigate Week Task,"Seen it 3 times now. Once when harvesting Wheat, once when harvesting Corn and once when harvesting Beets The seeds that automatically appear will eventually just die in a couple of hours (maybe minutes?) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4365071/Player-prev.log) [Player - Copy.log](https://github.com/StrangeLoopGames/EcoIssues/files/4365072/Player.-.Copy.log) ![20200322115848_1](https://user-images.githubusercontent.com/39825431/77247818-f4d63680-6c34-11ea-90f5-a0a62ad69912.jpg) Found on 0.9.0.0 beta staging-1464 ",1.0,"Planted seeds appear out of nowhere when harvesting - Seen it 3 times now. Once when harvesting Wheat, once when harvesting Corn and once when harvesting Beets The seeds that automatically appear will eventually just die in a couple of hours (maybe minutes?) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4365071/Player-prev.log) [Player - Copy.log](https://github.com/StrangeLoopGames/EcoIssues/files/4365072/Player.-.Copy.log) ![20200322115848_1](https://user-images.githubusercontent.com/39825431/77247818-f4d63680-6c34-11ea-90f5-a0a62ad69912.jpg) Found on 0.9.0.0 beta staging-1464 ",1,planted seeds appear out of nowhere when harvesting seen it times now once when harvesting wheat once when harvesting corn and once when harvesting beets the seeds that automatically appear will eventually just die in a couple of hours maybe minutes found on beta staging ,1 301507,9221088493.0,IssuesEvent,2019-03-11 19:04:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Ping not work for LAN servers with ""remote addr"" specified.",Fixed Medium Priority,"(without configuring ""reverse NAT"") ![unknown](https://user-images.githubusercontent.com/4980243/52519405-f4b2eb80-2c6b-11e9-995f-cfc7858d28ca.png) ",1.0,"Ping not work for LAN servers with ""remote addr"" specified. - (without configuring ""reverse NAT"") ![unknown](https://user-images.githubusercontent.com/4980243/52519405-f4b2eb80-2c6b-11e9-995f-cfc7858d28ca.png) ",1,ping not work for lan servers with remote addr specified without configuring reverse nat ,1 383134,11351124142.0,IssuesEvent,2020-01-24 10:28:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,You can eat seeds,Priority: Medium,"![image](https://user-images.githubusercontent.com/18184943/54002404-45025980-4103-11e9-84a4-b61558685ff9.png) Pretty sure there should be a check here that stops you from eating things that give exactly 0 calories. Amanita give negative, so it has to be exactly 0.",1.0,"You can eat seeds - ![image](https://user-images.githubusercontent.com/18184943/54002404-45025980-4103-11e9-84a4-b61558685ff9.png) Pretty sure there should be a check here that stops you from eating things that give exactly 0 calories. Amanita give negative, so it has to be exactly 0.",1,you can eat seeds pretty sure there should be a check here that stops you from eating things that give exactly calories amanita give negative so it has to be exactly ,1 497407,14369641490.0,IssuesEvent,2020-12-01 10:01:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1860] Tooltips are closed one by one and take a long time,Category: UI Priority: Medium Type: Regression,"Step to reproduce: - open a lot of tooltips: ![image](https://user-images.githubusercontent.com/45708377/100725574-41cdf780-33d5-11eb-9a82-1350143fcab5.png) - mouseover a free space: https://drive.google.com/file/d/1kNEwNnayn1vSCC8Ix3geydpsdOg7t7DB/view?usp=sharing",1.0,"[0.9.2 staging-1860] Tooltips are closed one by one and take a long time - Step to reproduce: - open a lot of tooltips: ![image](https://user-images.githubusercontent.com/45708377/100725574-41cdf780-33d5-11eb-9a82-1350143fcab5.png) - mouseover a free space: https://drive.google.com/file/d/1kNEwNnayn1vSCC8Ix3geydpsdOg7t7DB/view?usp=sharing",1, tooltips are closed one by one and take a long time step to reproduce open a lot of tooltips mouseover a free space ,1 322997,9834855974.0,IssuesEvent,2019-06-17 10:44:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.4] Possible Typo in WorldGenerator.eco ? ,Fixed Medium Priority QA Verified,"There is overlap in the depth ranges that determine what percent of Iron Ore spawns. It happens in the Desert Biome; Iron Ore spawns at 0.25 frequency at depth range 10-15 and spawns at 0.05 frequency at depth range 13-30. I'm not sure if this is intentional but it is the only case of overlap like this I can find in the config file. ![ironoreconfig](https://user-images.githubusercontent.com/47330823/59552912-da528c80-8f41-11e9-92be-6485070d775d.png) ",1.0,"[0.8.1.4] Possible Typo in WorldGenerator.eco ? - There is overlap in the depth ranges that determine what percent of Iron Ore spawns. It happens in the Desert Biome; Iron Ore spawns at 0.25 frequency at depth range 10-15 and spawns at 0.05 frequency at depth range 13-30. I'm not sure if this is intentional but it is the only case of overlap like this I can find in the config file. ![ironoreconfig](https://user-images.githubusercontent.com/47330823/59552912-da528c80-8f41-11e9-92be-6485070d775d.png) ",1, possible typo in worldgenerator eco there is overlap in the depth ranges that determine what percent of iron ore spawns it happens in the desert biome iron ore spawns at frequency at depth range and spawns at frequency at depth range i m not sure if this is intentional but it is the only case of overlap like this i can find in the config file ,1 249174,7953959277.0,IssuesEvent,2018-07-12 05:04:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,SERVER ISSUE: SLG Server test is down ?,Medium Priority,"Seems like SLG Server test is down. Is it server-related or is it because of server-side backend errors / crashes ? Maybe you could reference these bugs/errors/crashes here too?",1.0,"SERVER ISSUE: SLG Server test is down ? - Seems like SLG Server test is down. Is it server-related or is it because of server-side backend errors / crashes ? Maybe you could reference these bugs/errors/crashes here too?",1,server issue slg server test is down seems like slg server test is down is it server related or is it because of server side backend errors crashes maybe you could reference these bugs errors crashes here too ,1 452805,13059707212.0,IssuesEvent,2020-07-30 11:08:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make starter camp always claim 4 plots.,Category: Gameplay Priority: Medium Status: Fixed,Currently it highlights and claims only occupied plots.,1.0,Make starter camp always claim 4 plots. - Currently it highlights and claims only occupied plots.,1,make starter camp always claim plots currently it highlights and claims only occupied plots ,1 207814,7134081252.0,IssuesEvent,2018-01-22 19:37:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,getting kicked right after loggin in on the GreenLeaf Server,Medium Priority,"Caught exception: Exception has been thrown by the target of an invocation. Teleported myself to DrinkyTheDwarf, got kicked cant log back in",1.0,"getting kicked right after loggin in on the GreenLeaf Server - Caught exception: Exception has been thrown by the target of an invocation. Teleported myself to DrinkyTheDwarf, got kicked cant log back in",1,getting kicked right after loggin in on the greenleaf server caught exception exception has been thrown by the target of an invocation teleported myself to drinkythedwarf got kicked cant log back in,1 490926,14142170168.0,IssuesEvent,2020-11-10 13:43:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 develop-78] Craft glithes if you have Craft resource/time multiplier = 0,Category: Gameplay Priority: Medium Status: Fixed,"Need to set minimum value = 0,01 (more than zero) - [ ] 1. If you set Craft resource multiplier = 0 your craft don't work at all. - [ ] 2. If you set Craft time multiplier = 0 and start order without adding any resources you will have a lot of exceptions in log file: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5345665/Player.log) from here: https://github.com/StrangeLoopGames/EcoIssues/issues/18426 ",1.0,"[0.9.1 develop-78] Craft glithes if you have Craft resource/time multiplier = 0 - Need to set minimum value = 0,01 (more than zero) - [ ] 1. If you set Craft resource multiplier = 0 your craft don't work at all. - [ ] 2. If you set Craft time multiplier = 0 and start order without adding any resources you will have a lot of exceptions in log file: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5345665/Player.log) from here: https://github.com/StrangeLoopGames/EcoIssues/issues/18426 ",1, craft glithes if you have craft resource time multiplier need to set minimum value more than zero if you set craft resource multiplier your craft don t work at all if you set craft time multiplier and start order without adding any resources you will have a lot of exceptions in log file from here ,1 649456,21301572644.0,IssuesEvent,2022-04-15 04:24:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1736] Exception in view notify when have a lot of stockpiles and orders.,Priority: Medium Status: Investigate Category: Tech,"Step to reproduce: - load this world: https://drive.google.com/file/d/1YensNillTUk06gEfX_ZHTXpiO9kylTAF/view?usp=sharing - coordinates: 430,555 - add 4 orders to 4 different workbench and start to move items between different stockpiles. - hard to reproduce, but after some manipulation you will have a lot of exception every time when you add or take items from stockpiles: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ItemQuantityUI.OnChange () [0x00000] in <00000000000000000000000000000000>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5116256/Player-prev.log) the same steps like for #17818",1.0,"[0.9.0 staging-1736] Exception in view notify when have a lot of stockpiles and orders. - Step to reproduce: - load this world: https://drive.google.com/file/d/1YensNillTUk06gEfX_ZHTXpiO9kylTAF/view?usp=sharing - coordinates: 430,555 - add 4 orders to 4 different workbench and start to move items between different stockpiles. - hard to reproduce, but after some manipulation you will have a lot of exception every time when you add or take items from stockpiles: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ItemQuantityUI.OnChange () [0x00000] in <00000000000000000000000000000000>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5116256/Player-prev.log) the same steps like for #17818",1, exception in view notify when have a lot of stockpiles and orders step to reproduce load this world coordinates add orders to different workbench and start to move items between different stockpiles hard to reproduce but after some manipulation you will have a lot of exception every time when you add or take items from stockpiles exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui itemquantityui onchange in at ui itemcollectionui onchange in at system action invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in the same steps like for ,1 444000,12804604712.0,IssuesEvent,2020-07-03 05:11:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1341] Fishing: fish is running from the hook,Category: Gameplay Priority: Medium Status: Fixed,"1. Catch a fish 2. You won't see it on the hook, but it will run away from the hook periodically in the air too 3. But you still can collect it https://drive.google.com/file/d/1dxn0SL6ARgSk8YIYP0fLaj6bnd4srqeT/view?usp=sharing and don't forget for 9.1 https://github.com/StrangeLoopGames/EcoIssues/issues/11931",1.0,"[0.9.0 staging-1341] Fishing: fish is running from the hook - 1. Catch a fish 2. You won't see it on the hook, but it will run away from the hook periodically in the air too 3. But you still can collect it https://drive.google.com/file/d/1dxn0SL6ARgSk8YIYP0fLaj6bnd4srqeT/view?usp=sharing and don't forget for 9.1 https://github.com/StrangeLoopGames/EcoIssues/issues/11931",1, fishing fish is running from the hook catch a fish you won t see it on the hook but it will run away from the hook periodically in the air too but you still can collect it and don t forget for ,1 249190,7954020996.0,IssuesEvent,2018-07-12 05:29:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Game halts on loading,Medium Priority,"https://steamcommunity.com/id/remembertolikeandfave/recommended/382310/ I've seen this reported many times. We need to track down and fix this before 8.0 launch. ",1.0,"Game halts on loading - https://steamcommunity.com/id/remembertolikeandfave/recommended/382310/ I've seen this reported many times. We need to track down and fix this before 8.0 launch. ",1,game halts on loading i ve seen this reported many times we need to track down and fix this before launch ,1 332228,10089715472.0,IssuesEvent,2019-07-26 09:36:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.9] Displaying different type of one tool on a backpack,Medium Priority QA,"Step to reproduse: - have wooden shovel, modern shovel at toolbar - select other tool ![image](https://user-images.githubusercontent.com/45708377/61942209-9d969e00-afa1-11e9-82ec-e4b95eda80c3.png) ",1.0,"[0.8.2.9] Displaying different type of one tool on a backpack - Step to reproduse: - have wooden shovel, modern shovel at toolbar - select other tool ![image](https://user-images.githubusercontent.com/45708377/61942209-9d969e00-afa1-11e9-82ec-e4b95eda80c3.png) ",1, displaying different type of one tool on a backpack step to reproduse have wooden shovel modern shovel at toolbar select other tool ,1 219180,7333772227.0,IssuesEvent,2018-03-05 20:29:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: ,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC SendChat on ChatManager! Exception has been thrown by the target of an invocation. Error converting value 12 to type 'Eco.CTK.Logs'. Path '', line 1, position 2. Could not cast or convert from System.Int64 to Eco.CTK.Logs. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) at Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) at Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user) ```",1.0,"USER ISSUE: - **Version:** 0.7.1.2 beta **Steps to Reproduce:** **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC SendChat on ChatManager! Exception has been thrown by the target of an invocation. Error converting value 12 to type 'Eco.CTK.Logs'. Path '', line 1, position 2. Could not cast or convert from System.Int64 to Eco.CTK.Logs. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) at Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) at Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user) ```",1,user issue version beta steps to reproduce expected behavior actual behavior the following error message popped up caught exception caught exception invoking rpc sendchat on chatmanager exception has been thrown by the target of an invocation error converting value to type eco ctk logs path line position could not cast or convert from system to eco ctk logs stack at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor at system reflection runtimemethodinfo unsafeinvokeinternal object obj object parameters object arguments at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at eco gameplay systems chat chatmanager invokecommand string commandname methodinfo method string args user user at eco gameplay systems chat chatmanager processascommand string text user user at eco gameplay systems chat chatmanager sendchat chatmessage msg string text user user ,1 242432,7842164457.0,IssuesEvent,2018-06-18 22:10:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,ISSUE: mouse cursor not fetched from the window when joing my first world after launch,Medium Priority,"i am playing in windowed mode and the game has just been launched, the moment i join our server (password protected) the mouse curssor is not locked by the game windo but the game is interacting, so i can click in the game and it works but also i click on my desktop they keyboard does not work then, and that is an even bigger isue, because i can not hit ""tab"" i have to move my mouse around bit and hit tab or escape until the game fetches my keyboard input eventually i can not 100% recreate this but it seems relöated when the game looses focus while entering the world",1.0,"ISSUE: mouse cursor not fetched from the window when joing my first world after launch - i am playing in windowed mode and the game has just been launched, the moment i join our server (password protected) the mouse curssor is not locked by the game windo but the game is interacting, so i can click in the game and it works but also i click on my desktop they keyboard does not work then, and that is an even bigger isue, because i can not hit ""tab"" i have to move my mouse around bit and hit tab or escape until the game fetches my keyboard input eventually i can not 100% recreate this but it seems relöated when the game looses focus while entering the world",1,issue mouse cursor not fetched from the window when joing my first world after launch i am playing in windowed mode and the game has just been launched the moment i join our server password protected the mouse curssor is not locked by the game windo but the game is interacting so i can click in the game and it works but also i click on my desktop they keyboard does not work then and that is an even bigger isue because i can not hit tab i have to move my mouse around bit and hit tab or escape until the game fetches my keyboard input eventually i can not recreate this but it seems relöated when the game looses focus while entering the world,1 458045,13167428812.0,IssuesEvent,2020-08-11 10:15:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 - dev-23] Modding - Server crash on config manipulation,Category: Modkit Priority: Medium,"While developing DiscordLink is noticed the server would crash when any element (that is not a collection) was changed in the config via the server UI. For booleans, this happens right away and for other types it crashes upon hitting enter while the input field has focus. This is a huge issue for the 9.0 update of the mod as we recommend our users to do configuration via the server interface. I've made a minimal project that reproduces the issue. I used DLLs fetched from the temp directory of the dev-23 server for this. [EcoServerCrashMVP.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5033963/EcoServerCrashMVP.zip) Here is the DLL output of the above project (compiled with debug flags) [EcoServerCrashMVP.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5033974/EcoServerCrashMVP.zip) Steps to reproduce: 1. Add the mod DLL to the server. 2. Start the server. 3. In the server UI, navigate to EcoServerCrashMVP.MVP (probably did something odd to get that name but that shouldn't be related to the crash). 4. Change the value of the ""The Bool"" field. 5. Observe NullReferenceException outside of the plugin code. -------------------------- Exception + Stack trace -------------------------- ``` System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Server.UI.ServerMainForm.<>c__DisplayClass7_0.b__0(Object o, PropertyValueChangedEventArgs e) at System.Windows.Forms.PropertyGrid.OnPropertyValueChanged(PropertyValueChangedEventArgs e) at System.Windows.Forms.PropertyGrid.OnPropertyValueSet(GridItem changedItem, Object oldValue) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.CommitValue(GridEntry ipeCur, Object value, Boolean closeDropDown) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.ProcessEnumUpAndDown(GridEntry gridEntry, Keys keyCode, Boolean closeDropDown) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.OnEditKeyDown(Object sender, KeyEventArgs ke) at System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.GridViewEdit.OnKeyDown(KeyEventArgs ke) at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.TextBox.WndProc(Message& m) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.GridViewEdit.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ``` -------------------------- Plugin code reference -------------------------- ``` using System.ComponentModel; using Eco.Core.Plugins; using Eco.Core.Plugins.Interfaces; using Eco.Core.Utils; namespace EcoServerCrashMVP { public class MVP : IModKitPlugin, IConfigurablePlugin, IInitializablePlugin { public ThreadSafeAction ParamChanged { get; set; } private PluginConfig _configOptions; public string GetStatus() { return _configOptions.Config.TheBool ? ""Bool is True"" : ""Bool is False""; } public IPluginConfig PluginConfig { get { return _configOptions; } } public object GetEditObject() { return _configOptions.Config; } public void OnEditObjectChanged(object o, string param) { } public void Initialize(TimedTask timer) { _configOptions = new PluginConfig(""CrashMVP""); } } public class TinyConfig { [Description(""Flip to crash!""), Category(""Crashing"")] public bool TheBool { get; set; } = false; } } ```",1.0,"[0.9.0.0 - dev-23] Modding - Server crash on config manipulation - While developing DiscordLink is noticed the server would crash when any element (that is not a collection) was changed in the config via the server UI. For booleans, this happens right away and for other types it crashes upon hitting enter while the input field has focus. This is a huge issue for the 9.0 update of the mod as we recommend our users to do configuration via the server interface. I've made a minimal project that reproduces the issue. I used DLLs fetched from the temp directory of the dev-23 server for this. [EcoServerCrashMVP.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5033963/EcoServerCrashMVP.zip) Here is the DLL output of the above project (compiled with debug flags) [EcoServerCrashMVP.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5033974/EcoServerCrashMVP.zip) Steps to reproduce: 1. Add the mod DLL to the server. 2. Start the server. 3. In the server UI, navigate to EcoServerCrashMVP.MVP (probably did something odd to get that name but that shouldn't be related to the crash). 4. Change the value of the ""The Bool"" field. 5. Observe NullReferenceException outside of the plugin code. -------------------------- Exception + Stack trace -------------------------- ``` System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Server.UI.ServerMainForm.<>c__DisplayClass7_0.b__0(Object o, PropertyValueChangedEventArgs e) at System.Windows.Forms.PropertyGrid.OnPropertyValueChanged(PropertyValueChangedEventArgs e) at System.Windows.Forms.PropertyGrid.OnPropertyValueSet(GridItem changedItem, Object oldValue) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.CommitValue(GridEntry ipeCur, Object value, Boolean closeDropDown) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.ProcessEnumUpAndDown(GridEntry gridEntry, Keys keyCode, Boolean closeDropDown) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.OnEditKeyDown(Object sender, KeyEventArgs ke) at System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.GridViewEdit.OnKeyDown(KeyEventArgs ke) at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.TextBox.WndProc(Message& m) at System.Windows.Forms.PropertyGridInternal.PropertyGridView.GridViewEdit.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ``` -------------------------- Plugin code reference -------------------------- ``` using System.ComponentModel; using Eco.Core.Plugins; using Eco.Core.Plugins.Interfaces; using Eco.Core.Utils; namespace EcoServerCrashMVP { public class MVP : IModKitPlugin, IConfigurablePlugin, IInitializablePlugin { public ThreadSafeAction ParamChanged { get; set; } private PluginConfig _configOptions; public string GetStatus() { return _configOptions.Config.TheBool ? ""Bool is True"" : ""Bool is False""; } public IPluginConfig PluginConfig { get { return _configOptions; } } public object GetEditObject() { return _configOptions.Config; } public void OnEditObjectChanged(object o, string param) { } public void Initialize(TimedTask timer) { _configOptions = new PluginConfig(""CrashMVP""); } } public class TinyConfig { [Description(""Flip to crash!""), Category(""Crashing"")] public bool TheBool { get; set; } = false; } } ```",1, modding server crash on config manipulation while developing discordlink is noticed the server would crash when any element that is not a collection was changed in the config via the server ui for booleans this happens right away and for other types it crashes upon hitting enter while the input field has focus this is a huge issue for the update of the mod as we recommend our users to do configuration via the server interface i ve made a minimal project that reproduces the issue i used dlls fetched from the temp directory of the dev server for this here is the dll output of the above project compiled with debug flags steps to reproduce add the mod dll to the server start the server in the server ui navigate to ecoservercrashmvp mvp probably did something odd to get that name but that shouldn t be related to the crash change the value of the the bool field observe nullreferenceexception outside of the plugin code exception stack trace system nullreferenceexception object reference not set to an instance of an object at eco server ui servermainform c b object o propertyvaluechangedeventargs e at system windows forms propertygrid onpropertyvaluechanged propertyvaluechangedeventargs e at system windows forms propertygrid onpropertyvalueset griditem changeditem object oldvalue at system windows forms propertygridinternal propertygridview commitvalue gridentry ipecur object value boolean closedropdown at system windows forms propertygridinternal propertygridview processenumupanddown gridentry gridentry keys keycode boolean closedropdown at system windows forms propertygridinternal propertygridview oneditkeydown object sender keyeventargs ke at system windows forms control onkeydown keyeventargs e at system windows forms propertygridinternal propertygridview gridviewedit onkeydown keyeventargs ke at system windows forms control processkeyeventargs message m at system windows forms control processkeymessage message m at system windows forms control wndproc message m at system windows forms textbox wndproc message m at system windows forms propertygridinternal propertygridview gridviewedit wndproc message m at system windows forms nativewindow callback intptr hwnd msg intptr wparam intptr lparam plugin code reference using system componentmodel using eco core plugins using eco core plugins interfaces using eco core utils namespace ecoservercrashmvp public class mvp imodkitplugin iconfigurableplugin iinitializableplugin public threadsafeaction paramchanged get set private pluginconfig configoptions public string getstatus return configoptions config thebool bool is true bool is false public ipluginconfig pluginconfig get return configoptions public object geteditobject return configoptions config public void oneditobjectchanged object o string param public void initialize timedtask timer configoptions new pluginconfig crashmvp public class tinyconfig public bool thebool get set false ,1 376318,11141172625.0,IssuesEvent,2019-12-21 20:20:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1297] Contracts: Unable to complete loan with other outstanding debt,Fixed Medium Priority Verified,"When taking multiple loans from the same person, you are unable to mark a repaid loan as completed if the borrower still has outstanding debt to the lender. The game recognizes the individual loan is repaid but the check for completing the contract just compares to the wrong value. To replicate with 2 users: - User1 posts two loan contracts - User2 accepts both. This is what they see: ![ActiveLoans](https://user-images.githubusercontent.com/47330823/70865650-a23dfd80-1f14-11ea-8759-e5dca3674af1.png) ![YourDebts1](https://user-images.githubusercontent.com/47330823/70865651-a407c100-1f14-11ea-8c46-5ec34077a6c6.png) - User2 repays one of the loans. ![YourDebts2](https://user-images.githubusercontent.com/47330823/70865664-ca2d6100-1f14-11ea-940d-07415c7b8347.png) - User2 tries to mark either of the loan contract as finished, but gets an error message. ![LoanError](https://user-images.githubusercontent.com/47330823/70865667-d31e3280-1f14-11ea-8ea0-23f4225aa413.png)",1.0,"[0.9.0 staging-1297] Contracts: Unable to complete loan with other outstanding debt - When taking multiple loans from the same person, you are unable to mark a repaid loan as completed if the borrower still has outstanding debt to the lender. The game recognizes the individual loan is repaid but the check for completing the contract just compares to the wrong value. To replicate with 2 users: - User1 posts two loan contracts - User2 accepts both. This is what they see: ![ActiveLoans](https://user-images.githubusercontent.com/47330823/70865650-a23dfd80-1f14-11ea-8759-e5dca3674af1.png) ![YourDebts1](https://user-images.githubusercontent.com/47330823/70865651-a407c100-1f14-11ea-8c46-5ec34077a6c6.png) - User2 repays one of the loans. ![YourDebts2](https://user-images.githubusercontent.com/47330823/70865664-ca2d6100-1f14-11ea-940d-07415c7b8347.png) - User2 tries to mark either of the loan contract as finished, but gets an error message. ![LoanError](https://user-images.githubusercontent.com/47330823/70865667-d31e3280-1f14-11ea-8ea0-23f4225aa413.png)",1, contracts unable to complete loan with other outstanding debt when taking multiple loans from the same person you are unable to mark a repaid loan as completed if the borrower still has outstanding debt to the lender the game recognizes the individual loan is repaid but the check for completing the contract just compares to the wrong value to replicate with users posts two loan contracts accepts both this is what they see repays one of the loans tries to mark either of the loan contract as finished but gets an error message ,1 282209,8704525179.0,IssuesEvent,2018-12-05 19:39:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server Crash After 6.4.0 Upgrade,Medium Priority,"Tried to upgrade from both 6.2.0 and 6.3.1 and neither will work. --BEGIN DUMP-- Dump Time 01/17/2018 20:48:54 Exception System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor(String saveName, String configDir) at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute()<--- Inner Exception System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor(String saveName, String configDir) at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute()<--- --END DUMP-- ",1.0,"Server Crash After 6.4.0 Upgrade - Tried to upgrade from both 6.2.0 and 6.3.1 and neither will work. --BEGIN DUMP-- Dump Time 01/17/2018 20:48:54 Exception System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor(String saveName, String configDir) at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute()<--- Inner Exception System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor(String saveName, String configDir) at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Runtime.Serialization.SerializationException: Member 'Eco.Simulation.WorldLayers.IWorldLayerInteraction' was not found. at System.Runtime.Serialization.SerializationInfo.GetElement(String name, Type& foundType) at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type) at Eco.Core.Utils.SerializedSynchronizedCollection`1..ctor(SerializationInfo si, StreamingContext context) at Void .ctor(System.Runtime.Serialization.SerializationInfo, System.Runtime.Serialization.StreamingContext)(Object[] ) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateISerializable(JsonReader reader, JsonISerializableContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Eco.Core.Plugins.PluginConfig`1.Load(String filename) at Eco.Simulation.EcoSim..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__8_3() at System.Threading.Tasks.Task.Execute()<--- --END DUMP-- ",1,server crash after upgrade tried to upgrade from both and and neither will work begin dump dump time exception system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system runtime serialization serializationexception member eco simulation worldlayers iworldlayerinteraction was not found at system runtime serialization serializationinfo getelement string name type foundtype at system runtime serialization serializationinfo getvalue string name type type at eco core utils serializedsynchronizedcollection ctor serializationinfo si streamingcontext context at void ctor system runtime serialization serializationinfo system runtime serialization streamingcontext object at newtonsoft json serialization jsonserializerinternalreader createiserializable jsonreader reader jsoniserializablecontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader setpropertyvalue jsonproperty property jsonconverter propertyconverter jsoncontainercontract containercontract jsonproperty containerproperty jsonreader reader object target at newtonsoft json serialization jsonserializerinternalreader populateobject object newobject jsonreader reader jsonobjectcontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader deserialize jsonreader reader type objecttype boolean checkadditionalcontent at newtonsoft json jsonserializer deserializeinternal jsonreader reader type objecttype at newtonsoft json jsonconvert deserializeobject string value type type jsonserializersettings settings at newtonsoft json jsonconvert deserializeobject string value jsonserializersettings settings at eco core plugins pluginconfig load string filename at eco simulation ecosim ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager ctor string savename string configdir at eco server startup start string args at eco server mainclass main string args inner exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system runtime serialization serializationexception member eco simulation worldlayers iworldlayerinteraction was not found at system runtime serialization serializationinfo getelement string name type foundtype at system runtime serialization serializationinfo getvalue string name type type at eco core utils serializedsynchronizedcollection ctor serializationinfo si streamingcontext context at void ctor system runtime serialization serializationinfo system runtime serialization streamingcontext object at newtonsoft json serialization jsonserializerinternalreader createiserializable jsonreader reader jsoniserializablecontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader setpropertyvalue jsonproperty property jsonconverter propertyconverter jsoncontainercontract containercontract jsonproperty containerproperty jsonreader reader object target at newtonsoft json serialization jsonserializerinternalreader populateobject object newobject jsonreader reader jsonobjectcontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader deserialize jsonreader reader type objecttype boolean checkadditionalcontent at newtonsoft json jsonserializer deserializeinternal jsonreader reader type objecttype at newtonsoft json jsonconvert deserializeobject string value type type jsonserializersettings settings at newtonsoft json jsonconvert deserializeobject string value jsonserializersettings settings at eco core plugins pluginconfig load string filename at eco simulation ecosim ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute inner exception system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system runtime serialization serializationexception member eco simulation worldlayers iworldlayerinteraction was not found at system runtime serialization serializationinfo getelement string name type foundtype at system runtime serialization serializationinfo getvalue string name type type at eco core utils serializedsynchronizedcollection ctor serializationinfo si streamingcontext context at void ctor system runtime serialization serializationinfo system runtime serialization streamingcontext object at newtonsoft json serialization jsonserializerinternalreader createiserializable jsonreader reader jsoniserializablecontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader setpropertyvalue jsonproperty property jsonconverter propertyconverter jsoncontainercontract containercontract jsonproperty containerproperty jsonreader reader object target at newtonsoft json serialization jsonserializerinternalreader populateobject object newobject jsonreader reader jsonobjectcontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader deserialize jsonreader reader type objecttype boolean checkadditionalcontent at newtonsoft json jsonserializer deserializeinternal jsonreader reader type objecttype at newtonsoft json jsonconvert deserializeobject string value type type jsonserializersettings settings at newtonsoft json jsonconvert deserializeobject string value jsonserializersettings settings at eco core plugins pluginconfig load string filename at eco simulation ecosim ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager ctor string savename string configdir at eco server startup start string args at eco server mainclass main string args inner exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system runtime serialization serializationexception member eco simulation worldlayers iworldlayerinteraction was not found at system runtime serialization serializationinfo getelement string name type foundtype at system runtime serialization serializationinfo getvalue string name type type at eco core utils serializedsynchronizedcollection ctor serializationinfo si streamingcontext context at void ctor system runtime serialization serializationinfo system runtime serialization streamingcontext object at newtonsoft json serialization jsonserializerinternalreader createiserializable jsonreader reader jsoniserializablecontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader setpropertyvalue jsonproperty property jsonconverter propertyconverter jsoncontainercontract containercontract jsonproperty containerproperty jsonreader reader object target at newtonsoft json serialization jsonserializerinternalreader populateobject object newobject jsonreader reader jsonobjectcontract contract jsonproperty member string id at newtonsoft json serialization jsonserializerinternalreader createobject jsonreader reader type objecttype jsoncontract contract jsonproperty member jsoncontainercontract containercontract jsonproperty containermember object existingvalue at newtonsoft json serialization jsonserializerinternalreader deserialize jsonreader reader type objecttype boolean checkadditionalcontent at newtonsoft json jsonserializer deserializeinternal jsonreader reader type objecttype at newtonsoft json jsonconvert deserializeobject string value type type jsonserializersettings settings at newtonsoft json jsonconvert deserializeobject string value jsonserializersettings settings at eco core plugins pluginconfig load string filename at eco simulation ecosim ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end dump ,1 411685,12030735794.0,IssuesEvent,2020-04-13 08:01:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 - first click at profession category display nothing (ecopedia),Priority: Medium Status: Fixed Week Task,"Just look. e.g. i (first time) click at ""smith"" ![20200131101305_1](https://user-images.githubusercontent.com/4980243/73519545-71594f80-4412-11ea-8368-57c2a0e42d77.jpg) ![20200131101310_1](https://user-images.githubusercontent.com/4980243/73519547-73231300-4412-11ea-8f35-4ac1ce0e4abc.jpg) nothing. ![20200131101316_1](https://user-images.githubusercontent.com/4980243/73519557-7918f400-4412-11ea-8628-cfd0bdee44ee.jpg) i need to click to any profession there to display it. ![20200131101318_1](https://user-images.githubusercontent.com/4980243/73519564-7cac7b00-4412-11ea-9f6e-2b7077b6bdbc.jpg) But one profession already highlighted. ",1.0,"0.9 - first click at profession category display nothing (ecopedia) - Just look. e.g. i (first time) click at ""smith"" ![20200131101305_1](https://user-images.githubusercontent.com/4980243/73519545-71594f80-4412-11ea-8368-57c2a0e42d77.jpg) ![20200131101310_1](https://user-images.githubusercontent.com/4980243/73519547-73231300-4412-11ea-8f35-4ac1ce0e4abc.jpg) nothing. ![20200131101316_1](https://user-images.githubusercontent.com/4980243/73519557-7918f400-4412-11ea-8628-cfd0bdee44ee.jpg) i need to click to any profession there to display it. ![20200131101318_1](https://user-images.githubusercontent.com/4980243/73519564-7cac7b00-4412-11ea-9f6e-2b7077b6bdbc.jpg) But one profession already highlighted. ",1, first click at profession category display nothing ecopedia just look e g i first time click at smith nothing i need to click to any profession there to display it but one profession already highlighted ,1 566012,16778105636.0,IssuesEvent,2021-06-15 01:47:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,server id parameters,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"Add some parameters for server ID to make it easier to find correct server. Currently must list all servers and pull out their environment variables to find the right server ID. @WeaselDog also needs cw api dev",1.0,"server id parameters - Add some parameters for server ID to make it easier to find correct server. Currently must list all servers and pull out their environment variables to find the right server ID. @WeaselDog also needs cw api dev",1,server id parameters add some parameters for server id to make it easier to find correct server currently must list all servers and pull out their environment variables to find the right server id weaseldog also needs cw api dev,1 431096,12475176510.0,IssuesEvent,2020-05-29 11:03:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fix TargetFrameworks to make Edit and Continue work ,Priority: Medium Status: Fixed Week Task,"Currently when attempting this for a file in eco.gameplay, I get this error: Error CS7038 Failed to emit module 'Eco.Gameplay': Changing the version of an assembly reference is not allowed during debugging: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' changed version to '2.1.0.0'. Eco.Gameplay Its something to do with the variety of frameworks we target confusing edit and continue, making it think the version changed. ![image](https://user-images.githubusercontent.com/3536496/82636401-6429c180-9bb7-11ea-8294-1c793610e204.png) As a test, I changed all uses of netstandard2.0 to netstandard2.1, and edit and continue began working again, so its definitely something to do with that. Could use your help finishing this one off. ",1.0,"Fix TargetFrameworks to make Edit and Continue work - Currently when attempting this for a file in eco.gameplay, I get this error: Error CS7038 Failed to emit module 'Eco.Gameplay': Changing the version of an assembly reference is not allowed during debugging: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' changed version to '2.1.0.0'. Eco.Gameplay Its something to do with the variety of frameworks we target confusing edit and continue, making it think the version changed. ![image](https://user-images.githubusercontent.com/3536496/82636401-6429c180-9bb7-11ea-8294-1c793610e204.png) As a test, I changed all uses of netstandard2.0 to netstandard2.1, and edit and continue began working again, so its definitely something to do with that. Could use your help finishing this one off. ",1,fix targetframeworks to make edit and continue work currently when attempting this for a file in eco gameplay i get this error error failed to emit module eco gameplay changing the version of an assembly reference is not allowed during debugging netstandard version culture neutral publickeytoken changed version to eco gameplay its something to do with the variety of frameworks we target confusing edit and continue making it think the version changed as a test i changed all uses of to and edit and continue began working again so its definitely something to do with that could use your help finishing this one off ,1 394994,11661761118.0,IssuesEvent,2020-03-03 07:38:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia is missing content,Priority: Medium Status: Fixed,"All vechicles, carts, trucks, etc. 99% of tools (except torch and land claim stake) Live animals ? (idk about it, but ecopedia is not contain info about animals, only about carcasses.) ",1.0,"Ecopedia is missing content - All vechicles, carts, trucks, etc. 99% of tools (except torch and land claim stake) Live animals ? (idk about it, but ecopedia is not contain info about animals, only about carcasses.) ",1,ecopedia is missing content all vechicles carts trucks etc of tools except torch and land claim stake live animals idk about it but ecopedia is not contain info about animals only about carcasses ,1 288591,8849181187.0,IssuesEvent,2019-01-08 09:33:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.0.0 Steam Beta] Forage tutorial is a bit stuck,Medium Priority Not reproduced,"See the screenshot, i gathered the required material with commands like we did in earlier builds but it was not checked. Moving the materials to the tent and back did check all but corn, after moving corn two more times that was also checked. Something probably not registering correctly? ![food](https://user-images.githubusercontent.com/25908592/50228575-96266b00-03a8-11e9-9f5c-031fe9182962.jpg) ",1.0,"[8.0.0 Steam Beta] Forage tutorial is a bit stuck - See the screenshot, i gathered the required material with commands like we did in earlier builds but it was not checked. Moving the materials to the tent and back did check all but corn, after moving corn two more times that was also checked. Something probably not registering correctly? ![food](https://user-images.githubusercontent.com/25908592/50228575-96266b00-03a8-11e9-9f5c-031fe9182962.jpg) ",1, forage tutorial is a bit stuck see the screenshot i gathered the required material with commands like we did in earlier builds but it was not checked moving the materials to the tent and back did check all but corn after moving corn two more times that was also checked something probably not registering correctly ,1 385336,11418792343.0,IssuesEvent,2020-02-03 06:00:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1355] Missing ingredients absent in order tooltip again.,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/72981453-d5b25880-3ded-11ea-81f6-077e9b913a08.png) I can see for one craft but can't see for order.",1.0,"[0.9.0 staging-1355] Missing ingredients absent in order tooltip again. - ![image](https://user-images.githubusercontent.com/45708377/72981453-d5b25880-3ded-11ea-81f6-077e9b913a08.png) I can see for one craft but can't see for order.",1, missing ingredients absent in order tooltip again i can see for one craft but can t see for order ,1 307092,9414184852.0,IssuesEvent,2019-04-10 09:33:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Localization: strange string,Localization Medium Priority,"> Cutting edge cooking works with ingredients that don?t quite sound like food but can potentially provide high calorie and nutrition. `don?t`? https://crowdin.com/translate/eco-by-strange-loop-games/40/en-ru#66980",1.0,"Localization: strange string - > Cutting edge cooking works with ingredients that don?t quite sound like food but can potentially provide high calorie and nutrition. `don?t`? https://crowdin.com/translate/eco-by-strange-loop-games/40/en-ru#66980",1,localization strange string cutting edge cooking works with ingredients that don t quite sound like food but can potentially provide high calorie and nutrition don t ,1 219238,7334163860.0,IssuesEvent,2018-03-05 21:49:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Screen resolution resets after using Alt-Tab.,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** Launch game. Set screen resolution to non-desktop resolution. Alt-tab to desktop. Return to game. **Expected behavior:** It should keep your selected resolution. **Actual behavior:** Instead, it resets to desktop resolution.",1.0,"USER ISSUE: Screen resolution resets after using Alt-Tab. - **Version:** 0.7.0.5 beta **Steps to Reproduce:** Launch game. Set screen resolution to non-desktop resolution. Alt-tab to desktop. Return to game. **Expected behavior:** It should keep your selected resolution. **Actual behavior:** Instead, it resets to desktop resolution.",1,user issue screen resolution resets after using alt tab version beta steps to reproduce launch game set screen resolution to non desktop resolution alt tab to desktop return to game expected behavior it should keep your selected resolution actual behavior instead it resets to desktop resolution ,1 465902,13394582884.0,IssuesEvent,2020-09-03 07:01:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1741] Meteor orbit is too low,Category: Gameplay Priority: Medium Type: Regression,"It appears from ground: ![image](https://user-images.githubusercontent.com/45708377/91411835-97808a00-e851-11ea-9b13-75962eb7543b.png) Looks very strange at the highest points in the world: ![image](https://user-images.githubusercontent.com/45708377/91411995-ce56a000-e851-11ea-8869-c46249b23f45.png) ",1.0,"[0.9.0 staging-1741] Meteor orbit is too low - It appears from ground: ![image](https://user-images.githubusercontent.com/45708377/91411835-97808a00-e851-11ea-9b13-75962eb7543b.png) Looks very strange at the highest points in the world: ![image](https://user-images.githubusercontent.com/45708377/91411995-ce56a000-e851-11ea-8869-c46249b23f45.png) ",1, meteor orbit is too low it appears from ground looks very strange at the highest points in the world ,1 249092,7953784806.0,IssuesEvent,2018-07-12 03:48:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crash on server startup 7.2,Medium Priority,"I recently upgraded my dedicated server to 7.2 using the files on the SLG website. below is the crash that I get on start up. --BEGIN DUMP-- Dump Time 03/06/2018 19:55:26 Exception System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Error in Acorn at 19: Partial declarations of 'Eco.Mods.TechTree.AcornItem' must not specify different base classes (CS0263) Error in Torch at 45: Partial declarations of 'Eco.Mods.TechTree.TorchItem' must not specify different base classes (CS0263) Error in Acorn at 25: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'nutrition' (CS0102) Error in Acorn at 27: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'FriendlyName' (CS0102) Error in Acorn at 28: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Description' (CS0102) Error in Acorn at 31: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Calories' (CS0102) Error in Acorn at 32: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Nutrition' (CS0102) at Eco.ModKit.RuntimeCompiler.HandleCompilerError(CompilerResults results) at Eco.ModKit.RuntimeCompiler.LoadOrCompileMods() at Eco.ModKit.ModKitPlugin..ctor(ManualResetEvent doneEvent) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) Inner Exception System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Error in Acorn at 19: Partial declarations of 'Eco.Mods.TechTree.AcornItem' must not specify different base classes (CS0263) Error in Torch at 45: Partial declarations of 'Eco.Mods.TechTree.TorchItem' must not specify different base classes (CS0263) Error in Acorn at 25: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'nutrition' (CS0102) Error in Acorn at 27: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'FriendlyName' (CS0102) Error in Acorn at 28: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Description' (CS0102) Error in Acorn at 31: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Calories' (CS0102) Error in Acorn at 32: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Nutrition' (CS0102) at Eco.ModKit.RuntimeCompiler.HandleCompilerError(CompilerResults results) at Eco.ModKit.RuntimeCompiler.LoadOrCompileMods() at Eco.ModKit.ModKitPlugin..ctor(ManualResetEvent doneEvent) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) --END DUMP--",1.0,"Crash on server startup 7.2 - I recently upgraded my dedicated server to 7.2 using the files on the SLG website. below is the crash that I get on start up. --BEGIN DUMP-- Dump Time 03/06/2018 19:55:26 Exception System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Error in Acorn at 19: Partial declarations of 'Eco.Mods.TechTree.AcornItem' must not specify different base classes (CS0263) Error in Torch at 45: Partial declarations of 'Eco.Mods.TechTree.TorchItem' must not specify different base classes (CS0263) Error in Acorn at 25: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'nutrition' (CS0102) Error in Acorn at 27: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'FriendlyName' (CS0102) Error in Acorn at 28: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Description' (CS0102) Error in Acorn at 31: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Calories' (CS0102) Error in Acorn at 32: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Nutrition' (CS0102) at Eco.ModKit.RuntimeCompiler.HandleCompilerError(CompilerResults results) at Eco.ModKit.RuntimeCompiler.LoadOrCompileMods() at Eco.ModKit.ModKitPlugin..ctor(ManualResetEvent doneEvent) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) Inner Exception System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Error in Acorn at 19: Partial declarations of 'Eco.Mods.TechTree.AcornItem' must not specify different base classes (CS0263) Error in Torch at 45: Partial declarations of 'Eco.Mods.TechTree.TorchItem' must not specify different base classes (CS0263) Error in Acorn at 25: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'nutrition' (CS0102) Error in Acorn at 27: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'FriendlyName' (CS0102) Error in Acorn at 28: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Description' (CS0102) Error in Acorn at 31: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Calories' (CS0102) Error in Acorn at 32: The type 'Eco.Mods.TechTree.AcornItem' already contains a definition for 'Nutrition' (CS0102) at Eco.ModKit.RuntimeCompiler.HandleCompilerError(CompilerResults results) at Eco.ModKit.RuntimeCompiler.LoadOrCompileMods() at Eco.ModKit.ModKitPlugin..ctor(ManualResetEvent doneEvent) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) --END DUMP--",1,crash on server startup i recently upgraded my dedicated server to using the files on the slg website below is the crash that i get on start up begin dump dump time exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system exception error in acorn at partial declarations of eco mods techtree acornitem must not specify different base classes error in torch at partial declarations of eco mods techtree torchitem must not specify different base classes error in acorn at the type eco mods techtree acornitem already contains a definition for nutrition error in acorn at the type eco mods techtree acornitem already contains a definition for friendlyname error in acorn at the type eco mods techtree acornitem already contains a definition for description error in acorn at the type eco mods techtree acornitem already contains a definition for calories error in acorn at the type eco mods techtree acornitem already contains a definition for nutrition at eco modkit runtimecompiler handlecompilererror compilerresults results at eco modkit runtimecompiler loadorcompilemods at eco modkit modkitplugin ctor manualresetevent doneevent end of inner exception stack trace at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor at system reflection runtimeconstructorinfo invoke bindingflags invokeattr binder binder object parameters cultureinfo culture at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager ctor at eco server startup start string args at eco server mainclass main string args inner exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system exception error in acorn at partial declarations of eco mods techtree acornitem must not specify different base classes error in torch at partial declarations of eco mods techtree torchitem must not specify different base classes error in acorn at the type eco mods techtree acornitem already contains a definition for nutrition error in acorn at the type eco mods techtree acornitem already contains a definition for friendlyname error in acorn at the type eco mods techtree acornitem already contains a definition for description error in acorn at the type eco mods techtree acornitem already contains a definition for calories error in acorn at the type eco mods techtree acornitem already contains a definition for nutrition at eco modkit runtimecompiler handlecompilererror compilerresults results at eco modkit runtimecompiler loadorcompilemods at eco modkit modkitplugin ctor manualresetevent doneevent end of inner exception stack trace at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor at system reflection runtimeconstructorinfo invoke bindingflags invokeattr binder binder object parameters cultureinfo culture at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager ctor at eco server startup start string args at eco server mainclass main string args end dump ,1 249130,7953862626.0,IssuesEvent,2018-07-12 04:22:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Client froze while entering world - Chunk renderer exceptions,Medium Priority,"Not sure if this is editor only. ``` Internal_CreateGameObject is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'ChunkRenderer' on game object '(38 3 20)'. See ""Script Serialization"" page in the Unity Manual for further details. UnityEngine.GameObject:.ctor(String, Type[]) ChunkRenderer:.cctor() (at Assets/VoxelEngine/Core/ChunkRenderer.cs:117) ```",1.0,"Client froze while entering world - Chunk renderer exceptions - Not sure if this is editor only. ``` Internal_CreateGameObject is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'ChunkRenderer' on game object '(38 3 20)'. See ""Script Serialization"" page in the Unity Manual for further details. UnityEngine.GameObject:.ctor(String, Type[]) ChunkRenderer:.cctor() (at Assets/VoxelEngine/Core/ChunkRenderer.cs:117) ```",1,client froze while entering world chunk renderer exceptions not sure if this is editor only internal creategameobject is not allowed to be called from a monobehaviour constructor or instance field initializer call it in awake or start instead called from monobehaviour chunkrenderer on game object see script serialization page in the unity manual for further details unityengine gameobject ctor string type chunkrenderer cctor at assets voxelengine core chunkrenderer cs ,1 430321,12451311732.0,IssuesEvent,2020-05-27 10:14:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Rohrer Bug: Collection crafting is confusing,Priority: Medium Status: Investigate,"""After the crafting order is done, I come back and try to put them in my toolbar or backpack.... nope! Only in my hand.""",1.0,"Rohrer Bug: Collection crafting is confusing - ""After the crafting order is done, I come back and try to put them in my toolbar or backpack.... nope! Only in my hand.""",1,rohrer bug collection crafting is confusing after the crafting order is done i come back and try to put them in my toolbar or backpack nope only in my hand ,1 504134,14613449707.0,IssuesEvent,2020-12-22 08:15:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Too much property spam,Category: UI Priority: Medium Status: Reopen,"![image](https://user-images.githubusercontent.com/3536496/101966881-44e39780-3bce-11eb-9cee-532062bd9f67.png) - Make this text just say the property name - Can make it a clickable icon after all ",1.0,"Too much property spam - ![image](https://user-images.githubusercontent.com/3536496/101966881-44e39780-3bce-11eb-9cee-532062bd9f67.png) - Make this text just say the property name - Can make it a clickable icon after all ",1,too much property spam make this text just say the property name can make it a clickable icon after all ,1 95824,12053579554.0,IssuesEvent,2020-04-15 09:37:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Work Parties should split xp gained for work order,Category: Design," //TODO: for work parties, split the experience gained.",1.0,"Work Parties should split xp gained for work order - //TODO: for work parties, split the experience gained.",0,work parties should split xp gained for work order todo for work parties split the experience gained ,0 328293,9992444952.0,IssuesEvent,2019-07-11 13:28:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Report a Bug UI Missing Box,Fixed Medium Priority,"**Version:** 0.8.0.7 beta **Steps to Reproduce:** Click Report a Bug Observe only three options **Expected behavior:** It should have four options because the Github field uses four. **Actual behavior:** Instead it has three boxes and the third one is repeated when the bug is posted. **Do you have mods installed? Does issue happen when no mods are installed?:** Yes and yes. ![image](https://user-images.githubusercontent.com/5238345/54886520-1acccd80-4e5f-11e9-9d41-035d422be0e3.png) ",1.0,"USER ISSUE: Report a Bug UI Missing Box - **Version:** 0.8.0.7 beta **Steps to Reproduce:** Click Report a Bug Observe only three options **Expected behavior:** It should have four options because the Github field uses four. **Actual behavior:** Instead it has three boxes and the third one is repeated when the bug is posted. **Do you have mods installed? Does issue happen when no mods are installed?:** Yes and yes. ![image](https://user-images.githubusercontent.com/5238345/54886520-1acccd80-4e5f-11e9-9d41-035d422be0e3.png) ",1,user issue report a bug ui missing box version beta steps to reproduce click report a bug observe only three options expected behavior it should have four options because the github field uses four actual behavior instead it has three boxes and the third one is repeated when the bug is posted do you have mods installed does issue happen when no mods are installed yes and yes ,1 328745,9999516172.0,IssuesEvent,2019-07-12 10:53:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.9 release-preview] Corner blocks don't update House value,Medium Priority QA,"Step to reproduce: - Have 4 rooms with a common angle (optional, you can have 1 room) Room Tier 2.75. House Value = 65.2. All room house value need to soft-capped due to materials. ![image](https://user-images.githubusercontent.com/45708377/61122610-ebdc7500-a4aa-11e9-8b02-f8de14f60def.png) - Remove corner blocks. I removed the common blocks so that the effect would affect all the rooms. Room tier became below, so House value became below ![image](https://user-images.githubusercontent.com/45708377/61122762-4ece0c00-a4ab-11e9-82f4-d3e291fd22b7.png) - Return corner blocks. Room tier comes back and House value should comes back. But it isn't. ![image](https://user-images.githubusercontent.com/45708377/61123039-f6e3d500-a4ab-11e9-92eb-edb801e80758.png) - remove any block to updating house value",1.0,"[0.8.2.9 release-preview] Corner blocks don't update House value - Step to reproduce: - Have 4 rooms with a common angle (optional, you can have 1 room) Room Tier 2.75. House Value = 65.2. All room house value need to soft-capped due to materials. ![image](https://user-images.githubusercontent.com/45708377/61122610-ebdc7500-a4aa-11e9-8b02-f8de14f60def.png) - Remove corner blocks. I removed the common blocks so that the effect would affect all the rooms. Room tier became below, so House value became below ![image](https://user-images.githubusercontent.com/45708377/61122762-4ece0c00-a4ab-11e9-82f4-d3e291fd22b7.png) - Return corner blocks. Room tier comes back and House value should comes back. But it isn't. ![image](https://user-images.githubusercontent.com/45708377/61123039-f6e3d500-a4ab-11e9-92eb-edb801e80758.png) - remove any block to updating house value",1, corner blocks don t update house value step to reproduce have rooms with a common angle optional you can have room room tier house value all room house value need to soft capped due to materials remove corner blocks i removed the common blocks so that the effect would affect all the rooms room tier became below so house value became below return corner blocks room tier comes back and house value should comes back but it isn t remove any block to updating house value,1 211990,7225813198.0,IssuesEvent,2018-02-10 01:14:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Axe and Hammer turned into Pickaxes?,Medium Priority,"@MusicianPoodle says that their axe and hammer turned into pickaxes in their inventory (see https://github.com/StrangeLoopGames/EcoIssues/issues/4123) I presume this was between saving and loading a world, but I am not sure",1.0,"Axe and Hammer turned into Pickaxes? - @MusicianPoodle says that their axe and hammer turned into pickaxes in their inventory (see https://github.com/StrangeLoopGames/EcoIssues/issues/4123) I presume this was between saving and loading a world, but I am not sure",1,axe and hammer turned into pickaxes musicianpoodle says that their axe and hammer turned into pickaxes in their inventory see i presume this was between saving and loading a world but i am not sure,1 445485,12831642222.0,IssuesEvent,2020-07-07 05:56:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1616] ""X"" for deleting string in Registrar or Bank is located on another string.",Category: UI Priority: Medium Status: Fixed Status: Reopen,"![image](https://user-images.githubusercontent.com/45708377/85402727-d732a900-b564-11ea-8565-6990b430b307.png) ![image](https://user-images.githubusercontent.com/45708377/85402773-eb76a600-b564-11ea-9c7c-4cd8da4de17b.png) And I can't delete last string now.",1.0,"[0.9.0 staging-1616] ""X"" for deleting string in Registrar or Bank is located on another string. - ![image](https://user-images.githubusercontent.com/45708377/85402727-d732a900-b564-11ea-8565-6990b430b307.png) ![image](https://user-images.githubusercontent.com/45708377/85402773-eb76a600-b564-11ea-9c7c-4cd8da4de17b.png) And I can't delete last string now.",1, x for deleting string in registrar or bank is located on another string and i can t delete last string now ,1 531564,15500374362.0,IssuesEvent,2021-03-11 09:14:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1942] Invalid status and double 'draft' when you add any civics objects to election:,Category: UI Priority: Medium Regression Squad: Mountain Goat Status: Fixed Status: Reopen,"- place capitol, press ratify: ![image](https://user-images.githubusercontent.com/45708377/109468442-a143ae00-7a7d-11eb-928b-4b15fce17c97.png) ![image](https://user-images.githubusercontent.com/45708377/109468538-c59f8a80-7a7d-11eb-9a02-c14d0095a447.png) ![image](https://user-images.githubusercontent.com/45708377/109468681-013a5480-7a7e-11eb-8caf-a9287c175a92.png) Everything works well, but the inscription ""Invalid"" will confuse people, so it definitely needs to be fixed in 9.3 ",1.0,"[0.9.3 staging-1942] Invalid status and double 'draft' when you add any civics objects to election: - - place capitol, press ratify: ![image](https://user-images.githubusercontent.com/45708377/109468442-a143ae00-7a7d-11eb-928b-4b15fce17c97.png) ![image](https://user-images.githubusercontent.com/45708377/109468538-c59f8a80-7a7d-11eb-9a02-c14d0095a447.png) ![image](https://user-images.githubusercontent.com/45708377/109468681-013a5480-7a7e-11eb-8caf-a9287c175a92.png) Everything works well, but the inscription ""Invalid"" will confuse people, so it definitely needs to be fixed in 9.3 ",1, invalid status and double draft when you add any civics objects to election place capitol press ratify everything works well but the inscription invalid will confuse people so it definitely needs to be fixed in ,1 216045,7300640749.0,IssuesEvent,2018-02-27 00:42:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Beans forest or grassland ?,Medium Priority,Beans seem to grow in forest biomes and the BeansYieldPotential overview only shows areas in forests but the gathering skill used for beans is grassland ??,1.0,Beans forest or grassland ? - Beans seem to grow in forest biomes and the BeansYieldPotential overview only shows areas in forests but the gathering skill used for beans is grassland ??,1,beans forest or grassland beans seem to grow in forest biomes and the beansyieldpotential overview only shows areas in forests but the gathering skill used for beans is grassland ,1 525448,15253667931.0,IssuesEvent,2021-02-20 08:44:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1934] Wages source bank accoun should be in Wages.,Category: UI Priority: Medium Regression Squad: Mountain Goat Status: Fixed Type: Bug,"Need to swap Backup Owner and Wages source bank account in Title: ![image](https://user-images.githubusercontent.com/45708377/108352046-5f9e4200-71f7-11eb-8f9c-63982ce0f208.png) Elected title: ![image](https://user-images.githubusercontent.com/45708377/108352122-7c3a7a00-71f7-11eb-9449-1422a84791b0.png)",1.0,"[0.9.3 staging-1934] Wages source bank accoun should be in Wages. - Need to swap Backup Owner and Wages source bank account in Title: ![image](https://user-images.githubusercontent.com/45708377/108352046-5f9e4200-71f7-11eb-8f9c-63982ce0f208.png) Elected title: ![image](https://user-images.githubusercontent.com/45708377/108352122-7c3a7a00-71f7-11eb-9449-1422a84791b0.png)",1, wages source bank accoun should be in wages need to swap backup owner and wages source bank account in title elected title ,1 254703,8087176323.0,IssuesEvent,2018-08-09 00:05:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: shops and other furniture disappearing,Medium Priority,"**Version:** 0.7.4.5 beta **Steps to Reproduce:** placing an item in a players claim makes that item disappear. some placed objects have also disappeared. I attempted to place a carpenter table, but it was blocked. I placed it in a free space and it was invisible as well. **Expected behavior:** the objects should be visable and usable **Actual behavior:** objects have disappeared. a players store has disappeared and his offers are still appearing in the economy viewer.
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380) Vendor: NVIDIA VRAM: 2007 MB Driver: 24.21.13.9764 Begin MonoManager ReloadAssembly - Completed reload, in 0.204 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.143691 ms Setting up 3 worker threads for Enlighten. Thread -> id: 1790 -> priority: 1 Thread -> id: 22a8 -> priority: 1 Thread -> id: 1d6c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.5 beta Tuesday, May 15, 2018 8:29 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> ServerBrowser (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: ServerBrowser -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: shops and other furniture disappearing - **Version:** 0.7.4.5 beta **Steps to Reproduce:** placing an item in a players claim makes that item disappear. some placed objects have also disappeared. I attempted to place a carpenter table, but it was blocked. I placed it in a free space and it was invisible as well. **Expected behavior:** the objects should be visable and usable **Actual behavior:** objects have disappeared. a players store has disappeared and his offers are still appearing in the economy viewer.
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380) Vendor: NVIDIA VRAM: 2007 MB Driver: 24.21.13.9764 Begin MonoManager ReloadAssembly - Completed reload, in 0.204 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.143691 ms Setting up 3 worker threads for Enlighten. Thread -> id: 1790 -> priority: 1 Thread -> id: 22a8 -> priority: 1 Thread -> id: 1d6c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.5 beta Tuesday, May 15, 2018 8:29 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> ServerBrowser (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: ServerBrowser -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1,user issue shops and other furniture disappearing version beta steps to reproduce placing an item in a players claim makes that item disappear some placed objects have also disappeared i attempted to place a carpenter table but it was blocked i placed it in a free space and it was invisible as well expected behavior the objects should be visable and usable actual behavior objects have disappeared a players store has disappeared and his offers are still appearing in the economy viewer log file initialize engine version gfxdevice creating device client threaded version renderer nvidia geforce gtx ti id vendor nvidia vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta tuesday may pm filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin serverbrowser filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state serverbrowser connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line can not play a disabled audio source filename line can not play a disabled audio source filename line can not play a disabled audio source filename line can not play a disabled audio source filename line ,1 480080,13822839636.0,IssuesEvent,2020-10-13 05:59:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 staging-1554] Plugins no longer start,Category: Modkit Priority: Medium,After the server starts up with a plugin installed you need to click on the plugins tab in the UI to start the execution of the plugin,1.0,[0.9.0.0 staging-1554] Plugins no longer start - After the server starts up with a plugin installed you need to click on the plugins tab in the UI to start the execution of the plugin,1, plugins no longer start after the server starts up with a plugin installed you need to click on the plugins tab in the ui to start the execution of the plugin,1 546281,16008352899.0,IssuesEvent,2021-04-20 07:26:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 release-207] Glitch dragging items to objects with 2 inventories,Category: Gameplay Priority: Medium Squad: Mountain Goat Type: Quality of Life,"This issue is similar to #17721, but works with objects that have 2 inventories like Vehicles: Fuel and Storage. Step to reproduce: - spawn steam tractor and any stockpile with corn seeds. - open steam tractor storage tab: ![image](https://user-images.githubusercontent.com/45708377/115353855-aab9de80-a1c1-11eb-9b9d-b8803c328072.png) - try to drag corn seed to Steam tractor storage in green zone: ![image](https://user-images.githubusercontent.com/45708377/115354163-fec4c300-a1c1-11eb-98e3-2bc7a3bb7925.png) - If you try to move just 1 stack nothing will happens, but it should be moved to tractor storage. With current behavior I should have error that this inventory only accepts fuel. But nothing happens at all, seems it doesn't to move 1 stack at all - If you try to move all corn seed to tractor storage with Shift+Drag you will have error: ![image](https://user-images.githubusercontent.com/45708377/115354583-772b8400-a1c2-11eb-886e-0fdc2674aac8.png) - So it tried to move items to Fuel Supply instead of Storage. You can check it if you try to move any Burnable Fuel",1.0,"[0.9.3 release-207] Glitch dragging items to objects with 2 inventories - This issue is similar to #17721, but works with objects that have 2 inventories like Vehicles: Fuel and Storage. Step to reproduce: - spawn steam tractor and any stockpile with corn seeds. - open steam tractor storage tab: ![image](https://user-images.githubusercontent.com/45708377/115353855-aab9de80-a1c1-11eb-9b9d-b8803c328072.png) - try to drag corn seed to Steam tractor storage in green zone: ![image](https://user-images.githubusercontent.com/45708377/115354163-fec4c300-a1c1-11eb-98e3-2bc7a3bb7925.png) - If you try to move just 1 stack nothing will happens, but it should be moved to tractor storage. With current behavior I should have error that this inventory only accepts fuel. But nothing happens at all, seems it doesn't to move 1 stack at all - If you try to move all corn seed to tractor storage with Shift+Drag you will have error: ![image](https://user-images.githubusercontent.com/45708377/115354583-772b8400-a1c2-11eb-886e-0fdc2674aac8.png) - So it tried to move items to Fuel Supply instead of Storage. You can check it if you try to move any Burnable Fuel",1, glitch dragging items to objects with inventories this issue is similar to but works with objects that have inventories like vehicles fuel and storage step to reproduce spawn steam tractor and any stockpile with corn seeds open steam tractor storage tab try to drag corn seed to steam tractor storage in green zone if you try to move just stack nothing will happens but it should be moved to tractor storage with current behavior i should have error that this inventory only accepts fuel but nothing happens at all seems it doesn t to move stack at all if you try to move all corn seed to tractor storage with shift drag you will have error so it tried to move items to fuel supply instead of storage you can check it if you try to move any burnable fuel,1 567014,16843270611.0,IssuesEvent,2021-06-19 00:39:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4.0 staging-2026] Education objects are not hidden,Category: Gameplay Priority: Medium Squad: Redwood Type: Bug,"The following objects need to be hidden: - [ ] Claim Stake Item - [ ] Country Marker Item - [ ] Federation Marker Item - [ ] Homestead Item - [ ] Immigration Desk Item - [ ] Surveyor Tool - [ ] Town Hall Item",1.0,"[0.9.4.0 staging-2026] Education objects are not hidden - The following objects need to be hidden: - [ ] Claim Stake Item - [ ] Country Marker Item - [ ] Federation Marker Item - [ ] Homestead Item - [ ] Immigration Desk Item - [ ] Surveyor Tool - [ ] Town Hall Item",1, education objects are not hidden the following objects need to be hidden claim stake item country marker item federation marker item homestead item immigration desk item surveyor tool town hall item,1 479039,13790292311.0,IssuesEvent,2020-10-09 10:11:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1526] cannot revise elected title with same name,Category: Laws Priority: Medium Status: Fixed,"While revising an elected title the same name as before cannot been used. An messeage comes up which states, the title already exist. This is in general right, but this one will be revised as son the new tilte becomes active. This check makes sense for a new title to ensure, it is not using a name which already exist, but not for revising. ",1.0,"[0.9.0.0 beta staging-1526] cannot revise elected title with same name - While revising an elected title the same name as before cannot been used. An messeage comes up which states, the title already exist. This is in general right, but this one will be revised as son the new tilte becomes active. This check makes sense for a new title to ensure, it is not using a name which already exist, but not for revising. ",1, cannot revise elected title with same name while revising an elected title the same name as before cannot been used an messeage comes up which states the title already exist this is in general right but this one will be revised as son the new tilte becomes active this check makes sense for a new title to ensure it is not using a name which already exist but not for revising ,1 462037,13240291656.0,IssuesEvent,2020-08-19 06:00:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1722] Infinite Dirt Exploit - Ramp/Hoe,Priority: Medium Status: Fixed Type: Regression,"Version - 0.9.0 staging-1722] **Exploit:** Infinite Dirt from Hoe/Ramp **Steps to Reproduce:** 1. Make Dirt Ramp 2. Place Dirt Ramp 3. Wooden Hoe a part of the ramp (maximum of 3 times). 4. Pick up ramp. 5. Will result in... 1 ramp, 3 dirt. stagingworld23",1.0,"[0.9.0 staging-1722] Infinite Dirt Exploit - Ramp/Hoe - Version - 0.9.0 staging-1722] **Exploit:** Infinite Dirt from Hoe/Ramp **Steps to Reproduce:** 1. Make Dirt Ramp 2. Place Dirt Ramp 3. Wooden Hoe a part of the ramp (maximum of 3 times). 4. Pick up ramp. 5. Will result in... 1 ramp, 3 dirt. stagingworld23",1, infinite dirt exploit ramp hoe version staging exploit infinite dirt from hoe ramp steps to reproduce make dirt ramp place dirt ramp wooden hoe a part of the ramp maximum of times pick up ramp will result in ramp dirt ,1 252864,8047470282.0,IssuesEvent,2018-08-01 00:53:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Steel recipe is wrong,Medium Priority,"Version: 0.7.3.3 beta Steps to Reproduce: 1. Go a blast furnace and look at the recipe for steel Expected behavior: For there to be a correct recipe for steel Actual behavior: The recipe to make steel is totally wrong. Right now at the Blast Furnace it says to make steel you need 4 Iron Ingots. By putting 4 Iron Ingots alone in the blast Furnace you are not making steel you are making Iron. The recipe for Steel is incorrect. IF you want to base how steel is made in a real life situation in game then the recipe should be something like 3 Iron Ingots and 1 coal. It is the coal that gives you the added carbon to actually turn it into steel. http://www.keenovens.com/articles/steel-furnance.htm ""To make steel, iron ore is first mined from the ground. It is then smelted in blast furnaces where the impurities are removed and carbon is added. In fact, a very simple definition of steel is ""iron alloyed with carbon, usually less than 1%."""" Can you please correct the recipe for steel on the blast furnace in game please. ![eco steel recipe](https://user-images.githubusercontent.com/38896397/39676416-b3ead7cc-5127-11e8-8be0-1b8ff18ed9a8.jpg) ",1.0,"Steel recipe is wrong - Version: 0.7.3.3 beta Steps to Reproduce: 1. Go a blast furnace and look at the recipe for steel Expected behavior: For there to be a correct recipe for steel Actual behavior: The recipe to make steel is totally wrong. Right now at the Blast Furnace it says to make steel you need 4 Iron Ingots. By putting 4 Iron Ingots alone in the blast Furnace you are not making steel you are making Iron. The recipe for Steel is incorrect. IF you want to base how steel is made in a real life situation in game then the recipe should be something like 3 Iron Ingots and 1 coal. It is the coal that gives you the added carbon to actually turn it into steel. http://www.keenovens.com/articles/steel-furnance.htm ""To make steel, iron ore is first mined from the ground. It is then smelted in blast furnaces where the impurities are removed and carbon is added. In fact, a very simple definition of steel is ""iron alloyed with carbon, usually less than 1%."""" Can you please correct the recipe for steel on the blast furnace in game please. ![eco steel recipe](https://user-images.githubusercontent.com/38896397/39676416-b3ead7cc-5127-11e8-8be0-1b8ff18ed9a8.jpg) ",1,steel recipe is wrong version beta steps to reproduce go a blast furnace and look at the recipe for steel expected behavior for there to be a correct recipe for steel actual behavior the recipe to make steel is totally wrong right now at the blast furnace it says to make steel you need iron ingots by putting iron ingots alone in the blast furnace you are not making steel you are making iron the recipe for steel is incorrect if you want to base how steel is made in a real life situation in game then the recipe should be something like iron ingots and coal it is the coal that gives you the added carbon to actually turn it into steel to make steel iron ore is first mined from the ground it is then smelted in blast furnaces where the impurities are removed and carbon is added in fact a very simple definition of steel is iron alloyed with carbon usually less than can you please correct the recipe for steel on the blast furnace in game please ,1 447340,12887656895.0,IssuesEvent,2020-07-13 11:38:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Fix the Curved/Avatar shader, so that normal and metalness slots work properly",Category: Tech Priority: Medium Status: Fixed,"Metalness slot seems to be fixed, but it is hard to see Normal map does not display in the shader or on the model when normal map is applied.",1.0,"Fix the Curved/Avatar shader, so that normal and metalness slots work properly - Metalness slot seems to be fixed, but it is hard to see Normal map does not display in the shader or on the model when normal map is applied.",1,fix the curved avatar shader so that normal and metalness slots work properly metalness slot seems to be fixed but it is hard to see normal map does not display in the shader or on the model when normal map is applied ,1 243752,7861481753.0,IssuesEvent,2018-06-22 00:46:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: steam tractor harvester - missing ability to remove dead plants,Medium Priority,"**Version:** 0.7.5.0 beta staging-1cd3520e Currently, steam tractor harvester ignore dead plants, and not remove it, it's strange behavior.",1.0,"USER ISSUE: steam tractor harvester - missing ability to remove dead plants - **Version:** 0.7.5.0 beta staging-1cd3520e Currently, steam tractor harvester ignore dead plants, and not remove it, it's strange behavior.",1,user issue steam tractor harvester missing ability to remove dead plants version beta staging currently steam tractor harvester ignore dead plants and not remove it it s strange behavior ,1 207867,7134311784.0,IssuesEvent,2018-01-22 20:25:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Harvested corn stayed visible until relog,Medium Priority,"I harvest a bunch of corn, most of it worked fine. But two in a row, when I harvested them I got the items but the corn stayed visible. It was no longer targetable. Relogging made it go away.",1.0,"Harvested corn stayed visible until relog - I harvest a bunch of corn, most of it worked fine. But two in a row, when I harvested them I got the items but the corn stayed visible. It was no longer targetable. Relogging made it go away.",1,harvested corn stayed visible until relog i harvest a bunch of corn most of it worked fine but two in a row when i harvested them i got the items but the corn stayed visible it was no longer targetable relogging made it go away ,1 211929,7214180262.0,IssuesEvent,2018-02-08 00:50:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Most building builders should ignore stairs as a type,Art Medium Priority,"![image](https://user-images.githubusercontent.com/3150561/32013697-c260f1d2-b970-11e7-8247-445319cc283d.png) building stairs inside a building does annoying stuff like this",1.0,"Most building builders should ignore stairs as a type - ![image](https://user-images.githubusercontent.com/3150561/32013697-c260f1d2-b970-11e7-8247-445319cc283d.png) building stairs inside a building does annoying stuff like this",1,most building builders should ignore stairs as a type building stairs inside a building does annoying stuff like this,1 529404,15387984059.0,IssuesEvent,2021-03-03 10:12:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta staging-1898]/test sewage somewhat broken and throws exception,Category: Tech Priority: Medium QA Squad: Wild Turkey Status: Fixed,"When used it throws following error but also spawns things underground instead of just raising a platform up ``` [16:52:01.288] [23] [ Info] [log] Ice Forge invoked admin command '/test sewage' [16:52:01.486] [22] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Property.PropertyManager.ForceUnclaim(Vector2i pos, User user, Boolean deleteDeedIfEmpty, Boolean splitIfNeed) at Eco.Gameplay.Pipes.PipeTests.SpawnSewage(User user, Vector3i startAboveGroundPos, WorldObject& filter, WorldObject& furnace) at Eco.Gameplay.Pipes.PipeTests.Sewage(User user) ```",1.0,"[0.9.2.0 beta staging-1898]/test sewage somewhat broken and throws exception - When used it throws following error but also spawns things underground instead of just raising a platform up ``` [16:52:01.288] [23] [ Info] [log] Ice Forge invoked admin command '/test sewage' [16:52:01.486] [22] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Property.PropertyManager.ForceUnclaim(Vector2i pos, User user, Boolean deleteDeedIfEmpty, Boolean splitIfNeed) at Eco.Gameplay.Pipes.PipeTests.SpawnSewage(User user, Vector3i startAboveGroundPos, WorldObject& filter, WorldObject& furnace) at Eco.Gameplay.Pipes.PipeTests.Sewage(User user) ```",1, test sewage somewhat broken and throws exception when used it throws following error but also spawns things underground instead of just raising a platform up ice forge invoked admin command test sewage system reflection targetinvocationexception exception has been thrown by the target of an invocation at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor boolean wrapexceptions at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at system reflection methodbase invoke object obj object parameters at eco gameplay systems chat chatcommandservice c b at eco core utils async taskutils c b system nullreferenceexception object reference not set to an instance of an object at eco gameplay property propertymanager forceunclaim pos user user boolean deletedeedifempty boolean splitifneed at eco gameplay pipes pipetests spawnsewage user user startabovegroundpos worldobject filter worldobject furnace at eco gameplay pipes pipetests sewage user user ,1 316026,9635003332.0,IssuesEvent,2019-05-15 23:07:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-8] The ability to pick up several block for skid steer,Fixed Medium Priority QA Regression,"Skid steer is pick up block one by one now. https://drive.google.com/file/d/1FN5XmnxBJeK--XjaqpfpqHDOqmt_mi7Z/view?usp=sharing It should pick up 3 block for one time in this video.",1.0,"[0.8.2.0 staging-8] The ability to pick up several block for skid steer - Skid steer is pick up block one by one now. https://drive.google.com/file/d/1FN5XmnxBJeK--XjaqpfpqHDOqmt_mi7Z/view?usp=sharing It should pick up 3 block for one time in this video.",1, the ability to pick up several block for skid steer skid steer is pick up block one by one now it should pick up block for one time in this video ,1 482751,13912642480.0,IssuesEvent,2020-10-20 19:11:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0.1 Sun/Moon light is too bright,Category: Gameplay Priority: Medium,"Night time should actually be dark so that using light sources is advantageous and give actual purpose to using braziers and suc Brightness at 100% in 9.0 ![image](https://user-images.githubusercontent.com/61889138/93470943-968bc700-f8ea-11ea-9de0-9c17d443ed00.png) ![image](https://user-images.githubusercontent.com/61889138/93470969-9f7c9880-f8ea-11ea-8ebf-bd46ac25f7eb.png) Brightness 100% 8.3.3 ![image](https://user-images.githubusercontent.com/61889138/93471017-b0c5a500-f8ea-11ea-99f3-74702283510a.png) Brightness at 300% in 8.3.3 is roughly same as 9.0 at 100% ![image](https://user-images.githubusercontent.com/61889138/93471076-c509a200-f8ea-11ea-85a5-898a499a5a70.png) Brightness at 0% in 9.0 ![image](https://user-images.githubusercontent.com/61889138/93471111-d488eb00-f8ea-11ea-8f5b-23d43fc9ee7e.png) Also at 0% but now its daytime, should be darker than this in a forest during the daytime due to tree cover ![image](https://user-images.githubusercontent.com/61889138/93471155-e8345180-f8ea-11ea-917a-604afb2a1842.png) graphics settings below ![image](https://user-images.githubusercontent.com/61889138/93471207-f6826d80-f8ea-11ea-8b50-1dda269e46a4.png) GTX 1660 on latest drivers. ",1.0,"9.0.1 Sun/Moon light is too bright - Night time should actually be dark so that using light sources is advantageous and give actual purpose to using braziers and suc Brightness at 100% in 9.0 ![image](https://user-images.githubusercontent.com/61889138/93470943-968bc700-f8ea-11ea-9de0-9c17d443ed00.png) ![image](https://user-images.githubusercontent.com/61889138/93470969-9f7c9880-f8ea-11ea-8ebf-bd46ac25f7eb.png) Brightness 100% 8.3.3 ![image](https://user-images.githubusercontent.com/61889138/93471017-b0c5a500-f8ea-11ea-99f3-74702283510a.png) Brightness at 300% in 8.3.3 is roughly same as 9.0 at 100% ![image](https://user-images.githubusercontent.com/61889138/93471076-c509a200-f8ea-11ea-85a5-898a499a5a70.png) Brightness at 0% in 9.0 ![image](https://user-images.githubusercontent.com/61889138/93471111-d488eb00-f8ea-11ea-8f5b-23d43fc9ee7e.png) Also at 0% but now its daytime, should be darker than this in a forest during the daytime due to tree cover ![image](https://user-images.githubusercontent.com/61889138/93471155-e8345180-f8ea-11ea-917a-604afb2a1842.png) graphics settings below ![image](https://user-images.githubusercontent.com/61889138/93471207-f6826d80-f8ea-11ea-8b50-1dda269e46a4.png) GTX 1660 on latest drivers. ",1, sun moon light is too bright night time should actually be dark so that using light sources is advantageous and give actual purpose to using braziers and suc brightness at in brightness brightness at in is roughly same as at brightness at in also at but now its daytime should be darker than this in a forest during the daytime due to tree cover graphics settings below gtx on latest drivers ,1 252052,8031177291.0,IssuesEvent,2018-07-27 23:06:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Authorization for Generators,Medium Priority,"i think the authorization for generators needs to be set to inherited by default as we have had trolls coming along and turning all our solar generators and wind turbines off Edit : id almost go as far as saying anything put on claimed land should be default inherited 2nd Edit i seem to be sharing my power with my neighbour is it at all possible to be able to limit the power to the claimed area and not have to share it",1.0,"Authorization for Generators - i think the authorization for generators needs to be set to inherited by default as we have had trolls coming along and turning all our solar generators and wind turbines off Edit : id almost go as far as saying anything put on claimed land should be default inherited 2nd Edit i seem to be sharing my power with my neighbour is it at all possible to be able to limit the power to the claimed area and not have to share it",1,authorization for generators i think the authorization for generators needs to be set to inherited by default as we have had trolls coming along and turning all our solar generators and wind turbines off edit id almost go as far as saying anything put on claimed land should be default inherited edit i seem to be sharing my power with my neighbour is it at all possible to be able to limit the power to the claimed area and not have to share it,1 388878,11493935189.0,IssuesEvent,2020-02-12 00:14:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Web Review,Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/73402874-148b5700-42a3-11ea-8e96-9ac5cb6a250f.png) - [x] I'd like to clean up the menus here. Imagine youre a new user who is just learning Eco exists, and you want to see about education, all these options are just going to confuse manners. We should make it be a single button, education, and it takes you to the education page. - [x] The options 'upgrade' and 'my account' can be combined. On the account page: ![image](https://user-images.githubusercontent.com/3536496/73403099-97acad00-42a3-11ea-9a66-54df02e5a0c3.png) List the user's tier and description in that box, and have a button to 'upgrade tier' there. - [x] Remove 'Logout' button, put it at the bottom of the account page. ![image](https://user-images.githubusercontent.com/3536496/73403228-e4908380-42a3-11ea-8bec-a425c4161231.png) - [x] I dont think we need this info box, its just navigation links to things that are right below. Lets cull it entirely, and have top level navigation for 'wiki' 'education' and 'team' - [x] Add some nice faded boxes for the top level options so they look like buttons ![image](https://user-images.githubusercontent.com/3536496/73403723-ed358980-42a4-11ea-9e97-5d4aace1da8e.png) - [x] Describe hosted worlds in this box here. 'Host your own Eco world in the cloud'. Add a 'More Info' button if they dont have any hosted worlds that takes them to the sales page. - [x] There should only ever be one button on here: 'More Info' if they dont have a subscription, and 'My Worlds' if they do. From there, they can navigate to subscription/citizens. ![image](https://user-images.githubusercontent.com/3536496/73403408-3802d180-42a4-11ea-924c-11afda354b54.png) - [x] Upgrade page looks funny. It should show all the tiers and show me where I'm at. Then make the ones that I can upgrade to clickable and look like buttons (not obvious theyre buttons). Add some text above that says 'Your current tier is X. You may select an upgrade below'. Also remove the hosted worlds ad, dont need it here. ",1.0,"Web Review - ![image](https://user-images.githubusercontent.com/3536496/73402874-148b5700-42a3-11ea-8e96-9ac5cb6a250f.png) - [x] I'd like to clean up the menus here. Imagine youre a new user who is just learning Eco exists, and you want to see about education, all these options are just going to confuse manners. We should make it be a single button, education, and it takes you to the education page. - [x] The options 'upgrade' and 'my account' can be combined. On the account page: ![image](https://user-images.githubusercontent.com/3536496/73403099-97acad00-42a3-11ea-9a66-54df02e5a0c3.png) List the user's tier and description in that box, and have a button to 'upgrade tier' there. - [x] Remove 'Logout' button, put it at the bottom of the account page. ![image](https://user-images.githubusercontent.com/3536496/73403228-e4908380-42a3-11ea-8bec-a425c4161231.png) - [x] I dont think we need this info box, its just navigation links to things that are right below. Lets cull it entirely, and have top level navigation for 'wiki' 'education' and 'team' - [x] Add some nice faded boxes for the top level options so they look like buttons ![image](https://user-images.githubusercontent.com/3536496/73403723-ed358980-42a4-11ea-9e97-5d4aace1da8e.png) - [x] Describe hosted worlds in this box here. 'Host your own Eco world in the cloud'. Add a 'More Info' button if they dont have any hosted worlds that takes them to the sales page. - [x] There should only ever be one button on here: 'More Info' if they dont have a subscription, and 'My Worlds' if they do. From there, they can navigate to subscription/citizens. ![image](https://user-images.githubusercontent.com/3536496/73403408-3802d180-42a4-11ea-924c-11afda354b54.png) - [x] Upgrade page looks funny. It should show all the tiers and show me where I'm at. Then make the ones that I can upgrade to clickable and look like buttons (not obvious theyre buttons). Add some text above that says 'Your current tier is X. You may select an upgrade below'. Also remove the hosted worlds ad, dont need it here. ",1,web review i d like to clean up the menus here imagine youre a new user who is just learning eco exists and you want to see about education all these options are just going to confuse manners we should make it be a single button education and it takes you to the education page the options upgrade and my account can be combined on the account page list the user s tier and description in that box and have a button to upgrade tier there remove logout button put it at the bottom of the account page i dont think we need this info box its just navigation links to things that are right below lets cull it entirely and have top level navigation for wiki education and team add some nice faded boxes for the top level options so they look like buttons describe hosted worlds in this box here host your own eco world in the cloud add a more info button if they dont have any hosted worlds that takes them to the sales page there should only ever be one button on here more info if they dont have a subscription and my worlds if they do from there they can navigate to subscription citizens upgrade page looks funny it should show all the tiers and show me where i m at then make the ones that i can upgrade to clickable and look like buttons not obvious theyre buttons add some text above that says your current tier is x you may select an upgrade below also remove the hosted worlds ad dont need it here ,1 536614,15711286091.0,IssuesEvent,2021-03-27 06:24:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 beta staging-1935]Civics: cannot select move in / move in fee initially as first option ,Category: Laws Priority: Medium Squad: Mountain Goat Status: Fixed Status: Reopen Type: Bug,"When you setup an law using the Pay Rent or Move in Fee you cannot select either sub options in IF section when you first add an IF addition as seen below ![Screenshot_66.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c59e0213-ab46-4e7d-aa49-90c9c3b4a55d) It will just not let you pick it at all, you can select it if you do add something else first as detailed below so if i add currency in circulation i can switch this into pay rent/move in fee afterward but i can never select it as the first option. ![Screenshot_67.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/777a0715-23cb-41f9-9598-1be3a966323f) Reproduction steps Start drafting a law and add ""Pay Rent or Move in Fee"" Trigger Now add a IF section item and try to select either ""Pay Rent"" or ""Move in Fee"" and you will be unable to do so.",1.0,"[0.9.3.0 beta staging-1935]Civics: cannot select move in / move in fee initially as first option - When you setup an law using the Pay Rent or Move in Fee you cannot select either sub options in IF section when you first add an IF addition as seen below ![Screenshot_66.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/c59e0213-ab46-4e7d-aa49-90c9c3b4a55d) It will just not let you pick it at all, you can select it if you do add something else first as detailed below so if i add currency in circulation i can switch this into pay rent/move in fee afterward but i can never select it as the first option. ![Screenshot_67.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/777a0715-23cb-41f9-9598-1be3a966323f) Reproduction steps Start drafting a law and add ""Pay Rent or Move in Fee"" Trigger Now add a IF section item and try to select either ""Pay Rent"" or ""Move in Fee"" and you will be unable to do so.",1, civics cannot select move in move in fee initially as first option when you setup an law using the pay rent or move in fee you cannot select either sub options in if section when you first add an if addition as seen below it will just not let you pick it at all you can select it if you do add something else first as detailed below so if i add currency in circulation i can switch this into pay rent move in fee afterward but i can never select it as the first option reproduction steps start drafting a law and add pay rent or move in fee trigger now add a if section item and try to select either pay rent or move in fee and you will be unable to do so ,1 532307,15553789931.0,IssuesEvent,2021-03-16 02:17:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1942] Advanced Settings in Title issue,Category: Gameplay Category: UI Priority: Medium Regression Squad: Mountain Goat Status: Won't Fix Type: Bug,"- [ ] 1. Missing Submit button: ![image](https://user-images.githubusercontent.com/45708377/109467191-dea73c00-7a7b-11eb-8102-b53751f301f6.png) - [ ] 2. If you press ESC or 'X' to close Advanced settings window then changes should not be saved. Step to reproduce: - advanced settings window, add any currency to wages, but don't add bank account. You will have error: ![image](https://user-images.githubusercontent.com/45708377/109467522-583f2a00-7a7c-11eb-8733-593a561b4e3e.png) - press 'X', your changes were saved and your have title with invalid error: ![image](https://user-images.githubusercontent.com/45708377/109467602-7b69d980-7a7c-11eb-9def-f97b7faac9a8.png) ",1.0,"[0.9.3 staging-1942] Advanced Settings in Title issue - - [ ] 1. Missing Submit button: ![image](https://user-images.githubusercontent.com/45708377/109467191-dea73c00-7a7b-11eb-8102-b53751f301f6.png) - [ ] 2. If you press ESC or 'X' to close Advanced settings window then changes should not be saved. Step to reproduce: - advanced settings window, add any currency to wages, but don't add bank account. You will have error: ![image](https://user-images.githubusercontent.com/45708377/109467522-583f2a00-7a7c-11eb-8733-593a561b4e3e.png) - press 'X', your changes were saved and your have title with invalid error: ![image](https://user-images.githubusercontent.com/45708377/109467602-7b69d980-7a7c-11eb-9def-f97b7faac9a8.png) ",1, advanced settings in title issue missing submit button if you press esc or x to close advanced settings window then changes should not be saved step to reproduce advanced settings window add any currency to wages but don t add bank account you will have error press x your changes were saved and your have title with invalid error ,1 282261,8704851429.0,IssuesEvent,2018-12-05 20:37:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Picked up tomatoes with no fruits,Medium Priority,Tomatoes should not be harvestable if they have no fruit (like huckleberries),1.0,Picked up tomatoes with no fruits - Tomatoes should not be harvestable if they have no fruit (like huckleberries),1,picked up tomatoes with no fruits tomatoes should not be harvestable if they have no fruit like huckleberries ,1 379964,11252088970.0,IssuesEvent,2020-01-11 05:31:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1323] Unable to delete proposed contracts,Fixed Priority: Medium,"Once a contract is proposed, it is not possible to delete it before it is accepted. This is not a problem with contract drafts. To replicate: - Propose a contract - Press Delete button - The Delete button gets grayed out, but nothing happens",1.0,"[0.9.0 staging-1323] Unable to delete proposed contracts - Once a contract is proposed, it is not possible to delete it before it is accepted. This is not a problem with contract drafts. To replicate: - Propose a contract - Press Delete button - The Delete button gets grayed out, but nothing happens",1, unable to delete proposed contracts once a contract is proposed it is not possible to delete it before it is accepted this is not a problem with contract drafts to replicate propose a contract press delete button the delete button gets grayed out but nothing happens,1 511040,14852311240.0,IssuesEvent,2021-01-18 08:24:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Improvement for Displaying markers on the minimap,Category: UI Priority: Medium Type: Feature,"Now we have markers that always visible in minimap. But this is a little wrong I guess. For example I have a big district where I place 'My City'. when my minimap is at maximum distance I should see this marker. But when I zoom in it already in the city, then this marker should disappear for me, and already inside the city display other markers. We need to give people the ability to do something like google map. ![2021 01 18 Markers](https://user-images.githubusercontent.com/45708377/104888941-8100d980-597e-11eb-9163-581958510b40.gif) So how do you do it? I think it might be worth adding some extra marker customization. Something like a strip with 2 sliders - the minimum and maximum scale on the minimap. And a marker will be displayed in this gap. ![image](https://user-images.githubusercontent.com/45708377/104889029-9f66d500-597e-11eb-8340-969f06223ef1.png) And more importantly, we can use this for icons/markers that are created in a game way, that is, for example, for Project markers, by default they will be visible only almost at the maximum zoom of the map. I'd also do numbers for the sliders to fine tune this parameter.",1.0,"Improvement for Displaying markers on the minimap - Now we have markers that always visible in minimap. But this is a little wrong I guess. For example I have a big district where I place 'My City'. when my minimap is at maximum distance I should see this marker. But when I zoom in it already in the city, then this marker should disappear for me, and already inside the city display other markers. We need to give people the ability to do something like google map. ![2021 01 18 Markers](https://user-images.githubusercontent.com/45708377/104888941-8100d980-597e-11eb-9163-581958510b40.gif) So how do you do it? I think it might be worth adding some extra marker customization. Something like a strip with 2 sliders - the minimum and maximum scale on the minimap. And a marker will be displayed in this gap. ![image](https://user-images.githubusercontent.com/45708377/104889029-9f66d500-597e-11eb-8340-969f06223ef1.png) And more importantly, we can use this for icons/markers that are created in a game way, that is, for example, for Project markers, by default they will be visible only almost at the maximum zoom of the map. I'd also do numbers for the sliders to fine tune this parameter.",1,improvement for displaying markers on the minimap now we have markers that always visible in minimap but this is a little wrong i guess for example i have a big district where i place my city when my minimap is at maximum distance i should see this marker but when i zoom in it already in the city then this marker should disappear for me and already inside the city display other markers we need to give people the ability to do something like google map so how do you do it i think it might be worth adding some extra marker customization something like a strip with sliders the minimum and maximum scale on the minimap and a marker will be displayed in this gap and more importantly we can use this for icons markers that are created in a game way that is for example for project markers by default they will be visible only almost at the maximum zoom of the map i d also do numbers for the sliders to fine tune this parameter ,1 559707,16569500483.0,IssuesEvent,2021-05-30 05:04:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0.0 release] Grasslands world generation needs improvement,Category: Gameplay Priority: Medium Regression Squad: Otter Type: Feature,"The grasslands are intended to be a rather large biome that can be found in various locations on the map. Since update 9.0, the grasslands often spawn in small strips or random small circles throughout the map. This needs to be corrected so they once again are a common biome on the map without strange groupings. For world generation, grasslands are the default biome. Lack of a biome will make the area a grasslands. This problem with odd grasslands was introduced by a change to how sub-biomes work, as well as change to neighbor biomes. In addition, there have been changes to the default world generation configs related to biome balance. Here is a summary of each change in world generation since the version where this was not a problem:. **Config changes:** There have been tweaks to the WorldGenerator.eco.template that increase the number of default biomes from 1 to 2 and tweak some values related to how much % of each biome should spawn. Part of this was to accommodate the sub-biome changes described below. These can be adjusted as needed. **Sub-Biomes:** Previously, sub-biomes were considered a distinct biome in terms of how they generated. If world generation config was set to 1 Desert + 2 High Desert it would result in 3 desert biomes with 2 of the deserts having a higher altitude. Now this config would result in 1 desert biome with 2 areas inside of it with higher altitude. One of these sub-biomes is called Steppe. It is a sub-biome of Grasslands, so this means previously there was guaranteed to be grasslands spawns on the map. Grasslands was common enough so this didn't matter, but it still meant guaranteed Grasslands. **Neighbor Biomes:** Another significant change was how to bad neighbors for biomes work. There are now stricter rules about which biomes can spawn next to other biomes. This results in large clumps of related biomes that take up almost an entire continent. You will often find a thin strip of grasslands surrounding this grouping of biomes. The bad neighbors are assigned in the file Biomes.cs, and you can check the history of this file to see some of the refactors to world generation. Related issue with Desert: https://github.com/StrangeLoopGames/EcoIssues/issues/17037 **Images of problem:** ![Grasslands4](https://user-images.githubusercontent.com/47330823/120092581-d5ecf300-c0c8-11eb-83d8-eacb6979094f.png) ![Grasslands2](https://user-images.githubusercontent.com/47330823/120092569-b8b82480-c0c8-11eb-8ec4-37459e2af04a.png) ![Grasslands3](https://user-images.githubusercontent.com/47330823/120092574-c53c7d00-c0c8-11eb-9eba-95bf82ef170a.png) ![Grasslands5](https://user-images.githubusercontent.com/47330823/120092674-aee2f100-c0c9-11eb-9208-8af963e3ec79.png) ",1.0,"[0.9.0.0 release] Grasslands world generation needs improvement - The grasslands are intended to be a rather large biome that can be found in various locations on the map. Since update 9.0, the grasslands often spawn in small strips or random small circles throughout the map. This needs to be corrected so they once again are a common biome on the map without strange groupings. For world generation, grasslands are the default biome. Lack of a biome will make the area a grasslands. This problem with odd grasslands was introduced by a change to how sub-biomes work, as well as change to neighbor biomes. In addition, there have been changes to the default world generation configs related to biome balance. Here is a summary of each change in world generation since the version where this was not a problem:. **Config changes:** There have been tweaks to the WorldGenerator.eco.template that increase the number of default biomes from 1 to 2 and tweak some values related to how much % of each biome should spawn. Part of this was to accommodate the sub-biome changes described below. These can be adjusted as needed. **Sub-Biomes:** Previously, sub-biomes were considered a distinct biome in terms of how they generated. If world generation config was set to 1 Desert + 2 High Desert it would result in 3 desert biomes with 2 of the deserts having a higher altitude. Now this config would result in 1 desert biome with 2 areas inside of it with higher altitude. One of these sub-biomes is called Steppe. It is a sub-biome of Grasslands, so this means previously there was guaranteed to be grasslands spawns on the map. Grasslands was common enough so this didn't matter, but it still meant guaranteed Grasslands. **Neighbor Biomes:** Another significant change was how to bad neighbors for biomes work. There are now stricter rules about which biomes can spawn next to other biomes. This results in large clumps of related biomes that take up almost an entire continent. You will often find a thin strip of grasslands surrounding this grouping of biomes. The bad neighbors are assigned in the file Biomes.cs, and you can check the history of this file to see some of the refactors to world generation. Related issue with Desert: https://github.com/StrangeLoopGames/EcoIssues/issues/17037 **Images of problem:** ![Grasslands4](https://user-images.githubusercontent.com/47330823/120092581-d5ecf300-c0c8-11eb-83d8-eacb6979094f.png) ![Grasslands2](https://user-images.githubusercontent.com/47330823/120092569-b8b82480-c0c8-11eb-8ec4-37459e2af04a.png) ![Grasslands3](https://user-images.githubusercontent.com/47330823/120092574-c53c7d00-c0c8-11eb-9eba-95bf82ef170a.png) ![Grasslands5](https://user-images.githubusercontent.com/47330823/120092674-aee2f100-c0c9-11eb-9208-8af963e3ec79.png) ",1, grasslands world generation needs improvement the grasslands are intended to be a rather large biome that can be found in various locations on the map since update the grasslands often spawn in small strips or random small circles throughout the map this needs to be corrected so they once again are a common biome on the map without strange groupings for world generation grasslands are the default biome lack of a biome will make the area a grasslands this problem with odd grasslands was introduced by a change to how sub biomes work as well as change to neighbor biomes in addition there have been changes to the default world generation configs related to biome balance here is a summary of each change in world generation since the version where this was not a problem config changes there have been tweaks to the worldgenerator eco template that increase the number of default biomes from to and tweak some values related to how much of each biome should spawn part of this was to accommodate the sub biome changes described below these can be adjusted as needed sub biomes previously sub biomes were considered a distinct biome in terms of how they generated if world generation config was set to desert high desert it would result in desert biomes with of the deserts having a higher altitude now this config would result in desert biome with areas inside of it with higher altitude one of these sub biomes is called steppe it is a sub biome of grasslands so this means previously there was guaranteed to be grasslands spawns on the map grasslands was common enough so this didn t matter but it still meant guaranteed grasslands neighbor biomes another significant change was how to bad neighbors for biomes work there are now stricter rules about which biomes can spawn next to other biomes this results in large clumps of related biomes that take up almost an entire continent you will often find a thin strip of grasslands surrounding this grouping of biomes the bad neighbors are assigned in the file biomes cs and you can check the history of this file to see some of the refactors to world generation related issue with desert images of problem ,1 252050,8031175208.0,IssuesEvent,2018-07-27 23:05:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stockpiles overlap claims,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Place a stockpile mostly on your own property or unclaimed land but about 10-20% on claimed land by another player. **Expected behavior:** ""Cannot do that on [Players] property: not authorized"" **Actual behavior:** You can place it. Not sure here but I've heard reports that some are stealing from other players from stockpiles even though they're claimed, now I can't verify that but if that's true this might be related somehow, maybe after a restart things gets messy.",1.0,"Stockpiles overlap claims - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Place a stockpile mostly on your own property or unclaimed land but about 10-20% on claimed land by another player. **Expected behavior:** ""Cannot do that on [Players] property: not authorized"" **Actual behavior:** You can place it. Not sure here but I've heard reports that some are stealing from other players from stockpiles even though they're claimed, now I can't verify that but if that's true this might be related somehow, maybe after a restart things gets messy.",1,stockpiles overlap claims version beta steps to reproduce place a stockpile mostly on your own property or unclaimed land but about on claimed land by another player expected behavior cannot do that on property not authorized actual behavior you can place it not sure here but i ve heard reports that some are stealing from other players from stockpiles even though they re claimed now i can t verify that but if that s true this might be related somehow maybe after a restart things gets messy ,1 370747,10948416202.0,IssuesEvent,2019-11-26 08:51:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crafting tables not working (again),Fixed Medium Priority,"basically the craft timers pause, the stations loop the sound but never make anything. Sleeping is disabled if this helps. happens at random. restart fixes the problem.",1.0,"Crafting tables not working (again) - basically the craft timers pause, the stations loop the sound but never make anything. Sleeping is disabled if this helps. happens at random. restart fixes the problem.",1,crafting tables not working again basically the craft timers pause the stations loop the sound but never make anything sleeping is disabled if this helps happens at random restart fixes the problem ,1 306011,9379532765.0,IssuesEvent,2019-04-04 15:06:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.0-release-preview] No road tool animation in 3d person view,Medium Priority Quality Assurance,"[0.8.1.0-release-preview] no mods **Steps** 1. Go in 3d person view mode 2. Take road tool 3. Road it **Expected result** animation for road tool **Actual result** No actions at all. Not even for picking a tool. ![roadtool-3d](https://user-images.githubusercontent.com/27898520/55534271-5b351280-56cd-11e9-9f22-bf22b25f8a31.gif) ",1.0,"[0.8.1.0-release-preview] No road tool animation in 3d person view - [0.8.1.0-release-preview] no mods **Steps** 1. Go in 3d person view mode 2. Take road tool 3. Road it **Expected result** animation for road tool **Actual result** No actions at all. Not even for picking a tool. ![roadtool-3d](https://user-images.githubusercontent.com/27898520/55534271-5b351280-56cd-11e9-9f22-bf22b25f8a31.gif) ",1, no road tool animation in person view no mods steps go in person view mode take road tool road it expected result animation for road tool actual result no actions at all not even for picking a tool ,1 554388,16419358663.0,IssuesEvent,2021-05-19 10:38:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crash when Grant Title is selected for Work Party payment,Category: Gameplay Priority: Medium Squad: Pumpkin Status: Fixed Type: Bug,"\ **User Id: (Not logged user)** **Version:** 0.9.3.3 beta release-219 **Steps to Reproduce:** 1. i've creating contract working group 2. choosing ""grant title"", got crash **Expected behavior:** **Actual behavior:** Было получено следующее сообщение об ошибке: ``` Server encountered an exception: Exception: Exception Message:Could not find setter SetObjectToEdit on type ViewEditor for ObjectToEdit property. Source:Eco.Gameplay System.Exception: Could not find setter SetObjectToEdit on type ViewEditor for ObjectToEdit property. at Eco.Gameplay.Utils.ClientSetViewExtensions.SetClassOfProperty(Object controller, Player player, String newClassName, String propertyName, Int32 listIndex) Outer Exceptions: Exception has been thrown by the target of an invocation. Exception has been thrown by the target of an invocation. ``` **Do you have mods installed? Does the issue happen when no mods are installed?:** **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Crash when Grant Title is selected for Work Party payment - \ **User Id: (Not logged user)** **Version:** 0.9.3.3 beta release-219 **Steps to Reproduce:** 1. i've creating contract working group 2. choosing ""grant title"", got crash **Expected behavior:** **Actual behavior:** Было получено следующее сообщение об ошибке: ``` Server encountered an exception: Exception: Exception Message:Could not find setter SetObjectToEdit on type ViewEditor for ObjectToEdit property. Source:Eco.Gameplay System.Exception: Could not find setter SetObjectToEdit on type ViewEditor for ObjectToEdit property. at Eco.Gameplay.Utils.ClientSetViewExtensions.SetClassOfProperty(Object controller, Player player, String newClassName, String propertyName, Int32 listIndex) Outer Exceptions: Exception has been thrown by the target of an invocation. Exception has been thrown by the target of an invocation. ``` **Do you have mods installed? Does the issue happen when no mods are installed?:** **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue crash when grant title is selected for work party payment user id not logged user version beta release steps to reproduce i ve creating contract working group choosing grant title got crash expected behavior actual behavior было получено следующее сообщение об ошибке server encountered an exception exception exception message could not find setter setobjecttoedit on type vieweditor for objecttoedit property source eco gameplay system exception could not find setter setobjecttoedit on type vieweditor for objecttoedit property at eco gameplay utils clientsetviewextensions setclassofproperty object controller player player string newclassname string propertyname listindex outer exceptions exception has been thrown by the target of an invocation exception has been thrown by the target of an invocation do you have mods installed does the issue happen when no mods are installed please provide log files instruction is here ,1 474703,13674471123.0,IssuesEvent,2020-09-29 11:18:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,WebServerUrl doesn't get validated,Category: Tech Priority: Medium,"The WebServerUrl needs to start with http(s):// or it doesn't work. Add something to the UI that doesn't let you save it if it's invalid, and halt server startup if it's invalid",1.0,"WebServerUrl doesn't get validated - The WebServerUrl needs to start with http(s):// or it doesn't work. Add something to the UI that doesn't let you save it if it's invalid, and halt server startup if it's invalid",1,webserverurl doesn t get validated the webserverurl needs to start with http s or it doesn t work add something to the ui that doesn t let you save it if it s invalid and halt server startup if it s invalid,1 249078,7953744669.0,IssuesEvent,2018-07-12 03:32:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Memory leak,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1 Connect to a(nother) world 2 Move in this world 3 Disconnect and return to 1 **Expected behavior:** On game home menu memory used sould be constant **Actual behavior:** After few connect/disconnect eco use lot of more memory than at his start (~3Go instead of ~600Mo)",1.0,"USER ISSUE: Memory leak - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1 Connect to a(nother) world 2 Move in this world 3 Disconnect and return to 1 **Expected behavior:** On game home menu memory used sould be constant **Actual behavior:** After few connect/disconnect eco use lot of more memory than at his start (~3Go instead of ~600Mo)",1,user issue memory leak version beta steps to reproduce connect to a nother world move in this world disconnect and return to expected behavior on game home menu memory used sould be constant actual behavior after few connect disconnect eco use lot of more memory than at his start instead of ,1 405608,11879636724.0,IssuesEvent,2020-03-27 09:10:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-13-d] Wrong count of tailings,Priority: Medium QA Status: Investigate Type: Exploit,When player smelting ingots by using blast furnace it is possible to avoid creating of tailings. If player disconnect all storages which able to storing carried items (like stockpile and wood cart etc.) during smelting tailings will no creating and no move to stockpile when it will connected back to furnace after craft queue will over.,1.0,[0.8.2.0 staging-13-d] Wrong count of tailings - When player smelting ingots by using blast furnace it is possible to avoid creating of tailings. If player disconnect all storages which able to storing carried items (like stockpile and wood cart etc.) during smelting tailings will no creating and no move to stockpile when it will connected back to furnace after craft queue will over.,1, wrong count of tailings when player smelting ingots by using blast furnace it is possible to avoid creating of tailings if player disconnect all storages which able to storing carried items like stockpile and wood cart etc during smelting tailings will no creating and no move to stockpile when it will connected back to furnace after craft queue will over ,1 432364,12492065587.0,IssuesEvent,2020-06-01 06:11:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Missing icons: Dirt Road & Executive Actions,Category: Art Priority: Medium Status: Fixed,"We need two different icons: - Dirt Road for ""Look at block description"" - Executive Actions for Ecopedia tab Related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/15661",1.0,"Missing icons: Dirt Road & Executive Actions - We need two different icons: - Dirt Road for ""Look at block description"" - Executive Actions for Ecopedia tab Related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/15661",1,missing icons dirt road executive actions we need two different icons dirt road for look at block description executive actions for ecopedia tab related issue ,1 450389,13003315753.0,IssuesEvent,2020-07-24 06:24:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Change error message when taking something into inventory fails due to weight limit,Category: Gameplay Priority: Medium Status: Fixed Week Task,"Currently no matter if you do not have more slots or if the item is too heavy you get the error message: ""No room in inventory"" It should say that the item is too heavy when it fails due to weight and not due to slots.",1.0,"Change error message when taking something into inventory fails due to weight limit - Currently no matter if you do not have more slots or if the item is too heavy you get the error message: ""No room in inventory"" It should say that the item is too heavy when it fails due to weight and not due to slots.",1,change error message when taking something into inventory fails due to weight limit currently no matter if you do not have more slots or if the item is too heavy you get the error message no room in inventory it should say that the item is too heavy when it fails due to weight and not due to slots ,1 550103,16104844257.0,IssuesEvent,2021-04-27 13:51:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2] Need banner for Ecopedia: Residency,Category: Art Priority: Medium Squad: Saguaro Type: Task,"With the new residency page in the Ecopedia, it needs a banner to match the format of the other entries in the Concepts section.",1.0,"[0.9.2] Need banner for Ecopedia: Residency - With the new residency page in the Ecopedia, it needs a banner to match the format of the other entries in the Concepts section.",1, need banner for ecopedia residency with the new residency page in the ecopedia it needs a banner to match the format of the other entries in the concepts section ,1 331876,10081112945.0,IssuesEvent,2019-07-25 08:01:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"After a reboot, some rooms are not recognized",Medium Priority,"If we reboot our GameServer, sometimes rooms are not detected. If this should be recognized again, you have to take out a brick and put it back in again. Version 7.2.3",1.0,"After a reboot, some rooms are not recognized - If we reboot our GameServer, sometimes rooms are not detected. If this should be recognized again, you have to take out a brick and put it back in again. Version 7.2.3",1,after a reboot some rooms are not recognized if we reboot our gameserver sometimes rooms are not detected if this should be recognized again you have to take out a brick and put it back in again version ,1 259127,8188161542.0,IssuesEvent,2018-08-30 00:09:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't access escape menu while 'Entering World',Medium Priority,If you ever get stuck 'entering world' there is no way to cancel,1.0,Can't access escape menu while 'Entering World' - If you ever get stuck 'entering world' there is no way to cancel,1,can t access escape menu while entering world if you ever get stuck entering world there is no way to cancel,1 552993,16332584433.0,IssuesEvent,2021-05-12 11:06:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.2.2] UI Issue: Non-English Character causes reputation (clause) to dissapear,Category: Localization Category: UI Priority: Medium Squad: Otter Status: Fixed Status: Reopen Type: Bug,"As titled, My name (Satsuki Shizuka 五月靜) is at a length where it would cover the reputation bracket entirely and thereby making it unselectable. Also as of 9.0, the Asian characters also have a kerned space in between them generated (making it look like 五 月 靜) and thereby lengthening it, perhaps exacerbating the issue. ",1.0,"[9.2.2] UI Issue: Non-English Character causes reputation (clause) to dissapear - As titled, My name (Satsuki Shizuka 五月靜) is at a length where it would cover the reputation bracket entirely and thereby making it unselectable. Also as of 9.0, the Asian characters also have a kerned space in between them generated (making it look like 五 月 靜) and thereby lengthening it, perhaps exacerbating the issue. ",1, ui issue non english character causes reputation clause to dissapear as titled my name satsuki shizuka 五月靜 is at a length where it would cover the reputation bracket entirely and thereby making it unselectable also as of the asian characters also have a kerned space in between them generated making it look like 五 月 靜 and thereby lengthening it perhaps exacerbating the issue ,1 502108,14540242591.0,IssuesEvent,2020-12-15 13:03:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging] Accounts: no lang flag on sticky header,Category: Web Priority: Medium Status: Fixed,"if friend send link on tech tree tab to you can not change Lang and if you first time on site you can not know about it on top exemple: https://accounts.stagingland.strangeloopgames.com/updates/life/animalbehavior ![lang_header](https://user-images.githubusercontent.com/26339332/101291842-c927ca80-381c-11eb-98ea-9fdad714a3e6.png) ",1.0,"[staging] Accounts: no lang flag on sticky header - if friend send link on tech tree tab to you can not change Lang and if you first time on site you can not know about it on top exemple: https://accounts.stagingland.strangeloopgames.com/updates/life/animalbehavior ![lang_header](https://user-images.githubusercontent.com/26339332/101291842-c927ca80-381c-11eb-98ea-9fdad714a3e6.png) ",1, accounts no lang flag on sticky header if friend send link on tech tree tab to you can not change lang and if you first time on site you can not know about it on top exemple ,1 497982,14398357664.0,IssuesEvent,2020-12-03 09:29:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging] Typo in Flat Steel Wall offset,Category: Art Priority: Medium Status: Fixed,"Category type is set as ""Buildling"" instead of ""Building"" `Bad rule ID: could not find matching category type for: Buidling on: FlatSteel Walls case: 0 offset: Offset_201`",1.0,"[0.9.2 staging] Typo in Flat Steel Wall offset - Category type is set as ""Buildling"" instead of ""Building"" `Bad rule ID: could not find matching category type for: Buidling on: FlatSteel Walls case: 0 offset: Offset_201`",1, typo in flat steel wall offset category type is set as buildling instead of building bad rule id could not find matching category type for buidling on flatsteel walls case offset offset ,1 446463,12857494966.0,IssuesEvent,2020-07-09 09:23:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1641] Web election: Executive action description is in the header,Category: Web Priority: Medium Status: Fixed Week Task,"1) Create some executive action for the election 2) Go to the site for voting It looks like that ![bandicam 2020-07-06 13-38-21-299](https://user-images.githubusercontent.com/27898520/86575042-182cb380-bf90-11ea-8b15-e59dc4b50199.jpg) Somehow action logic is in the description (and in the body as well) Its ok for a law, for example ![bandicam 2020-07-06 13-35-56-207](https://user-images.githubusercontent.com/27898520/86575196-52965080-bf90-11ea-9edf-635ddda25b92.jpg) ",1.0,"[0.9.0 staging-1641] Web election: Executive action description is in the header - 1) Create some executive action for the election 2) Go to the site for voting It looks like that ![bandicam 2020-07-06 13-38-21-299](https://user-images.githubusercontent.com/27898520/86575042-182cb380-bf90-11ea-8b15-e59dc4b50199.jpg) Somehow action logic is in the description (and in the body as well) Its ok for a law, for example ![bandicam 2020-07-06 13-35-56-207](https://user-images.githubusercontent.com/27898520/86575196-52965080-bf90-11ea-9edf-635ddda25b92.jpg) ",1, web election executive action description is in the header create some executive action for the election go to the site for voting it looks like that somehow action logic is in the description and in the body as well its ok for a law for example ,1 249095,7953788604.0,IssuesEvent,2018-07-12 03:50:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: See through bodies of water when placing something in line of sight,Medium Priority,"**Version:** 0.7.2.2 beta **Steps to Reproduce:** 1. Take a log or stone (or something similar in terms of placement properties) 2. Locate the edge of a river or a cliff with water below 3. Look at the edge of said location as if you wanted to place down the log or stone 4. By looking at the water through the white outlined preview you can see the floor of the body of water **Expected behavior:** Water should appear normal while looking through the white outlined preview in the act of placing something **Actual behavior:** You are able to look right through the water **Screenshot** ![ ](https://puu.sh/zDzLl/3c2d7461e1.jpg)",1.0,"USER ISSUE: See through bodies of water when placing something in line of sight - **Version:** 0.7.2.2 beta **Steps to Reproduce:** 1. Take a log or stone (or something similar in terms of placement properties) 2. Locate the edge of a river or a cliff with water below 3. Look at the edge of said location as if you wanted to place down the log or stone 4. By looking at the water through the white outlined preview you can see the floor of the body of water **Expected behavior:** Water should appear normal while looking through the white outlined preview in the act of placing something **Actual behavior:** You are able to look right through the water **Screenshot** ![ ](https://puu.sh/zDzLl/3c2d7461e1.jpg)",1,user issue see through bodies of water when placing something in line of sight version beta steps to reproduce take a log or stone or something similar in terms of placement properties locate the edge of a river or a cliff with water below look at the edge of said location as if you wanted to place down the log or stone by looking at the water through the white outlined preview you can see the floor of the body of water expected behavior water should appear normal while looking through the white outlined preview in the act of placing something actual behavior you are able to look right through the water screenshot ,1 444767,12820841229.0,IssuesEvent,2020-07-06 06:50:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1637] GI checking message,Category: Gameplay Priority: Medium Status: Fixed,"1) It seems to work in the wrong way. It will tell you that you don't have enough memory when you actually do. 2) Need some improvements on logic here. If you will grab scroll and move it around from low to high without releasing it, you will have a bunch of messages. Message should appear only after releasing button (like decision was made at this point). ![d46680b64490e542e5466c3a1e412e1d](https://user-images.githubusercontent.com/27898520/86439837-bf0c1800-bd22-11ea-8b5a-6072fd970ecb.gif) ",1.0,"[0.9.0 staging-1637] GI checking message - 1) It seems to work in the wrong way. It will tell you that you don't have enough memory when you actually do. 2) Need some improvements on logic here. If you will grab scroll and move it around from low to high without releasing it, you will have a bunch of messages. Message should appear only after releasing button (like decision was made at this point). ![d46680b64490e542e5466c3a1e412e1d](https://user-images.githubusercontent.com/27898520/86439837-bf0c1800-bd22-11ea-8b5a-6072fd970ecb.gif) ",1, gi checking message it seems to work in the wrong way it will tell you that you don t have enough memory when you actually do need some improvements on logic here if you will grab scroll and move it around from low to high without releasing it you will have a bunch of messages message should appear only after releasing button like decision was made at this point ,1 368575,10881428960.0,IssuesEvent,2019-11-17 17:43:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Make a function to convert TextMeshProTags to HTML tags for web viewer,Medium Priority,"In the webviewer we display descriptions taken from the game, but they lose their markup. So this in game: ![image](https://user-images.githubusercontent.com/3536496/69011353-6ff1ae00-091e-11ea-8ba3-f199a4018c43.png) Becomes this on the web ![image](https://user-images.githubusercontent.com/3536496/69011302-1e492380-091e-11ea-86d3-47957887edf0.png) Make a function that converts some of the textmeshpro tags into html, so that the boldness and color change of text in the game will translate over to the web. Also it looks like the user description ('this is the new description') is showing in game but not on the web, make sure that gets in the web display too. ",1.0,"Make a function to convert TextMeshProTags to HTML tags for web viewer - In the webviewer we display descriptions taken from the game, but they lose their markup. So this in game: ![image](https://user-images.githubusercontent.com/3536496/69011353-6ff1ae00-091e-11ea-8ba3-f199a4018c43.png) Becomes this on the web ![image](https://user-images.githubusercontent.com/3536496/69011302-1e492380-091e-11ea-86d3-47957887edf0.png) Make a function that converts some of the textmeshpro tags into html, so that the boldness and color change of text in the game will translate over to the web. Also it looks like the user description ('this is the new description') is showing in game but not on the web, make sure that gets in the web display too. ",1,make a function to convert textmeshprotags to html tags for web viewer in the webviewer we display descriptions taken from the game but they lose their markup so this in game becomes this on the web make a function that converts some of the textmeshpro tags into html so that the boldness and color change of text in the game will translate over to the web also it looks like the user description this is the new description is showing in game but not on the web make sure that gets in the web display too ,1 568056,16945926188.0,IssuesEvent,2021-06-28 06:46:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Declunkify: make failed rooms more clear,Category: UI Priority: Medium Sprint Must Have Type: Story,"https://www.reddit.com/r/EcoGlobalSurvival/comments/nqn0xv/why_is_this_room_not_giving_xp_im_having_a_real/ Make it so this user would have instantly known what was wrong. ",1.0,"Declunkify: make failed rooms more clear - https://www.reddit.com/r/EcoGlobalSurvival/comments/nqn0xv/why_is_this_room_not_giving_xp_im_having_a_real/ Make it so this user would have instantly known what was wrong. ",1,declunkify make failed rooms more clear make it so this user would have instantly known what was wrong ,1 414006,12097244396.0,IssuesEvent,2020-04-20 08:17:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9-1512] Bank authorization for other users,Priority: Medium Status: Fixed,"If a Bank is placed and everyone or a demografic is authorized the user can`t use the bank to manage accounts (can´t add managers or users). But the creation of accounts works. If you auth that user on the deed of the property, its working! If you de auth, its not working anymore. Can be reproduced easily!",1.0,"[0.9-1512] Bank authorization for other users - If a Bank is placed and everyone or a demografic is authorized the user can`t use the bank to manage accounts (can´t add managers or users). But the creation of accounts works. If you auth that user on the deed of the property, its working! If you de auth, its not working anymore. Can be reproduced easily!",1, bank authorization for other users if a bank is placed and everyone or a demografic is authorized the user can t use the bank to manage accounts can´t add managers or users but the creation of accounts works if you auth that user on the deed of the property its working if you de auth its not working anymore can be reproduced easily ,1 378862,11209986225.0,IssuesEvent,2020-01-06 11:58:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1292] Right Notification: some glitches,Fixed Medium Priority,"1. Notifications are overlapping. (tax and constitution in one slot) ![unknown (31)](https://user-images.githubusercontent.com/27898520/70606249-e03dd780-1c1d-11ea-8854-3f8f73a1bfac.png) 2. Objects names won't show properly (eg, Admin demographic here) ![bandicam 2019-12-11 11-14-41-620](https://user-images.githubusercontent.com/27898520/70606515-71ad4980-1c1e-11ea-8bcd-93f92a75173d.jpg) 3. Law notifications displacement (abd with No current notification in one go) ![unknown (32)](https://user-images.githubusercontent.com/27898520/70606739-f0a28200-1c1e-11ea-9d25-2b2c8d4d7c53.png) ",1.0,"[0.9.0 staging-1292] Right Notification: some glitches - 1. Notifications are overlapping. (tax and constitution in one slot) ![unknown (31)](https://user-images.githubusercontent.com/27898520/70606249-e03dd780-1c1d-11ea-8854-3f8f73a1bfac.png) 2. Objects names won't show properly (eg, Admin demographic here) ![bandicam 2019-12-11 11-14-41-620](https://user-images.githubusercontent.com/27898520/70606515-71ad4980-1c1e-11ea-8bcd-93f92a75173d.jpg) 3. Law notifications displacement (abd with No current notification in one go) ![unknown (32)](https://user-images.githubusercontent.com/27898520/70606739-f0a28200-1c1e-11ea-9d25-2b2c8d4d7c53.png) ",1, right notification some glitches notifications are overlapping tax and constitution in one slot objects names won t show properly eg admin demographic here law notifications displacement abd with no current notification in one go ,1 443893,12803299743.0,IssuesEvent,2020-07-03 00:10:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1611] Web elections: districts election design improvement,Category: Web Priority: Medium,"Need to redesign districts elections so they look great. For now there is too much empty space with too maps especially. ![bandicam 2020-06-19 16-53-42-493](https://user-images.githubusercontent.com/27898520/85129942-71d17600-b24d-11ea-9318-d35d6a908870.jpg) ",1.0,"[0.9.0 staging-1611] Web elections: districts election design improvement - Need to redesign districts elections so they look great. For now there is too much empty space with too maps especially. ![bandicam 2020-06-19 16-53-42-493](https://user-images.githubusercontent.com/27898520/85129942-71d17600-b24d-11ea-9318-d35d6a908870.jpg) ",1, web elections districts election design improvement need to redesign districts elections so they look great for now there is too much empty space with too maps especially ,1 523137,15173500490.0,IssuesEvent,2021-02-13 14:25:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1881] Command '/preset hidden' crashes server,Category: Tech Priority: Medium Squad: Mountain Goat Status: Fixed,"It probably crashed since 9.0, but it was not critical as I thought, but some players use these commands too(I got a message about this) for their own purposes. So I think it's worth fixing this. [log_201221113540.log](https://github.com/StrangeLoopGames/EcoIssues/files/5723747/log_201221113540.log) ``` System.AggregateException: One or more errors occurred. (Can't encode instance of type 'Eco.Mods.OccupancyInitItem') at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at System.Threading.Tasks.Task.Wait() at Eco.Core.Plugins.StorageManager.Shutdown() at Eco.Server.PluginManager.<>c.b__35_0(PluginRegistration reg) System.InvalidOperationException: Can't encode instance of type 'Eco.Mods.OccupancyInitItem' at Eco.Core.Serialization.Serializers.NullClassSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.EnumerableSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.EnumerableSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.SimpleSerializer.SerializeTo(Stream stream, Object obj) at Eco.Core.Serialization.PersistenceManager.Persist(ContentAccessor& contentAccessor, IStorage storage) at Eco.Core.Serialization.PersistenceManager.ApplyChanges(ContentAccessor& contentAccessor) at Eco.Core.Serialization.DataStore.ContentAccessor.ExecuteAsync(ExclusiveAccess exclusiveAccess, DataStoreContentAccessorDelegate action) at Eco.Core.Serialization.PersistenceManager.PersistAllAsync(ExclusiveAccess exclusiveAccess, Boolean forceFlush) at Eco.Core.Plugins.StorageManager.PersistAsync(Boolean forceFlush) at Eco.Core.Utils.Threading.IntervalActionWorker.DoRepeatableWork(CancellationToken token) at Eco.Core.Utils.Threading.RepeatableWorkerBase.DoWork(CancellationToken token) at Eco.Core.Utils.Threading.WorkerBase.ShutdownAsync() at Eco.Core.Plugins.StorageManager.ShutdownAsync() ``` ",1.0,"[0.9.2 staging-1881] Command '/preset hidden' crashes server - It probably crashed since 9.0, but it was not critical as I thought, but some players use these commands too(I got a message about this) for their own purposes. So I think it's worth fixing this. [log_201221113540.log](https://github.com/StrangeLoopGames/EcoIssues/files/5723747/log_201221113540.log) ``` System.AggregateException: One or more errors occurred. (Can't encode instance of type 'Eco.Mods.OccupancyInitItem') at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at System.Threading.Tasks.Task.Wait() at Eco.Core.Plugins.StorageManager.Shutdown() at Eco.Server.PluginManager.<>c.b__35_0(PluginRegistration reg) System.InvalidOperationException: Can't encode instance of type 'Eco.Mods.OccupancyInitItem' at Eco.Core.Serialization.Serializers.NullClassSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.EnumerableSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.EnumerableSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeInstance(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(BinaryWriter writer, Object instance, SerializeFlags flags) at Eco.Core.Serialization.SimpleSerializer.SerializeTo(Stream stream, Object obj) at Eco.Core.Serialization.PersistenceManager.Persist(ContentAccessor& contentAccessor, IStorage storage) at Eco.Core.Serialization.PersistenceManager.ApplyChanges(ContentAccessor& contentAccessor) at Eco.Core.Serialization.DataStore.ContentAccessor.ExecuteAsync(ExclusiveAccess exclusiveAccess, DataStoreContentAccessorDelegate action) at Eco.Core.Serialization.PersistenceManager.PersistAllAsync(ExclusiveAccess exclusiveAccess, Boolean forceFlush) at Eco.Core.Plugins.StorageManager.PersistAsync(Boolean forceFlush) at Eco.Core.Utils.Threading.IntervalActionWorker.DoRepeatableWork(CancellationToken token) at Eco.Core.Utils.Threading.RepeatableWorkerBase.DoWork(CancellationToken token) at Eco.Core.Utils.Threading.WorkerBase.ShutdownAsync() at Eco.Core.Plugins.StorageManager.ShutdownAsync() ``` ",1, command preset hidden crashes server it probably crashed since but it was not critical as i thought but some players use these commands too i got a message about this for their own purposes so i think it s worth fixing this system aggregateexception one or more errors occurred can t encode instance of type eco mods occupancyinititem at system threading tasks task wait millisecondstimeout cancellationtoken cancellationtoken at system threading tasks task wait at eco core plugins storagemanager shutdown at eco server pluginmanager c b pluginregistration reg system invalidoperationexception can t encode instance of type eco mods occupancyinititem at eco core serialization serializers nullclassserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers objectserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers classserializer encodeinstance binarywriter writer object instance serializeflags flags at eco core serialization serializers objectserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers enumerableserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers classserializer encodeinstance binarywriter writer object instance serializeflags flags at eco core serialization serializers objectserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers classserializer encodeinstance binarywriter writer object instance serializeflags flags at eco core serialization serializers objectserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers enumerableserializer encode binarywriter writer object instance serializeflags flags at eco core serialization serializers classserializer encodeinstance binarywriter writer object instance serializeflags flags at eco core serialization serializers objectserializer encode binarywriter writer object instance serializeflags flags at eco core serialization simpleserializer serializeto stream stream object obj at eco core serialization persistencemanager persist contentaccessor contentaccessor istorage storage at eco core serialization persistencemanager applychanges contentaccessor contentaccessor at eco core serialization datastore contentaccessor executeasync exclusiveaccess exclusiveaccess datastorecontentaccessordelegate action at eco core serialization persistencemanager persistallasync exclusiveaccess exclusiveaccess boolean forceflush at eco core plugins storagemanager persistasync boolean forceflush at eco core utils threading intervalactionworker dorepeatablework cancellationtoken token at eco core utils threading repeatableworkerbase dowork cancellationtoken token at eco core utils threading workerbase shutdownasync at eco core plugins storagemanager shutdownasync ,1 407713,11936273483.0,IssuesEvent,2020-04-02 10:01:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging - 1489] Skill Check not functional,Priority: Medium Status: Fixed,"**Steps to reproduce:** Create a contract at the contract board **Expected behavior:** Expected to be able to utilize the options to check a contractee for certain skills **Actual behavior:** Searching for a skill in the list brings up no options to click **Providing Log files:** ![20200326142904_1](https://user-images.githubusercontent.com/1329717/77692510-c1691400-6f74-11ea-859a-6495974dfb7f.jpg) ![20200326142913_1](https://user-images.githubusercontent.com/1329717/77692512-c201aa80-6f74-11ea-956e-bc133459c043.jpg) ",1.0,"[0.9.0 Staging - 1489] Skill Check not functional - **Steps to reproduce:** Create a contract at the contract board **Expected behavior:** Expected to be able to utilize the options to check a contractee for certain skills **Actual behavior:** Searching for a skill in the list brings up no options to click **Providing Log files:** ![20200326142904_1](https://user-images.githubusercontent.com/1329717/77692510-c1691400-6f74-11ea-859a-6495974dfb7f.jpg) ![20200326142913_1](https://user-images.githubusercontent.com/1329717/77692512-c201aa80-6f74-11ea-956e-bc133459c043.jpg) ",1, skill check not functional steps to reproduce create a contract at the contract board expected behavior expected to be able to utilize the options to check a contractee for certain skills actual behavior searching for a skill in the list brings up no options to click providing log files ,1 397185,11724949621.0,IssuesEvent,2020-03-10 12:00:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 labor periodically not loaded correctrly.,Priority: Medium Status: Fixed,"As you can see - labor bar and labor indicator are full. But order still need 1000 labor. ![20200210204427_1](https://user-images.githubusercontent.com/4980243/74175136-422eb380-4c46-11ea-9683-d795768761b1.jpg) ",1.0,"0.9 labor periodically not loaded correctrly. - As you can see - labor bar and labor indicator are full. But order still need 1000 labor. ![20200210204427_1](https://user-images.githubusercontent.com/4980243/74175136-422eb380-4c46-11ea-9683-d795768761b1.jpg) ",1, labor periodically not loaded correctrly as you can see labor bar and labor indicator are full but order still need labor ,1 384239,11385899236.0,IssuesEvent,2020-01-29 12:07:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Staging 1341] Torch Stand shows nothing on Power tab and will not except Torch as fuel,Priority: Medium Status: Fixed,"**Version:** 0.9.0.0 beta staging-1341 At the start of the game you are given a Torch Stand and a Torch in your Campsite. but it doesn't say any Information on Power tab about what it needs ![snap5956](https://user-images.githubusercontent.com/29383891/72656715-32001d00-3995-11ea-9ab3-d5f039af7c90.png) and if you drag the torch from the Toolbar or Backpack to any slot of the Power Tab it shows this message (which by the way is the same message EVERY TOOL except Shovel will show if dragged to same place , so it looks like it still thinks the Torch is a TOOL and not also a Fuel supply) ![snap5957](https://user-images.githubusercontent.com/29383891/72656807-8a371f00-3995-11ea-9814-9dea15630b8a.png) also torch tooltip says nothing about can be used as Fuel for a Torch stand even though it does show a Fuel Rating ![snap5958](https://user-images.githubusercontent.com/29383891/72656829-bf437180-3995-11ea-918a-8c6b92eea843.png) ",1.0,"[Staging 1341] Torch Stand shows nothing on Power tab and will not except Torch as fuel - **Version:** 0.9.0.0 beta staging-1341 At the start of the game you are given a Torch Stand and a Torch in your Campsite. but it doesn't say any Information on Power tab about what it needs ![snap5956](https://user-images.githubusercontent.com/29383891/72656715-32001d00-3995-11ea-9ab3-d5f039af7c90.png) and if you drag the torch from the Toolbar or Backpack to any slot of the Power Tab it shows this message (which by the way is the same message EVERY TOOL except Shovel will show if dragged to same place , so it looks like it still thinks the Torch is a TOOL and not also a Fuel supply) ![snap5957](https://user-images.githubusercontent.com/29383891/72656807-8a371f00-3995-11ea-9814-9dea15630b8a.png) also torch tooltip says nothing about can be used as Fuel for a Torch stand even though it does show a Fuel Rating ![snap5958](https://user-images.githubusercontent.com/29383891/72656829-bf437180-3995-11ea-918a-8c6b92eea843.png) ",1, torch stand shows nothing on power tab and will not except torch as fuel version beta staging at the start of the game you are given a torch stand and a torch in your campsite but it doesn t say any information on power tab about what it needs and if you drag the torch from the toolbar or backpack to any slot of the power tab it shows this message which by the way is the same message every tool except shovel will show if dragged to same place so it looks like it still thinks the torch is a tool and not also a fuel supply also torch tooltip says nothing about can be used as fuel for a torch stand even though it does show a fuel rating ,1 566859,16832257030.0,IssuesEvent,2021-06-18 07:14:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Staging 2025] Skid steer control bug,Category: Tech Priority: Medium Regression Type: Bug,"Skid steer now stuck in reverse permanently Repro - Spawn Skid Steer - Fill Gasoline - Enter - Observe Issue is consistent in both first person and third person view.",1.0,"[9.4 Staging 2025] Skid steer control bug - Skid steer now stuck in reverse permanently Repro - Spawn Skid Steer - Fill Gasoline - Enter - Observe Issue is consistent in both first person and third person view.",1, skid steer control bug skid steer now stuck in reverse permanently repro spawn skid steer fill gasoline enter observe issue is consistent in both first person and third person view ,1 249169,7953949388.0,IssuesEvent,2018-07-12 05:00:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cannot access crash files,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** wait for a crash **Expected behavior:** Crashed eco should relinquish the input focus so that crash file can be opened **Actual behavior:** Input focus stays with crashed program. Eventually eco will shut down completely, but by then the dialogue which leads to the crash file is gone. Neither can I then find a file ""crash_2018..."" etc on the computer.",1.0,"USER ISSUE: Cannot access crash files - **Version:** 0.7.3.3 beta **Steps to Reproduce:** wait for a crash **Expected behavior:** Crashed eco should relinquish the input focus so that crash file can be opened **Actual behavior:** Input focus stays with crashed program. Eventually eco will shut down completely, but by then the dialogue which leads to the crash file is gone. Neither can I then find a file ""crash_2018..."" etc on the computer.",1,user issue cannot access crash files version beta steps to reproduce wait for a crash expected behavior crashed eco should relinquish the input focus so that crash file can be opened actual behavior input focus stays with crashed program eventually eco will shut down completely but by then the dialogue which leads to the crash file is gone neither can i then find a file crash etc on the computer ,1 392360,11590473252.0,IssuesEvent,2020-02-24 06:51:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1387] ""Place block"" sound when dig or block changing",Category: Audio Priority: Medium Status: Fixed,"When you dig: When block change to another block type. The best way to reproduce: - /level 50,50 (not in Grassland Biome) - wait when Crassblock start to change to another block: ![image](https://user-images.githubusercontent.com/45708377/74011881-f821a580-4999-11ea-8e94-45a44e193bf3.png) ![image](https://user-images.githubusercontent.com/45708377/74013744-3620c880-499e-11ea-890b-e3344edebcef.png) My computer is lagging in that moment so only sound: https://drive.google.com/file/d/1pbF5GxszzU-sjLWrTlhT2RSuapwtKwxZ/view?usp=sharing",1.0,"[0.9.0 staging-1387] ""Place block"" sound when dig or block changing - When you dig: When block change to another block type. The best way to reproduce: - /level 50,50 (not in Grassland Biome) - wait when Crassblock start to change to another block: ![image](https://user-images.githubusercontent.com/45708377/74011881-f821a580-4999-11ea-8e94-45a44e193bf3.png) ![image](https://user-images.githubusercontent.com/45708377/74013744-3620c880-499e-11ea-890b-e3344edebcef.png) My computer is lagging in that moment so only sound: https://drive.google.com/file/d/1pbF5GxszzU-sjLWrTlhT2RSuapwtKwxZ/view?usp=sharing",1, place block sound when dig or block changing when you dig when block change to another block type the best way to reproduce level not in grassland biome wait when crassblock start to change to another block my computer is lagging in that moment so only sound ,1 231201,7624867027.0,IssuesEvent,2018-05-03 19:27:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server won't start and chunk-loading problems,Medium Priority,"From the support queue: ""I have the problem that our Eco-server does not start anymore. If I can see that correctly in the server console then there seems to be a problem with the garbage manager. I've linked all the important and necessary information to a Zip archive on Dropbox so you can better handle this problem. Further information: - No modifications were used - Eco Version 7.4.0 Staging - All further information in the Zip Archive Another problem that has long been on my mind is the loading of the chunks. Unfortunately, Eco can not play well without laggs at all. I have tried all graphics options and possibilities and the week after week but the problem seems to be the code. Most of the problem seems to occur in stockpiles and boxes or where much was built. Another graphics card and processor could not solve the problem. A softer load of chunks would solve or improve this problem. I know that Eco is a lot of work and there is an enormous pressure on them so I would like to meet them with the information to make their job easier. Thank you for the 295 hours of playing time I had fun with Eco. If this message arrives and they can help me, I thank you in advance. ZIP Password: ecostaging Dropbox Link: https://www.dropbox.com/s/ixya75o043aqvkc/Bug%20Report%20Informations.zip?dl=0""",1.0,"Server won't start and chunk-loading problems - From the support queue: ""I have the problem that our Eco-server does not start anymore. If I can see that correctly in the server console then there seems to be a problem with the garbage manager. I've linked all the important and necessary information to a Zip archive on Dropbox so you can better handle this problem. Further information: - No modifications were used - Eco Version 7.4.0 Staging - All further information in the Zip Archive Another problem that has long been on my mind is the loading of the chunks. Unfortunately, Eco can not play well without laggs at all. I have tried all graphics options and possibilities and the week after week but the problem seems to be the code. Most of the problem seems to occur in stockpiles and boxes or where much was built. Another graphics card and processor could not solve the problem. A softer load of chunks would solve or improve this problem. I know that Eco is a lot of work and there is an enormous pressure on them so I would like to meet them with the information to make their job easier. Thank you for the 295 hours of playing time I had fun with Eco. If this message arrives and they can help me, I thank you in advance. ZIP Password: ecostaging Dropbox Link: https://www.dropbox.com/s/ixya75o043aqvkc/Bug%20Report%20Informations.zip?dl=0""",1,server won t start and chunk loading problems from the support queue i have the problem that our eco server does not start anymore if i can see that correctly in the server console then there seems to be a problem with the garbage manager i ve linked all the important and necessary information to a zip archive on dropbox so you can better handle this problem further information no modifications were used eco version staging all further information in the zip archive another problem that has long been on my mind is the loading of the chunks unfortunately eco can not play well without laggs at all i have tried all graphics options and possibilities and the week after week but the problem seems to be the code most of the problem seems to occur in stockpiles and boxes or where much was built another graphics card and processor could not solve the problem a softer load of chunks would solve or improve this problem i know that eco is a lot of work and there is an enormous pressure on them so i would like to meet them with the information to make their job easier thank you for the hours of playing time i had fun with eco if this message arrives and they can help me i thank you in advance zip password ecostaging dropbox link ,1 252949,8049016951.0,IssuesEvent,2018-08-01 08:48:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,ClientReceiveException TargetInvocationException (Server dump file),Medium Priority,"--BEGIN DUMP-- Dump Time 06/08/2018 22:32:27 Exception Exception: NullReferenceException Message:Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. Source:Eco.Gameplay System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. at Eco.Gameplay.Items.ToolbarInventory.SelectIndex(Int32 slot, Player player) --END DUMP-- ",1.0,"ClientReceiveException TargetInvocationException (Server dump file) - --BEGIN DUMP-- Dump Time 06/08/2018 22:32:27 Exception Exception: NullReferenceException Message:Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. Source:Eco.Gameplay System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. at Eco.Gameplay.Items.ToolbarInventory.SelectIndex(Int32 slot, Player player) --END DUMP-- ",1,clientreceiveexception targetinvocationexception server dump file begin dump dump time exception exception nullreferenceexception message der objektverweis wurde nicht auf eine objektinstanz festgelegt source eco gameplay system nullreferenceexception der objektverweis wurde nicht auf eine objektinstanz festgelegt at eco gameplay items toolbarinventory selectindex slot player player end dump ,1 442245,12742243179.0,IssuesEvent,2020-06-26 08:02:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Dirt Roads obtainable,Category: Gameplay Priority: Medium Status: Fixed,"When using the Skid Steer on dirt that has been stamped using a road tool, you can obtain ""Dirt Roads"" They stack to 5 in a stockpile but you can carry 100 at a time in hand and place them on the walls of vertical surfaces and they do not retain the physics of dirt. ![dirtroad1](https://user-images.githubusercontent.com/67291586/85331828-db978d00-b4a4-11ea-89d6-5c7cc35ff255.png) ![dirtroad2](https://user-images.githubusercontent.com/67291586/85331830-db978d00-b4a4-11ea-971b-5696c9f754bd.png) ",1.0,"Dirt Roads obtainable - When using the Skid Steer on dirt that has been stamped using a road tool, you can obtain ""Dirt Roads"" They stack to 5 in a stockpile but you can carry 100 at a time in hand and place them on the walls of vertical surfaces and they do not retain the physics of dirt. ![dirtroad1](https://user-images.githubusercontent.com/67291586/85331828-db978d00-b4a4-11ea-89d6-5c7cc35ff255.png) ![dirtroad2](https://user-images.githubusercontent.com/67291586/85331830-db978d00-b4a4-11ea-971b-5696c9f754bd.png) ",1,dirt roads obtainable when using the skid steer on dirt that has been stamped using a road tool you can obtain dirt roads they stack to in a stockpile but you can carry at a time in hand and place them on the walls of vertical surfaces and they do not retain the physics of dirt ,1 651129,21466191891.0,IssuesEvent,2022-04-26 04:11:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Government Panel not noticed,Priority: Medium Status: Fixed Type: Task Category: UI Squad: Mountain Goat,"Had a user who got deep into laws and was confused by constitution and never noticed the government panel. Add a button to the right of all 'civic duties' to 'view current government'. Make it use the same gavel icon as in the action bar, and make it go direct to the constitution tab. ![image](https://user-images.githubusercontent.com/3536496/100023277-89cb9980-2d99-11eb-84ed-78a59a46973f.png) ",1.0,"Government Panel not noticed - Had a user who got deep into laws and was confused by constitution and never noticed the government panel. Add a button to the right of all 'civic duties' to 'view current government'. Make it use the same gavel icon as in the action bar, and make it go direct to the constitution tab. ![image](https://user-images.githubusercontent.com/3536496/100023277-89cb9980-2d99-11eb-84ed-78a59a46973f.png) ",1,government panel not noticed had a user who got deep into laws and was confused by constitution and never noticed the government panel add a button to the right of all civic duties to view current government make it use the same gavel icon as in the action bar and make it go direct to the constitution tab ,1 407372,11912648233.0,IssuesEvent,2020-03-31 10:37:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1483] Missing possibility to change World Objective,Priority: Medium Status: Fixed,"In 0.8.3 World leader can set World objective. With new civic system I can't get this possibility. ![image](https://user-images.githubusercontent.com/45708377/77509163-4cff7980-6e7d-11ea-8e3b-b3841540de59.png) ![image](https://user-images.githubusercontent.com/45708377/77509278-7fa97200-6e7d-11ea-9063-2e888e821fa2.png) ",1.0,"[0.9.0 staging-1483] Missing possibility to change World Objective - In 0.8.3 World leader can set World objective. With new civic system I can't get this possibility. ![image](https://user-images.githubusercontent.com/45708377/77509163-4cff7980-6e7d-11ea-8e3b-b3841540de59.png) ![image](https://user-images.githubusercontent.com/45708377/77509278-7fa97200-6e7d-11ea-9063-2e888e821fa2.png) ",1, missing possibility to change world objective in world leader can set world objective with new civic system i can t get this possibility ,1 464284,13309536585.0,IssuesEvent,2020-08-26 04:19:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging] Need sprites for Barter Trade & Didn't Vote,Category: Art Priority: Medium Status: Fixed,"The trade game action is now split into two: Barter Trade & Currency Trade. We need a new sprite for the Barter Trade game action. The old icon for Trade can be used for Currency Trade. In addition there is a new game action, ""Didn't Vote"". We need a sprite for this as well. It can be something simple for now based on the vote sprite.",1.0,"[0.9.0 Staging] Need sprites for Barter Trade & Didn't Vote - The trade game action is now split into two: Barter Trade & Currency Trade. We need a new sprite for the Barter Trade game action. The old icon for Trade can be used for Currency Trade. In addition there is a new game action, ""Didn't Vote"". We need a sprite for this as well. It can be something simple for now based on the vote sprite.",1, need sprites for barter trade didn t vote the trade game action is now split into two barter trade currency trade we need a new sprite for the barter trade game action the old icon for trade can be used for currency trade in addition there is a new game action didn t vote we need a sprite for this as well it can be something simple for now based on the vote sprite ,1 359354,10674934628.0,IssuesEvent,2019-10-21 10:29:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[master-preview] Tangling in Softwood, Hardwood, Lumber.",Medium Priority,"1. Lumber color on the icon remained from 8.3. But Lumber color was changed (presumably). ![image](https://user-images.githubusercontent.com/45708377/67196780-276cd080-f404-11e9-82f4-e1c20ef961c0.png) Color should be as at Hardwood/Softwood Lumber. ![image](https://user-images.githubusercontent.com/45708377/67196983-8599b380-f404-11e9-9866-220140c67bbd.png) 2. Lumber texture color is wrong. In Stair, Ladder, Window, Fence It takes color from Hardwood. In partially Сolumn, Roof, Wall and Cube(different look, but one color) It takes color from Softwood. Only Floor looks like a mixture of Softwood and Hardwood. But I'm not sure that this is also correct. 3. Tangling in Window and WindowGrilles blocks. For Hardwood: Window block look like WindowGrilles. WindowGrilles is missing. ![image](https://user-images.githubusercontent.com/45708377/67197783-3c4a6380-f406-11e9-8be3-512d00e6a50b.png) For Softwood: WindowGrilles is called as WindowT2 and looks like Window. Window looks like WindowGrilles: ![image](https://user-images.githubusercontent.com/45708377/67197891-74ea3d00-f406-11e9-8bb9-70b3780eea44.png) ",1.0,"[master-preview] Tangling in Softwood, Hardwood, Lumber. - 1. Lumber color on the icon remained from 8.3. But Lumber color was changed (presumably). ![image](https://user-images.githubusercontent.com/45708377/67196780-276cd080-f404-11e9-82f4-e1c20ef961c0.png) Color should be as at Hardwood/Softwood Lumber. ![image](https://user-images.githubusercontent.com/45708377/67196983-8599b380-f404-11e9-9866-220140c67bbd.png) 2. Lumber texture color is wrong. In Stair, Ladder, Window, Fence It takes color from Hardwood. In partially Сolumn, Roof, Wall and Cube(different look, but one color) It takes color from Softwood. Only Floor looks like a mixture of Softwood and Hardwood. But I'm not sure that this is also correct. 3. Tangling in Window and WindowGrilles blocks. For Hardwood: Window block look like WindowGrilles. WindowGrilles is missing. ![image](https://user-images.githubusercontent.com/45708377/67197783-3c4a6380-f406-11e9-8be3-512d00e6a50b.png) For Softwood: WindowGrilles is called as WindowT2 and looks like Window. Window looks like WindowGrilles: ![image](https://user-images.githubusercontent.com/45708377/67197891-74ea3d00-f406-11e9-8bb9-70b3780eea44.png) ",1, tangling in softwood hardwood lumber lumber color on the icon remained from but lumber color was changed presumably color should be as at hardwood softwood lumber lumber texture color is wrong in stair ladder window fence it takes color from hardwood in partially сolumn roof wall and cube different look but one color it takes color from softwood only floor looks like a mixture of softwood and hardwood but i m not sure that this is also correct tangling in window and windowgrilles blocks for hardwood window block look like windowgrilles windowgrilles is missing for softwood windowgrilles is called as and looks like window window looks like windowgrilles ,1 548756,16075163573.0,IssuesEvent,2021-04-25 07:53:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4.0 develop-241] Skills UI: Profession icon should never be hidden if profession is discovered,Category: UI Priority: Medium Squad: Wild Turkey Type: Quality of Life,"With the new Skills UI, the profession and specialty icon are hidden until they are discovered. The profession icon should not hide when the selected specialty isn't unlocked but the profession is. It should be tied to if the profession is discovered ![ProfessionSkillsUI](https://user-images.githubusercontent.com/47330823/113519327-54ea0300-9540-11eb-9b10-91498e4659b1.png) ",1.0,"[0.9.4.0 develop-241] Skills UI: Profession icon should never be hidden if profession is discovered - With the new Skills UI, the profession and specialty icon are hidden until they are discovered. The profession icon should not hide when the selected specialty isn't unlocked but the profession is. It should be tied to if the profession is discovered ![ProfessionSkillsUI](https://user-images.githubusercontent.com/47330823/113519327-54ea0300-9540-11eb-9b10-91498e4659b1.png) ",1, skills ui profession icon should never be hidden if profession is discovered with the new skills ui the profession and specialty icon are hidden until they are discovered the profession icon should not hide when the selected specialty isn t unlocked but the profession is it should be tied to if the profession is discovered ,1 458634,13179023757.0,IssuesEvent,2020-08-12 10:09:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cron: scanDownloadServer get versions from both buckets,Category: Accounts Priority: Medium Status: Fixed,Get versions from both buckets with paging (re-calling url with marker of a last version),1.0,Cron: scanDownloadServer get versions from both buckets - Get versions from both buckets with paging (re-calling url with marker of a last version),1,cron scandownloadserver get versions from both buckets get versions from both buckets with paging re calling url with marker of a last version ,1 227530,7534628387.0,IssuesEvent,2018-04-16 08:41:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Housing System,Medium Priority,"7.3.0 - It took me about 10 minutes to understand how it work and how to make a 50pt value rushing at start of server. It did'nt need more Tier than before and it's basicaly same system. Before it was needing 45 Pot, 3 icebox, 3 Bed, 3 Small Table, 3 Latrine and 3 chair. Now it's 120 Pots and you don't need anymore chair. You also need more wood for hewn log than before but not a lot more. It's very broken, So easy to have a full house alone, with no help on a x1 server in 5-6 hours. Don't need any research ... (Maybe +1 hours now with 7.3.0) It's very broken but the game have already the tool to make it balanced, just need to change a few things to make research, tier, diversity and volume important.",1.0,"Housing System - 7.3.0 - It took me about 10 minutes to understand how it work and how to make a 50pt value rushing at start of server. It did'nt need more Tier than before and it's basicaly same system. Before it was needing 45 Pot, 3 icebox, 3 Bed, 3 Small Table, 3 Latrine and 3 chair. Now it's 120 Pots and you don't need anymore chair. You also need more wood for hewn log than before but not a lot more. It's very broken, So easy to have a full house alone, with no help on a x1 server in 5-6 hours. Don't need any research ... (Maybe +1 hours now with 7.3.0) It's very broken but the game have already the tool to make it balanced, just need to change a few things to make research, tier, diversity and volume important.",1,housing system it took me about minutes to understand how it work and how to make a value rushing at start of server it did nt need more tier than before and it s basicaly same system before it was needing pot icebox bed small table latrine and chair now it s pots and you don t need anymore chair you also need more wood for hewn log than before but not a lot more it s very broken so easy to have a full house alone with no help on a server in hours don t need any research maybe hours now with it s very broken but the game have already the tool to make it balanced just need to change a few things to make research tier diversity and volume important ,1 381916,11297815933.0,IssuesEvent,2020-01-17 07:18:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1341] Fishing: fish is running from the hook,Priority: Medium,"1. Catch a fish 2. You won't see it on the hook, but it will run away from the hook periodically in the air too 3. But you still can collect it ",1.0,"[0.9.0 staging-1341] Fishing: fish is running from the hook - 1. Catch a fish 2. You won't see it on the hook, but it will run away from the hook periodically in the air too 3. But you still can collect it ",1, fishing fish is running from the hook catch a fish you won t see it on the hook but it will run away from the hook periodically in the air too but you still can collect it ,1 493516,14233966669.0,IssuesEvent,2020-11-18 12:56:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Scrollable exception window,Category: UI Priority: Medium Status: Fixed,Window with exception after crashing should be fixed height with scroll,1.0,Scrollable exception window - Window with exception after crashing should be fixed height with scroll,1,scrollable exception window window with exception after crashing should be fixed height with scroll,1 466915,13437049327.0,IssuesEvent,2020-09-07 15:17:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1774] Civics: citizen stats is counting from zero,Category: Laws Priority: Medium,"1. Create a law like this (fresh world) ![bandicam 2020-09-07 20-14-19-046](https://user-images.githubusercontent.com/27898520/92401344-e8905800-f146-11ea-85d5-3d96302b00b5.jpg) 2. Assuming, that after Citizen is sending a message it should send a message with count 1 (action was recorded before Then section) 3. Message send count 0 ![bandicam 2020-09-07 20-15-07-453](https://user-images.githubusercontent.com/27898520/92401424-0d84cb00-f147-11ea-8bcf-f33f7a8db4f4.jpg) ",1.0,"[0.9.0 staging-1774] Civics: citizen stats is counting from zero - 1. Create a law like this (fresh world) ![bandicam 2020-09-07 20-14-19-046](https://user-images.githubusercontent.com/27898520/92401344-e8905800-f146-11ea-85d5-3d96302b00b5.jpg) 2. Assuming, that after Citizen is sending a message it should send a message with count 1 (action was recorded before Then section) 3. Message send count 0 ![bandicam 2020-09-07 20-15-07-453](https://user-images.githubusercontent.com/27898520/92401424-0d84cb00-f147-11ea-8bcf-f33f7a8db4f4.jpg) ",1, civics citizen stats is counting from zero create a law like this fresh world assuming that after citizen is sending a message it should send a message with count action was recorded before then section message send count ,1 424277,12308891172.0,IssuesEvent,2020-05-12 08:03:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1540] Filter in contract board contains hiden items.,Priority: Medium Status: Fixed,"talents, hidden items: ![image](https://user-images.githubusercontent.com/45708377/81160564-e0ef5580-8f92-11ea-9dee-a8d38fd1c93f.png) start to create put in contract and press ""+"" items: ![image](https://user-images.githubusercontent.com/45708377/81160603-f2d0f880-8f92-11ea-946f-b607bcd7f1f7.png) Same in Distribution station",1.0,"[0.9.0 staging-1540] Filter in contract board contains hiden items. - talents, hidden items: ![image](https://user-images.githubusercontent.com/45708377/81160564-e0ef5580-8f92-11ea-9dee-a8d38fd1c93f.png) start to create put in contract and press ""+"" items: ![image](https://user-images.githubusercontent.com/45708377/81160603-f2d0f880-8f92-11ea-946f-b607bcd7f1f7.png) Same in Distribution station",1, filter in contract board contains hiden items talents hidden items start to create put in contract and press items same in distribution station,1 254625,8080957853.0,IssuesEvent,2018-08-08 00:33:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Property is initialized in parallel, can result in duplicate plots getting created",Medium Priority,"Keegan managed to get this problem on his machine: https://cdn.discordapp.com/attachments/344168599507697674/474393887239176192/unknown.png I suspect its a race condition, where multiple threads are calling 'GetOrCreatePlot' at the same time. Should probably change this to a ThreadSafeDictionary which has an atomic GetOrAdd, instead of ConcurrentDictionary, which does not. For bonus points we should see if there are any more bad uses of ConcurrentDictionary like this ",1.0,"Property is initialized in parallel, can result in duplicate plots getting created - Keegan managed to get this problem on his machine: https://cdn.discordapp.com/attachments/344168599507697674/474393887239176192/unknown.png I suspect its a race condition, where multiple threads are calling 'GetOrCreatePlot' at the same time. Should probably change this to a ThreadSafeDictionary which has an atomic GetOrAdd, instead of ConcurrentDictionary, which does not. For bonus points we should see if there are any more bad uses of ConcurrentDictionary like this ",1,property is initialized in parallel can result in duplicate plots getting created keegan managed to get this problem on his machine i suspect its a race condition where multiple threads are calling getorcreateplot at the same time should probably change this to a threadsafedictionary which has an atomic getoradd instead of concurrentdictionary which does not for bonus points we should see if there are any more bad uses of concurrentdictionary like this ,1 241022,7808158054.0,IssuesEvent,2018-06-11 19:14:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Client was kicked from Server / Disconnected from server.NullReferenceException / ItemView.get_FriendlyName (),Medium Priority,"Connection timed out Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: Intel(R) HD Graphics 5000 (ID=0xa26) Vendor: Intel VRAM: 1136 MB Driver: 20.19.15.4568 Begin MonoManager ReloadAssembly - Completed reload, in 0.331 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 3.830000 ms Setting up 2 worker threads for Enlighten. Thread -> id: 22bc -> priority: 1 Thread -> id: 4828 -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.6 beta Freitag, 25. Mai 2018 03:12 (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> PasswordRequest (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PasswordRequest -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [19:31] Disconnected from server.NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IEndDragHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <7b9aac39b5e14f639c9273fd30579e67>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <7b9aac39b5e14f639c9273fd30579e67>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) ",1.0,"Client was kicked from Server / Disconnected from server.NullReferenceException / ItemView.get_FriendlyName () - Connection timed out Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: Intel(R) HD Graphics 5000 (ID=0xa26) Vendor: Intel VRAM: 1136 MB Driver: 20.19.15.4568 Begin MonoManager ReloadAssembly - Completed reload, in 0.331 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 3.830000 ms Setting up 2 worker threads for Enlighten. Thread -> id: 22bc -> priority: 1 Thread -> id: 4828 -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.6 beta Freitag, 25. Mai 2018 03:12 (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> PasswordRequest (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PasswordRequest -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [19:31] Disconnected from server.NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IEndDragHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <7b9aac39b5e14f639c9273fd30579e67>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <7b9aac39b5e14f639c9273fd30579e67>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemView.get_FriendlyName () [0x0000b] in :0 at UI.ItemQuantityUI.UpdateQuantity (System.Int32 quantity) [0x00027] in :0 at ItemSlotHandler.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00016] in :0 at Draggable.OnEndDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x0009e] in :0 at Draggable.Update () [0x00016] in :0 (Filename: Line: 0) ",1,client was kicked from server disconnected from server nullreferenceexception itemview get friendlyname connection timed out log file initialize engine version gfxdevice creating device client threaded version renderer intel r hd graphics id vendor intel vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta freitag mai filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting passwordrequest filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state passwordrequest connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at unityengine eventsystems executeevents execute unityengine eventsystems ienddraghandler handler unityengine eventsystems baseeventdata eventdata in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in unityengine debugloghandler internal logexception exception object unityengine debugloghandler logexception exception object unityengine logger logexception exception object unityengine debug logexception exception unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line nullreferenceexception object reference not set to an instance of an object at itemview get friendlyname in at ui itemquantityui updatequantity system quantity in at itemslothandler onenddrag unityengine eventsystems pointereventdata eventdata in at draggable onenddrag unityengine eventsystems pointereventdata eventdata in at draggable update in filename line ,1 381813,11288435660.0,IssuesEvent,2020-01-16 07:53:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Teleported up while standing on ramp,Priority: Medium,"sometimes you get teleported about one block upwards if you stand on a ramp and mine something. teleport on ramps when mining ![image](https://user-images.githubusercontent.com/37247290/37670698-404b466c-2c6a-11e8-9de9-259c08a5ea6c.gif) ",1.0,"Teleported up while standing on ramp - sometimes you get teleported about one block upwards if you stand on a ramp and mine something. teleport on ramps when mining ![image](https://user-images.githubusercontent.com/37247290/37670698-404b466c-2c6a-11e8-9de9-259c08a5ea6c.gif) ",1,teleported up while standing on ramp sometimes you get teleported about one block upwards if you stand on a ramp and mine something teleport on ramps when mining ,1 376438,11147126285.0,IssuesEvent,2019-12-23 11:39:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contracts ui is really buggy,Medium Priority,"Testing on staging, but I think some of this has been this way for a long time. I am not sure how it behaves on release. The clause drop down does all kinds of weird things. Sometimes selecting a different clause from the drop down will work fine. Sometimes doing so will add or remove other clauses in the list, and/or set the value of other clauses' drop downs such that they no longer match the clause that is displayed. All of the property 'Pick' buttons do nothing. When I clicked on 'Post Job' with this contract, I got an exception in RPCManager saying 'Wrong number of args passed to method: set_Description.' ![image](https://user-images.githubusercontent.com/23460210/40258115-5a32fc3c-5aa5-11e8-9624-0d764ef63787.png) ",1.0,"Contracts ui is really buggy - Testing on staging, but I think some of this has been this way for a long time. I am not sure how it behaves on release. The clause drop down does all kinds of weird things. Sometimes selecting a different clause from the drop down will work fine. Sometimes doing so will add or remove other clauses in the list, and/or set the value of other clauses' drop downs such that they no longer match the clause that is displayed. All of the property 'Pick' buttons do nothing. When I clicked on 'Post Job' with this contract, I got an exception in RPCManager saying 'Wrong number of args passed to method: set_Description.' ![image](https://user-images.githubusercontent.com/23460210/40258115-5a32fc3c-5aa5-11e8-9624-0d764ef63787.png) ",1,contracts ui is really buggy testing on staging but i think some of this has been this way for a long time i am not sure how it behaves on release the clause drop down does all kinds of weird things sometimes selecting a different clause from the drop down will work fine sometimes doing so will add or remove other clauses in the list and or set the value of other clauses drop downs such that they no longer match the clause that is displayed all of the property pick buttons do nothing when i clicked on post job with this contract i got an exception in rpcmanager saying wrong number of args passed to method set description ,1 251702,8025934367.0,IssuesEvent,2018-07-27 00:41:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: House detection problem,Medium Priority,"**Version:** 0.7.0.8 beta **Steps to Reproduce:** On our server, the problem with the algorithm for recognizing the house. If you leave the house window 1x1 or 2x1, then it ceases to be a house. Also, if you open the door, the algorithm stops seeing the house. **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: House detection problem - **Version:** 0.7.0.8 beta **Steps to Reproduce:** On our server, the problem with the algorithm for recognizing the house. If you leave the house window 1x1 or 2x1, then it ceases to be a house. Also, if you open the door, the algorithm stops seeing the house. **Expected behavior:** **Actual behavior:** ",1,user issue house detection problem version beta steps to reproduce on our server the problem with the algorithm for recognizing the house if you leave the house window or then it ceases to be a house also if you open the door the algorithm stops seeing the house expected behavior actual behavior ,1 557000,16497750881.0,IssuesEvent,2021-05-25 12:04:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Staging-1991] Issues with skipping all tutorials after skipping Nutrition Meter introduction,Category: Gameplay Priority: Medium Type: Bug,"Build: 0.9.4 Staging-1991 ## Issues If you skip all tutorials after skipping the **Nutrition Meter Unlocked** introduction modal, the game will not recognize it and still thinks you have not skipped the tutorials. You will end up having the graphics interface of the calorie and housing looking like the image below. ![image](https://user-images.githubusercontent.com/77248866/119490636-a5871b00-bd8f-11eb-92d3-26d482d625b6.png) #### Reproduction Steps 1. Trigger Food for forage or Empty stomach. Anything of the two is fine. 2. Complete your selected tutorial on step 1. 3. Do not watch and skip the **Nutrition Meter Unclocked** introduction modal. You can do so by pressing Tab. 4. Skip all tutorials. 5. Observe. **Note:** I have to disconnect and reconnect to fix the issue. #### Actual Result https://user-images.githubusercontent.com/77248866/119492927-36f78c80-bd92-11eb-9af0-f2382708c93a.mp4 [Fresh game logs](https://github.com/StrangeLoopGames/EcoIssues/files/6539004/Player.log) #### Expected Result The game should behave accordingly when skipping tutorials.",1.0,"[0.9.4 Staging-1991] Issues with skipping all tutorials after skipping Nutrition Meter introduction - Build: 0.9.4 Staging-1991 ## Issues If you skip all tutorials after skipping the **Nutrition Meter Unlocked** introduction modal, the game will not recognize it and still thinks you have not skipped the tutorials. You will end up having the graphics interface of the calorie and housing looking like the image below. ![image](https://user-images.githubusercontent.com/77248866/119490636-a5871b00-bd8f-11eb-92d3-26d482d625b6.png) #### Reproduction Steps 1. Trigger Food for forage or Empty stomach. Anything of the two is fine. 2. Complete your selected tutorial on step 1. 3. Do not watch and skip the **Nutrition Meter Unclocked** introduction modal. You can do so by pressing Tab. 4. Skip all tutorials. 5. Observe. **Note:** I have to disconnect and reconnect to fix the issue. #### Actual Result https://user-images.githubusercontent.com/77248866/119492927-36f78c80-bd92-11eb-9af0-f2382708c93a.mp4 [Fresh game logs](https://github.com/StrangeLoopGames/EcoIssues/files/6539004/Player.log) #### Expected Result The game should behave accordingly when skipping tutorials.",1, issues with skipping all tutorials after skipping nutrition meter introduction build staging issues if you skip all tutorials after skipping the nutrition meter unlocked introduction modal the game will not recognize it and still thinks you have not skipped the tutorials you will end up having the graphics interface of the calorie and housing looking like the image below reproduction steps trigger food for forage or empty stomach anything of the two is fine complete your selected tutorial on step do not watch and skip the nutrition meter unclocked introduction modal you can do so by pressing tab skip all tutorials observe note i have to disconnect and reconnect to fix the issue actual result expected result the game should behave accordingly when skipping tutorials ,1 364637,10771665205.0,IssuesEvent,2019-11-02 09:25:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Quantum animals,Medium Priority,"Animal's body will stuck in the ground if you don't see how it was killed. But everything is fine, when you see the... process. https://drive.google.com/file/d/1LH6fcEImKQGJmA2pU-miSs6enNrEqQNx/view?usp=sharing",1.0,"[master-preview] Quantum animals - Animal's body will stuck in the ground if you don't see how it was killed. But everything is fine, when you see the... process. https://drive.google.com/file/d/1LH6fcEImKQGJmA2pU-miSs6enNrEqQNx/view?usp=sharing",1, quantum animals animal s body will stuck in the ground if you don t see how it was killed but everything is fine when you see the process ,1 316271,9639810748.0,IssuesEvent,2019-05-16 14:17:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-8-2] Garbage doesn't appear.,Medium Priority Regression,"There are no 3 stages of transformation into garbage. When time has passed garbage does not appear. Step to reproduce: - sleep - /fastforward 1 - wait 4 hours - /fastforward 0 - wake up - repeat 3 times ![image](https://user-images.githubusercontent.com/45708377/57859878-76329080-77fc-11e9-95d2-418bcb925d9f.png) ![image](https://user-images.githubusercontent.com/45708377/57860076-d9242780-77fc-11e9-9846-637d93ac87da.png) ![unknown](https://user-images.githubusercontent.com/45708377/57860349-68313f80-77fd-11e9-9d07-db25948637e5.png) ![image](https://user-images.githubusercontent.com/45708377/57860739-0cb38180-77fe-11e9-818e-94c89855c592.png) ",1.0,"[0.8.2.0 staging-8-2] Garbage doesn't appear. - There are no 3 stages of transformation into garbage. When time has passed garbage does not appear. Step to reproduce: - sleep - /fastforward 1 - wait 4 hours - /fastforward 0 - wake up - repeat 3 times ![image](https://user-images.githubusercontent.com/45708377/57859878-76329080-77fc-11e9-95d2-418bcb925d9f.png) ![image](https://user-images.githubusercontent.com/45708377/57860076-d9242780-77fc-11e9-9846-637d93ac87da.png) ![unknown](https://user-images.githubusercontent.com/45708377/57860349-68313f80-77fd-11e9-9d07-db25948637e5.png) ![image](https://user-images.githubusercontent.com/45708377/57860739-0cb38180-77fe-11e9-818e-94c89855c592.png) ",1, garbage doesn t appear there are no stages of transformation into garbage when time has passed garbage does not appear step to reproduce sleep fastforward wait hours fastforward wake up repeat times ,1 249124,7953849937.0,IssuesEvent,2018-07-12 04:16:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Unable to look around using the mouse,Medium Priority,"From the support queue: After upgrading to 7.3.0 I have been unable to look around in game using the mouse. Hitting tab I can move the cursor interact with menus, etc. If I hit tab again I can perform all actions except look around using the mouse including left click to perform an action. I have tried reinstalling, rebooting, clearing App data, /unstuck, windowed mode, restoring defaults. All with no luck. The only way I have found to correct this is by forcing the game back to 7.2.5 via Steam. After which the issue goes away and I can look around using the mouse like usual. Specs (incase they are needed): Windows 10 64x Intel i7-4790k 16gb ram Nvida gtx970 Logitech G900 mouse - firmware 1.3.21 Let me know if there is any further information you may need. ",1.0,"Unable to look around using the mouse - From the support queue: After upgrading to 7.3.0 I have been unable to look around in game using the mouse. Hitting tab I can move the cursor interact with menus, etc. If I hit tab again I can perform all actions except look around using the mouse including left click to perform an action. I have tried reinstalling, rebooting, clearing App data, /unstuck, windowed mode, restoring defaults. All with no luck. The only way I have found to correct this is by forcing the game back to 7.2.5 via Steam. After which the issue goes away and I can look around using the mouse like usual. Specs (incase they are needed): Windows 10 64x Intel i7-4790k 16gb ram Nvida gtx970 Logitech G900 mouse - firmware 1.3.21 Let me know if there is any further information you may need. ",1,unable to look around using the mouse from the support queue after upgrading to i have been unable to look around in game using the mouse hitting tab i can move the cursor interact with menus etc if i hit tab again i can perform all actions except look around using the mouse including left click to perform an action i have tried reinstalling rebooting clearing app data unstuck windowed mode restoring defaults all with no luck the only way i have found to correct this is by forcing the game back to via steam after which the issue goes away and i can look around using the mouse like usual specs incase they are needed windows intel ram nvida logitech mouse firmware let me know if there is any further information you may need ,1 248905,7940774601.0,IssuesEvent,2018-07-10 00:22:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,!Potential! ussue when 7.5 to 7.6 migration.,Medium Priority,"Lot of empty deed's here. @MarjieAVolk can you check it? ![20180708132548_1](https://user-images.githubusercontent.com/4980243/42419068-6beb1c3c-82b6-11e8-8d47-be55d6c41d44.jpg) ![20180708132535_1](https://user-images.githubusercontent.com/4980243/42419069-6c0d0d60-82b6-11e8-8dd0-61d5c54897c7.jpg) ![20180708132538_1](https://user-images.githubusercontent.com/4980243/42419070-6c2b8b46-82b6-11e8-89f5-1c530d6fee59.jpg) ![20180708132540_1](https://user-images.githubusercontent.com/4980243/42419071-6c495fcc-82b6-11e8-98dc-6879d0823626.jpg) ",1.0,"!Potential! ussue when 7.5 to 7.6 migration. - Lot of empty deed's here. @MarjieAVolk can you check it? ![20180708132548_1](https://user-images.githubusercontent.com/4980243/42419068-6beb1c3c-82b6-11e8-8d47-be55d6c41d44.jpg) ![20180708132535_1](https://user-images.githubusercontent.com/4980243/42419069-6c0d0d60-82b6-11e8-8dd0-61d5c54897c7.jpg) ![20180708132538_1](https://user-images.githubusercontent.com/4980243/42419070-6c2b8b46-82b6-11e8-89f5-1c530d6fee59.jpg) ![20180708132540_1](https://user-images.githubusercontent.com/4980243/42419071-6c495fcc-82b6-11e8-98dc-6879d0823626.jpg) ",1, potential ussue when to migration lot of empty deed s here marjieavolk can you check it ,1 471936,13613370556.0,IssuesEvent,2020-09-23 11:47:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Backpack closing on ESC key press,Category: Gameplay Priority: Medium Type: Regression,"Pretty straight forward, when pressing the ESC key it will close the backpack first then close any UI screens on second press.",1.0,"Backpack closing on ESC key press - Pretty straight forward, when pressing the ESC key it will close the backpack first then close any UI screens on second press.",1,backpack closing on esc key press pretty straight forward when pressing the esc key it will close the backpack first then close any ui screens on second press ,1 401608,11795221008.0,IssuesEvent,2020-03-18 08:31:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Hosted Worlds Feedback Round 3,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/75071201-bddffa00-54a9-11ea-8c2b-6c74dc6301c6.png) - [x] Make menu as described for hosted worlds page. Menus under hosted worlds should have four options, and the page youre on should be highlighted: My Worlds, My Citizens, and Subscription Management ![image](https://user-images.githubusercontent.com/3536496/75071500-537b8980-54aa-11ea-8cf1-da9000ffa963.png) - [x] Get rid of this menu when in Hosted Worlds ![image](https://user-images.githubusercontent.com/3536496/75071331-04355900-54aa-11ea-9b21-870ec5375d76.png) - [x] Don't show this ![image](https://user-images.githubusercontent.com/3536496/75071362-14e5cf00-54aa-11ea-8600-c801535bef37.png) - [x] How is the user supposed to reconnect their world here? The only option is 'reset' which kills the world, need an option to start it running again. - [x] When new worlds are being added, have a box at the bottom of the worlds list that says 'New Worlds loading...' ",1.0,"Hosted Worlds Feedback Round 3 - ![image](https://user-images.githubusercontent.com/3536496/75071201-bddffa00-54a9-11ea-8c2b-6c74dc6301c6.png) - [x] Make menu as described for hosted worlds page. Menus under hosted worlds should have four options, and the page youre on should be highlighted: My Worlds, My Citizens, and Subscription Management ![image](https://user-images.githubusercontent.com/3536496/75071500-537b8980-54aa-11ea-8cf1-da9000ffa963.png) - [x] Get rid of this menu when in Hosted Worlds ![image](https://user-images.githubusercontent.com/3536496/75071331-04355900-54aa-11ea-9b21-870ec5375d76.png) - [x] Don't show this ![image](https://user-images.githubusercontent.com/3536496/75071362-14e5cf00-54aa-11ea-8600-c801535bef37.png) - [x] How is the user supposed to reconnect their world here? The only option is 'reset' which kills the world, need an option to start it running again. - [x] When new worlds are being added, have a box at the bottom of the worlds list that says 'New Worlds loading...' ",1,hosted worlds feedback round make menu as described for hosted worlds page menus under hosted worlds should have four options and the page youre on should be highlighted my worlds my citizens and subscription management get rid of this menu when in hosted worlds don t show this how is the user supposed to reconnect their world here the only option is reset which kills the world need an option to start it running again when new worlds are being added have a box at the bottom of the worlds list that says new worlds loading ,1 543356,15880499189.0,IssuesEvent,2021-04-09 13:46:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.4 Release-156/0.9.3 Release-184]Lupine appears to be missing even after achieving full growth,Category: Tech Priority: Medium Squad: Saguaro Type: Bug,"Build: - 0.9.2.4 Release-156 - 0.9.3 Release-184 ### Issue The Lupine plant appears to be missing. Planting it as a seed doesn't show any seedling art design and waiting for it to achieve full growth 100% maturity still shows an empty plot. Disconnecting and reconnecting fixes it. Note: - Only happens to the Lupine plant. Repro: 1. Plant a Lupine seed. 2. Observe. Actual Result: - Plot appears to be empty even after planting a Lupine seed. - Waiting for it to reach full growth still shows an empty plot. - You have to disconnect and reconnect to fix the issue. Expected Result: - Planting Lupine seed should show a seedling art design. Video Repro: https://images.zenhubusercontent.com/47210472/b602fdc8-a868-4864-895c-26cb4878df7f/2021_04_09_21_36.mp4 Note: On this video, the fully grown Lupine next to the empty plot where I planted the Lupine seeds was not there before, I mean, it's the first Lupine plant I planted where I discovered this issue. I disconnected and relog in to reproduce the issue. Doing so made that specific Lupine plant show its assets.",1.0,"[0.9.2.4 Release-156/0.9.3 Release-184]Lupine appears to be missing even after achieving full growth - Build: - 0.9.2.4 Release-156 - 0.9.3 Release-184 ### Issue The Lupine plant appears to be missing. Planting it as a seed doesn't show any seedling art design and waiting for it to achieve full growth 100% maturity still shows an empty plot. Disconnecting and reconnecting fixes it. Note: - Only happens to the Lupine plant. Repro: 1. Plant a Lupine seed. 2. Observe. Actual Result: - Plot appears to be empty even after planting a Lupine seed. - Waiting for it to reach full growth still shows an empty plot. - You have to disconnect and reconnect to fix the issue. Expected Result: - Planting Lupine seed should show a seedling art design. Video Repro: https://images.zenhubusercontent.com/47210472/b602fdc8-a868-4864-895c-26cb4878df7f/2021_04_09_21_36.mp4 Note: On this video, the fully grown Lupine next to the empty plot where I planted the Lupine seeds was not there before, I mean, it's the first Lupine plant I planted where I discovered this issue. I disconnected and relog in to reproduce the issue. Doing so made that specific Lupine plant show its assets.",1, lupine appears to be missing even after achieving full growth build release release issue the lupine plant appears to be missing planting it as a seed doesn t show any seedling art design and waiting for it to achieve full growth maturity still shows an empty plot disconnecting and reconnecting fixes it note only happens to the lupine plant repro plant a lupine seed observe actual result plot appears to be empty even after planting a lupine seed waiting for it to reach full growth still shows an empty plot you have to disconnect and reconnect to fix the issue expected result planting lupine seed should show a seedling art design video repro note on this video the fully grown lupine next to the empty plot where i planted the lupine seeds was not there before i mean it s the first lupine plant i planted where i discovered this issue i disconnected and relog in to reproduce the issue doing so made that specific lupine plant show its assets ,1 520075,15078295978.0,IssuesEvent,2021-02-05 08:29:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.4 Release-156 / 0.9.3 develop-177] Pressing Lobby Buttons in quick succession causes abnormal game behavior,Category: UI Priority: Medium Type: Bug,"Tested on 0.9.2.4 Release-156 and 0.9.3 Develop-177 Issue: If you press either Continue, New Game, or Host World buttons in rapid succession, the game will open multiple UI that messes up the lobby functionality for both New Game and Host World buttons while the game server crashes for the Continue button. Note: - Issue doesn't happen with Your World button and Settings button. - Triggers fixed for #20024 when clicking Continue in quick succession for 0.9.3 Develop-177 - Related #15219 Repro for Server Crash: 1. Launch the game. 2. Click Continue in quick succession. 3. Observe. Repro for multiple UI prompt: 1. Launch the game. 2. Click either New Game or Host World in quick succession. 3. Observe and try to navigate through. Video Repro of server crash: https://images.zenhubusercontent.com/42199084/28fc5e62-90a3-441b-8fcf-90218245e5cd/ddd.mp4 Log file of server crash: [https://app.zenhub.com/files/42199084/bec62abf-5754-42e5-9dc9-77a7327f2e59/download] (https://app.zenhub.com/files/42199084/bec62abf-5754-42e5-9dc9-77a7327f2e59/download)",1.0,"[0.9.2.4 Release-156 / 0.9.3 develop-177] Pressing Lobby Buttons in quick succession causes abnormal game behavior - Tested on 0.9.2.4 Release-156 and 0.9.3 Develop-177 Issue: If you press either Continue, New Game, or Host World buttons in rapid succession, the game will open multiple UI that messes up the lobby functionality for both New Game and Host World buttons while the game server crashes for the Continue button. Note: - Issue doesn't happen with Your World button and Settings button. - Triggers fixed for #20024 when clicking Continue in quick succession for 0.9.3 Develop-177 - Related #15219 Repro for Server Crash: 1. Launch the game. 2. Click Continue in quick succession. 3. Observe. Repro for multiple UI prompt: 1. Launch the game. 2. Click either New Game or Host World in quick succession. 3. Observe and try to navigate through. Video Repro of server crash: https://images.zenhubusercontent.com/42199084/28fc5e62-90a3-441b-8fcf-90218245e5cd/ddd.mp4 Log file of server crash: [https://app.zenhub.com/files/42199084/bec62abf-5754-42e5-9dc9-77a7327f2e59/download] (https://app.zenhub.com/files/42199084/bec62abf-5754-42e5-9dc9-77a7327f2e59/download)",1, pressing lobby buttons in quick succession causes abnormal game behavior tested on release and develop issue if you press either continue new game or host world buttons in rapid succession the game will open multiple ui that messes up the lobby functionality for both new game and host world buttons while the game server crashes for the continue button note issue doesn t happen with your world button and settings button triggers fixed for when clicking continue in quick succession for develop related repro for server crash launch the game click continue in quick succession observe repro for multiple ui prompt launch the game click either new game or host world in quick succession observe and try to navigate through video repro of server crash log file of server crash ,1 412335,12041443115.0,IssuesEvent,2020-04-14 08:51:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1512] Mint: can delete currency,Priority: Medium,"We should not be able to delete currency data on the mint. 1. Place mint 2. Create currency 3. Pickup mint and reset data 4. Place mint Now you can't print your currency as no mint will allow you to create the same currency. ",1.0,"[0.9.0 staging-1512] Mint: can delete currency - We should not be able to delete currency data on the mint. 1. Place mint 2. Create currency 3. Pickup mint and reset data 4. Place mint Now you can't print your currency as no mint will allow you to create the same currency. ",1, mint can delete currency we should not be able to delete currency data on the mint place mint create currency pickup mint and reset data place mint now you can t print your currency as no mint will allow you to create the same currency ,1 377117,11164041279.0,IssuesEvent,2019-12-27 02:35:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: ADD RESSOURCES TO PROJECTS,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** i play with a friend on server, sometimes i can put stone on massonnery table (1 shared table for 2 players) on a project (launched by my friend) and sometimes i can't add this stones. **Expected behavior:** Normally 1 table should be shared completly by 2 players, even if a project is launched by a player, the other player could add his ressources on a friend project. **Actual behavior:** i play with a friend on server, sometimes i can put stone on massonnery table (1 shared table for 2 players) on a project (launched by my friend) and sometimes i can't add this stones. stones.",1.0,"USER ISSUE: ADD RESSOURCES TO PROJECTS - **Version:** 0.7.1.2 beta **Steps to Reproduce:** i play with a friend on server, sometimes i can put stone on massonnery table (1 shared table for 2 players) on a project (launched by my friend) and sometimes i can't add this stones. **Expected behavior:** Normally 1 table should be shared completly by 2 players, even if a project is launched by a player, the other player could add his ressources on a friend project. **Actual behavior:** i play with a friend on server, sometimes i can put stone on massonnery table (1 shared table for 2 players) on a project (launched by my friend) and sometimes i can't add this stones. stones.",1,user issue add ressources to projects version beta steps to reproduce i play with a friend on server sometimes i can put stone on massonnery table shared table for players on a project launched by my friend and sometimes i can t add this stones expected behavior normally table should be shared completly by players even if a project is launched by a player the other player could add his ressources on a friend project actual behavior i play with a friend on server sometimes i can put stone on massonnery table shared table for players on a project launched by my friend and sometimes i can t add this stones stones ,1 562129,16638664341.0,IssuesEvent,2021-06-04 04:50:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.x beta] Pending Elections icon always visible,Category: UI Priority: Medium Squad: Mountain Goat Status: Not reproduced Type: Bug,"The Pending Elections icon on the right side of the screen is always visible since 0.9.2 Seen on two different servers (launched pre 0.9.2 then upgraded) and a fresh 0.9.2.2 (for testing purpose). ",1.0,"[0.9.2.x beta] Pending Elections icon always visible - The Pending Elections icon on the right side of the screen is always visible since 0.9.2 Seen on two different servers (launched pre 0.9.2 then upgraded) and a fresh 0.9.2.2 (for testing purpose). ",1, pending elections icon always visible the pending elections icon on the right side of the screen is always visible since seen on two different servers launched pre then upgraded and a fresh for testing purpose ,1 444752,12820657708.0,IssuesEvent,2020-07-06 06:23:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1641] Need improvement for fish behavior on coast.,Category: Gameplay Priority: Medium,"Currently fish continue swimming on a coast, and it looks like fish flies. ![2020 07 06 fish continue swimming on a coast](https://user-images.githubusercontent.com/45708377/86561846-38497c00-bf6a-11ea-8001-29e8082c54ab.gif) ",1.0,"[0.9.0 staging-1641] Need improvement for fish behavior on coast. - Currently fish continue swimming on a coast, and it looks like fish flies. ![2020 07 06 fish continue swimming on a coast](https://user-images.githubusercontent.com/45708377/86561846-38497c00-bf6a-11ea-8001-29e8082c54ab.gif) ",1, need improvement for fish behavior on coast currently fish continue swimming on a coast and it looks like fish flies ,1 466505,13425584728.0,IssuesEvent,2020-09-06 10:51:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-15] Civics: capitol's overlapping cases,Category: UI Priority: Medium Status: Reopen,"Need some adjustments here and there 1) Article ![unknown (25)](https://user-images.githubusercontent.com/27898520/89020644-b2d2a500-d338-11ea-9bfe-218de362ec31.png) 2) Removed Article This one looks ugly, actually. ![bandicam 2020-07-31 14-25-04-130](https://user-images.githubusercontent.com/27898520/89021279-b286d980-d339-11ea-99e9-256f064c5483.jpg) ",1.0,"[0.9.0 develop-15] Civics: capitol's overlapping cases - Need some adjustments here and there 1) Article ![unknown (25)](https://user-images.githubusercontent.com/27898520/89020644-b2d2a500-d338-11ea-9bfe-218de362ec31.png) 2) Removed Article This one looks ugly, actually. ![bandicam 2020-07-31 14-25-04-130](https://user-images.githubusercontent.com/27898520/89021279-b286d980-d339-11ea-99e9-256f064c5483.jpg) ",1, civics capitol s overlapping cases need some adjustments here and there article removed article this one looks ugly actually ,1 206067,7108371706.0,IssuesEvent,2018-01-16 23:43:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Should be able to level down skills that gave you items eventually,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/34902154-9b037dd8-f7ca-11e7-9f26-fbbc5b6bc6c9.png) Perhaps there's a timer on this, so I can abandon old specialties mid-game for example. Especially since these are primarily low-level skills that you'll want to abandon eventually.",1.0,"Should be able to level down skills that gave you items eventually - ![image](https://user-images.githubusercontent.com/3536496/34902154-9b037dd8-f7ca-11e7-9f26-fbbc5b6bc6c9.png) Perhaps there's a timer on this, so I can abandon old specialties mid-game for example. Especially since these are primarily low-level skills that you'll want to abandon eventually.",1,should be able to level down skills that gave you items eventually perhaps there s a timer on this so i can abandon old specialties mid game for example especially since these are primarily low level skills that you ll want to abandon eventually ,1 244433,7875080578.0,IssuesEvent,2018-06-25 19:10:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Banned user workbench removal bug,Medium Priority,"I.e. The devtool should delete a workbench unless is blocked with tasks by a banned user. Cannot abort the tasks as admin.",1.0,"Banned user workbench removal bug - I.e. The devtool should delete a workbench unless is blocked with tasks by a banned user. Cannot abort the tasks as admin.",1,banned user workbench removal bug i e the devtool should delete a workbench unless is blocked with tasks by a banned user cannot abort the tasks as admin ,1 251714,8025982662.0,IssuesEvent,2018-07-27 01:02:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,SERVER ISSUE : [STAGING] Crash when fishing,Medium Priority,"Version: Staging 7.2 tested on bc863b4b Steps to Reproduce: Fish one time get the fish and relaunch the pole two time > crash Expected behavior: Fishing Actual behavior: Crash server (On the 733ef85f the crash seem to not happening anymore but we still have two bait and no wire on the fishing pole and the fish doesnt come anymore we need to switch to another tool and retake the fishing pole to make it work again) Dump: --BEGIN DUMP-- Dump Time 02/28/2018 23:39:36 Exception System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary2.get_Item(TKey key) at Eco.Plugins.Networking.QuadTree1.Remove(T item) at Eco.Plugins.Networking.QuadTreeNetObjectCollection.OnObjectMoved(INetObjectPosition obj) at Eco.Simulation.Agents.Animal.Tick() at Eco.Simulation.Simulation.TickAll() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.EcoSim.DoTick(TickSample tick) at Eco.Simulation.EcoSim.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP--",1.0,"SERVER ISSUE : [STAGING] Crash when fishing - Version: Staging 7.2 tested on bc863b4b Steps to Reproduce: Fish one time get the fish and relaunch the pole two time > crash Expected behavior: Fishing Actual behavior: Crash server (On the 733ef85f the crash seem to not happening anymore but we still have two bait and no wire on the fishing pole and the fish doesnt come anymore we need to switch to another tool and retake the fishing pole to make it work again) Dump: --BEGIN DUMP-- Dump Time 02/28/2018 23:39:36 Exception System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary2.get_Item(TKey key) at Eco.Plugins.Networking.QuadTree1.Remove(T item) at Eco.Plugins.Networking.QuadTreeNetObjectCollection.OnObjectMoved(INetObjectPosition obj) at Eco.Simulation.Agents.Animal.Tick() at Eco.Simulation.Simulation.TickAll() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.EcoSim.DoTick(TickSample tick) at Eco.Simulation.EcoSim.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP--",1,server issue crash when fishing version staging tested on steps to reproduce fish one time get the fish and relaunch the pole two time crash expected behavior fishing actual behavior crash server on the the crash seem to not happening anymore but we still have two bait and no wire on the fishing pole and the fish doesnt come anymore we need to switch to another tool and retake the fishing pole to make it work again dump begin dump dump time exception system collections generic keynotfoundexception the given key was not present in the dictionary at system collections immutable get item tkey key at eco plugins networking remove t item at eco plugins networking quadtreenetobjectcollection onobjectmoved inetobjectposition obj at eco simulation agents animal tick at eco simulation simulation tickall at eco core plugins ticktimeutil timesubprocess action func at eco simulation ecosim dotick ticksample tick at eco simulation ecosim run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj end dump ,1 389853,11518068108.0,IssuesEvent,2020-02-14 09:45:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1402] Work party: need correct list in economy viewer,Priority: Medium,"It looks like this right now (you cant open work party from there too, should be able to) ![bandicam 2020-02-14 14-38-30-938](https://user-images.githubusercontent.com/27898520/74520005-9385be00-4f38-11ea-969b-60d3f7132720.jpg) ![bandicam 2020-02-14 14-38-36-206](https://user-images.githubusercontent.com/27898520/74520008-954f8180-4f38-11ea-870b-2d9dbee55822.jpg) ",1.0,"[0.9.0 staging-1402] Work party: need correct list in economy viewer - It looks like this right now (you cant open work party from there too, should be able to) ![bandicam 2020-02-14 14-38-30-938](https://user-images.githubusercontent.com/27898520/74520005-9385be00-4f38-11ea-969b-60d3f7132720.jpg) ![bandicam 2020-02-14 14-38-36-206](https://user-images.githubusercontent.com/27898520/74520008-954f8180-4f38-11ea-870b-2d9dbee55822.jpg) ",1, work party need correct list in economy viewer it looks like this right now you cant open work party from there too should be able to ,1 384213,11385697971.0,IssuesEvent,2020-01-29 11:40:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1290] House benefits is missing for Hewn Chair/Bench/Table,Priority: Medium Status: Fixed Status: Reopen,"![image](https://user-images.githubusercontent.com/45708377/70423456-9074da00-1a7e-11ea-9942-f8b4460b14e7.png) Also need add ""Hewing"" requirement Hardwood and Softwood too.",1.0,"[0.9.0 staging-1290] House benefits is missing for Hewn Chair/Bench/Table - ![image](https://user-images.githubusercontent.com/45708377/70423456-9074da00-1a7e-11ea-9942-f8b4460b14e7.png) Also need add ""Hewing"" requirement Hardwood and Softwood too.",1, house benefits is missing for hewn chair bench table also need add hewing requirement hardwood and softwood too ,1 408413,11946603676.0,IssuesEvent,2020-04-03 08:26:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1455] Craft: need a cross for an order cancelling,Priority: Medium Type: Feature Week Task,"Somewhere here shoud be a cross for cancelling ![bandicam 2020-03-10 16-44-36-561](https://user-images.githubusercontent.com/27898520/76309420-90d77800-62ee-11ea-8f60-44c45baf0790.jpg) ",1.0,"[0.9.0 staging-1455] Craft: need a cross for an order cancelling - Somewhere here shoud be a cross for cancelling ![bandicam 2020-03-10 16-44-36-561](https://user-images.githubusercontent.com/27898520/76309420-90d77800-62ee-11ea-8f60-44c45baf0790.jpg) ",1, craft need a cross for an order cancelling somewhere here shoud be a cross for cancelling ,1 234236,7719096965.0,IssuesEvent,2018-05-23 18:18:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Web map progress not showing,Medium Priority,"Think it has been like this ever sense cause/effect was added, you can't see the progress ![image](https://user-images.githubusercontent.com/774628/40443361-e87d6724-5e7a-11e8-8589-c59e1d2eb271.png) ",1.0,"Web map progress not showing - Think it has been like this ever sense cause/effect was added, you can't see the progress ![image](https://user-images.githubusercontent.com/774628/40443361-e87d6724-5e7a-11e8-8589-c59e1d2eb271.png) ",1,web map progress not showing think it has been like this ever sense cause effect was added you can t see the progress ,1 449445,12968497222.0,IssuesEvent,2020-07-21 05:55:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1649] Audio: truck's engine sound at particular coordinate,Category: Audio Priority: Medium Status: Fixed,"1. Start a fresh 0.52 world. 2. Go to [30, something, 29] You will hear truck's engine sound, where you don't have a truck.",1.0,"[0.9.0 staging-1649] Audio: truck's engine sound at particular coordinate - 1. Start a fresh 0.52 world. 2. Go to [30, something, 29] You will hear truck's engine sound, where you don't have a truck.",1, audio truck s engine sound at particular coordinate start a fresh world go to you will hear truck s engine sound where you don t have a truck ,1 425671,12344253198.0,IssuesEvent,2020-05-15 06:32:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1543] Civics: check for removed objects,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"1) Create an elected title 2) Delete this title 3) Create a law with trigger Start Election 4) Choose With Elected Title You will see this in selection ![bandicam 2020-05-08 14-37-12-701](https://user-images.githubusercontent.com/27898520/81394951-39ae2200-913c-11ea-8fe3-a482b5ca1f9b.jpg) ",1.0,"[0.9.0 Staging-1543] Civics: check for removed objects - 1) Create an elected title 2) Delete this title 3) Create a law with trigger Start Election 4) Choose With Elected Title You will see this in selection ![bandicam 2020-05-08 14-37-12-701](https://user-images.githubusercontent.com/27898520/81394951-39ae2200-913c-11ea-8fe3-a482b5ca1f9b.jpg) ",1, civics check for removed objects create an elected title delete this title create a law with trigger start election choose with elected title you will see this in selection ,1 374220,11082083837.0,IssuesEvent,2019-12-13 11:14:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 staging-1073] Overlap text in Transaction UI,Medium Priority QA,"![image](https://user-images.githubusercontent.com/45708377/62617727-2a831500-b91b-11e9-9323-5d680d6eb362.png) Also transaction UI has bad tooltip: ![image](https://user-images.githubusercontent.com/45708377/62617758-42f32f80-b91b-11e9-8849-49fcdfa9760b.png) 1. It should be more width. 2. It repeats all from transaction UI, nothing new. May we need add button to display next 20(or more) transactions in UI? and delete tooltip at all. 3. First number (may be because it more 10000) absents: ![image](https://user-images.githubusercontent.com/45708377/62618330-a3cf3780-b91c-11e9-9153-a084cd9860c9.png) You can change the display order: first last ",1.0,"[0.8.3.0 staging-1073] Overlap text in Transaction UI - ![image](https://user-images.githubusercontent.com/45708377/62617727-2a831500-b91b-11e9-9323-5d680d6eb362.png) Also transaction UI has bad tooltip: ![image](https://user-images.githubusercontent.com/45708377/62617758-42f32f80-b91b-11e9-8849-49fcdfa9760b.png) 1. It should be more width. 2. It repeats all from transaction UI, nothing new. May we need add button to display next 20(or more) transactions in UI? and delete tooltip at all. 3. First number (may be because it more 10000) absents: ![image](https://user-images.githubusercontent.com/45708377/62618330-a3cf3780-b91c-11e9-9153-a084cd9860c9.png) You can change the display order: first last ",1, overlap text in transaction ui also transaction ui has bad tooltip it should be more width it repeats all from transaction ui nothing new may we need add button to display next or more transactions in ui and delete tooltip at all first number may be because it more absents you can change the display order first last ,1 467752,13453808539.0,IssuesEvent,2020-09-09 02:01:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Support Form Improvements,Community Manager Priority: Medium,"1) Don't send the mail from support@strangeloopgames.com, it will trigger autoresponder mails that i will get. Alternatively, disable autoresponder for mails from support@strangeloopgames.com 2) Make the mail sent to support have reply-to: ""mailfothepersonneedingsupport"" - though im not sure if kayako will understand that, so probably make it the sending mail - in that case i dont know if kayako will accept it though, but i dont think they check for sender. We'll need to test that.",1.0,"Support Form Improvements - 1) Don't send the mail from support@strangeloopgames.com, it will trigger autoresponder mails that i will get. Alternatively, disable autoresponder for mails from support@strangeloopgames.com 2) Make the mail sent to support have reply-to: ""mailfothepersonneedingsupport"" - though im not sure if kayako will understand that, so probably make it the sending mail - in that case i dont know if kayako will accept it though, but i dont think they check for sender. We'll need to test that.",1,support form improvements don t send the mail from support strangeloopgames com it will trigger autoresponder mails that i will get alternatively disable autoresponder for mails from support strangeloopgames com make the mail sent to support have reply to mailfothepersonneedingsupport though im not sure if kayako will understand that so probably make it the sending mail in that case i dont know if kayako will accept it though but i dont think they check for sender we ll need to test that ,1 367799,10861657919.0,IssuesEvent,2019-11-14 11:34:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Receive Permissions"" contract clause cannot grant Property Rights",Fixed Medium Priority Push Candidate,"When attempting to define a ""Receive Permissions"" contract clause, There are two options - to grant ""Object Rights"" and to grant ""Property Rights"". I attempted to grant ""Property Rights"" as follows: 1. Make a new contract. 2. Add a ""Receive Permissions"" clause. 3. At the ""Gain..."" drop down, select ""Property Rights"". 4. Click the ""From... Pick"" button to try and select the target property. 5. The ""Choose Contract Destination"" dialog is displayed, but it only shows storage inventories. **I expected it to show a list of properties, i.e. ""Lwsburg"" or ""Kadrinshire"".** ![image](https://user-images.githubusercontent.com/2173684/37289081-900cb67a-2654-11e8-996b-3ed0bb2b754a.png)",1.0,"""Receive Permissions"" contract clause cannot grant Property Rights - When attempting to define a ""Receive Permissions"" contract clause, There are two options - to grant ""Object Rights"" and to grant ""Property Rights"". I attempted to grant ""Property Rights"" as follows: 1. Make a new contract. 2. Add a ""Receive Permissions"" clause. 3. At the ""Gain..."" drop down, select ""Property Rights"". 4. Click the ""From... Pick"" button to try and select the target property. 5. The ""Choose Contract Destination"" dialog is displayed, but it only shows storage inventories. **I expected it to show a list of properties, i.e. ""Lwsburg"" or ""Kadrinshire"".** ![image](https://user-images.githubusercontent.com/2173684/37289081-900cb67a-2654-11e8-996b-3ed0bb2b754a.png)",1, receive permissions contract clause cannot grant property rights when attempting to define a receive permissions contract clause there are two options to grant object rights and to grant property rights i attempted to grant property rights as follows make a new contract add a receive permissions clause at the gain drop down select property rights click the from pick button to try and select the target property the choose contract destination dialog is displayed but it only shows storage inventories i expected it to show a list of properties i e lwsburg or kadrinshire ,1 416402,12145854347.0,IssuesEvent,2020-04-24 10:03:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1429] Web elections: need some feedback for submit button,Category: Web Priority: Medium Status: Fixed,"When you are clicking Submit button there should be a message, like Your voute is counted Or reason if you can't vote due some election process reasons for example. Here I am not able to vote as I do not have President title. Im choosing a candidate and clicking submit. And nothing happens. ![bandicam 2020-02-27 18-16-28-495](https://user-images.githubusercontent.com/27898520/75449214-6b617a80-598e-11ea-84c9-959641081831.jpg) Im not sure if information for this error message is in Api. ask @john here, please",1.0,"[0.9.0 staging-1429] Web elections: need some feedback for submit button - When you are clicking Submit button there should be a message, like Your voute is counted Or reason if you can't vote due some election process reasons for example. Here I am not able to vote as I do not have President title. Im choosing a candidate and clicking submit. And nothing happens. ![bandicam 2020-02-27 18-16-28-495](https://user-images.githubusercontent.com/27898520/75449214-6b617a80-598e-11ea-84c9-959641081831.jpg) Im not sure if information for this error message is in Api. ask @john here, please",1, web elections need some feedback for submit button when you are clicking submit button there should be a message like your voute is counted or reason if you can t vote due some election process reasons for example here i am not able to vote as i do not have president title im choosing a candidate and clicking submit and nothing happens im not sure if information for this error message is in api ask john here please,1 451092,13024545172.0,IssuesEvent,2020-07-27 12:03:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1655] Incorrect bank accounts selection for Civics,Category: Gameplay Priority: Medium Status: Fixed Week Task,"- [ ] 1. So I should have ability to use Treasury without access for every things when we have voiting system. People will see it and vote yes/no. I can't use it in Census right now: ![image](https://user-images.githubusercontent.com/45708377/87283494-056d2e00-c4fe-11ea-8861-2c7a64ddd049.png) But I shouldn't have ability to use Treasury for Wages in Registrar. - [ ] 2. I can't use Personal accounts in law: ![image](https://user-images.githubusercontent.com/45708377/87289634-91368880-c505-11ea-98a0-478018246fa9.png) ",1.0,"[0.9.0 staging-1655] Incorrect bank accounts selection for Civics - - [ ] 1. So I should have ability to use Treasury without access for every things when we have voiting system. People will see it and vote yes/no. I can't use it in Census right now: ![image](https://user-images.githubusercontent.com/45708377/87283494-056d2e00-c4fe-11ea-8861-2c7a64ddd049.png) But I shouldn't have ability to use Treasury for Wages in Registrar. - [ ] 2. I can't use Personal accounts in law: ![image](https://user-images.githubusercontent.com/45708377/87289634-91368880-c505-11ea-98a0-478018246fa9.png) ",1, incorrect bank accounts selection for civics so i should have ability to use treasury without access for every things when we have voiting system people will see it and vote yes no i can t use it in census right now but i shouldn t have ability to use treasury for wages in registrar i can t use personal accounts in law ,1 433149,12502689097.0,IssuesEvent,2020-06-02 05:21:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Investigate getting edit and continue working again ,Priority: Medium,"Problems with Fody are claimed fix by Microsoft, but there's a remaining issue with netstandard version changing during edit and continue. ",1.0,"Investigate getting edit and continue working again - Problems with Fody are claimed fix by Microsoft, but there's a remaining issue with netstandard version changing during edit and continue. ",1,investigate getting edit and continue working again problems with fody are claimed fix by microsoft but there s a remaining issue with netstandard version changing during edit and continue ,1 314148,9593362587.0,IssuesEvent,2019-05-09 11:19:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,"Issues with ""pickup from stockpiles""",Fixed Medium Priority,"https://github.com/StrangeLoopGames/EcoIssues/issues/10064 1) you cannot grab building materials while holding hammer. 2) pickaxe grab wood instead of ores\stones ![default](https://user-images.githubusercontent.com/4980243/53040474-843d7300-3492-11e9-873f-13434ad21b5f.png) ",1.0,"Issues with ""pickup from stockpiles"" - https://github.com/StrangeLoopGames/EcoIssues/issues/10064 1) you cannot grab building materials while holding hammer. 2) pickaxe grab wood instead of ores\stones ![default](https://user-images.githubusercontent.com/4980243/53040474-843d7300-3492-11e9-873f-13434ad21b5f.png) ",1,issues with pickup from stockpiles you cannot grab building materials while holding hammer pickaxe grab wood instead of ores stones ,1 307182,9414255739.0,IssuesEvent,2019-04-10 09:43:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Contract icon overlap ""personal objective"" icon.",Medium Priority,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** Create 2 or more contract. set personal objective to any profession\item with icon Open objectives. ![20180405202044_1](https://user-images.githubusercontent.com/4980243/38381327-25f2ebec-390f-11e8-8a9f-dfc37ac5148f.jpg) **Expected behavior:** No overlap **Actual behavior:** Overlap",1.0,"USER ISSUE: Contract icon overlap ""personal objective"" icon. - **Version:** 0.7.3.2 beta **Steps to Reproduce:** Create 2 or more contract. set personal objective to any profession\item with icon Open objectives. ![20180405202044_1](https://user-images.githubusercontent.com/4980243/38381327-25f2ebec-390f-11e8-8a9f-dfc37ac5148f.jpg) **Expected behavior:** No overlap **Actual behavior:** Overlap",1,user issue contract icon overlap personal objective icon version beta steps to reproduce create or more contract set personal objective to any profession item with icon open objectives expected behavior no overlap actual behavior overlap,1 319036,9733325212.0,IssuesEvent,2019-05-31 09:23:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Harvest Plant contract doesn't place a marker down for where to store the harvested materials,Medium Priority,"On 0.7.6.0. Can't finish the contract if I don't know where to place the logs. ![depositharvest](https://user-images.githubusercontent.com/35509188/42599627-b0a24c78-8514-11e8-9e90-b812d0154310.PNG) ",1.0,"Harvest Plant contract doesn't place a marker down for where to store the harvested materials - On 0.7.6.0. Can't finish the contract if I don't know where to place the logs. ![depositharvest](https://user-images.githubusercontent.com/35509188/42599627-b0a24c78-8514-11e8-9e90-b812d0154310.PNG) ",1,harvest plant contract doesn t place a marker down for where to store the harvested materials on can t finish the contract if i don t know where to place the logs ,1 326302,9954880284.0,IssuesEvent,2019-07-05 09:31:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mint defaults to currency account of whoever places the Mint. ,Fixed Medium Priority Usability,"We like to use a public mint. In the past there has been no issue. Now when people try to mint, the currency defaults into the account of whoever placed the mint. This is true no matter who owns the Mint or who created the currency. All that matters is who placed the mint. Previously there was not an option to mint into another person's account, but now it is the default. **View after I place the mint:** ![MePlace](https://user-images.githubusercontent.com/47330823/59981919-9570ca80-95bf-11e9-8a8f-f18673d27c05.png) **View after someone else places the mint:** ![LeafPlace](https://user-images.githubusercontent.com/47330823/59981923-a0c3f600-95bf-11e9-85bf-27081922f151.png) ",1.0,"Mint defaults to currency account of whoever places the Mint. - We like to use a public mint. In the past there has been no issue. Now when people try to mint, the currency defaults into the account of whoever placed the mint. This is true no matter who owns the Mint or who created the currency. All that matters is who placed the mint. Previously there was not an option to mint into another person's account, but now it is the default. **View after I place the mint:** ![MePlace](https://user-images.githubusercontent.com/47330823/59981919-9570ca80-95bf-11e9-8a8f-f18673d27c05.png) **View after someone else places the mint:** ![LeafPlace](https://user-images.githubusercontent.com/47330823/59981923-a0c3f600-95bf-11e9-85bf-27081922f151.png) ",1,mint defaults to currency account of whoever places the mint we like to use a public mint in the past there has been no issue now when people try to mint the currency defaults into the account of whoever placed the mint this is true no matter who owns the mint or who created the currency all that matters is who placed the mint previously there was not an option to mint into another person s account but now it is the default view after i place the mint view after someone else places the mint ,1 314909,9604456500.0,IssuesEvent,2019-05-10 20:03:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Beta 8.1.4] Combustion Generator + Waste Filter produces endless Sewage.,Medium Priority QA,"When a combustion engine is connected to a waste filter there is continuous generation of sewage, we produced tons of compost over night, even though the combustion generator was out of fuel.",1.0,"[Beta 8.1.4] Combustion Generator + Waste Filter produces endless Sewage. - When a combustion engine is connected to a waste filter there is continuous generation of sewage, we produced tons of compost over night, even though the combustion generator was out of fuel.",1, combustion generator waste filter produces endless sewage when a combustion engine is connected to a waste filter there is continuous generation of sewage we produced tons of compost over night even though the combustion generator was out of fuel ,1 497988,14398405080.0,IssuesEvent,2020-12-03 09:33:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-110] Too big tooltips for editing server buttons.,Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/98784381-11192480-240c-11eb-8308-1c9ea73ed5dd.png) Too wide and I would still reduce the font. so that the text is right next to the button.",1.0,"[0.9.2 develop-110] Too big tooltips for editing server buttons. - ![image](https://user-images.githubusercontent.com/45708377/98784381-11192480-240c-11eb-8308-1c9ea73ed5dd.png) Too wide and I would still reduce the font. so that the text is right next to the button.",1, too big tooltips for editing server buttons too wide and i would still reduce the font so that the text is right next to the button ,1 249145,7953912418.0,IssuesEvent,2018-07-12 04:44:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Opening Bakery Oven crashes SP game and can't rejoin world,Medium Priority Respond ASAP,"From Forum User: ""My singleplayer world is at the opening of the Bakery Oven gecrahed and since I can not join this world anymore. Each time it starts to load normally and then stops shortly at ""Starting GameplayStatsPlugin"" and then minimizes. When I open it again, the message ""Connection Failed"" comes. Other servers and worlds I can enter easily. Does anyone know maybe a solution? Greetings Snow(edited) First, thanks for the quick response. The deletion of the ECO file unfortunately did not change anything. That would have to be the crash file https://www.dropbox.com/s/5th5iyw2ltz2az8/Crash AggregateException 04175832.ecodmp? Dl = 0 and that should be the output protocol https://www.dropbox.com/s/sy4j60cyubnh5ua/output_log.txt?dl=0 Best regards Snow""",1.0,"Opening Bakery Oven crashes SP game and can't rejoin world - From Forum User: ""My singleplayer world is at the opening of the Bakery Oven gecrahed and since I can not join this world anymore. Each time it starts to load normally and then stops shortly at ""Starting GameplayStatsPlugin"" and then minimizes. When I open it again, the message ""Connection Failed"" comes. Other servers and worlds I can enter easily. Does anyone know maybe a solution? Greetings Snow(edited) First, thanks for the quick response. The deletion of the ECO file unfortunately did not change anything. That would have to be the crash file https://www.dropbox.com/s/5th5iyw2ltz2az8/Crash AggregateException 04175832.ecodmp? Dl = 0 and that should be the output protocol https://www.dropbox.com/s/sy4j60cyubnh5ua/output_log.txt?dl=0 Best regards Snow""",1,opening bakery oven crashes sp game and can t rejoin world from forum user my singleplayer world is at the opening of the bakery oven gecrahed and since i can not join this world anymore each time it starts to load normally and then stops shortly at starting gameplaystatsplugin and then minimizes when i open it again the message connection failed comes other servers and worlds i can enter easily does anyone know maybe a solution greetings snow edited first thanks for the quick response the deletion of the eco file unfortunately did not change anything that would have to be the crash file aggregateexception ecodmp dl and that should be the output protocol best regards snow ,1 216986,7313602366.0,IssuesEvent,2018-03-01 02:01:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Distances to Waypoints,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Create a waypoint on aproximately 520,10, start moving north **Expected behavior:** The way point moves to your back and display the smallest distance to it possible **Actual behavior:** It shows as if you need to go around the world to reach it",1.0,"USER ISSUE: Distances to Waypoints - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Create a waypoint on aproximately 520,10, start moving north **Expected behavior:** The way point moves to your back and display the smallest distance to it possible **Actual behavior:** It shows as if you need to go around the world to reach it",1,user issue distances to waypoints version beta steps to reproduce create a waypoint on aproximately start moving north expected behavior the way point moves to your back and display the smallest distance to it possible actual behavior it shows as if you need to go around the world to reach it,1 309226,9465556346.0,IssuesEvent,2019-04-18 00:10:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[SERVER ISSUE 7.3.3] System.NullReferenceException: Object reference not set to an instance of an object.,Medium Priority Steam Report,"``` --BEGIN DUMP-- Dump Time 04/13/2018 05:29:46 Exception System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Items.EnumerableItemExtensions.<>c.b__5_3(IGrouping`2 group) at System.Linq.Enumerable.<>c__DisplayClass7_0`3.b__0(TSource x) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.Last[TSource](IEnumerable`1 source) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, String noneText) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, LocString noneText) at Eco.Gameplay.Items.EnumerableItemExtensions.Describe(IEnumerable`1 stacks) at Eco.Gameplay.Utils.PickerObject.get_Contents() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ```",1.0,"[SERVER ISSUE 7.3.3] System.NullReferenceException: Object reference not set to an instance of an object. - ``` --BEGIN DUMP-- Dump Time 04/13/2018 05:29:46 Exception System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Items.EnumerableItemExtensions.<>c.b__5_3(IGrouping`2 group) at System.Linq.Enumerable.<>c__DisplayClass7_0`3.b__0(TSource x) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.Last[TSource](IEnumerable`1 source) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, String noneText) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, LocString noneText) at Eco.Gameplay.Items.EnumerableItemExtensions.Describe(IEnumerable`1 stacks) at Eco.Gameplay.Utils.PickerObject.get_Contents() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ```",1, system nullreferenceexception object reference not set to an instance of an object begin dump dump time exception system nullreferenceexception object reference not set to an instance of an object at eco gameplay items enumerableitemextensions c b igrouping group at system linq enumerable c b tsource x at system linq enumerable whereselectenumerableiterator movenext at system linq enumerable whereselectenumerableiterator movenext at system linq enumerable last ienumerable source at eco shared utils stringextensions commalist ienumerable phrases string nonetext at eco shared utils stringextensions commalist ienumerable phrases locstring nonetext at eco gameplay items enumerableitemextensions describe ienumerable stacks at eco gameplay utils pickerobject get contents at eco core utils corereflectionutils c b ttarget target at eco core controller controllermanager packagemember bsonobject bson inetclient boundclient icontroller controller string membername at eco core controller controllermanager getchanges inetclient client at eco plugins networking clients client update at eco plugins networking clients client b end dump ,1 239899,7800127380.0,IssuesEvent,2018-06-09 05:13:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Shop errors in prices with decimal places,Localization Medium Priority,"Via Forum: http://ecoforum.strangeloopgames.com/topic/4595/shop-fehler-bei-preisen-mit-kommastellen ""Hello, we have since the update today 0.7.4.2 errors in the prices in shops if they have decimal places. Does it affect the server, the client, or the website? - Server Which version of the server or client is involved? - 0.7.4.2 Which operating system do you use? - Not relevant Which internet browser do you use? (in case of problems with the website) - Not relevant Could you understand the problem? Do you know what makes it happen? = As soon as a price with decimal places is set in the shop (eg 1.50), the comma (until the update was the delimiter a dot) is displayed for the shop operator, but ignored for buyers. The buyer sees then 150 and gets these also calculated. Error is traceable and there is no workaround.""",1.0,"Shop errors in prices with decimal places - Via Forum: http://ecoforum.strangeloopgames.com/topic/4595/shop-fehler-bei-preisen-mit-kommastellen ""Hello, we have since the update today 0.7.4.2 errors in the prices in shops if they have decimal places. Does it affect the server, the client, or the website? - Server Which version of the server or client is involved? - 0.7.4.2 Which operating system do you use? - Not relevant Which internet browser do you use? (in case of problems with the website) - Not relevant Could you understand the problem? Do you know what makes it happen? = As soon as a price with decimal places is set in the shop (eg 1.50), the comma (until the update was the delimiter a dot) is displayed for the shop operator, but ignored for buyers. The buyer sees then 150 and gets these also calculated. Error is traceable and there is no workaround.""",1,shop errors in prices with decimal places via forum hello we have since the update today errors in the prices in shops if they have decimal places does it affect the server the client or the website server which version of the server or client is involved which operating system do you use not relevant which internet browser do you use in case of problems with the website not relevant could you understand the problem do you know what makes it happen as soon as a price with decimal places is set in the shop eg the comma until the update was the delimiter a dot is displayed for the shop operator but ignored for buyers the buyer sees then and gets these also calculated error is traceable and there is no workaround ,1 393772,11624472232.0,IssuesEvent,2020-02-27 10:49:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Implement a '/remove _____block, 50, 50' Dev command (for worldgen visual debug)",Priority: Medium Status: Reopen,"To visually debug and inspect what is going on with world generation and blocks that are spawned underground, a new dev command to remove all block types of a named type within a specified area would be extremely useful. So if I typed ""/remove GrassBlock, 50,50"", it would remove all GrassBlock blocks in that area. Sort of like /level but to remove only particular blocks instead of replace/add. The point is to be able to see through soils and plants to the rocks underneath, so an additional command to do this quicker by removing all these block types in the specified area would be great: ""/remove soil, 50,50"" would remove all these block types in the defined area: GrassBlock RockySoilBlock DirtBlock WetlandsSoilBlock SandBlock RiverSandBlock CharredEarthBlock SnowBlock TilledDirtBlock DesertSandBlock OceanSandBlock RainforestSoilBlock ColdForestSoilBlock WarmForestSoilBlock TaigaSoilBlock ClayBlock FrozenSoilBlock TundraSoilBlock",1.0,"Implement a '/remove _____block, 50, 50' Dev command (for worldgen visual debug) - To visually debug and inspect what is going on with world generation and blocks that are spawned underground, a new dev command to remove all block types of a named type within a specified area would be extremely useful. So if I typed ""/remove GrassBlock, 50,50"", it would remove all GrassBlock blocks in that area. Sort of like /level but to remove only particular blocks instead of replace/add. The point is to be able to see through soils and plants to the rocks underneath, so an additional command to do this quicker by removing all these block types in the specified area would be great: ""/remove soil, 50,50"" would remove all these block types in the defined area: GrassBlock RockySoilBlock DirtBlock WetlandsSoilBlock SandBlock RiverSandBlock CharredEarthBlock SnowBlock TilledDirtBlock DesertSandBlock OceanSandBlock RainforestSoilBlock ColdForestSoilBlock WarmForestSoilBlock TaigaSoilBlock ClayBlock FrozenSoilBlock TundraSoilBlock",1,implement a remove block dev command for worldgen visual debug to visually debug and inspect what is going on with world generation and blocks that are spawned underground a new dev command to remove all block types of a named type within a specified area would be extremely useful so if i typed remove grassblock it would remove all grassblock blocks in that area sort of like level but to remove only particular blocks instead of replace add the point is to be able to see through soils and plants to the rocks underneath so an additional command to do this quicker by removing all these block types in the specified area would be great remove soil would remove all these block types in the defined area grassblock rockysoilblock dirtblock wetlandssoilblock sandblock riversandblock charredearthblock snowblock tilleddirtblock desertsandblock oceansandblock rainforestsoilblock coldforestsoilblock warmforestsoilblock taigasoilblock clayblock frozensoilblock tundrasoilblock,1 282212,8704533855.0,IssuesEvent,2018-12-05 19:40:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Dont get ""Build a Log House"" Quest",Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** I fully enclosed a room. When I place a Carpenters Table the status is ""Contained in a room"" OK. But I dont get the last check on the list. **Expected behavior:** Check on the Questlist. **Actual behavior:** Dont get the check.",1.0,"USER ISSUE: Dont get ""Build a Log House"" Quest - **Version:** 0.7.2.5 beta **Steps to Reproduce:** I fully enclosed a room. When I place a Carpenters Table the status is ""Contained in a room"" OK. But I dont get the last check on the list. **Expected behavior:** Check on the Questlist. **Actual behavior:** Dont get the check.",1,user issue dont get build a log house quest version beta steps to reproduce i fully enclosed a room when i place a carpenters table the status is contained in a room ok but i dont get the last check on the list expected behavior check on the questlist actual behavior dont get the check ,1 379734,11234650637.0,IssuesEvent,2020-01-09 05:59:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1327] Food recipes with no crafting time,Category: Balance Fixed Priority: Medium,"The following recipes have no crafting time, and as a result they cannot be crafted: BeetCampfireSalad, JungleCampfireSalad, FieldCampfireStew, JungleCampfireStew, PapayaMuffin, PumpkinMuffin, Pirozhki",1.0,"[0.9.0 staging-1327] Food recipes with no crafting time - The following recipes have no crafting time, and as a result they cannot be crafted: BeetCampfireSalad, JungleCampfireSalad, FieldCampfireStew, JungleCampfireStew, PapayaMuffin, PumpkinMuffin, Pirozhki",1, food recipes with no crafting time the following recipes have no crafting time and as a result they cannot be crafted beetcampfiresalad junglecampfiresalad fieldcampfirestew junglecampfirestew papayamuffin pumpkinmuffin pirozhki,1 465176,13358176084.0,IssuesEvent,2020-08-31 11:12:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1731] Predators don't gorge,Category: Gameplay Priority: Medium Status: Fixed,"I watched the wolf and he attacks first Bison and eat a little, then Hare and eat a little, so he kill 4 Hare and 2 Bison and he still want to eat. And sometimes he returned to killed animal and a little eat them again. He eat at least 10 times but still hungry.",1.0,"[0.9.0 staging-1731] Predators don't gorge - I watched the wolf and he attacks first Bison and eat a little, then Hare and eat a little, so he kill 4 Hare and 2 Bison and he still want to eat. And sometimes he returned to killed animal and a little eat them again. He eat at least 10 times but still hungry.",1, predators don t gorge i watched the wolf and he attacks first bison and eat a little then hare and eat a little so he kill hare and bison and he still want to eat and sometimes he returned to killed animal and a little eat them again he eat at least times but still hungry ,1 324874,9913711776.0,IssuesEvent,2019-06-28 12:37:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.5 release-preview] Devtool lost skill to delete storage,Medium Priority Regression,"Step to reproduce: - have truck/stockpile/chest with some items: ![image](https://user-images.githubusercontent.com/45708377/60342237-92a81800-99b9-11e9-982d-6c7bd6190a8b.png) - try to smite it with dev tool. In 8.1.4 You can. In 8.2.4 you can't, you take item from storage. ![image](https://user-images.githubusercontent.com/45708377/60342503-43aeb280-99ba-11e9-8f5e-ed4b13b7c62f.png) ![image](https://user-images.githubusercontent.com/45708377/60342504-43aeb280-99ba-11e9-8b55-add3722c4898.png) ",1.0,"[0.8.2.5 release-preview] Devtool lost skill to delete storage - Step to reproduce: - have truck/stockpile/chest with some items: ![image](https://user-images.githubusercontent.com/45708377/60342237-92a81800-99b9-11e9-982d-6c7bd6190a8b.png) - try to smite it with dev tool. In 8.1.4 You can. In 8.2.4 you can't, you take item from storage. ![image](https://user-images.githubusercontent.com/45708377/60342503-43aeb280-99ba-11e9-8f5e-ed4b13b7c62f.png) ![image](https://user-images.githubusercontent.com/45708377/60342504-43aeb280-99ba-11e9-8b55-add3722c4898.png) ",1, devtool lost skill to delete storage step to reproduce have truck stockpile chest with some items try to smite it with dev tool in you can in you can t you take item from storage ,1 427826,12399421960.0,IssuesEvent,2020-05-21 05:10:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.6: Changed main inventory slot for materials is reducing game play experience,Priority: Medium,"The new main inv slot for building material and such (stone, coal...) was moved from left hand side of the hotbar to the center -top of the hotbar. This is bad for handling inventory windows. Until now I could drag the window almost over the entire screen. It is helpful to keep track of the inventory items in storages nearby. Now I loose ""one storage view"". I have to make the inventory window smaller, since the main slot is above the hotbar now. So I loose one line, where a stockpile or a chest could be displayed. This game is much about managing stuff. So in my opinion, reducing the space for displayed storages minimize the management possibilities; So it is a not well thought game design change. Probably for the greater good of new players to realize the speciality of this inventory slot, idk. But anyway, for an experienced gamer in management games it is limiting the game play. ",1.0,"0.7.6: Changed main inventory slot for materials is reducing game play experience - The new main inv slot for building material and such (stone, coal...) was moved from left hand side of the hotbar to the center -top of the hotbar. This is bad for handling inventory windows. Until now I could drag the window almost over the entire screen. It is helpful to keep track of the inventory items in storages nearby. Now I loose ""one storage view"". I have to make the inventory window smaller, since the main slot is above the hotbar now. So I loose one line, where a stockpile or a chest could be displayed. This game is much about managing stuff. So in my opinion, reducing the space for displayed storages minimize the management possibilities; So it is a not well thought game design change. Probably for the greater good of new players to realize the speciality of this inventory slot, idk. But anyway, for an experienced gamer in management games it is limiting the game play. ",1, changed main inventory slot for materials is reducing game play experience the new main inv slot for building material and such stone coal was moved from left hand side of the hotbar to the center top of the hotbar this is bad for handling inventory windows until now i could drag the window almost over the entire screen it is helpful to keep track of the inventory items in storages nearby now i loose one storage view i have to make the inventory window smaller since the main slot is above the hotbar now so i loose one line where a stockpile or a chest could be displayed this game is much about managing stuff so in my opinion reducing the space for displayed storages minimize the management possibilities so it is a not well thought game design change probably for the greater good of new players to realize the speciality of this inventory slot idk but anyway for an experienced gamer in management games it is limiting the game play ,1 418648,12201483567.0,IssuesEvent,2020-04-30 07:18:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tables don't update crafttime after spending skillpoints,Priority: Medium Status: Fixed Week Task,"Crafting tables don't update the time needed for a project until I change something, such as the amount requested, after spending skill points. Expected: When I look at the crafting table again after spending skill points, I expect to see the new, correct resource cost and time needed.",1.0,"Tables don't update crafttime after spending skillpoints - Crafting tables don't update the time needed for a project until I change something, such as the amount requested, after spending skill points. Expected: When I look at the crafting table again after spending skill points, I expect to see the new, correct resource cost and time needed.",1,tables don t update crafttime after spending skillpoints crafting tables don t update the time needed for a project until i change something such as the amount requested after spending skill points expected when i look at the crafting table again after spending skill points i expect to see the new correct resource cost and time needed ,1 494079,14244722710.0,IssuesEvent,2020-11-19 07:27:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco updates link doesn't open Eco Updates,Category: Accounts Priority: Medium Status: Fixed,"https://play.eco/updates/eco Should open `EcoTree -> Eco` updates on sidepanel. Right now it's: ![image](https://user-images.githubusercontent.com/5720101/98576105-5e857c80-22ba-11eb-98cb-f625e01a303b.png) ",1.0,"Eco updates link doesn't open Eco Updates - https://play.eco/updates/eco Should open `EcoTree -> Eco` updates on sidepanel. Right now it's: ![image](https://user-images.githubusercontent.com/5720101/98576105-5e857c80-22ba-11eb-98cb-f625e01a303b.png) ",1,eco updates link doesn t open eco updates should open ecotree eco updates on sidepanel right now it s ,1 246206,7893295167.0,IssuesEvent,2018-06-28 17:34:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Truck sound like Powered Cart,Medium Priority,"**Version:** 0.7.5.0 beta Is this intended? Old sound in 7.4.x > new sound 7.5.0 Reproduce: Drive the Truck after you figured out how to refuel it. what happens: Truck sounds like Powered Cart whats expected to happen: Truck sounds like a Truck to differentiate it from the powered cart",1.0,"Truck sound like Powered Cart - **Version:** 0.7.5.0 beta Is this intended? Old sound in 7.4.x > new sound 7.5.0 Reproduce: Drive the Truck after you figured out how to refuel it. what happens: Truck sounds like Powered Cart whats expected to happen: Truck sounds like a Truck to differentiate it from the powered cart",1,truck sound like powered cart version beta is this intended old sound in x new sound reproduce drive the truck after you figured out how to refuel it what happens truck sounds like powered cart whats expected to happen truck sounds like a truck to differentiate it from the powered cart,1 463407,13264961231.0,IssuesEvent,2020-08-21 05:19:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1706] 3 Exceptions in view notify: System.NullReferenceException at once.,Category: Tech Priority: Medium,"Step to reproduce: - first player make Harvest Contract: ![image](https://user-images.githubusercontent.com/45708377/89503674-8d79e700-d7cf-11ea-927d-d5d24cbd70d6.png) - second player take it. First player have 3 exceptions: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.UI.Graphic.SetVerticesDirty () [0x00000] in <00000000000000000000000000000000>:0 at ContractEntryUI.UpdateEntry () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5033226/Player.log) ",1.0,"[0.9.0 staging-1706] 3 Exceptions in view notify: System.NullReferenceException at once. - Step to reproduce: - first player make Harvest Contract: ![image](https://user-images.githubusercontent.com/45708377/89503674-8d79e700-d7cf-11ea-927d-d5d24cbd70d6.png) - second player take it. First player have 3 exceptions: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.UI.Graphic.SetVerticesDirty () [0x00000] in <00000000000000000000000000000000>:0 at ContractEntryUI.UpdateEntry () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() System.Action:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5033226/Player.log) ",1, exceptions in view notify system nullreferenceexception at once step to reproduce first player make harvest contract second player take it first player have exceptions exception in view notify system nullreferenceexception object reference not set to an instance of an object at unityengine ui graphic setverticesdirty in at contractentryui updateentry in at system action invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in unityengine logger log logtype object unityengine debug logerror object eco shared utils log writeerror locstring eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update system action invoke filename c buildslave unity build runtime export debug debug bindings h line exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui viewuicontainer listchanged in at system action invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in unityengine logger log logtype object unityengine debug logerror object eco shared utils log writeerror locstring eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update system action invoke filename c buildslave unity build runtime export debug debug bindings h line exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui viewuicontainer listchanged in at system action invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system action invoke in unityengine logger log logtype object unityengine debug logerror object eco shared utils log writeerror locstring eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update system action invoke ,1 376430,11147024031.0,IssuesEvent,2019-12-23 11:21:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: stone contract,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Have taken a contract for 500 stones in Stockpile. **Expected behavior:** it should have count the stones i put in. **Actual behavior:** doesnt count any stone cant finish the contract",1.0,"USER ISSUE: stone contract - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Have taken a contract for 500 stones in Stockpile. **Expected behavior:** it should have count the stones i put in. **Actual behavior:** doesnt count any stone cant finish the contract",1,user issue stone contract version beta steps to reproduce have taken a contract for stones in stockpile expected behavior it should have count the stones i put in actual behavior doesnt count any stone cant finish the contract,1 214450,7273342790.0,IssuesEvent,2018-02-21 04:23:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Enhancement: Add a reticle/crosshair,Feature Medium Priority,"As recommended by @Metachronism on Discord, I'm posting it here copied from discord > This should be included as an option by default since it is one of the biggest design flaws in the game. On several occasions I have seen people complaining about the lack of it. One updating after another and no sign of intention to add such a simple and useful element. The game is in first person and there is a lot of interaction with everything. selection can be inaccurate with a great chance of positioning failure due to lack of a reticle in conjunction with the minimum lag. Here https://i.imgur.com/BoaESc1.jpg is a image if you do not know what it is, with 3 examples, but there are many ways to create it. since this affects immensely the game experience because this is UX, it is something very important. ",1.0,"Enhancement: Add a reticle/crosshair - As recommended by @Metachronism on Discord, I'm posting it here copied from discord > This should be included as an option by default since it is one of the biggest design flaws in the game. On several occasions I have seen people complaining about the lack of it. One updating after another and no sign of intention to add such a simple and useful element. The game is in first person and there is a lot of interaction with everything. selection can be inaccurate with a great chance of positioning failure due to lack of a reticle in conjunction with the minimum lag. Here https://i.imgur.com/BoaESc1.jpg is a image if you do not know what it is, with 3 examples, but there are many ways to create it. since this affects immensely the game experience because this is UX, it is something very important. ",1,enhancement add a reticle crosshair as recommended by metachronism on discord i m posting it here copied from discord this should be included as an option by default since it is one of the biggest design flaws in the game on several occasions i have seen people complaining about the lack of it one updating after another and no sign of intention to add such a simple and useful element the game is in first person and there is a lot of interaction with everything selection can be inaccurate with a great chance of positioning failure due to lack of a reticle in conjunction with the minimum lag here is a image if you do not know what it is with examples but there are many ways to create it since this affects immensely the game experience because this is ux it is something very important ,1 375703,11133138678.0,IssuesEvent,2019-12-20 08:42:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sometimes Interact Key UI gets stuck open,Medium Priority,"I think this happens after an invalid action, the UI will then float in the center of the screen. Moving a long distance away will make it disappear. ",1.0,"Sometimes Interact Key UI gets stuck open - I think this happens after an invalid action, the UI will then float in the center of the screen. Moving a long distance away will make it disappear. ",1,sometimes interact key ui gets stuck open i think this happens after an invalid action the ui will then float in the center of the screen moving a long distance away will make it disappear ,1 378848,11209794694.0,IssuesEvent,2020-01-06 11:25:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1308] Contract notification when start to join,Fixed Medium Priority,"Step to reproduce: - spawn contract board. - another player add contract like: ![image](https://user-images.githubusercontent.com/45708377/71397751-749d3680-262f-11ea-8ef4-b2dea8b73bc9.png) - take it. - pay off all debt: ![image](https://user-images.githubusercontent.com/45708377/71397822-b0380080-262f-11ea-8445-f8b467fdc20c.png) - complete contract: ![image](https://user-images.githubusercontent.com/45708377/71397882-d493dd00-262f-11ea-9bde-ec64d974b4f4.png) - press okay and instanlly reload. Wait 30-60 sec - try to join: ![image](https://user-images.githubusercontent.com/45708377/71397907-e83f4380-262f-11ea-8e74-ecd03fc9d92f.png) I have notification again before entering the world. ",1.0,"[0.9.0 staging-1308] Contract notification when start to join - Step to reproduce: - spawn contract board. - another player add contract like: ![image](https://user-images.githubusercontent.com/45708377/71397751-749d3680-262f-11ea-8ef4-b2dea8b73bc9.png) - take it. - pay off all debt: ![image](https://user-images.githubusercontent.com/45708377/71397822-b0380080-262f-11ea-8445-f8b467fdc20c.png) - complete contract: ![image](https://user-images.githubusercontent.com/45708377/71397882-d493dd00-262f-11ea-9bde-ec64d974b4f4.png) - press okay and instanlly reload. Wait 30-60 sec - try to join: ![image](https://user-images.githubusercontent.com/45708377/71397907-e83f4380-262f-11ea-8e74-ecd03fc9d92f.png) I have notification again before entering the world. ",1, contract notification when start to join step to reproduce spawn contract board another player add contract like take it pay off all debt complete contract press okay and instanlly reload wait sec try to join i have notification again before entering the world ,1 331893,10081292010.0,IssuesEvent,2019-07-25 08:28:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Large Doors cannot be closed from the ground,Medium Priority,"When placing one of the large wooden or corrugated steel doors and you open them, you can no longer close them from the ground, as it's too high and jumping and falling closes the UI window. I don't think the intended behaviour is that you need to build a little stair so you can close it again?",1.0,"Large Doors cannot be closed from the ground - When placing one of the large wooden or corrugated steel doors and you open them, you can no longer close them from the ground, as it's too high and jumping and falling closes the UI window. I don't think the intended behaviour is that you need to build a little stair so you can close it again?",1,large doors cannot be closed from the ground when placing one of the large wooden or corrugated steel doors and you open them you can no longer close them from the ground as it s too high and jumping and falling closes the ui window i don t think the intended behaviour is that you need to build a little stair so you can close it again ,1 558381,16532070008.0,IssuesEvent,2021-05-27 07:28:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4.0 beta develop-280]Applying fertilizer has no tooltip ,Category: UI Priority: Medium Squad: Otter Status: Fixed Type: Bug,"When holding a fertilizer there is no tooltip or button indication on how to apply it. ![Screenshot_54](https://user-images.githubusercontent.com/24981362/117515691-42c41000-af97-11eb-962e-9e849a4757d5.jpg) ",1.0,"[0.9.4.0 beta develop-280]Applying fertilizer has no tooltip - When holding a fertilizer there is no tooltip or button indication on how to apply it. ![Screenshot_54](https://user-images.githubusercontent.com/24981362/117515691-42c41000-af97-11eb-962e-9e849a4757d5.jpg) ",1, applying fertilizer has no tooltip when holding a fertilizer there is no tooltip or button indication on how to apply it ,1 461435,13230129890.0,IssuesEvent,2020-08-18 09:19:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1711] Block cost review,Category: Balance Priority: Medium Status: Fixed,"Block costs have a few issues now. There might be more to add to this list. - [x] Lumber is too expensive relative to Bricks & Glass. Small adjustment here - [x] Composite Lumber is far too expensive - [x] Ashlar Stone is too expensive",1.0,"[0.9.0 staging-1711] Block cost review - Block costs have a few issues now. There might be more to add to this list. - [x] Lumber is too expensive relative to Bricks & Glass. Small adjustment here - [x] Composite Lumber is far too expensive - [x] Ashlar Stone is too expensive",1, block cost review block costs have a few issues now there might be more to add to this list lumber is too expensive relative to bricks glass small adjustment here composite lumber is far too expensive ashlar stone is too expensive,1 221120,7373987061.0,IssuesEvent,2018-03-13 18:52:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Brightness issues,Medium Priority,"**Version:** 0.6.4.0 alpha **Steps to Reproduce:** the sun saturation of bright nice destroys most of all color in game specially in the early AM, also it makes night time way way to bright which makes the player created light sources point less. Global Illumination use to make it so game was dark at night and day time during day time making use of player lighting worth while. **Expected behavior:** game should be darker, or at least give admins control over the world darkness and brightness settings so that we can control this. a 50% brightness lower brightness value would probably help. its like someone took gamma setting on my monitor and just cranked it all way up. **Actual behavior:** no control over this setting sucks. - game just feels like art and color is washed out with bleach even with viberance on it just makes it worse - it seems that the Global Illumination setting is just broken now.",1.0,"USER ISSUE: Brightness issues - **Version:** 0.6.4.0 alpha **Steps to Reproduce:** the sun saturation of bright nice destroys most of all color in game specially in the early AM, also it makes night time way way to bright which makes the player created light sources point less. Global Illumination use to make it so game was dark at night and day time during day time making use of player lighting worth while. **Expected behavior:** game should be darker, or at least give admins control over the world darkness and brightness settings so that we can control this. a 50% brightness lower brightness value would probably help. its like someone took gamma setting on my monitor and just cranked it all way up. **Actual behavior:** no control over this setting sucks. - game just feels like art and color is washed out with bleach even with viberance on it just makes it worse - it seems that the Global Illumination setting is just broken now.",1,user issue brightness issues version alpha steps to reproduce the sun saturation of bright nice destroys most of all color in game specially in the early am also it makes night time way way to bright which makes the player created light sources point less global illumination use to make it so game was dark at night and day time during day time making use of player lighting worth while expected behavior game should be darker or at least give admins control over the world darkness and brightness settings so that we can control this a brightness lower brightness value would probably help its like someone took gamma setting on my monitor and just cranked it all way up actual behavior no control over this setting sucks game just feels like art and color is washed out with bleach even with viberance on it just makes it worse it seems that the global illumination setting is just broken now ,1 511679,14879421224.0,IssuesEvent,2021-01-20 07:39:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1906] World index in Ecopedia lost icons in localizations.,Category: UI Priority: Medium,"Steps to reproduce: - set non-English language (I used Gibberish) - open Ecopedia -> World index: ![image](https://user-images.githubusercontent.com/45708377/105142300-7e7fba80-5b0b-11eb-959a-b9f40c1b9218.png) ",1.0,"[0.9.2 staging-1906] World index in Ecopedia lost icons in localizations. - Steps to reproduce: - set non-English language (I used Gibberish) - open Ecopedia -> World index: ![image](https://user-images.githubusercontent.com/45708377/105142300-7e7fba80-5b0b-11eb-959a-b9f40c1b9218.png) ",1, world index in ecopedia lost icons in localizations steps to reproduce set non english language i used gibberish open ecopedia world index ,1 415596,12131803883.0,IssuesEvent,2020-04-23 05:49:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat feedback,Priority: Medium Status: Fixed Status: Reopen Week Task,"![image](https://user-images.githubusercontent.com/3536496/77038078-30cf8880-69f6-11ea-848f-bd12fbe59fbb.png) - [x] Clicking on the election should take you to the web page for the election (like the 'vote' button does in the government page). The icon on the right is clickable but doesnt do anything - the icon on any notification should do the action that makes sense, in this case go to view the election in the webpage. - [x] For elections that add/modify/remove something, clicking on the election UILink or the notification button should show you that thing. Right now it shows a detail page of the election - this should never be shown (what's worse, the user can edit the election right in that ui) ![image](https://user-images.githubusercontent.com/3536496/77038236-9885d380-69f6-11ea-9a5a-a7b9380bdd3a.png) - [x] Clicking Active took me to a page where I can edit the Active demographic. It should open a read-only viewer of it. Same for eveyrthing else that can be clicked like this. ",1.0,"Chat feedback - ![image](https://user-images.githubusercontent.com/3536496/77038078-30cf8880-69f6-11ea-848f-bd12fbe59fbb.png) - [x] Clicking on the election should take you to the web page for the election (like the 'vote' button does in the government page). The icon on the right is clickable but doesnt do anything - the icon on any notification should do the action that makes sense, in this case go to view the election in the webpage. - [x] For elections that add/modify/remove something, clicking on the election UILink or the notification button should show you that thing. Right now it shows a detail page of the election - this should never be shown (what's worse, the user can edit the election right in that ui) ![image](https://user-images.githubusercontent.com/3536496/77038236-9885d380-69f6-11ea-9a5a-a7b9380bdd3a.png) - [x] Clicking Active took me to a page where I can edit the Active demographic. It should open a read-only viewer of it. Same for eveyrthing else that can be clicked like this. ",1,chat feedback clicking on the election should take you to the web page for the election like the vote button does in the government page the icon on the right is clickable but doesnt do anything the icon on any notification should do the action that makes sense in this case go to view the election in the webpage for elections that add modify remove something clicking on the election uilink or the notification button should show you that thing right now it shows a detail page of the election this should never be shown what s worse the user can edit the election right in that ui clicking active took me to a page where i can edit the active demographic it should open a read only viewer of it same for eveyrthing else that can be clicked like this ,1 415701,12133333888.0,IssuesEvent,2020-04-23 08:51:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Remove/change layout so there are no question mark blocks in the hammer menu,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/77976782-c4d10800-72b2-11ea-9ba1-2766f8daa111.png) I think we dont need icons for these categories, a title alone should do. ",1.0,"Remove/change layout so there are no question mark blocks in the hammer menu - ![image](https://user-images.githubusercontent.com/3536496/77976782-c4d10800-72b2-11ea-9ba1-2766f8daa111.png) I think we dont need icons for these categories, a title alone should do. ",1,remove change layout so there are no question mark blocks in the hammer menu i think we dont need icons for these categories a title alone should do ,1 390319,11542021335.0,IssuesEvent,2020-02-18 06:11:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1330] Researching. Balance and some suggestion.,Category: Balance Priority: Medium Status: Fixed Status: Reopen,"Suggestion for Research Name and Balance: I think about it early, but with name like I, II, III it was bad idea. After name changes we have 3 Tiers: Basic, Advanced and Modern. - [x] 1. I think we should All Tier 1 reseach papers call Basic, Tier 2 - Advanced, Tier 3 - Modern. I prefer to use Basic, Advanced and Modern uses at first, for best searching. If you agree with my changes you also can rename tier 1 to Basic Tier, Tier 2 - Advanced Tier, Tier 3 - Modern Tier. This will greatly simplify the understanding what research papers needed. So in **Tier 1** we have: Basic Culinary RP, Basic Dendrology RP, Basic Gathering RP, Basic Geology RP, Basic Metallurgy RP. Tier 2 and 3 see below - [x] 2. Add another Basic Culinary RP for Butchery researching. It will craft from 30(for example) Charred Meat. So you can open Butchery and Cooking specialties without Advanced Campfire Cooking. But you still need Iron bars to research Cooking. - [x] 3. Rename Intermediate Culinary to Advanced. Old Advanced Culinary to Modern. Old Modern Culinary should delete. I can't find where we use Old Modern Culinary PR: ![image](https://user-images.githubusercontent.com/45708377/72068254-aa137680-32f5-11ea-81ab-fcda7f98b0ea.png) - [x] 4. Change ingredients for new Advanced Culinary RP (Cast Iron Stove), because it consume only Baked Vegatable from Bakery oven. I think Basic or Fruit salad + Baked Vegatable will be nice. Also add Advanced Culinary RP to Bakery Oven too. So we can balance a bit these specialties. - [x] 5. After changes in Culinary PR we can see Advanced Tier and Modern Tier. **Advanced Tier (Tier 2):** Advanced Agriculture RP (old basic, basic missing at all), Advanced Culinary PR, Advanced Dendrology PR, Advanced Engineering RP(old basic, basic missing at all), Advanced Geology RP. If we have Agriculture RP at first time we already call it Advanced, so we can avoid confusion. **Modern Tier (Tier 3):** Modern Agriculture(Old II, I think we can delete it, It never user as Main ingredients. I will investigate it), New Modern Culinary RP, Modern Dendrology RP, Modern Engineering RP (old Advanced), Modern Geology RP, Modern Metallurgy RP (old Advanced. So we have Basic and Modern). ",1.0,"[0.9.0 staging-1330] Researching. Balance and some suggestion. - Suggestion for Research Name and Balance: I think about it early, but with name like I, II, III it was bad idea. After name changes we have 3 Tiers: Basic, Advanced and Modern. - [x] 1. I think we should All Tier 1 reseach papers call Basic, Tier 2 - Advanced, Tier 3 - Modern. I prefer to use Basic, Advanced and Modern uses at first, for best searching. If you agree with my changes you also can rename tier 1 to Basic Tier, Tier 2 - Advanced Tier, Tier 3 - Modern Tier. This will greatly simplify the understanding what research papers needed. So in **Tier 1** we have: Basic Culinary RP, Basic Dendrology RP, Basic Gathering RP, Basic Geology RP, Basic Metallurgy RP. Tier 2 and 3 see below - [x] 2. Add another Basic Culinary RP for Butchery researching. It will craft from 30(for example) Charred Meat. So you can open Butchery and Cooking specialties without Advanced Campfire Cooking. But you still need Iron bars to research Cooking. - [x] 3. Rename Intermediate Culinary to Advanced. Old Advanced Culinary to Modern. Old Modern Culinary should delete. I can't find where we use Old Modern Culinary PR: ![image](https://user-images.githubusercontent.com/45708377/72068254-aa137680-32f5-11ea-81ab-fcda7f98b0ea.png) - [x] 4. Change ingredients for new Advanced Culinary RP (Cast Iron Stove), because it consume only Baked Vegatable from Bakery oven. I think Basic or Fruit salad + Baked Vegatable will be nice. Also add Advanced Culinary RP to Bakery Oven too. So we can balance a bit these specialties. - [x] 5. After changes in Culinary PR we can see Advanced Tier and Modern Tier. **Advanced Tier (Tier 2):** Advanced Agriculture RP (old basic, basic missing at all), Advanced Culinary PR, Advanced Dendrology PR, Advanced Engineering RP(old basic, basic missing at all), Advanced Geology RP. If we have Agriculture RP at first time we already call it Advanced, so we can avoid confusion. **Modern Tier (Tier 3):** Modern Agriculture(Old II, I think we can delete it, It never user as Main ingredients. I will investigate it), New Modern Culinary RP, Modern Dendrology RP, Modern Engineering RP (old Advanced), Modern Geology RP, Modern Metallurgy RP (old Advanced. So we have Basic and Modern). ",1, researching balance and some suggestion suggestion for research name and balance i think about it early but with name like i ii iii it was bad idea after name changes we have tiers basic advanced and modern i think we should all tier reseach papers call basic tier advanced tier modern i prefer to use basic advanced and modern uses at first for best searching if you agree with my changes you also can rename tier to basic tier tier advanced tier tier modern tier this will greatly simplify the understanding what research papers needed so in tier we have basic culinary rp basic dendrology rp basic gathering rp basic geology rp basic metallurgy rp tier and see below add another basic culinary rp for butchery researching it will craft from for example charred meat so you can open butchery and cooking specialties without advanced campfire cooking but you still need iron bars to research cooking rename intermediate culinary to advanced old advanced culinary to modern old modern culinary should delete i can t find where we use old modern culinary pr change ingredients for new advanced culinary rp cast iron stove because it consume only baked vegatable from bakery oven i think basic or fruit salad baked vegatable will be nice also add advanced culinary rp to bakery oven too so we can balance a bit these specialties after changes in culinary pr we can see advanced tier and modern tier advanced tier tier advanced agriculture rp old basic basic missing at all advanced culinary pr advanced dendrology pr advanced engineering rp old basic basic missing at all advanced geology rp if we have agriculture rp at first time we already call it advanced so we can avoid confusion modern tier tier modern agriculture old ii i think we can delete it it never user as main ingredients i will investigate it new modern culinary rp modern dendrology rp modern engineering rp old advanced modern geology rp modern metallurgy rp old advanced so we have basic and modern ,1 459281,13189895497.0,IssuesEvent,2020-08-13 09:14:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging 1702] Can't load world (created on v9),Category: Tech Priority: Medium,"- I press Load - I press Yes - The popup close and nothing happen, I am still on the server list (tried multiple time, including after game restart) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5024993/Player.log) ",1.0,"[staging 1702] Can't load world (created on v9) - - I press Load - I press Yes - The popup close and nothing happen, I am still on the server list (tried multiple time, including after game restart) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5024993/Player.log) ",1, can t load world created on i press load i press yes the popup close and nothing happen i am still on the server list tried multiple time including after game restart ,1 251979,8030255078.0,IssuesEvent,2018-07-27 18:55:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Viewing insinde of vehicles [digging mode],Medium Priority,"I dont know if it is a bug or a feature but i cant shift my view when iam inside the digging-mode of the excavator or the new one. This is realy hindering when digging and i would like to have back this ability to look where i want.",1.0,"Viewing insinde of vehicles [digging mode] - I dont know if it is a bug or a feature but i cant shift my view when iam inside the digging-mode of the excavator or the new one. This is realy hindering when digging and i would like to have back this ability to look where i want.",1,viewing insinde of vehicles i dont know if it is a bug or a feature but i cant shift my view when iam inside the digging mode of the excavator or the new one this is realy hindering when digging and i would like to have back this ability to look where i want ,1 242438,7842189297.0,IssuesEvent,2018-06-18 22:16:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: japanese names doesnt show over the characters,Medium Priority,"**Version:** 0.7.4.2 beta **Steps to Reproduce:** A player with a japanese nickname joins the server and has no name over the character **Expected behavior:** Name shown over the character **Actual behavior:** No name over the character
Log File(...previous log truncated...) nentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in :0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in :0 [15:51] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Animator:SetBoolString (UnityEngine.Animator,string,bool) at UnityEngine.Animator.SetBool (System.String name, System.Boolean value) [0x00001] in <631a8b01f775461aaefeab8ef216af40>:0 at AvatarAnimationManager.UpdateWorking () [0x00016] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in :0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in :0 Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: japanese names doesnt show over the characters - **Version:** 0.7.4.2 beta **Steps to Reproduce:** A player with a japanese nickname joins the server and has no name over the character **Expected behavior:** Name shown over the character **Actual behavior:** No name over the character
Log File(...previous log truncated...) nentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in :0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in :0 [15:51] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Animator:SetBoolString (UnityEngine.Animator,string,bool) at UnityEngine.Animator.SetBool (System.String name, System.Boolean value) [0x00001] in <631a8b01f775461aaefeab8ef216af40>:0 at AvatarAnimationManager.UpdateWorking () [0x00016] in <45f4aa51d91f4ab1b372adc4941b6e4c>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in :0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in :0 Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1,user issue japanese names doesnt show over the characters version beta steps to reproduce a player with a japanese nickname joins the server and has no name over the character expected behavior name shown over the character actual behavior no name over the character log file previous log truncated nentinparent in at ui baseitemui onchange in at ui itemcollectionui onchange in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in end of inner exception stack trace at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at eco shared view subscriber invoke in at eco shared view view notifychanged system string propname in exception in view notify system reflection targetinvocationexception exception has been thrown by the target of an invocation system nullreferenceexception at wrapper managed to native unityengine animator setboolstring unityengine animator string bool at unityengine animator setbool system string name system boolean value in at avataranimationmanager updateworking in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in end of inner exception stack trace at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at eco shared view subscriber invoke in at eco shared view view notifychanged system string propname in can not play a disabled audio source filename line can not play a disabled audio source filename line ,1 394306,11640786684.0,IssuesEvent,2020-02-29 00:05:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Icons response in auth,Priority: Medium,"We've updated the icon system on eco accounts. Now a user can select their preferred icon form their account page. Their selected icon should be passed in auth. Auth needs to be updated to return 'selected_icon' from the accounts database. And also 'reward' but i think that is working correctly already. It currently returns 'icon', but that is not needed - remove it. It should return 'selected_icon' and 'reward' in these cases: 1 slg user logs in via /responsev4 2 slg user logs in with login token via /verifytokenv3 3 steam user that has linked slg account logs in via /verifytokenv3 If a steam user logs in and does not have linked slg account, they will receive default icon. Game side will assume default icon if 'selected_icon' is null or empty.",1.0,"Icons response in auth - We've updated the icon system on eco accounts. Now a user can select their preferred icon form their account page. Their selected icon should be passed in auth. Auth needs to be updated to return 'selected_icon' from the accounts database. And also 'reward' but i think that is working correctly already. It currently returns 'icon', but that is not needed - remove it. It should return 'selected_icon' and 'reward' in these cases: 1 slg user logs in via /responsev4 2 slg user logs in with login token via /verifytokenv3 3 steam user that has linked slg account logs in via /verifytokenv3 If a steam user logs in and does not have linked slg account, they will receive default icon. Game side will assume default icon if 'selected_icon' is null or empty.",1,icons response in auth we ve updated the icon system on eco accounts now a user can select their preferred icon form their account page their selected icon should be passed in auth auth needs to be updated to return selected icon from the accounts database and also reward but i think that is working correctly already it currently returns icon but that is not needed remove it it should return selected icon and reward in these cases slg user logs in via slg user logs in with login token via steam user that has linked slg account logs in via if a steam user logs in and does not have linked slg account they will receive default icon game side will assume default icon if selected icon is null or empty ,1 239334,7794189832.0,IssuesEvent,2018-06-08 01:01:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: signs is too small,Medium Priority,"**Version:** 0.7.5.0 beta staging-7755333d **Steps to Reproduce:** try to place any new sign ![20180525040357_1](https://user-images.githubusercontent.com/4980243/40520809-d437ee54-5fd0-11e8-912e-8346d3673f1a.jpg) ![20180525035140_1](https://user-images.githubusercontent.com/4980243/40520810-d45bf7a4-5fd0-11e8-9f10-5e2cfe6052d3.jpg)",1.0,"USER ISSUE: signs is too small - **Version:** 0.7.5.0 beta staging-7755333d **Steps to Reproduce:** try to place any new sign ![20180525040357_1](https://user-images.githubusercontent.com/4980243/40520809-d437ee54-5fd0-11e8-912e-8346d3673f1a.jpg) ![20180525035140_1](https://user-images.githubusercontent.com/4980243/40520810-d45bf7a4-5fd0-11e8-9f10-5e2cfe6052d3.jpg)",1,user issue signs is too small version beta staging steps to reproduce try to place any new sign ,1 692406,23733613731.0,IssuesEvent,2022-08-31 05:42:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Industrial Elevator synchronization in multiplayer,Priority: Medium Status: Investigate Status: Fixed,"@SlayksWood So what happens is that the elevator moves on his screen but not on mine, for him the elevator is one place and for me, it is in another place for me. [image of my friend standing on the elevator in his game client](https://cdn.discordapp.com/attachments/410443397065867284/812796312676335646/unknown.png) Note: It sometimes works and other times it doesn't. _Originally posted by @killerfrienddk in https://github.com/StrangeLoopGames/EcoIssues/issues/20158#issuecomment-785076922_ ![image](https://user-images.githubusercontent.com/45708377/109112972-86ef9480-774c-11eb-9026-fe2435228a4c.png) ",1.0,"Industrial Elevator synchronization in multiplayer - @SlayksWood So what happens is that the elevator moves on his screen but not on mine, for him the elevator is one place and for me, it is in another place for me. [image of my friend standing on the elevator in his game client](https://cdn.discordapp.com/attachments/410443397065867284/812796312676335646/unknown.png) Note: It sometimes works and other times it doesn't. _Originally posted by @killerfrienddk in https://github.com/StrangeLoopGames/EcoIssues/issues/20158#issuecomment-785076922_ ![image](https://user-images.githubusercontent.com/45708377/109112972-86ef9480-774c-11eb-9026-fe2435228a4c.png) ",1,industrial elevator synchronization in multiplayer slaykswood so what happens is that the elevator moves on his screen but not on mine for him the elevator is one place and for me it is in another place for me note it sometimes works and other times it doesn t originally posted by killerfrienddk in ,1 536604,15711197570.0,IssuesEvent,2021-03-27 05:55:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1961] Excavator controls bugs.,Category: UI Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Bugs: - [x] 1. Delete ""Pick up items"" in Excavator controls. Didn't report it in previous issue. You don't need to press LMB to pickup items with Excavator, but we have this in Controls: ![image](https://user-images.githubusercontent.com/45708377/111948082-a54c7400-8aef-11eb-8bbb-88174ba87214.png) But be careful you need to press button when dig with Skid Steer. - [x] 2. Buttons size is broken, but I guess that it related with #21007 Mouse wheel should look like mouse with highlighted wheel: ![image](https://user-images.githubusercontent.com/45708377/111948476-450a0200-8af0-11eb-9295-f74696b79b6d.png) ![image](https://user-images.githubusercontent.com/45708377/111948998-fd37aa80-8af0-11eb-8444-694ab25c3cbb.png) and the mouse should be less. WASD button is overlaped: ![image](https://user-images.githubusercontent.com/45708377/111948620-7edb0880-8af0-11eb-8fad-b7510043f2f7.png) ",1.0,"[0.9.3 staging-1961] Excavator controls bugs. - Bugs: - [x] 1. Delete ""Pick up items"" in Excavator controls. Didn't report it in previous issue. You don't need to press LMB to pickup items with Excavator, but we have this in Controls: ![image](https://user-images.githubusercontent.com/45708377/111948082-a54c7400-8aef-11eb-8bbb-88174ba87214.png) But be careful you need to press button when dig with Skid Steer. - [x] 2. Buttons size is broken, but I guess that it related with #21007 Mouse wheel should look like mouse with highlighted wheel: ![image](https://user-images.githubusercontent.com/45708377/111948476-450a0200-8af0-11eb-9295-f74696b79b6d.png) ![image](https://user-images.githubusercontent.com/45708377/111948998-fd37aa80-8af0-11eb-8444-694ab25c3cbb.png) and the mouse should be less. WASD button is overlaped: ![image](https://user-images.githubusercontent.com/45708377/111948620-7edb0880-8af0-11eb-8fad-b7510043f2f7.png) ",1, excavator controls bugs bugs delete pick up items in excavator controls didn t report it in previous issue you don t need to press lmb to pickup items with excavator but we have this in controls but be careful you need to press button when dig with skid steer buttons size is broken but i guess that it related with mouse wheel should look like mouse with highlighted wheel and the mouse should be less wasd button is overlaped ,1 410446,11991716375.0,IssuesEvent,2020-04-08 08:51:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 interaction tooltip issues,Priority: Medium Status: Fixed,"two ""place"" ![изображение](https://user-images.githubusercontent.com/4980243/76166107-04ea1280-616d-11ea-8a5f-bd32c5e8b4ca.png) two ""take"" (at steam truck) ![изображение](https://user-images.githubusercontent.com/4980243/76639400-1c574000-655f-11ea-9487-c2b125ce069a.png) Shovel - stockpile take and put have different behavior (moved from https://github.com/StrangeLoopGames/EcoIssues/issues/15121) take uses object id (stockpile) put uses object name ![изображение](https://user-images.githubusercontent.com/4980243/76627769-a8ac3780-654c-11ea-84cf-48fabb928391.png) same behavior with empty hands with storage chest ![изображение](https://user-images.githubusercontent.com/4980243/76684915-bfbc5980-6620-11ea-8c38-a9dd5bc6db64.png) ",1.0,"0.9 interaction tooltip issues - two ""place"" ![изображение](https://user-images.githubusercontent.com/4980243/76166107-04ea1280-616d-11ea-8a5f-bd32c5e8b4ca.png) two ""take"" (at steam truck) ![изображение](https://user-images.githubusercontent.com/4980243/76639400-1c574000-655f-11ea-9487-c2b125ce069a.png) Shovel - stockpile take and put have different behavior (moved from https://github.com/StrangeLoopGames/EcoIssues/issues/15121) take uses object id (stockpile) put uses object name ![изображение](https://user-images.githubusercontent.com/4980243/76627769-a8ac3780-654c-11ea-84cf-48fabb928391.png) same behavior with empty hands with storage chest ![изображение](https://user-images.githubusercontent.com/4980243/76684915-bfbc5980-6620-11ea-8c38-a9dd5bc6db64.png) ",1, interaction tooltip issues two place two take at steam truck shovel stockpile take and put have different behavior moved from take uses object id stockpile put uses object name same behavior with empty hands with storage chest ,1 495946,14290592247.0,IssuesEvent,2020-11-23 21:09:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Objects should show who last owned them,Priority: Medium,"We now know who created them, but have no knowledge who used / owned them last, copied from here: https://github.com/StrangeLoopGames/EcoIssues/issues/9666 Used to track griefers.",1.0,"Objects should show who last owned them - We now know who created them, but have no knowledge who used / owned them last, copied from here: https://github.com/StrangeLoopGames/EcoIssues/issues/9666 Used to track griefers.",1,objects should show who last owned them we now know who created them but have no knowledge who used owned them last copied from here used to track griefers ,1 193764,6887831414.0,IssuesEvent,2017-11-22 01:47:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,power requirements/use fluctuating,Medium Priority,"My factory is drawing power from the grid intermittently, even when not crafting. It is draws for about a second, then does not draw for 1 second, and loops like that. First item I placed that needed power, and I could see the demand fluctuating even before I placed a generator. Using staging fc7c8529",1.0,"power requirements/use fluctuating - My factory is drawing power from the grid intermittently, even when not crafting. It is draws for about a second, then does not draw for 1 second, and loops like that. First item I placed that needed power, and I could see the demand fluctuating even before I placed a generator. Using staging fc7c8529",1,power requirements use fluctuating my factory is drawing power from the grid intermittently even when not crafting it is draws for about a second then does not draw for second and loops like that first item i placed that needed power and i could see the demand fluctuating even before i placed a generator using staging ,1 314913,9604456595.0,IssuesEvent,2019-05-10 20:03:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,String filtering in non English language,Fixed Localization Medium Priority,"When I ""Edit Sale List"" or ""Edit Buying List"" in a shop, a window is opened. There is an item filter box. In that box, I can only search the English name of the items, even if the server and the client are in French. Could you please modify the search parameters so that I can search the French item names when the client is in French?",1.0,"String filtering in non English language - When I ""Edit Sale List"" or ""Edit Buying List"" in a shop, a window is opened. There is an item filter box. In that box, I can only search the English name of the items, even if the server and the client are in French. Could you please modify the search parameters so that I can search the French item names when the client is in French?",1,string filtering in non english language when i edit sale list or edit buying list in a shop a window is opened there is an item filter box in that box i can only search the english name of the items even if the server and the client are in french could you please modify the search parameters so that i can search the french item names when the client is in french ,1 252058,8031187763.0,IssuesEvent,2018-07-27 23:10:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: rice+rice from rice.,Medium Priority,"**Version:** 0.7.6.1 beta Looks as fixing https://github.com/StrangeLoopGames/EcoIssues/issues/7210 result... ![default](https://user-images.githubusercontent.com/4980243/42854570-16b4c9d4-8a45-11e8-9df5-45092f11ebbb.png) ",1.0,"USER ISSUE: rice+rice from rice. - **Version:** 0.7.6.1 beta Looks as fixing https://github.com/StrangeLoopGames/EcoIssues/issues/7210 result... ![default](https://user-images.githubusercontent.com/4980243/42854570-16b4c9d4-8a45-11e8-9df5-45092f11ebbb.png) ",1,user issue rice rice from rice version beta looks as fixing result ,1 433161,12502940420.0,IssuesEvent,2020-06-02 06:05:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1554] Notifications: unremovable unless all at once,Priority: Medium Status: Fixed Week Task,"Steps to reproduce: Recieve a notification. Expected behavior: Clicking the little ""x"" in the upper right corner of any notification should remove it from the list, like clicking ""Delete all"" at the bottom of the notification window removes all at once. Actual behavior: Clicking the little ""x"" has no funcion. ""Delete all"" does work. ![grafik](https://user-images.githubusercontent.com/12842716/82722483-77c44d80-9cc7-11ea-8a9f-6304d33fbed4.png) ![grafik](https://user-images.githubusercontent.com/12842716/82722629-bd354a80-9cc8-11ea-96c4-b068ba380d61.png) ",1.0,"[0.9.0 staging-1554] Notifications: unremovable unless all at once - Steps to reproduce: Recieve a notification. Expected behavior: Clicking the little ""x"" in the upper right corner of any notification should remove it from the list, like clicking ""Delete all"" at the bottom of the notification window removes all at once. Actual behavior: Clicking the little ""x"" has no funcion. ""Delete all"" does work. ![grafik](https://user-images.githubusercontent.com/12842716/82722483-77c44d80-9cc7-11ea-8a9f-6304d33fbed4.png) ![grafik](https://user-images.githubusercontent.com/12842716/82722629-bd354a80-9cc8-11ea-96c4-b068ba380d61.png) ",1, notifications unremovable unless all at once steps to reproduce recieve a notification expected behavior clicking the little x in the upper right corner of any notification should remove it from the list like clicking delete all at the bottom of the notification window removes all at once actual behavior clicking the little x has no funcion delete all does work ,1 454251,13097309653.0,IssuesEvent,2020-08-03 17:13:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Elections: username, server name, server version dont always load",Category: Elections Website Category: Web Priority: Medium Status: Not reproduced,"In menu area it should display username, server name, server version. Sometimes these don't all load. Happens more often when you do hard refresh ctrl f5 ![image](https://user-images.githubusercontent.com/7343272/83818968-7d357680-a67d-11ea-92ed-adf9fcbd8360.png) ",1.0,"Elections: username, server name, server version dont always load - In menu area it should display username, server name, server version. Sometimes these don't all load. Happens more often when you do hard refresh ctrl f5 ![image](https://user-images.githubusercontent.com/7343272/83818968-7d357680-a67d-11ea-92ed-adf9fcbd8360.png) ",1,elections username server name server version dont always load in menu area it should display username server name server version sometimes these don t all load happens more often when you do hard refresh ctrl ,1 275050,8570842792.0,IssuesEvent,2018-11-11 23:49:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Negative Shop Values,D3nnis3n's List Medium Priority,"Allow players to set negative values in shops, so they can for example ""buy"" tailings or garbage while they receive payment for this. This will allow commercial tailings and garbage disposal that also works when the players are not online - a wish i heard quite often.",1.0,"Negative Shop Values - Allow players to set negative values in shops, so they can for example ""buy"" tailings or garbage while they receive payment for this. This will allow commercial tailings and garbage disposal that also works when the players are not online - a wish i heard quite often.",1,negative shop values allow players to set negative values in shops so they can for example buy tailings or garbage while they receive payment for this this will allow commercial tailings and garbage disposal that also works when the players are not online a wish i heard quite often ,1 384536,11394443367.0,IssuesEvent,2020-01-30 09:22:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Also make civics objects confirm when picking up,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/60923831-9f97f780-a254-11e9-9ead-26f973e7b753.png) Ideally this uses the async confirm function: await user.Player.ConfirmBoxLoc Ping Alex for advice on that as it may not go in easy. ",1.0,"Also make civics objects confirm when picking up - ![image](https://user-images.githubusercontent.com/3536496/60923831-9f97f780-a254-11e9-9ead-26f973e7b753.png) Ideally this uses the async confirm function: await user.Player.ConfirmBoxLoc Ping Alex for advice on that as it may not go in easy. ",1,also make civics objects confirm when picking up ideally this uses the async confirm function await user player confirmboxloc ping alex for advice on that as it may not go in easy ,1 525230,15241267082.0,IssuesEvent,2021-02-19 08:10:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Expand RecurringPayment action,Category: Tech Priority: Medium Squad: Mountain Goat Status: Fixed,"This action is a bit confusing to use, separate it out with some derived versions to make it simpler. Make a 'Pay Rent' action, which has Resident (User) and Landlord (Alias) for the citizens (you can override the Citizen member name to Resident with LocDisplayName). And also make one for ReceiveWages, which has Wage Earner (User) and Wage Payer (IAlias). ",1.0,"Expand RecurringPayment action - This action is a bit confusing to use, separate it out with some derived versions to make it simpler. Make a 'Pay Rent' action, which has Resident (User) and Landlord (Alias) for the citizens (you can override the Citizen member name to Resident with LocDisplayName). And also make one for ReceiveWages, which has Wage Earner (User) and Wage Payer (IAlias). ",1,expand recurringpayment action this action is a bit confusing to use separate it out with some derived versions to make it simpler make a pay rent action which has resident user and landlord alias for the citizens you can override the citizen member name to resident with locdisplayname and also make one for receivewages which has wage earner user and wage payer ialias ,1 368785,10884451989.0,IssuesEvent,2019-11-18 08:18:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,master: road tool have benefit from speciality not profession.,Medium Priority,"I think it's typo. @craig-jong ? Basic Engineering \ Engineer. All other tools have benefits from professions, only road tool have benefit from speciality. ![изображение](https://user-images.githubusercontent.com/4980243/68076609-e8595a80-fdc7-11e9-8f6c-be4b65ea259e.png) ",1.0,"master: road tool have benefit from speciality not profession. - I think it's typo. @craig-jong ? Basic Engineering \ Engineer. All other tools have benefits from professions, only road tool have benefit from speciality. ![изображение](https://user-images.githubusercontent.com/4980243/68076609-e8595a80-fdc7-11e9-8f6c-be4b65ea259e.png) ",1,master road tool have benefit from speciality not profession i think it s typo craig jong basic engineering engineer all other tools have benefits from professions only road tool have benefit from speciality ,1 251721,8026002096.0,IssuesEvent,2018-07-27 01:10:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Make currency exchange appear earlier in game,Medium Priority,"**Notes**: On a side note, I think the Currency Exchange is too expensive to make in the current state of the game. It comes with the Factory, which is, with the default settings, almost the end of the game. **Attached screenshot**: ![currency_ex2](https://user-images.githubusercontent.com/7931135/37244433-3cd3cf06-2489-11e8-85ee-cc1a15473aff.png) ",1.0,"USER ISSUE: Make currency exchange appear earlier in game - **Notes**: On a side note, I think the Currency Exchange is too expensive to make in the current state of the game. It comes with the Factory, which is, with the default settings, almost the end of the game. **Attached screenshot**: ![currency_ex2](https://user-images.githubusercontent.com/7931135/37244433-3cd3cf06-2489-11e8-85ee-cc1a15473aff.png) ",1,user issue make currency exchange appear earlier in game notes on a side note i think the currency exchange is too expensive to make in the current state of the game it comes with the factory which is with the default settings almost the end of the game attached screenshot ,1 543223,15878983296.0,IssuesEvent,2021-04-09 11:49:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"LOD Cross-Fading is broken, only works on moving away, not on getting closer!",Priority: Medium Regression Squad: Pumpkin Status: Fixed Type: Bug,"![Broken LOD Fade.gif](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/390fefba-c862-467e-94e7-6c2ecb35545f) As Title says, when you move away from LODS on plants which are supposed to cross fade, you only see the cross fade as you move away, but not as you get closer. This is a big popping effect that fixing would make just walking around the world a lot more smooth. I tried changing settings in plant prefabs, but nothing there worked, I'm pretty sure this is related to how plants are optimized and rendered in the chunks or DOTs system or something. ",1.0,"LOD Cross-Fading is broken, only works on moving away, not on getting closer! - ![Broken LOD Fade.gif](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/390fefba-c862-467e-94e7-6c2ecb35545f) As Title says, when you move away from LODS on plants which are supposed to cross fade, you only see the cross fade as you move away, but not as you get closer. This is a big popping effect that fixing would make just walking around the world a lot more smooth. I tried changing settings in plant prefabs, but nothing there worked, I'm pretty sure this is related to how plants are optimized and rendered in the chunks or DOTs system or something. ",1,lod cross fading is broken only works on moving away not on getting closer as title says when you move away from lods on plants which are supposed to cross fade you only see the cross fade as you move away but not as you get closer this is a big popping effect that fixing would make just walking around the world a lot more smooth i tried changing settings in plant prefabs but nothing there worked i m pretty sure this is related to how plants are optimized and rendered in the chunks or dots system or something ,1 423564,12298540135.0,IssuesEvent,2020-05-11 10:41:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Getting exceptions in TMPro when viewing court,Priority: Medium Status: Fixed,"/civics spawngov, open court and a law. NullReferenceException: Object reference not set to an instance of an object TMPro.TMP_TextUtilities.FindNearestCharacter (TMPro.TMP_Text text, UnityEngine.Vector3 position, UnityEngine.Camera camera, System.Boolean visibleOnly) (at Library/PackageCache/com.unity.textmeshpro@2.1.0-preview.11/Scripts/Runtime/TMP_TextUtilities.cs:393) Assets.Scripts.Utils.TMPExtensions.GetRect (TMPro.TMP_LinkInfo link, UnityEngine.Vector3 position, UnityEngine.Camera linkCamera) (at Assets/Scripts/Utils/TMPExtensions.cs:38) Assets.UI.Scripts.Tooltips.LinkTextCommon.get_LinkRect () (at Assets/UI/Scripts/Tooltips/LinkTextCommon.cs:15) Assets.UI.Scripts.Tooltips.LinkTextNoClick+LinkTextHasTooltip..ctor (Assets.UI.Scripts.Tooltips.LinkTextNoClick parent) (at Assets/UI/Scripts/Tooltips/LinkTextNoClick.cs:95) Assets.UI.Scripts.Tooltips.LinkTextNoClick.OnHover () (at Assets/UI/Scripts/Tooltips/LinkTextNoClick.cs:32) Assets.UI.Scripts.Tooltips.LinkTextCommon.OnUpdate () (at Assets/UI/Scripts/Tooltips/LinkTextCommon.cs:54) UpdateManager.DoUpdates (System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Boolean updateLate) (at Assets/Scripts/System/UpdateManager.cs:27) UpdateManager.Update () (at Assets/Scripts/System/UpdateManager.cs:15) ",1.0,"Getting exceptions in TMPro when viewing court - /civics spawngov, open court and a law. NullReferenceException: Object reference not set to an instance of an object TMPro.TMP_TextUtilities.FindNearestCharacter (TMPro.TMP_Text text, UnityEngine.Vector3 position, UnityEngine.Camera camera, System.Boolean visibleOnly) (at Library/PackageCache/com.unity.textmeshpro@2.1.0-preview.11/Scripts/Runtime/TMP_TextUtilities.cs:393) Assets.Scripts.Utils.TMPExtensions.GetRect (TMPro.TMP_LinkInfo link, UnityEngine.Vector3 position, UnityEngine.Camera linkCamera) (at Assets/Scripts/Utils/TMPExtensions.cs:38) Assets.UI.Scripts.Tooltips.LinkTextCommon.get_LinkRect () (at Assets/UI/Scripts/Tooltips/LinkTextCommon.cs:15) Assets.UI.Scripts.Tooltips.LinkTextNoClick+LinkTextHasTooltip..ctor (Assets.UI.Scripts.Tooltips.LinkTextNoClick parent) (at Assets/UI/Scripts/Tooltips/LinkTextNoClick.cs:95) Assets.UI.Scripts.Tooltips.LinkTextNoClick.OnHover () (at Assets/UI/Scripts/Tooltips/LinkTextNoClick.cs:32) Assets.UI.Scripts.Tooltips.LinkTextCommon.OnUpdate () (at Assets/UI/Scripts/Tooltips/LinkTextCommon.cs:54) UpdateManager.DoUpdates (System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Boolean updateLate) (at Assets/Scripts/System/UpdateManager.cs:27) UpdateManager.Update () (at Assets/Scripts/System/UpdateManager.cs:15) ",1,getting exceptions in tmpro when viewing court civics spawngov open court and a law nullreferenceexception object reference not set to an instance of an object tmpro tmp textutilities findnearestcharacter tmpro tmp text text unityengine position unityengine camera camera system boolean visibleonly at library packagecache com unity textmeshpro preview scripts runtime tmp textutilities cs assets scripts utils tmpextensions getrect tmpro tmp linkinfo link unityengine position unityengine camera linkcamera at assets scripts utils tmpextensions cs assets ui scripts tooltips linktextcommon get linkrect at assets ui scripts tooltips linktextcommon cs assets ui scripts tooltips linktextnoclick linktexthastooltip ctor assets ui scripts tooltips linktextnoclick parent at assets ui scripts tooltips linktextnoclick cs assets ui scripts tooltips linktextnoclick onhover at assets ui scripts tooltips linktextnoclick cs assets ui scripts tooltips linktextcommon onupdate at assets ui scripts tooltips linktextcommon cs updatemanager doupdates system collections generic dictionary dict system boolean updatelate at assets scripts system updatemanager cs updatemanager update at assets scripts system updatemanager cs ,1 503119,14579597609.0,IssuesEvent,2020-12-18 07:38:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1867] Glitch when edit Color,Category: UI Priority: Medium Type: Regression,"I have it while create a District map or just edit my property. Steps to reproduce: - Start to edit property: ![image](https://user-images.githubusercontent.com/45708377/101623460-8850d100-3a29-11eb-9c2d-d85005f57db1.png) - click to change color: ![image](https://user-images.githubusercontent.com/45708377/101623565-b1716180-3a29-11eb-8968-a46e6074983b.png) - change color: ![image](https://user-images.githubusercontent.com/45708377/101623600-bafac980-3a29-11eb-891b-cd9b6efef313.png) - press okay, UI will be blocked. I can't press anything now, also have Blackout background: ![image](https://user-images.githubusercontent.com/45708377/101623612-c1894100-3a29-11eb-9faf-08717d4cc6fb.png) - need to press ESC or Tab to fix it.",1.0,"[0.9.2 staging-1867] Glitch when edit Color - I have it while create a District map or just edit my property. Steps to reproduce: - Start to edit property: ![image](https://user-images.githubusercontent.com/45708377/101623460-8850d100-3a29-11eb-9c2d-d85005f57db1.png) - click to change color: ![image](https://user-images.githubusercontent.com/45708377/101623565-b1716180-3a29-11eb-8968-a46e6074983b.png) - change color: ![image](https://user-images.githubusercontent.com/45708377/101623600-bafac980-3a29-11eb-891b-cd9b6efef313.png) - press okay, UI will be blocked. I can't press anything now, also have Blackout background: ![image](https://user-images.githubusercontent.com/45708377/101623612-c1894100-3a29-11eb-9faf-08717d4cc6fb.png) - need to press ESC or Tab to fix it.",1, glitch when edit color i have it while create a district map or just edit my property steps to reproduce start to edit property click to change color change color press okay ui will be blocked i can t press anything now also have blackout background need to press esc or tab to fix it ,1 206750,7121005446.0,IssuesEvent,2018-01-19 04:58:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sometimes tabbing out makes all UI uninteractable. ,Medium Priority,"I was in a contract UI, then tabbed out to make a bug report, reentered the game and now I cant click on anything. ",1.0,"Sometimes tabbing out makes all UI uninteractable. - I was in a contract UI, then tabbed out to make a bug report, reentered the game and now I cant click on anything. ",1,sometimes tabbing out makes all ui uninteractable i was in a contract ui then tabbed out to make a bug report reentered the game and now i cant click on anything ,1 408430,11946858225.0,IssuesEvent,2020-04-03 08:53:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0 staging 1480] Work Party: no taxes in notifications,Priority: Medium Week Task,"1. Make world with treasury and some taxes /test economics ![bandicam 2020-03-24 17-15-22-207](https://user-images.githubusercontent.com/27898520/77425256-3f51e180-6df4-11ea-9f51-82042fae9a10.jpg) 2. Make party and let someone to take it 3. Let someone to add resources and lavor 4. See notifications ![bandicam 2020-03-24 17-16-29-586](https://user-images.githubusercontent.com/27898520/77425344-69a39f00-6df4-11ea-9fe9-214b527a222e.jpg) Nothing in them will mark taxes amount. It should. For example in contracts like this. ![bandicam 2020-03-24 17-31-52-143](https://user-images.githubusercontent.com/27898520/77426042-85f40b80-6df5-11ea-9a9b-903bead8e962.jpg) So, it should tell me that I was recieving some amount and some amount i was paying like taxes, ",1.0,"[9.0 staging 1480] Work Party: no taxes in notifications - 1. Make world with treasury and some taxes /test economics ![bandicam 2020-03-24 17-15-22-207](https://user-images.githubusercontent.com/27898520/77425256-3f51e180-6df4-11ea-9f51-82042fae9a10.jpg) 2. Make party and let someone to take it 3. Let someone to add resources and lavor 4. See notifications ![bandicam 2020-03-24 17-16-29-586](https://user-images.githubusercontent.com/27898520/77425344-69a39f00-6df4-11ea-9fe9-214b527a222e.jpg) Nothing in them will mark taxes amount. It should. For example in contracts like this. ![bandicam 2020-03-24 17-31-52-143](https://user-images.githubusercontent.com/27898520/77426042-85f40b80-6df5-11ea-9a9b-903bead8e962.jpg) So, it should tell me that I was recieving some amount and some amount i was paying like taxes, ",1, work party no taxes in notifications make world with treasury and some taxes test economics make party and let someone to take it let someone to add resources and lavor see notifications nothing in them will mark taxes amount it should for example in contracts like this so it should tell me that i was recieving some amount and some amount i was paying like taxes ,1 307869,9423375643.0,IssuesEvent,2019-04-11 11:43:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.2] Lavish Talent wrong calculation,High Priority Medium Priority Quality Assurance,"[0.8.1.2] no mods related to #11330 Lavish Talent doesn`t work **Steps** 1. Take tailoring 2. Place tailoting table in the room tier 1 3, Check resources requirement 4. Level up to 7 5. Take talant Lavish **Expected result** - tier requirement 1 - resources recuirement decrease (if level 1 cloth has 7 fibers - 50% decrease, after leveling to 7 it has 3 - 80% decrease, and there is no additional 10% from talent) ) **Actual result** No bonuses from talent (and to small bounce from level) before leveling ![bandicam 2019-04-11 16-06-14-968](https://user-images.githubusercontent.com/27898520/55954232-9e682600-5c77-11e9-8cf1-436cc097b759.jpg) ![bandicam 2019-04-11 16-06-19-416](https://user-images.githubusercontent.com/27898520/55954239-a031e980-5c77-11e9-955e-ccd3cecf3930.jpg) ![bandicam 2019-04-11 16-06-25-952](https://user-images.githubusercontent.com/27898520/55954242-a1fbad00-5c77-11e9-8089-eeada64624f4.jpg) After leveling ![bandicam 2019-04-11 16-10-21-586](https://user-images.githubusercontent.com/27898520/55954258-aa53e800-5c77-11e9-9e59-cc0ef69aa3ce.jpg) ![bandicam 2019-04-11 16-10-39-690](https://user-images.githubusercontent.com/27898520/55954265-acb64200-5c77-11e9-9b6a-939e9c3f0e2b.jpg) ![bandicam 2019-04-11 16-10-42-754](https://user-images.githubusercontent.com/27898520/55954266-ae800580-5c77-11e9-9375-85d4fea08154.jpg) ",2.0,"[0.8.1.2] Lavish Talent wrong calculation - [0.8.1.2] no mods related to #11330 Lavish Talent doesn`t work **Steps** 1. Take tailoring 2. Place tailoting table in the room tier 1 3, Check resources requirement 4. Level up to 7 5. Take talant Lavish **Expected result** - tier requirement 1 - resources recuirement decrease (if level 1 cloth has 7 fibers - 50% decrease, after leveling to 7 it has 3 - 80% decrease, and there is no additional 10% from talent) ) **Actual result** No bonuses from talent (and to small bounce from level) before leveling ![bandicam 2019-04-11 16-06-14-968](https://user-images.githubusercontent.com/27898520/55954232-9e682600-5c77-11e9-8cf1-436cc097b759.jpg) ![bandicam 2019-04-11 16-06-19-416](https://user-images.githubusercontent.com/27898520/55954239-a031e980-5c77-11e9-955e-ccd3cecf3930.jpg) ![bandicam 2019-04-11 16-06-25-952](https://user-images.githubusercontent.com/27898520/55954242-a1fbad00-5c77-11e9-8089-eeada64624f4.jpg) After leveling ![bandicam 2019-04-11 16-10-21-586](https://user-images.githubusercontent.com/27898520/55954258-aa53e800-5c77-11e9-9e59-cc0ef69aa3ce.jpg) ![bandicam 2019-04-11 16-10-39-690](https://user-images.githubusercontent.com/27898520/55954265-acb64200-5c77-11e9-9b6a-939e9c3f0e2b.jpg) ![bandicam 2019-04-11 16-10-42-754](https://user-images.githubusercontent.com/27898520/55954266-ae800580-5c77-11e9-9375-85d4fea08154.jpg) ",1, lavish talent wrong calculation no mods related to lavish talent doesn t work steps take tailoring place tailoting table in the room tier check resources requirement level up to take talant lavish expected result tier requirement resources recuirement decrease if level cloth has fibers decrease after leveling to it has decrease and there is no additional from talent actual result no bonuses from talent and to small bounce from level before leveling after leveling ,1 487708,14058473970.0,IssuesEvent,2020-11-03 00:18:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0.3] Room updates very slowly / blocklag when updating extreme size rooms,Category: Optimization Category: Tech Priority: Medium,"Edge case for obvious reasons, however editing anything in the room will frequently cause the room not to be recognized, and extensive modification will cause the room calculation to pop in and out repeatedly and cause a disconnection icon to appear ![20201006215019_1](https://user-images.githubusercontent.com/841990/95253039-1f2cc180-081e-11eb-87d8-98b59b7cc3d1.jpg)",1.0,"[9.0.3] Room updates very slowly / blocklag when updating extreme size rooms - Edge case for obvious reasons, however editing anything in the room will frequently cause the room not to be recognized, and extensive modification will cause the room calculation to pop in and out repeatedly and cause a disconnection icon to appear ![20201006215019_1](https://user-images.githubusercontent.com/841990/95253039-1f2cc180-081e-11eb-87d8-98b59b7cc3d1.jpg)",1, room updates very slowly blocklag when updating extreme size rooms edge case for obvious reasons however editing anything in the room will frequently cause the room not to be recognized and extensive modification will cause the room calculation to pop in and out repeatedly and cause a disconnection icon to appear ,1 292696,8962034601.0,IssuesEvent,2019-01-28 11:16:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,The Wood Card issue - v0.7.7.0,Medium Priority Needs Information Not reproduced,"When pushing the Wood Card on the way (empty or full of resources) sometimes you flying - v0.7.7.0 ![20180905203744_1](https://user-images.githubusercontent.com/17785084/45113912-f112ba00-b14b-11e8-929f-4161335b7e22.jpg) ",1.0,"The Wood Card issue - v0.7.7.0 - When pushing the Wood Card on the way (empty or full of resources) sometimes you flying - v0.7.7.0 ![20180905203744_1](https://user-images.githubusercontent.com/17785084/45113912-f112ba00-b14b-11e8-929f-4161335b7e22.jpg) ",1,the wood card issue when pushing the wood card on the way empty or full of resources sometimes you flying ,1 206083,7108453633.0,IssuesEvent,2018-01-17 00:09:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[6.4] Cannot pick some furniture items back up,Medium Priority,Some furniture items once placed cannot be picked back up. They have no green outline around them when you center on them - and therefore the hammer strikes nothing and the furniture cannot be picked up.,1.0,[6.4] Cannot pick some furniture items back up - Some furniture items once placed cannot be picked back up. They have no green outline around them when you center on them - and therefore the hammer strikes nothing and the furniture cannot be picked up.,1, cannot pick some furniture items back up some furniture items once placed cannot be picked back up they have no green outline around them when you center on them and therefore the hammer strikes nothing and the furniture cannot be picked up ,1 414746,12111158690.0,IssuesEvent,2020-04-21 11:44:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1494] Difficulty leveling up Industry,Category: Balance Priority: Medium Status: Fixed,"Version [0.9.0 staging-1494] Industry is 2 times slower to level then Electronics,too many mechanics recipes in electric machinist table",1.0,"[0.9.0 staging-1494] Difficulty leveling up Industry - Version [0.9.0 staging-1494] Industry is 2 times slower to level then Electronics,too many mechanics recipes in electric machinist table",1, difficulty leveling up industry version industry is times slower to level then electronics too many mechanics recipes in electric machinist table,1 439188,12678889754.0,IssuesEvent,2020-06-19 10:37:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosted Worlds: need to update subscribtion onformation properly,Priority: Medium,"1) I've bought 1 world and 3 citizens 2) i've updated subscription to 2 worlds and 5 citizens. Subscription page still shows mr 1 world and 3 citizens. It should be properly updated after order confirmation The same goes for the deleting worlds and citizens.",1.0,"Hosted Worlds: need to update subscribtion onformation properly - 1) I've bought 1 world and 3 citizens 2) i've updated subscription to 2 worlds and 5 citizens. Subscription page still shows mr 1 world and 3 citizens. It should be properly updated after order confirmation The same goes for the deleting worlds and citizens.",1,hosted worlds need to update subscribtion onformation properly i ve bought world and citizens i ve updated subscription to worlds and citizens subscription page still shows mr world and citizens it should be properly updated after order confirmation the same goes for the deleting worlds and citizens ,1 205136,7094118649.0,IssuesEvent,2018-01-12 23:57:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Exception appears in Client about Water Spread Layer,Medium Priority,"Exception: The layer ""WaterSpread"" does not exist. WorldLayerManager.RequestLayerView (System.String layerName, System.Action`1 ReceiveView) (at Assets/Scripts/Managers/WorldLayerManager.cs:68) WorldLayerManager.RequestLayer (System.String layerName, System.Action`1 ReceiveLayer) (at Assets/Scripts/Managers/WorldLayerManager.cs:84) LayerAudio.Init () (at Assets/Art/Audio/Scripts/LayerAudio.cs:33) LayerAudio.GetLayerAudioData (Vector3 position) (at Assets/Art/Audio/Scripts/LayerAudio.cs:43) AmbientAudioPlayer.Update () (at Assets/AmbientAudioPlayer.cs:50)",1.0,"Exception appears in Client about Water Spread Layer - Exception: The layer ""WaterSpread"" does not exist. WorldLayerManager.RequestLayerView (System.String layerName, System.Action`1 ReceiveView) (at Assets/Scripts/Managers/WorldLayerManager.cs:68) WorldLayerManager.RequestLayer (System.String layerName, System.Action`1 ReceiveLayer) (at Assets/Scripts/Managers/WorldLayerManager.cs:84) LayerAudio.Init () (at Assets/Art/Audio/Scripts/LayerAudio.cs:33) LayerAudio.GetLayerAudioData (Vector3 position) (at Assets/Art/Audio/Scripts/LayerAudio.cs:43) AmbientAudioPlayer.Update () (at Assets/AmbientAudioPlayer.cs:50)",1,exception appears in client about water spread layer exception the layer waterspread does not exist worldlayermanager requestlayerview system string layername system action receiveview at assets scripts managers worldlayermanager cs worldlayermanager requestlayer system string layername system action receivelayer at assets scripts managers worldlayermanager cs layeraudio init at assets art audio scripts layeraudio cs layeraudio getlayeraudiodata position at assets art audio scripts layeraudio cs ambientaudioplayer update at assets ambientaudioplayer cs ,1 460855,13219177140.0,IssuesEvent,2020-08-17 10:01:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1720] NRE with claim and UI cache disabled,Category: Gameplay Priority: Medium,"1) /toggleuicache ( ui cache should be disabled after this command) 2) Claim Got this ``` Исключение в уведомлении представления: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` will appear even if you enable ui cache after that",1.0,"[0.9.0 staging-1720] NRE with claim and UI cache disabled - 1) /toggleuicache ( ui cache should be disabled after this command) 2) Claim Got this ``` Исключение в уведомлении представления: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` will appear even if you enable ui cache after that",1, nre with claim and ui cache disabled toggleuicache ui cache should be disabled after this command claim got this исключение в уведомлении представления system nullreferenceexception object reference not set to an instance of an object at assets ui scripts property editabledeedrow updateownables in at unityengine lowlevel playerloopsystem updatefunction invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine lowlevel playerloopsystem updatefunction invoke in will appear even if you enable ui cache after that,1 403855,11847970528.0,IssuesEvent,2020-03-24 13:01:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.9 Missing strings in ""Voice manager"" (server)",Category: Localization Priority: Medium Status: Fixed,"""Server Voice Identifier"" and description ![изображение](https://user-images.githubusercontent.com/4980243/75458948-ba5bdf80-598f-11ea-9d33-3d7bc3248ef4.png) ",1.0,"0.9 Missing strings in ""Voice manager"" (server) - ""Server Voice Identifier"" and description ![изображение](https://user-images.githubusercontent.com/4980243/75458948-ba5bdf80-598f-11ea-9d33-3d7bc3248ef4.png) ",1, missing strings in voice manager server server voice identifier and description ,1 331880,10081123776.0,IssuesEvent,2019-07-25 08:03:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crafting Stations not usable after server restart,Medium Priority,"So far I have this this happen to a few crafting stations after a server restart and require to be picked up and placed back down. Mint Machine Shop Kiln This meaning that under status it shows that you do not meet the room requirements. Have double checked to verify that items are within the requested Tier of building pieces.",1.0,"Crafting Stations not usable after server restart - So far I have this this happen to a few crafting stations after a server restart and require to be picked up and placed back down. Mint Machine Shop Kiln This meaning that under status it shows that you do not meet the room requirements. Have double checked to verify that items are within the requested Tier of building pieces.",1,crafting stations not usable after server restart so far i have this this happen to a few crafting stations after a server restart and require to be picked up and placed back down mint machine shop kiln this meaning that under status it shows that you do not meet the room requirements have double checked to verify that items are within the requested tier of building pieces ,1 497374,14368796202.0,IssuesEvent,2020-12-01 08:55:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-121] Scroll with mousewheel doesn't work if you mouseover text,Category: UI Priority: Medium Status: Fixed Type: Regression,"it works in non-red zone in chat, but in species tooltip it doesn't work at all: ![image](https://user-images.githubusercontent.com/45708377/99775329-2b47b680-2b20-11eb-8058-015ccb1adf5b.png) The same in other UI's ",1.0,"[0.9.2 develop-121] Scroll with mousewheel doesn't work if you mouseover text - it works in non-red zone in chat, but in species tooltip it doesn't work at all: ![image](https://user-images.githubusercontent.com/45708377/99775329-2b47b680-2b20-11eb-8058-015ccb1adf5b.png) The same in other UI's ",1, scroll with mousewheel doesn t work if you mouseover text it works in non red zone in chat but in species tooltip it doesn t work at all the same in other ui s ,1 248936,7947078220.0,IssuesEvent,2018-07-11 00:29:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[7.6.0] Contract UI Text Overlap,Medium Priority,"Slight overlap of text when the UI window width is minimized. ![contract ui overlap](https://user-images.githubusercontent.com/35509188/42544444-c396c83a-8466-11e8-9106-d786d21ddde2.PNG)",1.0,"[7.6.0] Contract UI Text Overlap - Slight overlap of text when the UI window width is minimized. ![contract ui overlap](https://user-images.githubusercontent.com/35509188/42544444-c396c83a-8466-11e8-9106-d786d21ddde2.PNG)",1, contract ui text overlap slight overlap of text when the ui window width is minimized ,1 379963,11252086907.0,IssuesEvent,2020-01-11 05:29:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1329] Civics: ""Currency used"" for law needs ""not"" option",Fixed Priority: Medium,"I am trying to write a law that prevents trading Land Claim Papers unless you use a specific currency. This law is taken from white-tiger where you must use Dollars. It is currently not possible because the Currency Used trigger can only select currencies, not exclude currencies other than the one selected. One option could be adding a ""Not"" option to the item filters for triggers. Another option could be including Currency Used as one of the conditions in the comparison box. This is also an issue with Mint Currency & Tax laws. ![TradeTrigger](https://user-images.githubusercontent.com/47330823/72027386-a9b2a700-3233-11ea-9bbb-37f9a0cf7e72.png) ",1.0,"[0.9.0 staging-1329] Civics: ""Currency used"" for law needs ""not"" option - I am trying to write a law that prevents trading Land Claim Papers unless you use a specific currency. This law is taken from white-tiger where you must use Dollars. It is currently not possible because the Currency Used trigger can only select currencies, not exclude currencies other than the one selected. One option could be adding a ""Not"" option to the item filters for triggers. Another option could be including Currency Used as one of the conditions in the comparison box. This is also an issue with Mint Currency & Tax laws. ![TradeTrigger](https://user-images.githubusercontent.com/47330823/72027386-a9b2a700-3233-11ea-9bbb-37f9a0cf7e72.png) ",1, civics currency used for law needs not option i am trying to write a law that prevents trading land claim papers unless you use a specific currency this law is taken from white tiger where you must use dollars it is currently not possible because the currency used trigger can only select currencies not exclude currencies other than the one selected one option could be adding a not option to the item filters for triggers another option could be including currency used as one of the conditions in the comparison box this is also an issue with mint currency tax laws ,1 405103,11867630855.0,IssuesEvent,2020-03-26 07:29:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1485] Bug with revising District Map,Priority: Medium,"Step to reproduce: - place capitol and ratify - place zoning office and create district map (I called distric map like Road Map and district like main road): ![image](https://user-images.githubusercontent.com/45708377/77619156-ab455e80-6f48-11ea-9015-e927ef90d782.png) - press revise district map. I have wrong names for District and district map. ![image](https://user-images.githubusercontent.com/45708377/77619186-bd270180-6f48-11ea-8f21-ff66441af4f8.png) ",1.0,"[0.9.0 staging-1485] Bug with revising District Map - Step to reproduce: - place capitol and ratify - place zoning office and create district map (I called distric map like Road Map and district like main road): ![image](https://user-images.githubusercontent.com/45708377/77619156-ab455e80-6f48-11ea-9015-e927ef90d782.png) - press revise district map. I have wrong names for District and district map. ![image](https://user-images.githubusercontent.com/45708377/77619186-bd270180-6f48-11ea-8f21-ff66441af4f8.png) ",1, bug with revising district map step to reproduce place capitol and ratify place zoning office and create district map i called distric map like road map and district like main road press revise district map i have wrong names for district and district map ,1 451878,13042829871.0,IssuesEvent,2020-07-28 23:37:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Fishing Profession Update World Objects,Category: Art Priority: Medium Type: Task,"**New Fishing Content World Objects** With boats slated for 10.0, getting more content for end-game fishing ready makes sense as soon as possible. We want to break up a modern cannery fishing operation into respective world objects. See this page for reference: [](https://en.wikipedia.org/wiki/Fish_processing) - [ ] Canning Assembly Line: This is a world object used to can food that would be part of a fishing cannery but also could be part of a different type of food factory or processing facility. - [x] Advanced Fishery Table: This would be the center for endgame small scale fishing products-- the highest tier fishing pole, tackle, baits, lures, etc. This can be thought of as a clean and modern table but more oriented around fishing by hand, with an ice chest and place to process by hand. Sushi and other high end fish food products (or at least their raw ingredients) etc, could be made here. - [ ] Automatic Knives Fillet Machine: A machine specifically oriented towards large scale industrial processing of incoming big batches of fish. could also be used for mincing other types of meat. - [ ] Industrial Smoker: A big smoker for smoking fish and other meats in large batches. - [x] Industrial Refrigerator: A big walk-in freezer with pallets and ice-bins for storing raw meat and fish. Rob has been working on these primarily, but Phlo could jump on them too-- they'll all need icons of course, and then Unity implementation. ",1.0,"Fishing Profession Update World Objects - **New Fishing Content World Objects** With boats slated for 10.0, getting more content for end-game fishing ready makes sense as soon as possible. We want to break up a modern cannery fishing operation into respective world objects. See this page for reference: [](https://en.wikipedia.org/wiki/Fish_processing) - [ ] Canning Assembly Line: This is a world object used to can food that would be part of a fishing cannery but also could be part of a different type of food factory or processing facility. - [x] Advanced Fishery Table: This would be the center for endgame small scale fishing products-- the highest tier fishing pole, tackle, baits, lures, etc. This can be thought of as a clean and modern table but more oriented around fishing by hand, with an ice chest and place to process by hand. Sushi and other high end fish food products (or at least their raw ingredients) etc, could be made here. - [ ] Automatic Knives Fillet Machine: A machine specifically oriented towards large scale industrial processing of incoming big batches of fish. could also be used for mincing other types of meat. - [ ] Industrial Smoker: A big smoker for smoking fish and other meats in large batches. - [x] Industrial Refrigerator: A big walk-in freezer with pallets and ice-bins for storing raw meat and fish. Rob has been working on these primarily, but Phlo could jump on them too-- they'll all need icons of course, and then Unity implementation. ",1,fishing profession update world objects new fishing content world objects with boats slated for getting more content for end game fishing ready makes sense as soon as possible we want to break up a modern cannery fishing operation into respective world objects see this page for reference canning assembly line this is a world object used to can food that would be part of a fishing cannery but also could be part of a different type of food factory or processing facility advanced fishery table this would be the center for endgame small scale fishing products the highest tier fishing pole tackle baits lures etc this can be thought of as a clean and modern table but more oriented around fishing by hand with an ice chest and place to process by hand sushi and other high end fish food products or at least their raw ingredients etc could be made here automatic knives fillet machine a machine specifically oriented towards large scale industrial processing of incoming big batches of fish could also be used for mincing other types of meat industrial smoker a big smoker for smoking fish and other meats in large batches industrial refrigerator a big walk in freezer with pallets and ice bins for storing raw meat and fish rob has been working on these primarily but phlo could jump on them too they ll all need icons of course and then unity implementation ,1 558547,16536851523.0,IssuesEvent,2021-05-27 12:48:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Staging-1993] Composite bow appears too black / dark,Category: Gameplay Priority: Medium Type: Bug,"Build: 0.9.4 Staging-1993 ## Issue The composite bow when selected and used appears to be either too dark, too black, or something is wrong with its assets. ![image](https://user-images.githubusercontent.com/77248866/119828391-b1f4aa80-bf2c-11eb-994d-6d03900eb84e.png) ![image](https://user-images.githubusercontent.com/77248866/119828528-d6508700-bf2c-11eb-88cb-475fda4be0c5.png) ",1.0,"[0.9.4 Staging-1993] Composite bow appears too black / dark - Build: 0.9.4 Staging-1993 ## Issue The composite bow when selected and used appears to be either too dark, too black, or something is wrong with its assets. ![image](https://user-images.githubusercontent.com/77248866/119828391-b1f4aa80-bf2c-11eb-994d-6d03900eb84e.png) ![image](https://user-images.githubusercontent.com/77248866/119828528-d6508700-bf2c-11eb-88cb-475fda4be0c5.png) ",1, composite bow appears too black dark build staging issue the composite bow when selected and used appears to be either too dark too black or something is wrong with its assets ,1 249125,7953855203.0,IssuesEvent,2018-07-12 04:18:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Lagging server,Medium Priority Optimization,"I bought a VPS to start my server on so me and my friends could play without being abused be admins but the problem is we all get lag, ping from 900 to 3000, I tried to edit some stuff in config in order to fix the problem but the lag still exist VPS specs Intel(R) Xeon(R) Platinum 8163 CPU @ 2.50 GHz 2.00 GB RAM 64-bit windows server 2008 R2 Enterprise internet speed above 200MB I edited these settings in eco config: wirtetimeout: 3000 readtimeout: 3000 storage saving: 3600 compression level: best speed",1.0,"Lagging server - I bought a VPS to start my server on so me and my friends could play without being abused be admins but the problem is we all get lag, ping from 900 to 3000, I tried to edit some stuff in config in order to fix the problem but the lag still exist VPS specs Intel(R) Xeon(R) Platinum 8163 CPU @ 2.50 GHz 2.00 GB RAM 64-bit windows server 2008 R2 Enterprise internet speed above 200MB I edited these settings in eco config: wirtetimeout: 3000 readtimeout: 3000 storage saving: 3600 compression level: best speed",1,lagging server i bought a vps to start my server on so me and my friends could play without being abused be admins but the problem is we all get lag ping from to i tried to edit some stuff in config in order to fix the problem but the lag still exist vps specs intel r xeon r platinum cpu ghz gb ram bit windows server enterprise internet speed above i edited these settings in eco config wirtetimeout readtimeout storage saving compression level best speed,1 412629,12053395581.0,IssuesEvent,2020-04-15 09:19:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1506] Previous districts remain within the game even when deleted inflating district filter for laws,Priority: Medium Status: Fixed Week Task,"1. Version 0.9 Staging-1506 2. Steps to reproduce. Continue creating new districts, or modifying existing ones, the district list continues to grow exponentially. The worst example is to create a draft on an existing district with several zones, then cancel the draft: ![image](https://user-images.githubusercontent.com/54982803/79045418-e7dcaf80-7c02-11ea-90b1-eef103988baa.png) ![image](https://user-images.githubusercontent.com/54982803/79045454-1eb2c580-7c03-11ea-9e67-088982b6a0d1.png) 3. Expected behavior. The no longer used districts shouldn't be visible anymore if they are not reference by anything 4. Actual behavior. When creating a law that references a district, the list continues to display irrelevant districts: ![image](https://user-images.githubusercontent.com/54982803/79045350-8583af00-7c02-11ea-9ffa-13c749fc7624.png) ",1.0,"[0.9 Staging-1506] Previous districts remain within the game even when deleted inflating district filter for laws - 1. Version 0.9 Staging-1506 2. Steps to reproduce. Continue creating new districts, or modifying existing ones, the district list continues to grow exponentially. The worst example is to create a draft on an existing district with several zones, then cancel the draft: ![image](https://user-images.githubusercontent.com/54982803/79045418-e7dcaf80-7c02-11ea-90b1-eef103988baa.png) ![image](https://user-images.githubusercontent.com/54982803/79045454-1eb2c580-7c03-11ea-9e67-088982b6a0d1.png) 3. Expected behavior. The no longer used districts shouldn't be visible anymore if they are not reference by anything 4. Actual behavior. When creating a law that references a district, the list continues to display irrelevant districts: ![image](https://user-images.githubusercontent.com/54982803/79045350-8583af00-7c02-11ea-9ffa-13c749fc7624.png) ",1, previous districts remain within the game even when deleted inflating district filter for laws version staging steps to reproduce continue creating new districts or modifying existing ones the district list continues to grow exponentially the worst example is to create a draft on an existing district with several zones then cancel the draft expected behavior the no longer used districts shouldn t be visible anymore if they are not reference by anything actual behavior when creating a law that references a district the list continues to display irrelevant districts ,1 448343,12948511475.0,IssuesEvent,2020-07-19 04:54:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Server Unlisting / Bannin Feature,Category: Web Priority: Medium,"We do have some cheating servers that fake their online and total numbers to gain advantage over other servers, also manipulating the server listing priority by doing so, thats not only manipulating our services but intolerable behaviour to all the server-admins trying their best to get a good listing in legit ways. It's also deceiving players into believing the server is bigger than it is, causing reports to me. We need a option in backend, next to banning users, to act upon servers, there should be two options: - Unlisting the server from the master list, so people can still direct connect but the server is no longer shown. (Backend already available) - Banning the server, so it's unlisted and people can no longer join on it. (Backend not yet available afaik) Unlisting should be possible by IP + Port, for the whole IP, for a IP Range, for the Server-ID and even for servers that include specific tags in their names or descriptions. Reason field needs to be available for internal tracking. Banning should be possible by IP+Port or ID only, reason field to be shown to users. I believe mirasrael and redwyre implemented the unlisting in backend, so talk with those. The unlisting feature should be enough for at the moment, there is little reason i can imagine for a server being banned, but the possibility should be there long-term. ",1.0,"Server Unlisting / Bannin Feature - We do have some cheating servers that fake their online and total numbers to gain advantage over other servers, also manipulating the server listing priority by doing so, thats not only manipulating our services but intolerable behaviour to all the server-admins trying their best to get a good listing in legit ways. It's also deceiving players into believing the server is bigger than it is, causing reports to me. We need a option in backend, next to banning users, to act upon servers, there should be two options: - Unlisting the server from the master list, so people can still direct connect but the server is no longer shown. (Backend already available) - Banning the server, so it's unlisted and people can no longer join on it. (Backend not yet available afaik) Unlisting should be possible by IP + Port, for the whole IP, for a IP Range, for the Server-ID and even for servers that include specific tags in their names or descriptions. Reason field needs to be available for internal tracking. Banning should be possible by IP+Port or ID only, reason field to be shown to users. I believe mirasrael and redwyre implemented the unlisting in backend, so talk with those. The unlisting feature should be enough for at the moment, there is little reason i can imagine for a server being banned, but the possibility should be there long-term. ",1,server unlisting bannin feature we do have some cheating servers that fake their online and total numbers to gain advantage over other servers also manipulating the server listing priority by doing so thats not only manipulating our services but intolerable behaviour to all the server admins trying their best to get a good listing in legit ways it s also deceiving players into believing the server is bigger than it is causing reports to me we need a option in backend next to banning users to act upon servers there should be two options unlisting the server from the master list so people can still direct connect but the server is no longer shown backend already available banning the server so it s unlisted and people can no longer join on it backend not yet available afaik unlisting should be possible by ip port for the whole ip for a ip range for the server id and even for servers that include specific tags in their names or descriptions reason field needs to be available for internal tracking banning should be possible by ip port or id only reason field to be shown to users i believe mirasrael and redwyre implemented the unlisting in backend so talk with those the unlisting feature should be enough for at the moment there is little reason i can imagine for a server being banned but the possibility should be there long term ,1 412676,12054333531.0,IssuesEvent,2020-04-15 10:57:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Tooltip differ for tagged items.,Priority: Medium,"![image](https://user-images.githubusercontent.com/45708377/66293217-d7174e00-e8ee-11e9-96c3-c7516540f64e.png) 1. Missing Ecopedia Link in tagged items tooltip 2. Missing Skill benefits in just item tooltip. 3. Missing ""Used in:"" string in tooltip for tagged items and non-carry items (blue). In 8.3.0: ![image](https://user-images.githubusercontent.com/45708377/66293359-1e054380-e8ef-11e9-8f6f-0b0410f1141d.png) ",1.0,"[master-preview] Tooltip differ for tagged items. - ![image](https://user-images.githubusercontent.com/45708377/66293217-d7174e00-e8ee-11e9-96c3-c7516540f64e.png) 1. Missing Ecopedia Link in tagged items tooltip 2. Missing Skill benefits in just item tooltip. 3. Missing ""Used in:"" string in tooltip for tagged items and non-carry items (blue). In 8.3.0: ![image](https://user-images.githubusercontent.com/45708377/66293359-1e054380-e8ef-11e9-8f6f-0b0410f1141d.png) ",1, tooltip differ for tagged items missing ecopedia link in tagged items tooltip missing skill benefits in just item tooltip missing used in string in tooltip for tagged items and non carry items blue in ,1 454610,13104739067.0,IssuesEvent,2020-08-04 10:50:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1673] ArgumentNullException when start game.,Category: Tech Priority: Medium Status: Fixed Week Task,"I have 5-6 exceptions everytime when I start game. ``` ArgumentNullException: Value cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper.GetMappedMaterialInfo (UnityEngine.Material original, System.Boolean allowCombine) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper.GetMappedMaterial (UnityEngine.Material original) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper+<>c.b__6_0 (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtils.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.ArrayExtensions.ForEach[T] (T[] enumeration, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at TitleScreenManager.ActivateTitleScreen () [0x00000] in <00000000000000000000000000000000>:0 at MinimalLoader+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 System.Action`1:Invoke(T) Eco.Shared.Utils.ArrayExtensions:ForEach(T[], Action`1) TitleScreenManager:ActivateTitleScreen() d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4951937/Player.log) ",1.0,"[0.9.0 staging-1673] ArgumentNullException when start game. - I have 5-6 exceptions everytime when I start game. ``` ArgumentNullException: Value cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper.GetMappedMaterialInfo (UnityEngine.Material original, System.Boolean allowCombine) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper.GetMappedMaterial (UnityEngine.Material original) [0x00000] in <00000000000000000000000000000000>:0 at MaterialMapper+<>c.b__6_0 (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtils.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.ArrayExtensions.ForEach[T] (T[] enumeration, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at TitleScreenManager.ActivateTitleScreen () [0x00000] in <00000000000000000000000000000000>:0 at MinimalLoader+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 System.Action`1:Invoke(T) Eco.Shared.Utils.ArrayExtensions:ForEach(T[], Action`1) TitleScreenManager:ActivateTitleScreen() d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4951937/Player.log) ",1, argumentnullexception when start game i have exceptions everytime when i start game argumentnullexception value cannot be null parameter name key at system collections generic dictionary findentry tkey key in at system collections generic dictionary trygetvalue tkey key tvalue value in at materialmapper getmappedmaterialinfo unityengine material original system boolean allowcombine in at materialmapper getmappedmaterial unityengine material original in at materialmapper c b unityengine renderer renderer in at system action invoke t obj in at unityutils foreachcomponentinchildren unityengine gameobject obj system boolean includeinactive system action action in at system action invoke t obj in at eco shared utils arrayextensions foreach t enumeration system action action in at titlescreenmanager activatetitlescreen in at minimalloader d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in system action invoke t eco shared utils arrayextensions foreach t action titlescreenmanager activatetitlescreen d movenext unityengine setupcoroutine invokemovenext ienumerator intptr ,1 236266,7748134492.0,IssuesEvent,2018-05-30 07:16:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: crane availability zone is too narrow,Medium Priority Suggestion,"**Version:** 0.7.5.0 beta staging-1367ba0d ![20180526004559_1](https://user-images.githubusercontent.com/4980243/40567539-6e3d37fe-607e-11e8-9de6-14eb2c70133b.jpg) ring width 3 blocks ... ![20180526004604_1](https://user-images.githubusercontent.com/4980243/40567544-77db9e36-607e-11e8-9696-626623cbedab.jpg) They looks as ~7 block in range, but crane rope is too short.",1.0,"USER ISSUE: crane availability zone is too narrow - **Version:** 0.7.5.0 beta staging-1367ba0d ![20180526004559_1](https://user-images.githubusercontent.com/4980243/40567539-6e3d37fe-607e-11e8-9de6-14eb2c70133b.jpg) ring width 3 blocks ... ![20180526004604_1](https://user-images.githubusercontent.com/4980243/40567544-77db9e36-607e-11e8-9696-626623cbedab.jpg) They looks as ~7 block in range, but crane rope is too short.",1,user issue crane availability zone is too narrow version beta staging ring width blocks they looks as block in range but crane rope is too short ,1 414710,12110608321.0,IssuesEvent,2020-04-21 10:43:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Upgrade Object Finder to work with Registrars,Priority: Medium Push Candidate Status: Fixed,"ObjectFinder is the code that lets users type in the name of something and it creates a linked object in chat. Previously this worked with boilerplate that scanned each type. In 9.0, we can do this generically for most objects by having it scan the registrar name dictionaries.",1.0,"Upgrade Object Finder to work with Registrars - ObjectFinder is the code that lets users type in the name of something and it creates a linked object in chat. Previously this worked with boilerplate that scanned each type. In 9.0, we can do this generically for most objects by having it scan the registrar name dictionaries.",1,upgrade object finder to work with registrars objectfinder is the code that lets users type in the name of something and it creates a linked object in chat previously this worked with boilerplate that scanned each type in we can do this generically for most objects by having it scan the registrar name dictionaries ,1 659815,21942449416.0,IssuesEvent,2022-05-23 19:38:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Vehicles not have persistent data\storage,Priority: Medium Status: Fixed Category: Gameplay,"at https://github.com/StrangeLoopGames/EcoIssues/issues/13279 it marked as complete, but nothing in vehicle parameters saved after pickup -> place.",1.0,"Vehicles not have persistent data\storage - at https://github.com/StrangeLoopGames/EcoIssues/issues/13279 it marked as complete, but nothing in vehicle parameters saved after pickup -> place.",1,vehicles not have persistent data storage at it marked as complete but nothing in vehicle parameters saved after pickup place ,1 293990,9011807978.0,IssuesEvent,2019-02-05 15:31:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Claiming Property Tool - Missing Land Claim Papers Step,Fixed Medium Priority Quality Assurance,"As of one of my last issues you removed the tutorial step to get land claim papers, that's not what i wanted though. You NEED to have them in the inventory for the land claim stake to work, but you do NOT NEED to select them. What i wanted to achieve is, that the tutorial tells you to put them in your inventory, but does not tell you to select them. Now people probably don't get they need the claim papers and wonder why they can't claim. TL;DR: Implement a tutorial step to put the claims into your inventory, but do not ask the user to select it.",1.0,"Claiming Property Tool - Missing Land Claim Papers Step - As of one of my last issues you removed the tutorial step to get land claim papers, that's not what i wanted though. You NEED to have them in the inventory for the land claim stake to work, but you do NOT NEED to select them. What i wanted to achieve is, that the tutorial tells you to put them in your inventory, but does not tell you to select them. Now people probably don't get they need the claim papers and wonder why they can't claim. TL;DR: Implement a tutorial step to put the claims into your inventory, but do not ask the user to select it.",1,claiming property tool missing land claim papers step as of one of my last issues you removed the tutorial step to get land claim papers that s not what i wanted though you need to have them in the inventory for the land claim stake to work but you do not need to select them what i wanted to achieve is that the tutorial tells you to put them in your inventory but does not tell you to select them now people probably don t get they need the claim papers and wonder why they can t claim tl dr implement a tutorial step to put the claims into your inventory but do not ask the user to select it ,1 550092,16104738008.0,IssuesEvent,2021-04-27 13:44:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Character camera is tilted,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,"\ **User Id: (Not logged user)** **Version:** 0.9.2.4 beta release-156 **Steps to Reproduce:** Went to bed to sleep, after pressing escape and leaving the bed, the camera was tilted. **Expected behavior:** It should not be tilted, it should be normal. **Actual behavior:** tilted camera **Do you have mods installed? Does the issue happen when no mods are installed?:** no **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Character camera is tilted - \ **User Id: (Not logged user)** **Version:** 0.9.2.4 beta release-156 **Steps to Reproduce:** Went to bed to sleep, after pressing escape and leaving the bed, the camera was tilted. **Expected behavior:** It should not be tilted, it should be normal. **Actual behavior:** tilted camera **Do you have mods installed? Does the issue happen when no mods are installed?:** no **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue character camera is tilted user id not logged user version beta release steps to reproduce went to bed to sleep after pressing escape and leaving the bed the camera was tilted expected behavior it should not be tilted it should be normal actual behavior tilted camera do you have mods installed does the issue happen when no mods are installed no please provide log files instruction is here ,1 207104,7124634459.0,IssuesEvent,2018-01-19 19:38:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Unclear when/how server config is saved,Medium Priority,"When editing server config from the server browser, it often does not get saved, especially when editing a complex field of some kind. It's unclear to me what actually causes it to be saved, as there is no menu item for it as far as I know. It seems many of our custom field things don't mark themselves dirty properly.",1.0,"Unclear when/how server config is saved - When editing server config from the server browser, it often does not get saved, especially when editing a complex field of some kind. It's unclear to me what actually causes it to be saved, as there is no menu item for it as far as I know. It seems many of our custom field things don't mark themselves dirty properly.",1,unclear when how server config is saved when editing server config from the server browser it often does not get saved especially when editing a complex field of some kind it s unclear to me what actually causes it to be saved as there is no menu item for it as far as i know it seems many of our custom field things don t mark themselves dirty properly ,1 250218,7973616954.0,IssuesEvent,2018-07-17 00:10:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Housing Permission glitch lets me steal from people sometimes.,Medium Priority,"I can't open their boxes by opening the boxes... but, if I open their store, or their crafting table... I can hit the Storage tab and access their boxes, but not everyone... I found it after one of my boxes that was set to Inherited with only me on the access list was empty so I tried to figure out how, but only 1 account and everyone is in bed atm...",1.0,"Housing Permission glitch lets me steal from people sometimes. - I can't open their boxes by opening the boxes... but, if I open their store, or their crafting table... I can hit the Storage tab and access their boxes, but not everyone... I found it after one of my boxes that was set to Inherited with only me on the access list was empty so I tried to figure out how, but only 1 account and everyone is in bed atm...",1,housing permission glitch lets me steal from people sometimes i can t open their boxes by opening the boxes but if i open their store or their crafting table i can hit the storage tab and access their boxes but not everyone i found it after one of my boxes that was set to inherited with only me on the access list was empty so i tried to figure out how but only account and everyone is in bed atm ,1 243705,7861016452.0,IssuesEvent,2018-06-21 22:06:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Placing Blast Furnaces Outside,Medium Priority,"The changelog on [https://ecoauth.strangeloopgames.com/changelog](url) says > Blast furnaces can now be placed outside But they don't work outside. They still have room requirements. ",1.0,"Placing Blast Furnaces Outside - The changelog on [https://ecoauth.strangeloopgames.com/changelog](url) says > Blast furnaces can now be placed outside But they don't work outside. They still have room requirements. ",1,placing blast furnaces outside the changelog on url says blast furnaces can now be placed outside but they don t work outside they still have room requirements ,1 389026,11496432160.0,IssuesEvent,2020-02-12 07:56:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1373] Craft: can't add resources with right mouse,Priority: Medium Status: Fixed,"1. Place workbench 2. Make order for Hewn logs 3. /give birch log (or whatever log) 4. Close table UI and try to put logs in with right mouse button nothing happens ![bandicam 2020-01-29 17-03-44-507](https://user-images.githubusercontent.com/27898520/73355187-56bf9300-42b9-11ea-9968-bd6ed29e1330.jpg) ",1.0,"[0.9.0 staging-1373] Craft: can't add resources with right mouse - 1. Place workbench 2. Make order for Hewn logs 3. /give birch log (or whatever log) 4. Close table UI and try to put logs in with right mouse button nothing happens ![bandicam 2020-01-29 17-03-44-507](https://user-images.githubusercontent.com/27898520/73355187-56bf9300-42b9-11ea-9968-bd6ed29e1330.jpg) ",1, craft can t add resources with right mouse place workbench make order for hewn logs give birch log or whatever log close table ui and try to put logs in with right mouse button nothing happens ,1 249191,7954023449.0,IssuesEvent,2018-07-12 05:30:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[Bug] ""Continue"" sequence hangs on/during ""Connect"" to Single Player Map (0.7.4.6)",Medium Priority,"**Issue:** Upon ""Continue"" for Single Player, sequence hangs at ""Connect"" failing to continue the sequence and becoming unresponsive. Requires [alt]+[f4]. **Work around:** Utilizing ""Load"" from main menu successfully launches game without error. **Current Behavior**: during sequence ""Connecting"" text displays on screen very briefly, but vanishes, leaving hung spinning gear, but otherwise unresponsive program. When using ""Load"" however, save time and welcome messages seem to indicate the local server instance spun up. Seemingly a client issue. **Expected Behavior:** ""Continue"" loads into last game without a hiccup. Forked from #8003 ",1.0,"[Bug] ""Continue"" sequence hangs on/during ""Connect"" to Single Player Map (0.7.4.6) - **Issue:** Upon ""Continue"" for Single Player, sequence hangs at ""Connect"" failing to continue the sequence and becoming unresponsive. Requires [alt]+[f4]. **Work around:** Utilizing ""Load"" from main menu successfully launches game without error. **Current Behavior**: during sequence ""Connecting"" text displays on screen very briefly, but vanishes, leaving hung spinning gear, but otherwise unresponsive program. When using ""Load"" however, save time and welcome messages seem to indicate the local server instance spun up. Seemingly a client issue. **Expected Behavior:** ""Continue"" loads into last game without a hiccup. Forked from #8003 ",1, continue sequence hangs on during connect to single player map issue upon continue for single player sequence hangs at connect failing to continue the sequence and becoming unresponsive requires work around utilizing load from main menu successfully launches game without error current behavior during sequence connecting text displays on screen very briefly but vanishes leaving hung spinning gear but otherwise unresponsive program when using load however save time and welcome messages seem to indicate the local server instance spun up seemingly a client issue expected behavior continue loads into last game without a hiccup forked from ,1 497451,14370692477.0,IssuesEvent,2020-12-01 11:27:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.0 beta staging-1860]Building and occupancy conflict,Category: Gameplay Category: Usability Priority: Medium Status: Needs Triage,"Right now we have a new issue of placing building objects using the hammer cannot replace plants / growths as they previously did and after checking it around i found #14968 is this something that should be fixed? It is pretty frustrating trying to build something and it looks like this ![Screenshot_25.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/fd70e271-eb7a-4be1-84ea-4872463e21ac) And this including the rapid random plant generation means that you keep having to remove brush and plants all over a LOT when building larger things or in bigger areas such as roads, large stockpiles and so on. Ending you in a constant run to kill plant, move back pickup item hot select and adjust placement where you want it try to place it after taking your time making sure its in the correct place and then plants popup again and you need to redo this once more. So i would rather see this fixed for now and possibly split all growing plants / brush into different size categorization of Large, Medium, Small plants? So when placing objects they can replace and kill small plants without any added effort making for quality of life and still forcing you to clear overgrowth with shovel, sickle/scythe, axe or machete. Trying to place an object on top of a plant should also net its own error message saying something like ""Cannot place this here, make sure there is no larger plants in the way"" ",1.0,"[0.9.2.0 beta staging-1860]Building and occupancy conflict - Right now we have a new issue of placing building objects using the hammer cannot replace plants / growths as they previously did and after checking it around i found #14968 is this something that should be fixed? It is pretty frustrating trying to build something and it looks like this ![Screenshot_25.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/fd70e271-eb7a-4be1-84ea-4872463e21ac) And this including the rapid random plant generation means that you keep having to remove brush and plants all over a LOT when building larger things or in bigger areas such as roads, large stockpiles and so on. Ending you in a constant run to kill plant, move back pickup item hot select and adjust placement where you want it try to place it after taking your time making sure its in the correct place and then plants popup again and you need to redo this once more. So i would rather see this fixed for now and possibly split all growing plants / brush into different size categorization of Large, Medium, Small plants? So when placing objects they can replace and kill small plants without any added effort making for quality of life and still forcing you to clear overgrowth with shovel, sickle/scythe, axe or machete. Trying to place an object on top of a plant should also net its own error message saying something like ""Cannot place this here, make sure there is no larger plants in the way"" ",1, building and occupancy conflict right now we have a new issue of placing building objects using the hammer cannot replace plants growths as they previously did and after checking it around i found is this something that should be fixed it is pretty frustrating trying to build something and it looks like this and this including the rapid random plant generation means that you keep having to remove brush and plants all over a lot when building larger things or in bigger areas such as roads large stockpiles and so on ending you in a constant run to kill plant move back pickup item hot select and adjust placement where you want it try to place it after taking your time making sure its in the correct place and then plants popup again and you need to redo this once more so i would rather see this fixed for now and possibly split all growing plants brush into different size categorization of large medium small plants so when placing objects they can replace and kill small plants without any added effort making for quality of life and still forcing you to clear overgrowth with shovel sickle scythe axe or machete trying to place an object on top of a plant should also net its own error message saying something like cannot place this here make sure there is no larger plants in the way ,1 216985,7313602363.0,IssuesEvent,2018-03-01 02:01:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Markers don't handle world wrapping,Medium Priority,"![image](https://user-images.githubusercontent.com/774628/33293060-54c82756-d380-11e7-8de4-aa71810a9a0b.png) The marker should be pointing at the cart (across the world border)",1.0,"Markers don't handle world wrapping - ![image](https://user-images.githubusercontent.com/774628/33293060-54c82756-d380-11e7-8de4-aa71810a9a0b.png) The marker should be pointing at the cart (across the world border)",1,markers don t handle world wrapping the marker should be pointing at the cart across the world border ,1 467418,13447822322.0,IssuesEvent,2020-09-08 14:42:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fix animation offsets and speeds,Category: Gameplay Priority: Medium Status: Reopen,"Go through all animal animations and fix them for alignment and speed: - Running speed on many animals does not match animation. Fix animation or speed. - Weird offsets in amphibious animals like alligator and otter. ",1.0,"Fix animation offsets and speeds - Go through all animal animations and fix them for alignment and speed: - Running speed on many animals does not match animation. Fix animation or speed. - Weird offsets in amphibious animals like alligator and otter. ",1,fix animation offsets and speeds go through all animal animations and fix them for alignment and speed running speed on many animals does not match animation fix animation or speed weird offsets in amphibious animals like alligator and otter ,1 330771,10055436507.0,IssuesEvent,2019-07-22 06:26:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stockpile blocks interaction with surrounding objects,Fixed Medium Priority Verified,"**Version:** 0.7.8.0 beta **Steps to Reproduce:** 1. Place a stockpile. 2. Fill up the stockpile. 3. Walk up as close as possible to the items in the stockpile. 4. Try to dig, mine or pick up an item from the ground beside the stockpile. **Expected behavior:** The object that you are aiming on should be targeted. **Actual behavior:** The stockpile is always targeted, preventing you from interacting. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods installed.",1.0,"USER ISSUE: Stockpile blocks interaction with surrounding objects - **Version:** 0.7.8.0 beta **Steps to Reproduce:** 1. Place a stockpile. 2. Fill up the stockpile. 3. Walk up as close as possible to the items in the stockpile. 4. Try to dig, mine or pick up an item from the ground beside the stockpile. **Expected behavior:** The object that you are aiming on should be targeted. **Actual behavior:** The stockpile is always targeted, preventing you from interacting. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods installed.",1,user issue stockpile blocks interaction with surrounding objects version beta steps to reproduce place a stockpile fill up the stockpile walk up as close as possible to the items in the stockpile try to dig mine or pick up an item from the ground beside the stockpile expected behavior the object that you are aiming on should be targeted actual behavior the stockpile is always targeted preventing you from interacting do you have mods installed does issue happen when no mods are installed no mods installed ,1 307044,9414140542.0,IssuesEvent,2019-04-10 09:27:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Electric stamping press description - ""45m3 free volume in room"" (de-facto - 120)",Medium Priority,"![default](https://user-images.githubusercontent.com/4980243/52875832-5ee4f800-3166-11e9-9011-ddf6f6921fdc.png) But de-facto, electric stamping press requiere 120! (5x4x6) free space in room only to place. ![20190215210617_1](https://user-images.githubusercontent.com/4980243/52875805-4b399180-3166-11e9-8420-0daf87220f0d.jpg) This situation is really painfull for new players. ",1.0,"Electric stamping press description - ""45m3 free volume in room"" (de-facto - 120) - ![default](https://user-images.githubusercontent.com/4980243/52875832-5ee4f800-3166-11e9-9011-ddf6f6921fdc.png) But de-facto, electric stamping press requiere 120! (5x4x6) free space in room only to place. ![20190215210617_1](https://user-images.githubusercontent.com/4980243/52875805-4b399180-3166-11e9-8420-0daf87220f0d.jpg) This situation is really painfull for new players. ",1,electric stamping press description free volume in room de facto but de facto electric stamping press requiere free space in room only to place this situation is really painfull for new players ,1 440309,12697653506.0,IssuesEvent,2020-06-22 12:12:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1614] Can't open chest without selected hammer on toolbar.,Priority: Medium Type: Regression,"or dev tool. Seed, axe, empty: ![image](https://user-images.githubusercontent.com/45708377/85286072-a6863d00-b49a-11ea-8f16-1cc1eae6947a.png) ![image](https://user-images.githubusercontent.com/45708377/85286084-aa19c400-b49a-11ea-8b25-97b206fe4f3e.png) ![image](https://user-images.githubusercontent.com/45708377/85286092-ac7c1e00-b49a-11ea-9afa-4a15f86de7dc.png) Hammer: ![image](https://user-images.githubusercontent.com/45708377/85286101-b00fa500-b49a-11ea-9aae-5ac963e944e5.png) ",1.0,"[0.9.0 staging-1614] Can't open chest without selected hammer on toolbar. - or dev tool. Seed, axe, empty: ![image](https://user-images.githubusercontent.com/45708377/85286072-a6863d00-b49a-11ea-8f16-1cc1eae6947a.png) ![image](https://user-images.githubusercontent.com/45708377/85286084-aa19c400-b49a-11ea-8b25-97b206fe4f3e.png) ![image](https://user-images.githubusercontent.com/45708377/85286092-ac7c1e00-b49a-11ea-9afa-4a15f86de7dc.png) Hammer: ![image](https://user-images.githubusercontent.com/45708377/85286101-b00fa500-b49a-11ea-9aae-5ac963e944e5.png) ",1, can t open chest without selected hammer on toolbar or dev tool seed axe empty hammer ,1 409726,11967325087.0,IssuesEvent,2020-04-06 06:24:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1491] Authorization from Registrar, Treasury, Bank reset with server restart",Priority: Medium Status: Fixed,"- step to reproduce: - place bank, Treasury and registrar. Delete Everyone in authorization and add some demographic or player: ![image](https://user-images.githubusercontent.com/45708377/77878841-ee157800-7261-11ea-8fee-19cf3298cb68.png) ![image](https://user-images.githubusercontent.com/45708377/77878853-f7064980-7261-11ea-8aaa-ee32411e0e0b.png) ![image](https://user-images.githubusercontent.com/45708377/77878869-01284800-7262-11ea-8321-221cbd6ebd89.png) - restart server. check it again. All of this objects have Everyone again: ![image](https://user-images.githubusercontent.com/45708377/77879116-65e3a280-7262-11ea-89d4-c51cdf8caf63.png) ![image](https://user-images.githubusercontent.com/45708377/77879161-7136ce00-7262-11ea-9e53-9f1c7ec2053e.png) ![image](https://user-images.githubusercontent.com/45708377/77879185-7b58cc80-7262-11ea-98e0-0d94fd78f35b.png) ",1.0,"[0.9.0 staging-1491] Authorization from Registrar, Treasury, Bank reset with server restart - - step to reproduce: - place bank, Treasury and registrar. Delete Everyone in authorization and add some demographic or player: ![image](https://user-images.githubusercontent.com/45708377/77878841-ee157800-7261-11ea-8fee-19cf3298cb68.png) ![image](https://user-images.githubusercontent.com/45708377/77878853-f7064980-7261-11ea-8aaa-ee32411e0e0b.png) ![image](https://user-images.githubusercontent.com/45708377/77878869-01284800-7262-11ea-8321-221cbd6ebd89.png) - restart server. check it again. All of this objects have Everyone again: ![image](https://user-images.githubusercontent.com/45708377/77879116-65e3a280-7262-11ea-89d4-c51cdf8caf63.png) ![image](https://user-images.githubusercontent.com/45708377/77879161-7136ce00-7262-11ea-9e53-9f1c7ec2053e.png) ![image](https://user-images.githubusercontent.com/45708377/77879185-7b58cc80-7262-11ea-98e0-0d94fd78f35b.png) ",1, authorization from registrar treasury bank reset with server restart step to reproduce place bank treasury and registrar delete everyone in authorization and add some demographic or player restart server check it again all of this objects have everyone again ,1 397851,11733944991.0,IssuesEvent,2020-03-11 08:21:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1402] Work party: markers on table and work party won't disappear,Priority: Medium Status: Fixed Status: Reopen,"1. Create 3 orders ![bandicam 2020-02-14 15-01-37-291](https://user-images.githubusercontent.com/27898520/74521520-55d66480-4f3b-11ea-9a30-2b1d0bb6963d.jpg) 2. Create three work parties for them ![bandicam 2020-02-14 15-02-35-727](https://user-images.githubusercontent.com/27898520/74521535-5969eb80-4f3b-11ea-9dfd-da1ed11cb4a5.jpg) 3. Delete orders. markers and parties are still here ![bandicam 2020-02-14 15-02-55-692](https://user-images.githubusercontent.com/27898520/74521608-71da0600-4f3b-11ea-8642-546226e6a93a.jpg) ![bandicam 2020-02-14 15-02-57-666](https://user-images.githubusercontent.com/27898520/74521612-730b3300-4f3b-11ea-840c-2dc276ad48dd.jpg) ",1.0,"[0.9.0 staging-1402] Work party: markers on table and work party won't disappear - 1. Create 3 orders ![bandicam 2020-02-14 15-01-37-291](https://user-images.githubusercontent.com/27898520/74521520-55d66480-4f3b-11ea-9a30-2b1d0bb6963d.jpg) 2. Create three work parties for them ![bandicam 2020-02-14 15-02-35-727](https://user-images.githubusercontent.com/27898520/74521535-5969eb80-4f3b-11ea-9dfd-da1ed11cb4a5.jpg) 3. Delete orders. markers and parties are still here ![bandicam 2020-02-14 15-02-55-692](https://user-images.githubusercontent.com/27898520/74521608-71da0600-4f3b-11ea-8642-546226e6a93a.jpg) ![bandicam 2020-02-14 15-02-57-666](https://user-images.githubusercontent.com/27898520/74521612-730b3300-4f3b-11ea-840c-2dc276ad48dd.jpg) ",1, work party markers on table and work party won t disappear create orders create three work parties for them delete orders markers and parties are still here ,1 503247,14582011211.0,IssuesEvent,2020-12-18 11:39:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add new residency related game values,Category: Gameplay Priority: Medium Status: Fixed Type: Task,"**float - ResidentPopulation** - Returns the number of residents in/out of the given districts, or everywhere if none specified. Share code with District Requirements **bool - Resident of District** - Returns true if a user is/is not a resident of a set of districts. Also shares code. These will allow making voting districts based on residency. ",1.0,"Add new residency related game values - **float - ResidentPopulation** - Returns the number of residents in/out of the given districts, or everywhere if none specified. Share code with District Requirements **bool - Resident of District** - Returns true if a user is/is not a resident of a set of districts. Also shares code. These will allow making voting districts based on residency. ",1,add new residency related game values float residentpopulation returns the number of residents in out of the given districts or everywhere if none specified share code with district requirements bool resident of district returns true if a user is is not a resident of a set of districts also shares code these will allow making voting districts based on residency ,1 543042,15876902394.0,IssuesEvent,2021-04-09 08:57:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 release-103] Logging: Wrong experience per hitting tree,Category: Balance Priority: Medium Regression Squad: Otter Status: Fixed Status: Reopen,"It should give you damage x 0,1 x XPmultiplier, but now it doesn't include damage and you always gain 0,1 x XPmultiplier. Take specialty and hit tree with stone axe and then modern axe: ![image](https://user-images.githubusercontent.com/45708377/97875998-40ed6b80-1d2c-11eb-9fb6-47207c28736c.png) ",1.0,"[0.9.1 release-103] Logging: Wrong experience per hitting tree - It should give you damage x 0,1 x XPmultiplier, but now it doesn't include damage and you always gain 0,1 x XPmultiplier. Take specialty and hit tree with stone axe and then modern axe: ![image](https://user-images.githubusercontent.com/45708377/97875998-40ed6b80-1d2c-11eb-9fb6-47207c28736c.png) ",1, logging wrong experience per hitting tree it should give you damage x x xpmultiplier but now it doesn t include damage and you always gain x xpmultiplier take specialty and hit tree with stone axe and then modern axe ,1 533961,15606530477.0,IssuesEvent,2021-03-19 08:10:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 beta staging-1958] Third person view animation bug,Category: Art Priority: Medium Type: Bug,"Viewing character in third person view while holding a tool while cause character to animate work related to said tool (mining if holding pickaxe, chopping if holding axe, shoveling while holding a shovel, etc..) example https://gyazo.com/7585a6661d22b4d53bd73fbb485a15a2 Reproduce : 1. Hold any tool 2. Change view to third person 3. Observe",1.0,"[0.9.3.0 beta staging-1958] Third person view animation bug - Viewing character in third person view while holding a tool while cause character to animate work related to said tool (mining if holding pickaxe, chopping if holding axe, shoveling while holding a shovel, etc..) example https://gyazo.com/7585a6661d22b4d53bd73fbb485a15a2 Reproduce : 1. Hold any tool 2. Change view to third person 3. Observe",1, third person view animation bug viewing character in third person view while holding a tool while cause character to animate work related to said tool mining if holding pickaxe chopping if holding axe shoveling while holding a shovel etc example reproduce hold any tool change view to third person observe,1 367109,10840569115.0,IssuesEvent,2019-11-12 08:38:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.0 staging-991] ""None"" tooltip in skill window",Fixed Medium Priority QA Staging,"When you hover cursor over text or icon: ![image](https://user-images.githubusercontent.com/45708377/59193052-1e820d80-8b8d-11e9-9c67-73c84c85c089.png) ![image](https://user-images.githubusercontent.com/45708377/59193116-5b4e0480-8b8d-11e9-97d5-b917fbc19f5f.png) ![image](https://user-images.githubusercontent.com/45708377/59193136-6739c680-8b8d-11e9-868a-40b69c62f84b.png) ![image](https://user-images.githubusercontent.com/45708377/59193155-77ea3c80-8b8d-11e9-801d-641f68472e2e.png) Slightly below text: ![image](https://user-images.githubusercontent.com/45708377/59193108-55582380-8b8d-11e9-8062-bea96abf939e.png) ![image](https://user-images.githubusercontent.com/45708377/59193122-5e48f500-8b8d-11e9-831f-4599912d609a.png) ![image](https://user-images.githubusercontent.com/45708377/59193144-6b65e400-8b8d-11e9-9d77-10548d8ae5a5.png) ![image](https://user-images.githubusercontent.com/45708377/59193157-7ae52d00-8b8d-11e9-92f8-a4c343af36c5.png) ",1.0,"[0.8.2.0 staging-991] ""None"" tooltip in skill window - When you hover cursor over text or icon: ![image](https://user-images.githubusercontent.com/45708377/59193052-1e820d80-8b8d-11e9-9c67-73c84c85c089.png) ![image](https://user-images.githubusercontent.com/45708377/59193116-5b4e0480-8b8d-11e9-97d5-b917fbc19f5f.png) ![image](https://user-images.githubusercontent.com/45708377/59193136-6739c680-8b8d-11e9-868a-40b69c62f84b.png) ![image](https://user-images.githubusercontent.com/45708377/59193155-77ea3c80-8b8d-11e9-801d-641f68472e2e.png) Slightly below text: ![image](https://user-images.githubusercontent.com/45708377/59193108-55582380-8b8d-11e9-8062-bea96abf939e.png) ![image](https://user-images.githubusercontent.com/45708377/59193122-5e48f500-8b8d-11e9-831f-4599912d609a.png) ![image](https://user-images.githubusercontent.com/45708377/59193144-6b65e400-8b8d-11e9-9d77-10548d8ae5a5.png) ![image](https://user-images.githubusercontent.com/45708377/59193157-7ae52d00-8b8d-11e9-92f8-a4c343af36c5.png) ",1, none tooltip in skill window when you hover cursor over text or icon slightly below text ,1 250683,7979941496.0,IssuesEvent,2018-07-18 00:22:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Kicked/Crashed,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Was playing as normal, noticed a tree I cut down enver fell, but sounds were stuck **Expected behavior:** Should have just cut and fell over **Actual behavior:** Caught exception: Object reference not set to an instance of an object.",1.0,"USER ISSUE: Kicked/Crashed - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Was playing as normal, noticed a tree I cut down enver fell, but sounds were stuck **Expected behavior:** Should have just cut and fell over **Actual behavior:** Caught exception: Object reference not set to an instance of an object.",1,user issue kicked crashed version beta steps to reproduce was playing as normal noticed a tree i cut down enver fell but sounds were stuck expected behavior should have just cut and fell over actual behavior caught exception object reference not set to an instance of an object ,1 386036,11430641877.0,IssuesEvent,2020-02-04 10:29:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Setting Crafting and Action skill points in files does not read to server UI correctly,Priority: Medium,"When you set SkillPointsPerCraftTime or SkillPointsPerAction in the Difficulties.eco and then start the server the DIfficulties tab shows both as set to 0 when the server runs even if the setting is 0.0003 for both. In some cases the player reports that they are getting the correct amount from this setting so its maybe just a display issue, while in other cases the player says they are getting no point when crafting or performing actions Example: This is the server UI from a server with the settings made in the Difficulties.eco [![Screenshot from Gyazo](https://gyazo.com/8700419a4c2df2ea7eead2b1235ecb5f/raw)](https://gyazo.com/8700419a4c2df2ea7eead2b1235ecb5f) This is the Difficulties.eco for that server: [![Screenshot from Gyazo](https://gyazo.com/4026c8db73115db9e7b9eb137d10cb25/raw)](https://gyazo.com/4026c8db73115db9e7b9eb137d10cb25)",1.0,"Setting Crafting and Action skill points in files does not read to server UI correctly - When you set SkillPointsPerCraftTime or SkillPointsPerAction in the Difficulties.eco and then start the server the DIfficulties tab shows both as set to 0 when the server runs even if the setting is 0.0003 for both. In some cases the player reports that they are getting the correct amount from this setting so its maybe just a display issue, while in other cases the player says they are getting no point when crafting or performing actions Example: This is the server UI from a server with the settings made in the Difficulties.eco [![Screenshot from Gyazo](https://gyazo.com/8700419a4c2df2ea7eead2b1235ecb5f/raw)](https://gyazo.com/8700419a4c2df2ea7eead2b1235ecb5f) This is the Difficulties.eco for that server: [![Screenshot from Gyazo](https://gyazo.com/4026c8db73115db9e7b9eb137d10cb25/raw)](https://gyazo.com/4026c8db73115db9e7b9eb137d10cb25)",1,setting crafting and action skill points in files does not read to server ui correctly when you set skillpointspercrafttime or skillpointsperaction in the difficulties eco and then start the server the difficulties tab shows both as set to when the server runs even if the setting is for both in some cases the player reports that they are getting the correct amount from this setting so its maybe just a display issue while in other cases the player says they are getting no point when crafting or performing actions example this is the server ui from a server with the settings made in the difficulties eco this is the difficulties eco for that server ,1 371264,10964052980.0,IssuesEvent,2019-11-27 21:23:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Not able to craft ""standart"" hewn logs.",Medium Priority,"1) place workbench and stockpile, place cedar log into stockpile. 2) open advanced hewn log crafting, select ""hewn log"" ![изображение](https://user-images.githubusercontent.com/4980243/69497480-871c3700-0eee-11ea-8225-9445ec188ed9.png) 3) click craft... ![изображение](https://user-images.githubusercontent.com/4980243/69497492-9ac79d80-0eee-11ea-8d79-5be865b23ae5.png) aaand... you receive ""softwood hewn log"" ![изображение](https://user-images.githubusercontent.com/4980243/69497498-b16df480-0eee-11ea-8d8e-ee8195ac5858.png) Maybe other tagged recipes have same issue too. ",1.0,"Not able to craft ""standart"" hewn logs. - 1) place workbench and stockpile, place cedar log into stockpile. 2) open advanced hewn log crafting, select ""hewn log"" ![изображение](https://user-images.githubusercontent.com/4980243/69497480-871c3700-0eee-11ea-8225-9445ec188ed9.png) 3) click craft... ![изображение](https://user-images.githubusercontent.com/4980243/69497492-9ac79d80-0eee-11ea-8d79-5be865b23ae5.png) aaand... you receive ""softwood hewn log"" ![изображение](https://user-images.githubusercontent.com/4980243/69497498-b16df480-0eee-11ea-8d8e-ee8195ac5858.png) Maybe other tagged recipes have same issue too. ",1,not able to craft standart hewn logs place workbench and stockpile place cedar log into stockpile open advanced hewn log crafting select hewn log click craft aaand you receive softwood hewn log maybe other tagged recipes have same issue too ,1 249148,7953917508.0,IssuesEvent,2018-07-12 04:46:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: дибилы,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** вы криворукие дибилы **Expected behavior:** сделайте нормальные репорты **Actual behavior:** The following error message popped up: ``` Caught exception Ссылка на объект не указывает на экземпляр объекта. в Eco.Gameplay.Items.InventoryChangeSet.AddItem(Item item, Inventory inventory) в Eco.Gameplay.Items.Inventory.AddItem(Item item, User user) в Eco.Plugins.EcoTest.Giveme(User user, String arg) Адресат вызова создал исключение. в System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) в System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) в System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) в Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) в Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) в Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user)<",1.0,"USER ISSUE: дибилы - **Version:** 0.7.3.3 beta **Steps to Reproduce:** вы криворукие дибилы **Expected behavior:** сделайте нормальные репорты **Actual behavior:** The following error message popped up: ``` Caught exception Ссылка на объект не указывает на экземпляр объекта. в Eco.Gameplay.Items.InventoryChangeSet.AddItem(Item item, Inventory inventory) в Eco.Gameplay.Items.Inventory.AddItem(Item item, User user) в Eco.Plugins.EcoTest.Giveme(User user, String arg) Адресат вызова создал исключение. в System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) в System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) в System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) в Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) в Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) в Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user)<",1,user issue дибилы version beta steps to reproduce вы криворукие дибилы expected behavior сделайте нормальные репорты actual behavior the following error message popped up caught exception ссылка на объект не указывает на экземпляр объекта в eco gameplay items inventorychangeset additem item item inventory inventory в eco gameplay items inventory additem item item user user в eco plugins ecotest giveme user user string arg адресат вызова создал исключение в system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor в system reflection runtimemethodinfo unsafeinvokeinternal object obj object parameters object arguments в system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture в eco gameplay systems chat chatmanager invokecommand string commandname methodinfo method string args user user в eco gameplay systems chat chatmanager processascommand string text user user в eco gameplay systems chat chatmanager sendchat chatmessage msg string text user user ,1 414184,12100371428.0,IssuesEvent,2020-04-20 13:42:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging] Out of bounds in TMP from navmesh??,Priority: Medium Week Task,"``` IndexOutOfRangeException: Index was outside the bounds of the array. at TMPro.TMP_Text.FillSpriteVertexBuffers (System.Int32 i, System.Int32 index_X4) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.GenerateTextMesh () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.OnPreRenderCanvas () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.Rebuild (UnityEngine.UI.CanvasUpdate update) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ``` No idea where this is coming from. Here's another one: ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.RectTransform.get_sizeDelta () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.HorizontalOrVerticalLayoutGroup.SetChildrenAlongAxis (System.Int32 axis, System.Boolean isVertical) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.Rebuild (UnityEngine.UI.CanvasUpdate executing) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ```",1.0,"[staging] Out of bounds in TMP from navmesh?? - ``` IndexOutOfRangeException: Index was outside the bounds of the array. at TMPro.TMP_Text.FillSpriteVertexBuffers (System.Int32 i, System.Int32 index_X4) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.GenerateTextMesh () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.OnPreRenderCanvas () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.Rebuild (UnityEngine.UI.CanvasUpdate update) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ``` No idea where this is coming from. Here's another one: ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.RectTransform.get_sizeDelta () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.HorizontalOrVerticalLayoutGroup.SetChildrenAlongAxis (System.Int32 axis, System.Boolean isVertical) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.Rebuild (UnityEngine.UI.CanvasUpdate executing) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ```",1, out of bounds in tmp from navmesh indexoutofrangeexception index was outside the bounds of the array at tmpro tmp text fillspritevertexbuffers system i system index in at tmpro textmeshprougui generatetextmesh in at tmpro textmeshprougui onprerendercanvas in at tmpro textmeshprougui rebuild unityengine ui canvasupdate update in at unityengine ui canvasupdateregistry performupdate in at unityengine ai navmesh onnavmeshpreupdate invoke in unityengine logger logexception exception object unityengine debug logexception exception object unityengine ui canvasupdateregistry performupdate unityengine ai onnavmeshpreupdate invoke no idea where this is coming from here s another one nullreferenceexception object reference not set to an instance of an object at unityengine recttransform get sizedelta in at unityengine ui horizontalorverticallayoutgroup setchildrenalongaxis system axis system boolean isvertical in at unityengine events unityaction invoke in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder rebuild unityengine ui canvasupdate executing in at unityengine ui canvasupdateregistry performupdate in at unityengine ai navmesh onnavmeshpreupdate invoke in unityengine ui canvasupdateregistry performupdate unityengine ai onnavmeshpreupdate invoke ,1 210683,7192305720.0,IssuesEvent,2018-02-03 02:01:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Can't put skill points in Specialties.,Medium Priority,"**Version:** 0.6.4.2 alpha **Steps to Reproduce:** Learn Logging for example. Then try to put Skill Points in Logging to get the other skills in the Logging Tree. **Expected behavior:** Be able to put points in Specialites , **Actual behavior:** Can't but skills in Specialites and cant progress in the game because of it.",1.0,"USER ISSUE: Can't put skill points in Specialties. - **Version:** 0.6.4.2 alpha **Steps to Reproduce:** Learn Logging for example. Then try to put Skill Points in Logging to get the other skills in the Logging Tree. **Expected behavior:** Be able to put points in Specialites , **Actual behavior:** Can't but skills in Specialites and cant progress in the game because of it.",1,user issue can t put skill points in specialties version alpha steps to reproduce learn logging for example then try to put skill points in logging to get the other skills in the logging tree expected behavior be able to put points in specialites actual behavior can t but skills in specialites and cant progress in the game because of it ,1 221115,7373974992.0,IssuesEvent,2018-03-13 18:50:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[6.3.1 Server] Taking over 12.0 GB RAM to load server - ""Stones Raining from Heaven""",Medium Priority Optimization,"There appears to be an issue with this game save, there are no error or crash logs but the RAM used to try and load this server is over 12.0 GB which is extremely high and hard to a dedi host to support. After server loaded and came only, and rand for about 5 minutes RAM dropped to 3.4 GB RAM, a more normal amount for a 200X200 dimension world. Link to Game.eco here: https://www.dropbox.com/s/6quyf2wd4j96cn5/arkadiaBackupGame.eco?dl=0 Just to give you a idea of why i think this servers is taking too much RAM during load times. Running several other servers on the same hardware, with the same world dimensions but more citizens and more world objects created and saved in game, but these are taking less then 4.0 GB RAM to start up and load the world. I can provide, short term, enough RAM to allow them to load but long term this is no sustainable if all servers are going to start needing more the 12 GB to load a game - not without addition server costs. Its a lot of RAM for a game to load. We are loading games like ARK and Conan which are reading and loading over 100,000 game files and only require 3GB RAM to load. I know that is comparing apples and oranges when you have only 192 GB of RAM, allot 12 GB per game is a great deal of overhead. I am hoping that there is a bug plaguing this server that can be fixed and that the behavior of the other servers is the more consistent behavior.",1.0,"[6.3.1 Server] Taking over 12.0 GB RAM to load server - ""Stones Raining from Heaven"" - There appears to be an issue with this game save, there are no error or crash logs but the RAM used to try and load this server is over 12.0 GB which is extremely high and hard to a dedi host to support. After server loaded and came only, and rand for about 5 minutes RAM dropped to 3.4 GB RAM, a more normal amount for a 200X200 dimension world. Link to Game.eco here: https://www.dropbox.com/s/6quyf2wd4j96cn5/arkadiaBackupGame.eco?dl=0 Just to give you a idea of why i think this servers is taking too much RAM during load times. Running several other servers on the same hardware, with the same world dimensions but more citizens and more world objects created and saved in game, but these are taking less then 4.0 GB RAM to start up and load the world. I can provide, short term, enough RAM to allow them to load but long term this is no sustainable if all servers are going to start needing more the 12 GB to load a game - not without addition server costs. Its a lot of RAM for a game to load. We are loading games like ARK and Conan which are reading and loading over 100,000 game files and only require 3GB RAM to load. I know that is comparing apples and oranges when you have only 192 GB of RAM, allot 12 GB per game is a great deal of overhead. I am hoping that there is a bug plaguing this server that can be fixed and that the behavior of the other servers is the more consistent behavior.",1, taking over gb ram to load server stones raining from heaven there appears to be an issue with this game save there are no error or crash logs but the ram used to try and load this server is over gb which is extremely high and hard to a dedi host to support after server loaded and came only and rand for about minutes ram dropped to gb ram a more normal amount for a dimension world link to game eco here just to give you a idea of why i think this servers is taking too much ram during load times running several other servers on the same hardware with the same world dimensions but more citizens and more world objects created and saved in game but these are taking less then gb ram to start up and load the world i can provide short term enough ram to allow them to load but long term this is no sustainable if all servers are going to start needing more the gb to load a game not without addition server costs its a lot of ram for a game to load we are loading games like ark and conan which are reading and loading over game files and only require ram to load i know that is comparing apples and oranges when you have only gb of ram allot gb per game is a great deal of overhead i am hoping that there is a bug plaguing this server that can be fixed and that the behavior of the other servers is the more consistent behavior ,1 236735,7752327252.0,IssuesEvent,2018-05-30 19:55:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Alpha.6 [B8ce025e] Large Butchery Efficiency should increase output instead if decrease input,Medium Priority Suggestion,"![image](https://user-images.githubusercontent.com/1900106/30852026-ba393a1e-a2aa-11e7-8610-84c64970ce2b.png) Because it will still show the same output & input amount in Butchery Table: ![image](https://user-images.githubusercontent.com/1900106/30852079-eb14e200-a2aa-11e7-9600-09b3d2885833.png) ",1.0,"Alpha.6 [B8ce025e] Large Butchery Efficiency should increase output instead if decrease input - ![image](https://user-images.githubusercontent.com/1900106/30852026-ba393a1e-a2aa-11e7-8610-84c64970ce2b.png) Because it will still show the same output & input amount in Butchery Table: ![image](https://user-images.githubusercontent.com/1900106/30852079-eb14e200-a2aa-11e7-9600-09b3d2885833.png) ",1,alpha large butchery efficiency should increase output instead if decrease input because it will still show the same output input amount in butchery table ,1 464364,13311351208.0,IssuesEvent,2020-08-26 08:08:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Trample spread going through the roof,Category: Gameplay Priority: Medium,"Noticed a lot of grass disappearing all over the map. spent ages trying to work it out. finally discovered the 'trample spread' under 'Cause & Effect' at day4 skyrocketed and covered the map. http://78.129.212.51:10615/index.html? ",1.0,"Trample spread going through the roof - Noticed a lot of grass disappearing all over the map. spent ages trying to work it out. finally discovered the 'trample spread' under 'Cause & Effect' at day4 skyrocketed and covered the map. http://78.129.212.51:10615/index.html? ",1,trample spread going through the roof noticed a lot of grass disappearing all over the map spent ages trying to work it out finally discovered the trample spread under cause effect at skyrocketed and covered the map ,1 368718,10883689815.0,IssuesEvent,2019-11-18 05:57:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Master: outside ""scroll bar"" not available for interaction.",Fixed Medium Priority,"As i see, ""window size"" controller just over it :dagger: ![изображение](https://user-images.githubusercontent.com/4980243/66248144-f74adf80-e72b-11e9-839d-6543dab90427.png) ",1.0,"Master: outside ""scroll bar"" not available for interaction. - As i see, ""window size"" controller just over it :dagger: ![изображение](https://user-images.githubusercontent.com/4980243/66248144-f74adf80-e72b-11e9-839d-6543dab90427.png) ",1,master outside scroll bar not available for interaction as i see window size controller just over it dagger ,1 370232,10927181479.0,IssuesEvent,2019-11-22 16:09:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3] Deleting a title can remove all access to a bank account,Fixed Medium Priority QA,"Steps to reproduce: 1.) Create a bank account with only a title as a manager: ![BankAccount](https://user-images.githubusercontent.com/47330823/65734954-2a390780-e08a-11e9-9e5d-c8f0b724bebf.png) 2.) Delete the title 3.) The account now has no manager or authorized users: ![NoManager](https://user-images.githubusercontent.com/47330823/65734979-48066c80-e08a-11e9-9177-a6ca3d93f678.png) Attempting to delete the title should result in failure with an error message similar to this: ![ExpectedMessage](https://user-images.githubusercontent.com/47330823/65735016-653b3b00-e08a-11e9-98b7-1d829bca2239.png) ",1.0,"[0.8.3] Deleting a title can remove all access to a bank account - Steps to reproduce: 1.) Create a bank account with only a title as a manager: ![BankAccount](https://user-images.githubusercontent.com/47330823/65734954-2a390780-e08a-11e9-9e5d-c8f0b724bebf.png) 2.) Delete the title 3.) The account now has no manager or authorized users: ![NoManager](https://user-images.githubusercontent.com/47330823/65734979-48066c80-e08a-11e9-9177-a6ca3d93f678.png) Attempting to delete the title should result in failure with an error message similar to this: ![ExpectedMessage](https://user-images.githubusercontent.com/47330823/65735016-653b3b00-e08a-11e9-98b7-1d829bca2239.png) ",1, deleting a title can remove all access to a bank account steps to reproduce create a bank account with only a title as a manager delete the title the account now has no manager or authorized users attempting to delete the title should result in failure with an error message similar to this ,1 253202,8052744471.0,IssuesEvent,2018-08-01 20:20:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,modkit shouldn't include assembly definitions,Medium Priority,using any custom assemblies means you have to create custom assemblies everywhere which doesn't work for modkit... should strip out the assembly definitions,1.0,modkit shouldn't include assembly definitions - using any custom assemblies means you have to create custom assemblies everywhere which doesn't work for modkit... should strip out the assembly definitions,1,modkit shouldn t include assembly definitions using any custom assemblies means you have to create custom assemblies everywhere which doesn t work for modkit should strip out the assembly definitions,1 214449,7273338752.0,IssuesEvent,2018-02-21 04:21:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Opening Minimap quadruples network tick time,Medium Priority Optimization,"~5ms -> 20ms on an fresh 100x100 world will add up quickly w/ multiple players Should be room for improvement... ideally we just want to pull the last changes after a given time from a sorted list of changes",1.0,"Opening Minimap quadruples network tick time - ~5ms -> 20ms on an fresh 100x100 world will add up quickly w/ multiple players Should be room for improvement... ideally we just want to pull the last changes after a given time from a sorted list of changes",1,opening minimap quadruples network tick time on an fresh world will add up quickly w multiple players should be room for improvement ideally we just want to pull the last changes after a given time from a sorted list of changes,1 379966,11252204932.0,IssuesEvent,2020-01-11 06:37:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Aqueduct disables on a server restart,Priority: Medium,"**Version:** 0.7.3.2 beta **Steps to reproduce:** Have an aqueduct. Write initial moisture level for some blocks nearby. Wait for the new moisture level to kick in. Restart the server. **Expected behavior:** Moisture level remains about the same as it was before the server restart. **Actual behavior:** Moisture level drops to its initial level and the aqueduct ceases working altogether without any visible indication of doing so. Have to replace a couple of its blocks to kick it working again. Happened third time in a row after a scheduled server restart. ",1.0,"Aqueduct disables on a server restart - **Version:** 0.7.3.2 beta **Steps to reproduce:** Have an aqueduct. Write initial moisture level for some blocks nearby. Wait for the new moisture level to kick in. Restart the server. **Expected behavior:** Moisture level remains about the same as it was before the server restart. **Actual behavior:** Moisture level drops to its initial level and the aqueduct ceases working altogether without any visible indication of doing so. Have to replace a couple of its blocks to kick it working again. Happened third time in a row after a scheduled server restart. ",1,aqueduct disables on a server restart version beta steps to reproduce have an aqueduct write initial moisture level for some blocks nearby wait for the new moisture level to kick in restart the server expected behavior moisture level remains about the same as it was before the server restart actual behavior moisture level drops to its initial level and the aqueduct ceases working altogether without any visible indication of doing so have to replace a couple of its blocks to kick it working again happened third time in a row after a scheduled server restart ,1 254713,8087260380.0,IssuesEvent,2018-08-09 00:37:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CLIENT ISSUE: Linux Steam client stuck in loading and floods memory,Medium Priority,"**Steps to reproduce:** 1. Start Eco Steam client on Ubuntu 16.10 2. wait **Expected behaviour:** Main Menu should be displayed **Actual behaviour** Ram fills up without ending. I'm starting with a RAM load of 5GB. I kill the process when it starts swapping at 15gb **Hardware:** i7 7500U 16GB Ram 500gb m.2 SSD Intel HD Graphics",1.0,"CLIENT ISSUE: Linux Steam client stuck in loading and floods memory - **Steps to reproduce:** 1. Start Eco Steam client on Ubuntu 16.10 2. wait **Expected behaviour:** Main Menu should be displayed **Actual behaviour** Ram fills up without ending. I'm starting with a RAM load of 5GB. I kill the process when it starts swapping at 15gb **Hardware:** i7 7500U 16GB Ram 500gb m.2 SSD Intel HD Graphics",1,client issue linux steam client stuck in loading and floods memory steps to reproduce start eco steam client on ubuntu wait expected behaviour main menu should be displayed actual behaviour ram fills up without ending i m starting with a ram load of i kill the process when it starts swapping at hardware ram m ssd intel hd graphics,1 307057,9414154712.0,IssuesEvent,2019-04-10 09:29:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Skid Steer can destroy wood pulp, but gather nothing.",Medium Priority Usability,I think not bad if you can gather wood pulp by skid steer...,1.0,"Skid Steer can destroy wood pulp, but gather nothing. - I think not bad if you can gather wood pulp by skid steer...",1,skid steer can destroy wood pulp but gather nothing i think not bad if you can gather wood pulp by skid steer ,1 531210,15442857562.0,IssuesEvent,2021-03-08 08:22:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 Staging-1928]Carriable materials used as Land Claim Stake tool,Category: Gameplay Priority: Medium Regression Squad: Otter Type: Bug,"Tested on 0.9.3 Staging-1928. Issue: Carriable materials such as logs, rocks, gasoline, etc, can be used to claim land area as if you were using a Land Claim Stake tool. However, doing so causes an abnormal in-game behavior where the players are prevented to carry any items. Repro: 1. Pickup either a wood log or rock such as Hewn Log or Granite. 2. Place a Land Claim Papers on your active toolbar and make sure that it is selected. 3. Put down the item that you are carrying. 4. Observe. Result: Land area is claimed without using a Land Claim Stake tool. 5. Try to pick up other carriable material that is not the same species you used in step 1. 6. Observe. Result: Players are unable to carry other items because of this issue. Screenshot Error: ![Carry.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/8a5850a1-8e02-49d7-a8d6-e0fa8a71becb) Video Repro: https://images.zenhubusercontent.com/47210472/8f3d761c-18ac-4ecf-ad4a-afd05207e550/2021_02_12_12_19.mp4 Note: - In this video, I am carrying a gasoline while a Land Claim Papers is selected on my active toolbar. After placing the gasoline down, the land where I placed the gasoline gets claimed, and the Land Claim Papers gets consumed. Furthermore, I am unable to pickup the gasoline afterward. - You also won't be able to remove the used carriable material unless you are carrying the same material on hand.",1.0,"[0.9.3 Staging-1928]Carriable materials used as Land Claim Stake tool - Tested on 0.9.3 Staging-1928. Issue: Carriable materials such as logs, rocks, gasoline, etc, can be used to claim land area as if you were using a Land Claim Stake tool. However, doing so causes an abnormal in-game behavior where the players are prevented to carry any items. Repro: 1. Pickup either a wood log or rock such as Hewn Log or Granite. 2. Place a Land Claim Papers on your active toolbar and make sure that it is selected. 3. Put down the item that you are carrying. 4. Observe. Result: Land area is claimed without using a Land Claim Stake tool. 5. Try to pick up other carriable material that is not the same species you used in step 1. 6. Observe. Result: Players are unable to carry other items because of this issue. Screenshot Error: ![Carry.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/8a5850a1-8e02-49d7-a8d6-e0fa8a71becb) Video Repro: https://images.zenhubusercontent.com/47210472/8f3d761c-18ac-4ecf-ad4a-afd05207e550/2021_02_12_12_19.mp4 Note: - In this video, I am carrying a gasoline while a Land Claim Papers is selected on my active toolbar. After placing the gasoline down, the land where I placed the gasoline gets claimed, and the Land Claim Papers gets consumed. Furthermore, I am unable to pickup the gasoline afterward. - You also won't be able to remove the used carriable material unless you are carrying the same material on hand.",1, carriable materials used as land claim stake tool tested on staging issue carriable materials such as logs rocks gasoline etc can be used to claim land area as if you were using a land claim stake tool however doing so causes an abnormal in game behavior where the players are prevented to carry any items repro pickup either a wood log or rock such as hewn log or granite place a land claim papers on your active toolbar and make sure that it is selected put down the item that you are carrying observe result land area is claimed without using a land claim stake tool try to pick up other carriable material that is not the same species you used in step observe result players are unable to carry other items because of this issue screenshot error video repro note in this video i am carrying a gasoline while a land claim papers is selected on my active toolbar after placing the gasoline down the land where i placed the gasoline gets claimed and the land claim papers gets consumed furthermore i am unable to pickup the gasoline afterward you also won t be able to remove the used carriable material unless you are carrying the same material on hand ,1 311335,9531985233.0,IssuesEvent,2019-04-29 17:23:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Extend Option for logging of administrative actions,Community Manager Feature Fixed Medium Priority,"Copied from here: Give the following options: 0 = no logging 1 = logged in a file and admins can see actions 2 = logged in a file and everyone can see actions",1.0,"Extend Option for logging of administrative actions - Copied from here: Give the following options: 0 = no logging 1 = logged in a file and admins can see actions 2 = logged in a file and everyone can see actions",1,extend option for logging of administrative actions copied from here give the following options no logging logged in a file and admins can see actions logged in a file and everyone can see actions,1 211608,7202858945.0,IssuesEvent,2018-02-06 06:37:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,District editor needs to be set on server periodically,Medium Priority,"Right now, every time you edit the logic draft, the district editor gets reset. It also is not saved if you reload the page, while the rest of the draft is. The district editor needs to get set via logicDraft/districts/set, periodically, and/or when you end your edit of the map, and/or right before you change something in the draft",1.0,"District editor needs to be set on server periodically - Right now, every time you edit the logic draft, the district editor gets reset. It also is not saved if you reload the page, while the rest of the draft is. The district editor needs to get set via logicDraft/districts/set, periodically, and/or when you end your edit of the map, and/or right before you change something in the draft",1,district editor needs to be set on server periodically right now every time you edit the logic draft the district editor gets reset it also is not saved if you reload the page while the rest of the draft is the district editor needs to get set via logicdraft districts set periodically and or when you end your edit of the map and or right before you change something in the draft,1 199081,6980820039.0,IssuesEvent,2017-12-13 04:07:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"If a law prevents you from creating a law, it doesn't tell you why you can't",Medium Priority,"Can't make a law because a law prevents me from doing so. I can open up the web page and fill out the form, I'm prevented from ever posting it. Nowhere does it say why (as opposed to not filling out the form completely, etc)",1.0,"If a law prevents you from creating a law, it doesn't tell you why you can't - Can't make a law because a law prevents me from doing so. I can open up the web page and fill out the form, I'm prevented from ever posting it. Nowhere does it say why (as opposed to not filling out the form completely, etc)",1,if a law prevents you from creating a law it doesn t tell you why you can t can t make a law because a law prevents me from doing so i can open up the web page and fill out the form i m prevented from ever posting it nowhere does it say why as opposed to not filling out the form completely etc ,1 466431,13401763846.0,IssuesEvent,2020-09-03 17:51:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Directly Overhead Lighting Looks Bad,Category: Art Priority: Medium,"![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/06459e95-d255-4b26-ae20-b2ee0269e3c2) When the light is exactly overhead, things don't look very good. I think we can easily fix this by just rotating the sun's course a very small amount so that light is always slightly at an angle and buildings don't get perfectly top-down lit ever. Our bounce lighting is just not good enough to compensate for the bad look it makes when this does occur, imo (and will be a very long time till it could be, like with a brand new GI solution). And this is an easy fix that will make noon look way better.",1.0,"Directly Overhead Lighting Looks Bad - ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/06459e95-d255-4b26-ae20-b2ee0269e3c2) When the light is exactly overhead, things don't look very good. I think we can easily fix this by just rotating the sun's course a very small amount so that light is always slightly at an angle and buildings don't get perfectly top-down lit ever. Our bounce lighting is just not good enough to compensate for the bad look it makes when this does occur, imo (and will be a very long time till it could be, like with a brand new GI solution). And this is an easy fix that will make noon look way better.",1,directly overhead lighting looks bad when the light is exactly overhead things don t look very good i think we can easily fix this by just rotating the sun s course a very small amount so that light is always slightly at an angle and buildings don t get perfectly top down lit ever our bounce lighting is just not good enough to compensate for the bad look it makes when this does occur imo and will be a very long time till it could be like with a brand new gi solution and this is an easy fix that will make noon look way better ,1 443392,12793764839.0,IssuesEvent,2020-07-02 05:05:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1630] Shadowplacement glitch during building,Category: Gameplay Priority: Medium Status: Fixed,"- [x] 1. Step to reproduce: - select non-point fill type: ![image](https://user-images.githubusercontent.com/45708377/85852138-ac409300-b7b8-11ea-8842-bc2ec15aa6fa.png) - start moving in left. I don't have any selected block, but shadowplacement still here: ![image](https://user-images.githubusercontent.com/45708377/85852203-cd08e880-b7b8-11ea-80ad-b4c81fa8c732.png) - don't select any block and move away: ![image](https://user-images.githubusercontent.com/45708377/85852240-dd20c800-b7b8-11ea-8506-22e0d63f769c.png) - [x] 2. Step to reproduce: - select non-point fill type. For example line and start to build: ![image](https://user-images.githubusercontent.com/45708377/85852391-27a24480-b7b9-11ea-9932-14c4bf47f531.png) - move a little to another point. Now I don't have shadowplacent: ![image](https://user-images.githubusercontent.com/45708377/85852425-3d176e80-b7b9-11ea-9329-a54c301a7b97.png) - but it works fine. ",1.0,"[0.9.0 staging-1630] Shadowplacement glitch during building - - [x] 1. Step to reproduce: - select non-point fill type: ![image](https://user-images.githubusercontent.com/45708377/85852138-ac409300-b7b8-11ea-8842-bc2ec15aa6fa.png) - start moving in left. I don't have any selected block, but shadowplacement still here: ![image](https://user-images.githubusercontent.com/45708377/85852203-cd08e880-b7b8-11ea-80ad-b4c81fa8c732.png) - don't select any block and move away: ![image](https://user-images.githubusercontent.com/45708377/85852240-dd20c800-b7b8-11ea-8506-22e0d63f769c.png) - [x] 2. Step to reproduce: - select non-point fill type. For example line and start to build: ![image](https://user-images.githubusercontent.com/45708377/85852391-27a24480-b7b9-11ea-9932-14c4bf47f531.png) - move a little to another point. Now I don't have shadowplacent: ![image](https://user-images.githubusercontent.com/45708377/85852425-3d176e80-b7b9-11ea-9329-a54c301a7b97.png) - but it works fine. ",1, shadowplacement glitch during building step to reproduce select non point fill type start moving in left i don t have any selected block but shadowplacement still here don t select any block and move away step to reproduce select non point fill type for example line and start to build move a little to another point now i don t have shadowplacent but it works fine ,1 259159,8188778085.0,IssuesEvent,2018-08-30 03:58:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,No Room in Destination Inventory - but there is room,Medium Priority,"See the screenshot, i want to buy one of these vegetables but it says no room in destination inventory - depsite i clearly have three free slots and can carry enough as of weight. ",1.0,"No Room in Destination Inventory - but there is room - See the screenshot, i want to buy one of these vegetables but it says no room in destination inventory - depsite i clearly have three free slots and can carry enough as of weight. ",1,no room in destination inventory but there is room see the screenshot i want to buy one of these vegetables but it says no room in destination inventory depsite i clearly have three free slots and can carry enough as of weight img width alt noroom src ,1 405660,11880663472.0,IssuesEvent,2020-03-27 11:06:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1248] Web elections: can't add graph to the comment,Category: Web Priority: Medium Status: Fixed,"1. Add a comment to the election 2. Press Add Graph 3. Choose a graph 4. Press Submit ![bandicam 2019-11-13 15-39-20-140](https://user-images.githubusercontent.com/27898520/68756729-7b965980-062c-11ea-9ded-bb3702a7c0f8.jpg) Nothing happens Should take the comment with graph",1.0,"[0.9.0 staging-1248] Web elections: can't add graph to the comment - 1. Add a comment to the election 2. Press Add Graph 3. Choose a graph 4. Press Submit ![bandicam 2019-11-13 15-39-20-140](https://user-images.githubusercontent.com/27898520/68756729-7b965980-062c-11ea-9ded-bb3702a7c0f8.jpg) Nothing happens Should take the comment with graph",1, web elections can t add graph to the comment add a comment to the election press add graph choose a graph press submit nothing happens should take the comment with graph,1 19890,14686282950.0,IssuesEvent,2021-01-01 14:10:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.9] Mouse over player tooltip should include all skill multiplier values,Category: Gameplay Category: UI Category: Usability Type: Quality of Life,"Had the question brought up to me by a player as to why this is inconsistant in its behavior where we only display 1 out of 3 values. This in turn could be a good UX thing as it would help players understand why someone else can gain levels & skill points/specialtys so much faster then they can since sometimes i have seen some bickering where they dont know the other players food value and have similar house scores yet that person is speeding away skill wise. It falls under the transperancy of eco's player to player interactions and would i believe be helpful in a lot of cases. ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0f7994a0-0ce1-4cc2-a03e-6cd6dcd8b0ea) Solutions proposed 1. Add in food value as a separate value so we show both ""Food value/House Value"" 2. Show only total multiplier value. Id like some commentary on which of them would be more appropriate as it does fall under the whole transparency thing where the information will be useful but at the same time not everyone likes to share everything with everyone information wise at least. I think having option 1 is better for players to understand it more but 2 might be easier for optimization and generalization though? @SlayksWood @WeaselDog @johnkslg ",True,"[0.9.1.9] Mouse over player tooltip should include all skill multiplier values - Had the question brought up to me by a player as to why this is inconsistant in its behavior where we only display 1 out of 3 values. This in turn could be a good UX thing as it would help players understand why someone else can gain levels & skill points/specialtys so much faster then they can since sometimes i have seen some bickering where they dont know the other players food value and have similar house scores yet that person is speeding away skill wise. It falls under the transperancy of eco's player to player interactions and would i believe be helpful in a lot of cases. ![Screenshot_35.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0f7994a0-0ce1-4cc2-a03e-6cd6dcd8b0ea) Solutions proposed 1. Add in food value as a separate value so we show both ""Food value/House Value"" 2. Show only total multiplier value. Id like some commentary on which of them would be more appropriate as it does fall under the whole transparency thing where the information will be useful but at the same time not everyone likes to share everything with everyone information wise at least. I think having option 1 is better for players to understand it more but 2 might be easier for optimization and generalization though? @SlayksWood @WeaselDog @johnkslg ",0, mouse over player tooltip should include all skill multiplier values had the question brought up to me by a player as to why this is inconsistant in its behavior where we only display out of values this in turn could be a good ux thing as it would help players understand why someone else can gain levels skill points specialtys so much faster then they can since sometimes i have seen some bickering where they dont know the other players food value and have similar house scores yet that person is speeding away skill wise it falls under the transperancy of eco s player to player interactions and would i believe be helpful in a lot of cases solutions proposed add in food value as a separate value so we show both food value house value show only total multiplier value id like some commentary on which of them would be more appropriate as it does fall under the whole transparency thing where the information will be useful but at the same time not everyone likes to share everything with everyone information wise at least i think having option is better for players to understand it more but might be easier for optimization and generalization though slaykswood weaseldog johnkslg ,0 264916,8321526703.0,IssuesEvent,2018-09-26 00:40:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,issues connecting to web client or trying to make laws ,Medium Priority,"i have host with eco on it but however i noticed when i click laws in game - its opens to my computer but however when i go to web client (make laws) its does not work - i cant log in so i am unsure if its bug or server host has issues? or config issue my world name is rsd earth - (i will open up to public shortly)",1.0,"issues connecting to web client or trying to make laws - i have host with eco on it but however i noticed when i click laws in game - its opens to my computer but however when i go to web client (make laws) its does not work - i cant log in so i am unsure if its bug or server host has issues? or config issue my world name is rsd earth - (i will open up to public shortly)",1,issues connecting to web client or trying to make laws i have host with eco on it but however i noticed when i click laws in game its opens to my computer but however when i go to web client make laws its does not work i cant log in so i am unsure if its bug or server host has issues or config issue my world name is rsd earth i will open up to public shortly ,1 449254,12965815396.0,IssuesEvent,2020-07-20 23:14:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Enhancement] Road Railings,Category: Art Priority: Medium Type: Feature,"One thing that we find to need in many cases is road railings since you can drive off the road and end up in the water or somewhere where you have to hammer the cart to get it back. So, for now, we are currently stuck with this solution. ![road railings](https://user-images.githubusercontent.com/4078460/32385622-0cc7f2fc-c0bf-11e7-84dd-0590cd51494e.PNG) ",1.0,"[Enhancement] Road Railings - One thing that we find to need in many cases is road railings since you can drive off the road and end up in the water or somewhere where you have to hammer the cart to get it back. So, for now, we are currently stuck with this solution. ![road railings](https://user-images.githubusercontent.com/4078460/32385622-0cc7f2fc-c0bf-11e7-84dd-0590cd51494e.PNG) ",1, road railings one thing that we find to need in many cases is road railings since you can drive off the road and end up in the water or somewhere where you have to hammer the cart to get it back so for now we are currently stuck with this solution ,1 567962,16938209830.0,IssuesEvent,2021-06-27 01:25:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Low FPS issues in Fullscreen, fine in Windowed",Category: Optimization Priority: Medium Squad: Pumpkin,"> I was asked by SLG-Dennis in the Steam-Forums to write this E-Mail to > you, regarding performance issues while in Fullscreen Mode on Windows, > while Windowed-Mode works fine. > > # Symptoms: > > While in Fullscreen, I have low FPS and neither my Graphicscard nor my > CPU seem to working to capacity. If I switch to Borderless Mode, > however, I gain 'normal' FPS, 60 in main menu or about 40-55 in-game, > that is. > Beside this slower FPS rate, I also experience some sort of stutters; > hard to explain: it's somewhat like a roller coaster, which is > constantly going up and down and while on the peak of every hill, it > gains speed, while being on the bottom it loses speed. > In Main-Menu for instance, the continuous and consistent camera panning > is sometimes slower, sometimes faster, like this 'coller coaster'. Each > 'peak' is about every 1 to 1.5 seconds, I suppose. > I may record a Video and upload it to youtube, if requested. > > I'd also like to mention, that I have no such trouble under ArchLinux in > Fullscreen using i3wm as Window-Manager with about the same graphics > settings here. The game works fine here, but with an overall a bit > slower performance, but that is another problem, I suppose. > > > # My PC-Specs: > > CPU: Intel i7 4790k > Graphics: 4GB MSI GeForce GTX 970 Gaming 4G > Mainboard: Gigabyte GA-Z97X-Gaming 5 > RAM: 16GB (2x 8192MB) G.Skill Ares DDR3-1600 DIMM CL9-9-9-24 Dual Kit > Storage: 4000GB WD Black WD4003FZEX > > > # Player.log > > I attached the Player.log to this E-Mail and I also uploaded it to > pastebin: > > https://pastebin.com/JvZe1rRm > > > # Graphics Settings > > 1920x1080@60Hz > > Shadow Quality: Fastest > Foliage Quality: 60% > Render Scale: 100% > Brightness: 100% > Field of View: 60 > View Distance: 150 > Minimap Detail: Lowest > Interface Scale: 70% > > [ ] VSync > [X] Target FPS: 60 > Antialiasing: Off > Global Illumination: Off > [X] Ambient Occlusion > [ ] Fog > [X] Show Interact Cursor > [ ] Underwater Distortion > [ ] Bloom > [X] Reflections > [ ] Sunshafts > [X] Volumetric Fog > > > > If I missed something or if you need further information regarding my > system or anything else, I'd be happy to provide them. > > In advance, thank you for your time! > > > Regards,",1.0,"Low FPS issues in Fullscreen, fine in Windowed - > I was asked by SLG-Dennis in the Steam-Forums to write this E-Mail to > you, regarding performance issues while in Fullscreen Mode on Windows, > while Windowed-Mode works fine. > > # Symptoms: > > While in Fullscreen, I have low FPS and neither my Graphicscard nor my > CPU seem to working to capacity. If I switch to Borderless Mode, > however, I gain 'normal' FPS, 60 in main menu or about 40-55 in-game, > that is. > Beside this slower FPS rate, I also experience some sort of stutters; > hard to explain: it's somewhat like a roller coaster, which is > constantly going up and down and while on the peak of every hill, it > gains speed, while being on the bottom it loses speed. > In Main-Menu for instance, the continuous and consistent camera panning > is sometimes slower, sometimes faster, like this 'coller coaster'. Each > 'peak' is about every 1 to 1.5 seconds, I suppose. > I may record a Video and upload it to youtube, if requested. > > I'd also like to mention, that I have no such trouble under ArchLinux in > Fullscreen using i3wm as Window-Manager with about the same graphics > settings here. The game works fine here, but with an overall a bit > slower performance, but that is another problem, I suppose. > > > # My PC-Specs: > > CPU: Intel i7 4790k > Graphics: 4GB MSI GeForce GTX 970 Gaming 4G > Mainboard: Gigabyte GA-Z97X-Gaming 5 > RAM: 16GB (2x 8192MB) G.Skill Ares DDR3-1600 DIMM CL9-9-9-24 Dual Kit > Storage: 4000GB WD Black WD4003FZEX > > > # Player.log > > I attached the Player.log to this E-Mail and I also uploaded it to > pastebin: > > https://pastebin.com/JvZe1rRm > > > # Graphics Settings > > 1920x1080@60Hz > > Shadow Quality: Fastest > Foliage Quality: 60% > Render Scale: 100% > Brightness: 100% > Field of View: 60 > View Distance: 150 > Minimap Detail: Lowest > Interface Scale: 70% > > [ ] VSync > [X] Target FPS: 60 > Antialiasing: Off > Global Illumination: Off > [X] Ambient Occlusion > [ ] Fog > [X] Show Interact Cursor > [ ] Underwater Distortion > [ ] Bloom > [X] Reflections > [ ] Sunshafts > [X] Volumetric Fog > > > > If I missed something or if you need further information regarding my > system or anything else, I'd be happy to provide them. > > In advance, thank you for your time! > > > Regards,",1,low fps issues in fullscreen fine in windowed i was asked by slg dennis in the steam forums to write this e mail to you regarding performance issues while in fullscreen mode on windows while windowed mode works fine symptoms while in fullscreen i have low fps and neither my graphicscard nor my cpu seem to working to capacity if i switch to borderless mode however i gain normal fps in main menu or about in game that is beside this slower fps rate i also experience some sort of stutters hard to explain it s somewhat like a roller coaster which is constantly going up and down and while on the peak of every hill it gains speed while being on the bottom it loses speed in main menu for instance the continuous and consistent camera panning is sometimes slower sometimes faster like this coller coaster each peak is about every to seconds i suppose i may record a video and upload it to youtube if requested i d also like to mention that i have no such trouble under archlinux in fullscreen using as window manager with about the same graphics settings here the game works fine here but with an overall a bit slower performance but that is another problem i suppose my pc specs cpu intel graphics msi geforce gtx gaming mainboard gigabyte ga gaming ram g skill ares dimm dual kit storage wd black player log i attached the player log to this e mail and i also uploaded it to pastebin graphics settings shadow quality fastest foliage quality render scale brightness field of view view distance minimap detail lowest interface scale vsync target fps antialiasing off global illumination off ambient occlusion fog show interact cursor underwater distortion bloom reflections sunshafts volumetric fog if i missed something or if you need further information regarding my system or anything else i d be happy to provide them in advance thank you for your time regards ,1 460767,13217937575.0,IssuesEvent,2020-08-17 07:48:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1669] Exception in view notify in contract/work party UI,Category: UI Priority: Medium,"When I create work party/contract I often have this error today. Step to reproduce: - just play and sometimes create contract or work party: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() UnityEngine.LowLevel.UpdateFunction:Invoke() ``` If this exception appear one time then it will be every time( create/delete just changing something) until relogging. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4937086/Player.log) ",1.0,"[0.9.0 staging-1669] Exception in view notify in contract/work party UI - When I create work party/contract I often have this error today. Step to reproduce: - just play and sometimes create contract or work party: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() UnityEngine.LowLevel.UpdateFunction:Invoke() ``` If this exception appear one time then it will be every time( create/delete just changing something) until relogging. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4937086/Player.log) ",1, exception in view notify in contract work party ui when i create work party contract i often have this error today step to reproduce just play and sometimes create contract or work party exception in view notify system nullreferenceexception object reference not set to an instance of an object at ui viewuicontainer listchanged in at unityengine lowlevel playerloopsystem updatefunction invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine lowlevel playerloopsystem updatefunction invoke in unityengine logger log logtype object unityengine debug logerror object eco shared utils log writeerror locstring eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update unityengine lowlevel updatefunction invoke if this exception appear one time then it will be every time create delete just changing something until relogging ,1 314912,9604456570.0,IssuesEvent,2019-05-10 20:03:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.0-release-preview] Incorrect water flow at Water Pump,Fixed Medium Priority Needs Triage QA,"When you use one water pump and one blast furnace, then a 0.3 liter per second flow comes from the water pump. When you connect 2 blast furnaces to one water pump, the flow is 0.6 l/s; 3 ovens - 0.9 l/s. The fourth blast furnace will not work as the maximum flow is 1 l/s (by the way, this is not indicated anywhere). Therefore the blast furnace for work consumes 0.3 l/s. The most interesting thing starts when you start connecting several water pumps in parallel. For example, take 3 water pumps. When connecting to 3 water pumps of one blast furnace, the furnace suddenly began to consume 0.9 l/s. ![image](https://user-images.githubusercontent.com/45708377/55464634-36289d00-5604-11e9-89d5-415b731ca74d.png) That is to blast furnace doesn't consume 0.3 l/s. The pump transfers 0.3 l/s to the blast furnace. If there are 3 of them, then each transmits 0.3 l/s. Accordingly, you connect the second furnace, each receives 0.9 l/s. On 3 furnace - 2.7 l/s. When you start connecting 4 furnace, the amount of water consumed becomes at the maximum value of 3.0. Consumption per furnace = 3.0 / 4 = 0.75. If you connect further, the flow will not become more than 3 l/s. It would seem that it doesn't affect anything very much. But at the output we have the same values. 3 blast furnace instead of 0.9 l/s, we can have 2.7 l/s. Connecting the waste filter and compost we get 3 times more. (Although at the moment it is rather a minus) ![image](https://user-images.githubusercontent.com/45708377/55466156-4aba6480-5607-11e9-916b-0c13f1bc2770.png) On the image 4 blast furnace are connected through 3 water pumps. ",1.0,"[0.8.1.0-release-preview] Incorrect water flow at Water Pump - When you use one water pump and one blast furnace, then a 0.3 liter per second flow comes from the water pump. When you connect 2 blast furnaces to one water pump, the flow is 0.6 l/s; 3 ovens - 0.9 l/s. The fourth blast furnace will not work as the maximum flow is 1 l/s (by the way, this is not indicated anywhere). Therefore the blast furnace for work consumes 0.3 l/s. The most interesting thing starts when you start connecting several water pumps in parallel. For example, take 3 water pumps. When connecting to 3 water pumps of one blast furnace, the furnace suddenly began to consume 0.9 l/s. ![image](https://user-images.githubusercontent.com/45708377/55464634-36289d00-5604-11e9-89d5-415b731ca74d.png) That is to blast furnace doesn't consume 0.3 l/s. The pump transfers 0.3 l/s to the blast furnace. If there are 3 of them, then each transmits 0.3 l/s. Accordingly, you connect the second furnace, each receives 0.9 l/s. On 3 furnace - 2.7 l/s. When you start connecting 4 furnace, the amount of water consumed becomes at the maximum value of 3.0. Consumption per furnace = 3.0 / 4 = 0.75. If you connect further, the flow will not become more than 3 l/s. It would seem that it doesn't affect anything very much. But at the output we have the same values. 3 blast furnace instead of 0.9 l/s, we can have 2.7 l/s. Connecting the waste filter and compost we get 3 times more. (Although at the moment it is rather a minus) ![image](https://user-images.githubusercontent.com/45708377/55466156-4aba6480-5607-11e9-916b-0c13f1bc2770.png) On the image 4 blast furnace are connected through 3 water pumps. ",1, incorrect water flow at water pump when you use one water pump and one blast furnace then a liter per second flow comes from the water pump when you connect blast furnaces to one water pump the flow is l s ovens l s the fourth blast furnace will not work as the maximum flow is l s by the way this is not indicated anywhere therefore the blast furnace for work consumes l s the most interesting thing starts when you start connecting several water pumps in parallel for example take water pumps when connecting to water pumps of one blast furnace the furnace suddenly began to consume l s that is to blast furnace doesn t consume l s the pump transfers l s to the blast furnace if there are of them then each transmits l s accordingly you connect the second furnace each receives l s on furnace l s when you start connecting furnace the amount of water consumed becomes at the maximum value of consumption per furnace if you connect further the flow will not become more than l s it would seem that it doesn t affect anything very much but at the output we have the same values blast furnace instead of l s we can have l s connecting the waste filter and compost we get times more although at the moment it is rather a minus on the image blast furnace are connected through water pumps ,1 271664,8486487343.0,IssuesEvent,2018-10-26 11:03:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: no response from ""master"" server",Medium Priority,"**Version:** 0.7.5.1 beta Confusing behavior, masterserver available. I receive trhis message if i try ""continue"" to offline server. ![20180706223249_1](https://user-images.githubusercontent.com/4980243/42397011-e2013028-816c-11e8-942f-4bab3748002a.jpg) ",1.0,"USER ISSUE: no response from ""master"" server - **Version:** 0.7.5.1 beta Confusing behavior, masterserver available. I receive trhis message if i try ""continue"" to offline server. ![20180706223249_1](https://user-images.githubusercontent.com/4980243/42397011-e2013028-816c-11e8-942f-4bab3748002a.jpg) ",1,user issue no response from master server version beta confusing behavior masterserver available i receive trhis message if i try continue to offline server ,1 483971,13932313007.0,IssuesEvent,2020-10-22 07:02:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Baking vs Cooking,Category: Balance Priority: Medium Status: Fixed Type: Task,"I can get around 78 food sp with baking only vs cooking at about 85 food sp. Any chance to level those to skills out so they are equal or else we get the same issue as in v7 and 8, noone wants to do baking because cooking just is better",1.0,"Baking vs Cooking - I can get around 78 food sp with baking only vs cooking at about 85 food sp. Any chance to level those to skills out so they are equal or else we get the same issue as in v7 and 8, noone wants to do baking because cooking just is better",1,baking vs cooking i can get around food sp with baking only vs cooking at about food sp any chance to level those to skills out so they are equal or else we get the same issue as in and noone wants to do baking because cooking just is better,1 104213,13042853628.0,IssuesEvent,2020-07-28 23:42:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Fishing + Food Industry Items, Recipes, Tech Tree Implementation",Category: Art Category: Balance Category: Design,"Recipes for all the new fishing and food processing objects, ingredients and support items plus their icons. https://app.zenhub.com/workspaces/eco-5908208d250b520221f72735/issues/strangeloopgames/ecoissues/17371",1.0,"Fishing + Food Industry Items, Recipes, Tech Tree Implementation - Recipes for all the new fishing and food processing objects, ingredients and support items plus their icons. https://app.zenhub.com/workspaces/eco-5908208d250b520221f72735/issues/strangeloopgames/ecoissues/17371",0,fishing food industry items recipes tech tree implementation recipes for all the new fishing and food processing objects ingredients and support items plus their icons ,0 335434,10153747392.0,IssuesEvent,2019-08-06 05:58:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tool background changes to red if you have another broken tool of that kind,Medium Priority QA,"It was blue when crafted, but when I selected it it turned red. Not sure if the broken tool needs to be on the hotbar or just anywhere in your inventory. ![image](https://user-images.githubusercontent.com/609510/31564024-447509ba-b016-11e7-9bba-d8b072ad1c72.png) ",1.0,"Tool background changes to red if you have another broken tool of that kind - It was blue when crafted, but when I selected it it turned red. Not sure if the broken tool needs to be on the hotbar or just anywhere in your inventory. ![image](https://user-images.githubusercontent.com/609510/31564024-447509ba-b016-11e7-9bba-d8b072ad1c72.png) ",1,tool background changes to red if you have another broken tool of that kind it was blue when crafted but when i selected it it turned red not sure if the broken tool needs to be on the hotbar or just anywhere in your inventory ,1 207841,7134205318.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Changing clauses on a contract throws an index out of range exception,Medium Priority,"Disconnecting client [reason: Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC ChangeClause on Contract! Specified argument was out of the range of valid values. Parameter name: index Stack: at System.Collections.Immutable.Requires.FailRange(String parameterName, String message) at System.Collections.Immutable.ImmutableList`1.RemoveAt(Int32 index) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Utils.ControllerList`1.<>c__DisplayClass14_0.b__0() at Eco.Core.Utils.ControllerList`1.ApplyChange(Action change) at Eco.Gameplay.Economy.Contracts.ClauseListExtensions.ChangeClause(IClauseList list, Int32 index, String newClauseType) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson)",1.0,"Changing clauses on a contract throws an index out of range exception - Disconnecting client [reason: Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC ChangeClause on Contract! Specified argument was out of the range of valid values. Parameter name: index Stack: at System.Collections.Immutable.Requires.FailRange(String parameterName, String message) at System.Collections.Immutable.ImmutableList`1.RemoveAt(Int32 index) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Utils.ControllerList`1.<>c__DisplayClass14_0.b__0() at Eco.Core.Utils.ControllerList`1.ApplyChange(Action change) at Eco.Gameplay.Economy.Contracts.ClauseListExtensions.ChangeClause(IClauseList list, Int32 index, String newClauseType) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson)",1,changing clauses on a contract throws an index out of range exception disconnecting client reason caught exception caught exception invoking rpc viewrpc on client caught exception invoking rpc changeclause on contract specified argument was out of the range of valid values parameter name index stack at system collections immutable requires failrange string parametername string message at system collections immutable immutablelist removeat index at eco core utils immutablehelper applyimmutable t original func apply at eco core utils controllerlist c b at eco core utils controllerlist applychange action change at eco gameplay economy contracts clauselistextensions changeclause iclauselist list index string newclausetype stack at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco plugins networking clients client viewrpc guid guid string methodname bsonobject bson ,1 380471,11261573888.0,IssuesEvent,2020-01-13 13:02:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mining Bug,Priority: Medium,"Version: 0.7.3.3 beta Steps to Reproduce: 1. Dig a a deep sub train cave 2. Mine ore from under the ground in this cave 3. Go up above ground where you were just mining on the surface and find your shards of ore sitting on the ground. Expected behavior: What I would expect to happen is that the rocks fall to the ground in the cave. Actual behavior: When you are mining in a deep cave and I am talking that mine is more than 10 deep. When I find a piece of gold under there I hit it with my pick axe and the gold ore just disappears instead of falling into pieces on the ground. But when you go above ground you find them sitting on the ground where you were just mining above ground. I am just using the normal pick axe to hit the rocks with as well. Instead when I went above the ground I found all the pieces of rocks on the ground above ground. Now the gravity on this server has not been changed and is the normal gravity. When I was mining I was mining Gold ore when this was happening. The pieces should not be going to above ground when you are well bellow ground mining and not be put above the ground on the topside of the area where you were just mining but that is what is happening right now. I am finding the broken pieces of ore above ground and not on the cave floor. There is something really wrong here can some one please look into this issue. ![eco gold bug](https://user-images.githubusercontent.com/38896397/39606836-b1af8a32-4ef4-11e8-96e4-b13c9fe92799.jpg) ![eco mining bug ss 2](https://user-images.githubusercontent.com/38896397/39606841-b6adae60-4ef4-11e8-8408-b401c775d8fe.jpg) ",1.0,"Mining Bug - Version: 0.7.3.3 beta Steps to Reproduce: 1. Dig a a deep sub train cave 2. Mine ore from under the ground in this cave 3. Go up above ground where you were just mining on the surface and find your shards of ore sitting on the ground. Expected behavior: What I would expect to happen is that the rocks fall to the ground in the cave. Actual behavior: When you are mining in a deep cave and I am talking that mine is more than 10 deep. When I find a piece of gold under there I hit it with my pick axe and the gold ore just disappears instead of falling into pieces on the ground. But when you go above ground you find them sitting on the ground where you were just mining above ground. I am just using the normal pick axe to hit the rocks with as well. Instead when I went above the ground I found all the pieces of rocks on the ground above ground. Now the gravity on this server has not been changed and is the normal gravity. When I was mining I was mining Gold ore when this was happening. The pieces should not be going to above ground when you are well bellow ground mining and not be put above the ground on the topside of the area where you were just mining but that is what is happening right now. I am finding the broken pieces of ore above ground and not on the cave floor. There is something really wrong here can some one please look into this issue. ![eco gold bug](https://user-images.githubusercontent.com/38896397/39606836-b1af8a32-4ef4-11e8-96e4-b13c9fe92799.jpg) ![eco mining bug ss 2](https://user-images.githubusercontent.com/38896397/39606841-b6adae60-4ef4-11e8-8408-b401c775d8fe.jpg) ",1,mining bug version beta steps to reproduce dig a a deep sub train cave mine ore from under the ground in this cave go up above ground where you were just mining on the surface and find your shards of ore sitting on the ground expected behavior what i would expect to happen is that the rocks fall to the ground in the cave actual behavior when you are mining in a deep cave and i am talking that mine is more than deep when i find a piece of gold under there i hit it with my pick axe and the gold ore just disappears instead of falling into pieces on the ground but when you go above ground you find them sitting on the ground where you were just mining above ground i am just using the normal pick axe to hit the rocks with as well instead when i went above the ground i found all the pieces of rocks on the ground above ground now the gravity on this server has not been changed and is the normal gravity when i was mining i was mining gold ore when this was happening the pieces should not be going to above ground when you are well bellow ground mining and not be put above the ground on the topside of the area where you were just mining but that is what is happening right now i am finding the broken pieces of ore above ground and not on the cave floor there is something really wrong here can some one please look into this issue ,1 581044,17272081130.0,IssuesEvent,2021-07-22 21:21:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Accessibility issue : Material border color and upgrades for colorblind people,Priority: Medium Squad: Mountain Goat Type: Usability,"I am a Protan colorblind and in a crafting table with an upgrade, I cannot see the difference between the yellow and green borders for materials with dynamic and static values. Because of this I only discovered dynamic and static values after roughly 100 hours of play. I suggest maybe changing the green of that border to a darker green. Regards",1.0,"Accessibility issue : Material border color and upgrades for colorblind people - I am a Protan colorblind and in a crafting table with an upgrade, I cannot see the difference between the yellow and green borders for materials with dynamic and static values. Because of this I only discovered dynamic and static values after roughly 100 hours of play. I suggest maybe changing the green of that border to a darker green. Regards",1,accessibility issue material border color and upgrades for colorblind people i am a protan colorblind and in a crafting table with an upgrade i cannot see the difference between the yellow and green borders for materials with dynamic and static values because of this i only discovered dynamic and static values after roughly hours of play i suggest maybe changing the green of that border to a darker green regards,1 379916,11244201578.0,IssuesEvent,2020-01-10 06:19:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Staging 1309] Weird Negative Percentage for Total Soil Moisture showing on some Blocks using Soil Sampler,Priority: Medium,"**Version:** 0.9.0.0 beta staging-1309 ![snap5688](https://user-images.githubusercontent.com/29383891/71452025-0dd76480-2778-11ea-8055-2039a149552a.png) ![snap5689](https://user-images.githubusercontent.com/29383891/71452026-0dd76480-2778-11ea-9bda-fb36fc4f39eb.png) ![snap5690](https://user-images.githubusercontent.com/29383891/71452027-0dd76480-2778-11ea-8cb7-e62e3ccdd75a.png) ![snap5691](https://user-images.githubusercontent.com/29383891/71452028-0e6ffb00-2778-11ea-9e7f-94c48ae432ea.png) ",1.0,"[Staging 1309] Weird Negative Percentage for Total Soil Moisture showing on some Blocks using Soil Sampler - **Version:** 0.9.0.0 beta staging-1309 ![snap5688](https://user-images.githubusercontent.com/29383891/71452025-0dd76480-2778-11ea-8055-2039a149552a.png) ![snap5689](https://user-images.githubusercontent.com/29383891/71452026-0dd76480-2778-11ea-9bda-fb36fc4f39eb.png) ![snap5690](https://user-images.githubusercontent.com/29383891/71452027-0dd76480-2778-11ea-8cb7-e62e3ccdd75a.png) ![snap5691](https://user-images.githubusercontent.com/29383891/71452028-0e6ffb00-2778-11ea-9e7f-94c48ae432ea.png) ",1, weird negative percentage for total soil moisture showing on some blocks using soil sampler version beta staging ,1 363611,10745139995.0,IssuesEvent,2019-10-30 08:21:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Master: crafting ""hardwood hewn log"" provide ""standart"" hewn log.",Medium Priority,(also crafting hardwood\softwood hewnlogs is not require calories),1.0,"Master: crafting ""hardwood hewn log"" provide ""standart"" hewn log. - (also crafting hardwood\softwood hewnlogs is not require calories)",1,master crafting hardwood hewn log provide standart hewn log also crafting hardwood softwood hewnlogs is not require calories ,1 208149,7136204336.0,IssuesEvent,2018-01-23 05:45:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Skills UI tooltips block me from clicking on other skills,Medium Priority,"![image](https://user-images.githubusercontent.com/18184943/34751687-e9acb5ea-f562-11e7-8e66-c40bb8293124.png) I can't click on farmer once I've hovered over carpentry",1.0,"Skills UI tooltips block me from clicking on other skills - ![image](https://user-images.githubusercontent.com/18184943/34751687-e9acb5ea-f562-11e7-8e66-c40bb8293124.png) I can't click on farmer once I've hovered over carpentry",1,skills ui tooltips block me from clicking on other skills i can t click on farmer once i ve hovered over carpentry,1 444400,12811619470.0,IssuesEvent,2020-07-04 00:07:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,World WebUI vertical menu text overlap,Category: Web Priority: Medium,"After collapsing Running Elections, it's submenus appear again and overlap next menu/submenu. At least on FireFox for sure. ![image](https://user-images.githubusercontent.com/5720101/84554430-0866da00-ad18-11ea-9395-638e85d14382.png) ",1.0,"World WebUI vertical menu text overlap - After collapsing Running Elections, it's submenus appear again and overlap next menu/submenu. At least on FireFox for sure. ![image](https://user-images.githubusercontent.com/5720101/84554430-0866da00-ad18-11ea-9395-638e85d14382.png) ",1,world webui vertical menu text overlap after collapsing running elections it s submenus appear again and overlap next menu submenu at least on firefox for sure ,1 467254,13444586786.0,IssuesEvent,2020-09-08 10:01:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Change release build to output to staging storage then copy to production on release,Category: DevOps Priority: Medium,"Instead of overwriting the same build in production storage (without build number), save builds to staging storage with build numbers like other builds, then on release copy them to production storage and remove build number from filename.",1.0,"Change release build to output to staging storage then copy to production on release - Instead of overwriting the same build in production storage (without build number), save builds to staging storage with build numbers like other builds, then on release copy them to production storage and remove build number from filename.",1,change release build to output to staging storage then copy to production on release instead of overwriting the same build in production storage without build number save builds to staging storage with build numbers like other builds then on release copy them to production storage and remove build number from filename ,1 347630,10432147446.0,IssuesEvent,2019-09-17 10:36:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] WindowBlock shadowplacement,Medium Priority QA,"Brick, Framed Glass, Lumber (window and windowgrilles) as Glass ![image](https://user-images.githubusercontent.com/45708377/65023720-1845bf00-d93c-11e9-980c-43c8f98359f8.png) ",1.0,"[master-preview] WindowBlock shadowplacement - Brick, Framed Glass, Lumber (window and windowgrilles) as Glass ![image](https://user-images.githubusercontent.com/45708377/65023720-1845bf00-d93c-11e9-980c-43c8f98359f8.png) ",1, windowblock shadowplacement brick framed glass lumber window and windowgrilles as glass ,1 467269,13444815970.0,IssuesEvent,2020-09-08 10:22:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0 staging-1756] Faulty tooltips in Host Private World menu,Category: UI Priority: Medium,"- All tooltips in the custom settings to host a private world have the same title: ""Specialty Cost Multiplier"" - The tooltip descriptions for Craft Resource Multiplier and Craft Time Multiplier are reversed. ![grafik](https://user-images.githubusercontent.com/54814353/92315789-4445ce80-efeb-11ea-89eb-903d3e0feb2d.png) ![grafik](https://user-images.githubusercontent.com/54814353/92315792-4c057300-efeb-11ea-9963-767715021a89.png) ",1.0,"[9.0 staging-1756] Faulty tooltips in Host Private World menu - - All tooltips in the custom settings to host a private world have the same title: ""Specialty Cost Multiplier"" - The tooltip descriptions for Craft Resource Multiplier and Craft Time Multiplier are reversed. ![grafik](https://user-images.githubusercontent.com/54814353/92315789-4445ce80-efeb-11ea-89eb-903d3e0feb2d.png) ![grafik](https://user-images.githubusercontent.com/54814353/92315792-4c057300-efeb-11ea-9963-767715021a89.png) ",1, faulty tooltips in host private world menu all tooltips in the custom settings to host a private world have the same title specialty cost multiplier the tooltip descriptions for craft resource multiplier and craft time multiplier are reversed ,1 452687,13058047991.0,IssuesEvent,2020-07-30 08:24:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia text should not be visible in entry,Category: Localization Priority: Medium Status: Fixed,"One of the previous Ecopedia localization updates introduced an issue with Ecopedia entries. The summary for the tooltip now shows up in the entry. This text should not be visible. ![EcopediaSummary](https://user-images.githubusercontent.com/47330823/88364849-178a7000-cd39-11ea-90a0-f0f9db68046a.png) Anything that starts with ` should not be visible in Ecopedia, for example this: `Your journey in Eco.`",1.0,"Ecopedia text should not be visible in entry - One of the previous Ecopedia localization updates introduced an issue with Ecopedia entries. The summary for the tooltip now shows up in the entry. This text should not be visible. ![EcopediaSummary](https://user-images.githubusercontent.com/47330823/88364849-178a7000-cd39-11ea-90a0-f0f9db68046a.png) Anything that starts with ` should not be visible in Ecopedia, for example this: `Your journey in Eco.`",1,ecopedia text should not be visible in entry one of the previous ecopedia localization updates introduced an issue with ecopedia entries the summary for the tooltip now shows up in the entry this text should not be visible anything that starts with should not be visible in ecopedia for example this your journey in eco ,1 559319,16555674005.0,IssuesEvent,2021-05-28 13:42:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Add internal support for hiding users from the client,Category: Tech Priority: Medium Squad: Pumpkin,This is needed to solve https://github.com/StrangeLoopGames/EcoIssues/issues/21791. This issue is a lot deeper rooted and is needed to hide other internal API users not just RCON.,1.0,Add internal support for hiding users from the client - This is needed to solve https://github.com/StrangeLoopGames/EcoIssues/issues/21791. This issue is a lot deeper rooted and is needed to hide other internal API users not just RCON.,1,add internal support for hiding users from the client this is needed to solve this issue is a lot deeper rooted and is needed to hide other internal api users not just rcon ,1 209811,7180117059.0,IssuesEvent,2018-01-31 22:01:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deed Title,Medium Priority,I proposed a law referencing a deed/area. Afterward changing the deed title crashed the server ( 6.4.2 ),1.0,Deed Title - I proposed a law referencing a deed/area. Afterward changing the deed title crashed the server ( 6.4.2 ),1,deed title i proposed a law referencing a deed area afterward changing the deed title crashed the server ,1 282951,8712221886.0,IssuesEvent,2018-12-06 21:33:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crash while joining game via steam chat,Fixed Medium Priority,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** Join a game via steam chat **Expected behavior:** Connected to my friends game **Actual behavior:** The following error message popped up: ``` Connection Failed Caught exception: Caught exception invoking RPC Authorize on Client! De objectverwijzing is niet op een exemplaar van een object ingesteld. Stack: bij Eco.Plugins.Networking.Clients.Client.Authorize(LoginSession sessionInfo, String version) ```",1.0,"USER ISSUE: Crash while joining game via steam chat - **Version:** 0.7.1.0 beta **Steps to Reproduce:** Join a game via steam chat **Expected behavior:** Connected to my friends game **Actual behavior:** The following error message popped up: ``` Connection Failed Caught exception: Caught exception invoking RPC Authorize on Client! De objectverwijzing is niet op een exemplaar van een object ingesteld. Stack: bij Eco.Plugins.Networking.Clients.Client.Authorize(LoginSession sessionInfo, String version) ```",1,user issue crash while joining game via steam chat version beta steps to reproduce join a game via steam chat expected behavior connected to my friends game actual behavior the following error message popped up connection failed caught exception caught exception invoking rpc authorize on client de objectverwijzing is niet op een exemplaar van een object ingesteld stack bij eco plugins networking clients client authorize loginsession sessioninfo string version ,1 459183,13188072858.0,IssuesEvent,2020-08-13 05:28:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1711] Can make Dirt Road from Dirt Ramp,Category: Gameplay Priority: Medium Status: Fixed,"Step to reproduce: - place several dirt ramps: ![image](https://user-images.githubusercontent.com/45708377/89773800-49f3e580-db0d-11ea-9fde-942bbb31b66e.png) - take road tool and use it on Dirt Ramp (3/4 blocks): ![image](https://user-images.githubusercontent.com/45708377/89773852-6001a600-db0d-11ea-95a4-9c81f66bdc6d.png) - DirtRampA/B/C shouldn't change to Dirt Road. - And I can duplicate Dirt (but really I don't know why) if I pick up last Dirt ramp block (D): ![image](https://user-images.githubusercontent.com/45708377/89774042-c2f33d00-db0d-11ea-87f4-35bb3620e8e5.png) ![image](https://user-images.githubusercontent.com/45708377/89774051-c7b7f100-db0d-11ea-9859-ecab06f721d1.png) ",1.0,"[0.9.0 staging-1711] Can make Dirt Road from Dirt Ramp - Step to reproduce: - place several dirt ramps: ![image](https://user-images.githubusercontent.com/45708377/89773800-49f3e580-db0d-11ea-9fde-942bbb31b66e.png) - take road tool and use it on Dirt Ramp (3/4 blocks): ![image](https://user-images.githubusercontent.com/45708377/89773852-6001a600-db0d-11ea-95a4-9c81f66bdc6d.png) - DirtRampA/B/C shouldn't change to Dirt Road. - And I can duplicate Dirt (but really I don't know why) if I pick up last Dirt ramp block (D): ![image](https://user-images.githubusercontent.com/45708377/89774042-c2f33d00-db0d-11ea-87f4-35bb3620e8e5.png) ![image](https://user-images.githubusercontent.com/45708377/89774051-c7b7f100-db0d-11ea-9859-ecab06f721d1.png) ",1, can make dirt road from dirt ramp step to reproduce place several dirt ramps take road tool and use it on dirt ramp blocks dirtrampa b c shouldn t change to dirt road and i can duplicate dirt but really i don t know why if i pick up last dirt ramp block d ,1 368722,10883724954.0,IssuesEvent,2019-11-18 06:05:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Voice Cluster triggering a lot of RPCs,Fixed Medium Priority,"I'm seeing a lot of RPCs to the client for UpdateVoiceCluster Can you change this to use the view system, syncing the voicecluster with the player (probably on the client). By using the view system, it will only update when it changes and avoid a lot of RPCs which can get costly on a crowded server. ",1.0,"Voice Cluster triggering a lot of RPCs - I'm seeing a lot of RPCs to the client for UpdateVoiceCluster Can you change this to use the view system, syncing the voicecluster with the player (probably on the client). By using the view system, it will only update when it changes and avoid a lot of RPCs which can get costly on a crowded server. ",1,voice cluster triggering a lot of rpcs i m seeing a lot of rpcs to the client for updatevoicecluster can you change this to use the view system syncing the voicecluster with the player probably on the client by using the view system it will only update when it changes and avoid a lot of rpcs which can get costly on a crowded server ,1 552575,16243846639.0,IssuesEvent,2021-05-07 12:44:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Need filter/search for ""Choose Contract Destination"" target picker",Priority: Medium Squad: Mountain Goat Status: Fixed Type: Quality of Life,"It is hard to find the right target for Contract Clause ""Put Item in Container"". There are hundreds of Stockpiles, Chests, Bookshelfs, Steam Trucks and others on our server. It whould be very helpful to get an option to filter the list by type of target (e.g. ""Show only Stockpiles"") and to get an input field for a fulltext search over all existing targets (like the Item selector at the Stores ""Add Item""). Thios ist the view: ![image](https://user-images.githubusercontent.com/22961978/43194078-d5ba6dcc-9001-11e8-985b-2f4e1dec9b79.png) ",1.0,"Need filter/search for ""Choose Contract Destination"" target picker - It is hard to find the right target for Contract Clause ""Put Item in Container"". There are hundreds of Stockpiles, Chests, Bookshelfs, Steam Trucks and others on our server. It whould be very helpful to get an option to filter the list by type of target (e.g. ""Show only Stockpiles"") and to get an input field for a fulltext search over all existing targets (like the Item selector at the Stores ""Add Item""). Thios ist the view: ![image](https://user-images.githubusercontent.com/22961978/43194078-d5ba6dcc-9001-11e8-985b-2f4e1dec9b79.png) ",1,need filter search for choose contract destination target picker it is hard to find the right target for contract clause put item in container there are hundreds of stockpiles chests bookshelfs steam trucks and others on our server it whould be very helpful to get an option to filter the list by type of target e g show only stockpiles and to get an input field for a fulltext search over all existing targets like the item selector at the stores add item thios ist the view ,1 533825,15603648192.0,IssuesEvent,2021-03-19 02:18:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1958] Fishing pole line should break,Category: Gameplay Priority: Medium Type: Quality of Life,"Build: 0.9.3 Staging-1958 ### Issues - The fishing pole tool appears to have a breaking line nature by design. If the line gets at a certain length, the line turns RED which indicates stress on the line and nearing breaking point. However, no matter how far the fishing line goes, it doesn't break. - Furthermore, fishes that took the bait should have a timer. If the timer reaches zero, the fish should be free from the hook of the fishing line. For example, a player caught a fish but the player did not reel the line. The fish should be freed at a certain point in time. Note: - The fish took the bait and the player did not reel the fishing line, the fish should let go of the hook and be free. Occurring a missed opportunity. Video: https://images.zenhubusercontent.com/42199084/fb3c3172-d33b-461e-bff7-6bae125ce41b/2021_03_19_10_04_trim.mp4 Screenshot of fishing line turning RED. ![red.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/341969cf-1b1c-47f5-9567-0b25b56572c7)",1.0,"[0.9.3 Staging-1958] Fishing pole line should break - Build: 0.9.3 Staging-1958 ### Issues - The fishing pole tool appears to have a breaking line nature by design. If the line gets at a certain length, the line turns RED which indicates stress on the line and nearing breaking point. However, no matter how far the fishing line goes, it doesn't break. - Furthermore, fishes that took the bait should have a timer. If the timer reaches zero, the fish should be free from the hook of the fishing line. For example, a player caught a fish but the player did not reel the line. The fish should be freed at a certain point in time. Note: - The fish took the bait and the player did not reel the fishing line, the fish should let go of the hook and be free. Occurring a missed opportunity. Video: https://images.zenhubusercontent.com/42199084/fb3c3172-d33b-461e-bff7-6bae125ce41b/2021_03_19_10_04_trim.mp4 Screenshot of fishing line turning RED. ![red.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/341969cf-1b1c-47f5-9567-0b25b56572c7)",1, fishing pole line should break build staging issues the fishing pole tool appears to have a breaking line nature by design if the line gets at a certain length the line turns red which indicates stress on the line and nearing breaking point however no matter how far the fishing line goes it doesn t break furthermore fishes that took the bait should have a timer if the timer reaches zero the fish should be free from the hook of the fishing line for example a player caught a fish but the player did not reel the line the fish should be freed at a certain point in time note the fish took the bait and the player did not reel the fishing line the fish should let go of the hook and be free occurring a missed opportunity video screenshot of fishing line turning red ,1 551962,16191989808.0,IssuesEvent,2021-05-04 09:46:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 release-139] Wrong property highlight when place Starter Camp,Category: Gameplay Priority: Medium Squad: Otter,"Step to reproduce: - select Starteer Camp on Toolbar. - rotate it on 180 degrees (press Q or R 2 times) and place like here: ![image](https://user-images.githubusercontent.com/45708377/105345605-82880700-5bf5-11eb-83e7-b87f03d1921a.png) - but when you will place it will move property to right: ![image](https://user-images.githubusercontent.com/45708377/105345733-a9ded400-5bf5-11eb-97f9-c23243d9d30a.png) - The problem is that my tiny stockpile is now not on my property and isn't linked to my campsite. The newbie can have problem with it - we don't have tutorial how to link stockpile, someone can steal his stockpile. It also just confuses players. ",1.0,"[0.9.2 release-139] Wrong property highlight when place Starter Camp - Step to reproduce: - select Starteer Camp on Toolbar. - rotate it on 180 degrees (press Q or R 2 times) and place like here: ![image](https://user-images.githubusercontent.com/45708377/105345605-82880700-5bf5-11eb-83e7-b87f03d1921a.png) - but when you will place it will move property to right: ![image](https://user-images.githubusercontent.com/45708377/105345733-a9ded400-5bf5-11eb-97f9-c23243d9d30a.png) - The problem is that my tiny stockpile is now not on my property and isn't linked to my campsite. The newbie can have problem with it - we don't have tutorial how to link stockpile, someone can steal his stockpile. It also just confuses players. ",1, wrong property highlight when place starter camp step to reproduce select starteer camp on toolbar rotate it on degrees press q or r times and place like here but when you will place it will move property to right the problem is that my tiny stockpile is now not on my property and isn t linked to my campsite the newbie can have problem with it we don t have tutorial how to link stockpile someone can steal his stockpile it also just confuses players ,1 525386,15252182735.0,IssuesEvent,2021-02-20 01:51:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Review CW world save api,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"`you mean Save World time? Or occupied storage? For storage you have API which will return all storages with sizes /api/instance/storage/all?region=sfo2 Save frequency determined by Storage.eco config and it is something like 10 minutes.`",1.0,"Review CW world save api - `you mean Save World time? Or occupied storage? For storage you have API which will return all storages with sizes /api/instance/storage/all?region=sfo2 Save frequency determined by Storage.eco config and it is something like 10 minutes.`",1,review cw world save api you mean save world time or occupied storage for storage you have api which will return all storages with sizes api instance storage all region save frequency determined by storage eco config and it is something like minutes ,1 309365,9473874759.0,IssuesEvent,2019-04-19 04:28:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.8.1.0] The excavator consumes a lot of fuel at the time of digging,Medium Priority QA,"The counter jumps at the time of digging When the video started the fuel was enough for 32min 50s. When the video is over - 27min 4s. Video length 41s. https://drive.google.com/file/d/16iDHjfyKTli1h8X34YybTFdR9_ajqR-O/view?usp=sharing",1.0,"[0.8.1.0] The excavator consumes a lot of fuel at the time of digging - The counter jumps at the time of digging When the video started the fuel was enough for 32min 50s. When the video is over - 27min 4s. Video length 41s. https://drive.google.com/file/d/16iDHjfyKTli1h8X34YybTFdR9_ajqR-O/view?usp=sharing",1, the excavator consumes a lot of fuel at the time of digging the counter jumps at the time of digging when the video started the fuel was enough for when the video is over video length ,1 282234,8704621557.0,IssuesEvent,2018-12-05 19:55:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Carried objects unsmitable,Medium Priority,"Some objects can't be smited with the admin tool, these seem to be the carried objects such as rocks. ",1.0,"Carried objects unsmitable - Some objects can't be smited with the admin tool, these seem to be the carried objects such as rocks. ",1,carried objects unsmitable some objects can t be smited with the admin tool these seem to be the carried objects such as rocks ,1 407645,11935120348.0,IssuesEvent,2020-04-02 08:00:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Harvest contract doesn't require to put items into a storage,Priority: Medium QA Status: Fixed Status: Reopen,"Contract tells me to harvest a palm and deposit it in stockpile X. I harvest the palm, contract does not update in any way telling me to pick it up and bring it to the stockpile, instead i can just finish the contract and get my reward - all i did was to cut the tree and let it lie around. (I actually never really noticed before, that the contracts are actually supposed to make you deliver the harvested goods somewhere, i'm ashamed)",1.0,"Harvest contract doesn't require to put items into a storage - Contract tells me to harvest a palm and deposit it in stockpile X. I harvest the palm, contract does not update in any way telling me to pick it up and bring it to the stockpile, instead i can just finish the contract and get my reward - all i did was to cut the tree and let it lie around. (I actually never really noticed before, that the contracts are actually supposed to make you deliver the harvested goods somewhere, i'm ashamed)",1,harvest contract doesn t require to put items into a storage contract tells me to harvest a palm and deposit it in stockpile x i harvest the palm contract does not update in any way telling me to pick it up and bring it to the stockpile instead i can just finish the contract and get my reward all i did was to cut the tree and let it lie around i actually never really noticed before that the contracts are actually supposed to make you deliver the harvested goods somewhere i m ashamed ,1 392369,11590579468.0,IssuesEvent,2020-02-24 07:12:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Drill feedback,Priority: Medium Status: Fixed,"- [x] When clicking mouse button for drill, drill dialog appears, disappears, then fades in: ![anim](https://user-images.githubusercontent.com/3536496/66778887-caac6b80-ee81-11e9-9584-1c44ccb32be6.gif) - [x] Drilling happens to fast. By the time the dialog has opened, I've already drilled through serveral layers. Make a delay when you initially start drilling of several seconds, then make it much slower to drill (it currently drills 5 meters within a second or 2, that should take 5x as long) - [x] Drilling should consume calories for each depth you go to - [x] If I stop drilling and then continue, it should continue at the depth I last left it at (and make sure that tapping left mouse doesnt speed it up/slow it down more than clicking and holding would) - [x] Drill should be mounted to the side of the screen rather than a draggable window. Work with Milenko to get a UI design for this. - [x] Make the camera look to the drill when starting, but then you can give back screen lock. - [x] Change the drill animation so it doesnt keep pulling the drill in and out while drilling. It should just be held steady. - [x] Add sounds to the drill, work with Leonard to get them. ",1.0,"Drill feedback - - [x] When clicking mouse button for drill, drill dialog appears, disappears, then fades in: ![anim](https://user-images.githubusercontent.com/3536496/66778887-caac6b80-ee81-11e9-9584-1c44ccb32be6.gif) - [x] Drilling happens to fast. By the time the dialog has opened, I've already drilled through serveral layers. Make a delay when you initially start drilling of several seconds, then make it much slower to drill (it currently drills 5 meters within a second or 2, that should take 5x as long) - [x] Drilling should consume calories for each depth you go to - [x] If I stop drilling and then continue, it should continue at the depth I last left it at (and make sure that tapping left mouse doesnt speed it up/slow it down more than clicking and holding would) - [x] Drill should be mounted to the side of the screen rather than a draggable window. Work with Milenko to get a UI design for this. - [x] Make the camera look to the drill when starting, but then you can give back screen lock. - [x] Change the drill animation so it doesnt keep pulling the drill in and out while drilling. It should just be held steady. - [x] Add sounds to the drill, work with Leonard to get them. ",1,drill feedback when clicking mouse button for drill drill dialog appears disappears then fades in drilling happens to fast by the time the dialog has opened i ve already drilled through serveral layers make a delay when you initially start drilling of several seconds then make it much slower to drill it currently drills meters within a second or that should take as long drilling should consume calories for each depth you go to if i stop drilling and then continue it should continue at the depth i last left it at and make sure that tapping left mouse doesnt speed it up slow it down more than clicking and holding would drill should be mounted to the side of the screen rather than a draggable window work with milenko to get a ui design for this make the camera look to the drill when starting but then you can give back screen lock change the drill animation so it doesnt keep pulling the drill in and out while drilling it should just be held steady add sounds to the drill work with leonard to get them ,1 561766,16623515468.0,IssuesEvent,2021-06-03 06:35:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-2005] 'Specialties to show' UI show wrong information,Category: UI Priority: Medium Regression Squad: Wild Turkey Type: Bug,"Step to reproduce: - create fresh world, connect to it. - learn 1 specialty: ![image](https://user-images.githubusercontent.com/45708377/120597758-1e503c00-c44e-11eb-942a-00d8f56a1cb2.png) - check information in tooltip and skill UI: ![image](https://user-images.githubusercontent.com/45708377/120597932-55265200-c44e-11eb-8478-451f337b3d1f.png) - learn second specialty and check info again: ![image](https://user-images.githubusercontent.com/45708377/120598025-7129f380-c44e-11eb-9c98-6e00bcc68a8d.png) So you can see that my character level was down. available specialties are negative at all. Character level should be still 3, Specialties available should be 1. Compate to 0.9.3.5: ![image](https://user-images.githubusercontent.com/45708377/120596998-22c82500-c44d-11eb-83e1-268f31c88367.png) ",1.0,"[0.9.4 staging-2005] 'Specialties to show' UI show wrong information - Step to reproduce: - create fresh world, connect to it. - learn 1 specialty: ![image](https://user-images.githubusercontent.com/45708377/120597758-1e503c00-c44e-11eb-942a-00d8f56a1cb2.png) - check information in tooltip and skill UI: ![image](https://user-images.githubusercontent.com/45708377/120597932-55265200-c44e-11eb-8478-451f337b3d1f.png) - learn second specialty and check info again: ![image](https://user-images.githubusercontent.com/45708377/120598025-7129f380-c44e-11eb-9c98-6e00bcc68a8d.png) So you can see that my character level was down. available specialties are negative at all. Character level should be still 3, Specialties available should be 1. Compate to 0.9.3.5: ![image](https://user-images.githubusercontent.com/45708377/120596998-22c82500-c44d-11eb-83e1-268f31c88367.png) ",1, specialties to show ui show wrong information step to reproduce create fresh world connect to it learn specialty check information in tooltip and skill ui learn second specialty and check info again so you can see that my character level was down available specialties are negative at all character level should be still specialties available should be compate to ,1 322718,9822185204.0,IssuesEvent,2019-06-14 09:10:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-1001] Can't stack same items,Medium Priority Regression Staging,"Step to reproduce: - have two ore more same items. ![image](https://user-images.githubusercontent.com/45708377/59497804-ce60bf00-8e9c-11e9-9edb-b4c65724f95c.png) - split items with Shift ![image](https://user-images.githubusercontent.com/45708377/59497820-d456a000-8e9c-11e9-8d5f-cbfd6f06924b.png) ![image](https://user-images.githubusercontent.com/45708377/59497828-dae51780-8e9c-11e9-92d2-b99fc69511ce.png) - try to unite items ![2019 06 14 Can't stack same items](https://user-images.githubusercontent.com/45708377/59498088-5e9f0400-8e9d-11e9-8606-d60828a89cd0.gif) - you can't. Only drag items in another storage with Shift fixes it.",1.0,"[0.8.2.0 staging-1001] Can't stack same items - Step to reproduce: - have two ore more same items. ![image](https://user-images.githubusercontent.com/45708377/59497804-ce60bf00-8e9c-11e9-9edb-b4c65724f95c.png) - split items with Shift ![image](https://user-images.githubusercontent.com/45708377/59497820-d456a000-8e9c-11e9-8d5f-cbfd6f06924b.png) ![image](https://user-images.githubusercontent.com/45708377/59497828-dae51780-8e9c-11e9-92d2-b99fc69511ce.png) - try to unite items ![2019 06 14 Can't stack same items](https://user-images.githubusercontent.com/45708377/59498088-5e9f0400-8e9d-11e9-8606-d60828a89cd0.gif) - you can't. Only drag items in another storage with Shift fixes it.",1, can t stack same items step to reproduce have two ore more same items split items with shift try to unite items you can t only drag items in another storage with shift fixes it ,1 249024,7948707369.0,IssuesEvent,2018-07-11 09:00:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Steam Thinks Eco is still running even after game is closed,Medium Priority Steam Report,after i close the game by closing it through the quit game button or by force closing it outside the game steam always thinks its running still i have checked task manager the game isnt running anymore yet steam still thinks it is the only temporary fix i have found is to reset steam and then it says its closed,1.0,Steam Thinks Eco is still running even after game is closed - after i close the game by closing it through the quit game button or by force closing it outside the game steam always thinks its running still i have checked task manager the game isnt running anymore yet steam still thinks it is the only temporary fix i have found is to reset steam and then it says its closed,1,steam thinks eco is still running even after game is closed after i close the game by closing it through the quit game button or by force closing it outside the game steam always thinks its running still i have checked task manager the game isnt running anymore yet steam still thinks it is the only temporary fix i have found is to reset steam and then it says its closed,1 656529,21766798517.0,IssuesEvent,2022-05-13 03:31:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 beta staging-1966] /test interactobjects disconnect clients ,Priority: Medium Type: Bug Category: Gameplay,"Server error log ``` [13:14:54.434] [25] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.IntegrationTests.Framework.Helpers.Log(Exception e, Type t, String msg) at Eco.IntegrationTests.Tests.TestWorldObjectPlacement.InteractObjects(User user) ```",1.0,"[0.9.3.0 beta staging-1966] /test interactobjects disconnect clients - Server error log ``` [13:14:54.434] [25] [Error] [Eco] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatCommandService.<>c__DisplayClass12_0.b__1() at Eco.Core.Utils.Async.TaskUtils.<>c__DisplayClass2_0.b__0() System.NullReferenceException: Object reference not set to an instance of an object. at Eco.IntegrationTests.Framework.Helpers.Log(Exception e, Type t, String msg) at Eco.IntegrationTests.Tests.TestWorldObjectPlacement.InteractObjects(User user) ```",1, test interactobjects disconnect clients server error log system reflection targetinvocationexception exception has been thrown by the target of an invocation at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor boolean wrapexceptions at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at eco gameplay systems chat chatcommandservice c b at eco core utils async taskutils c b system nullreferenceexception object reference not set to an instance of an object at eco integrationtests framework helpers log exception e type t string msg at eco integrationtests tests testworldobjectplacement interactobjects user user ,1 288510,8848003278.0,IssuesEvent,2019-01-08 04:43:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.3]Bug with cutting down trees,Medium Priority,"Neon Green ran into this issue with trees disappearing as you cut them down while spamming e. https://youtube.com/watch?v=vgnUurTGhcA&feature=youtu.be They seem to occasionally reappear when the world reloads.",1.0,"[7.6.3]Bug with cutting down trees - Neon Green ran into this issue with trees disappearing as you cut them down while spamming e. https://youtube.com/watch?v=vgnUurTGhcA&feature=youtu.be They seem to occasionally reappear when the world reloads.",1, bug with cutting down trees neon green ran into this issue with trees disappearing as you cut them down while spamming e they seem to occasionally reappear when the world reloads ,1 402999,11834096547.0,IssuesEvent,2020-03-23 08:13:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0 Pump Jack Crafttime,Priority: Medium Status: Fixed,"The oil field has too much inclusion in the time for petroleum You can craft it with 2 Sec with best Field. And when you change it to 3 Miniten normal you have 6 Ses in best Field all wihtout Modules",1.0,"9.0 Pump Jack Crafttime - The oil field has too much inclusion in the time for petroleum You can craft it with 2 Sec with best Field. And when you change it to 3 Miniten normal you have 6 Ses in best Field all wihtout Modules",1, pump jack crafttime the oil field has too much inclusion in the time for petroleum you can craft it with sec with best field and when you change it to miniten normal you have ses in best field all wihtout modules,1 502986,14576837904.0,IssuesEvent,2020-12-18 00:27:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Past Elections for Districts have no map,Category: Elections Website Priority: Medium,"![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/98189abd-4795-464c-ba1f-35f72ebc4639) Should include map of edited distrct. same map you see when election is live (not previous)",1.0,"Past Elections for Districts have no map - ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/98189abd-4795-464c-ba1f-35f72ebc4639) Should include map of edited distrct. same map you see when election is live (not previous)",1,past elections for districts have no map should include map of edited distrct same map you see when election is live not previous ,1 441098,12707930686.0,IssuesEvent,2020-06-23 09:41:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Every 10 minutes server upload spike,Priority: Medium Status: Fixed Status: Investigate,"I'm running a server at home. Version 0.8.3.3 Every 10 minutes the upload speed of the server spikes. The other values are pretty much constant at low values. Disk, CPU and memory usage are also constant and in normal range. I found similar issues, but those were about CPU spikes. Though they also happened every 10 minutes, so they could be related. I have tried to change the UPnP setting I found recommended but that didn't help. Also changing the auto-save and backup interval didn't help. I did notice that the fan in my PC slows down when it happens. I have also tried to run it on another computer, but the same issue remains. For players the result is lag and when it hits the cap of my ISP even disconnects. The other 9 minutes it runs fine. It's just that spike in the 10th minute. I've added screens of the network tab and of my resource manager. These were taken from my work PC where I have it running now, but it's basically the same on the dedicated PC. The dedicated PC runs the server from SSD, my work PC runs it from my NAS. The timeline is with the UPnP setting disabled, when enabled the time it takes to go back to normal is shorter, but the peak is higher. Hope this is enough info and that there is a solution or workaround for this. ![Normal](https://user-images.githubusercontent.com/43097909/75635996-1b4b1800-5c1b-11ea-91b7-1faa624965d0.jpg) ![Spike](https://user-images.githubusercontent.com/43097909/75635997-1be3ae80-5c1b-11ea-9dbf-e7954c5a661c.jpg) ![Spike time](https://user-images.githubusercontent.com/43097909/75635998-1be3ae80-5c1b-11ea-9659-292a1b70ca87.jpg) ",1.0,"Every 10 minutes server upload spike - I'm running a server at home. Version 0.8.3.3 Every 10 minutes the upload speed of the server spikes. The other values are pretty much constant at low values. Disk, CPU and memory usage are also constant and in normal range. I found similar issues, but those were about CPU spikes. Though they also happened every 10 minutes, so they could be related. I have tried to change the UPnP setting I found recommended but that didn't help. Also changing the auto-save and backup interval didn't help. I did notice that the fan in my PC slows down when it happens. I have also tried to run it on another computer, but the same issue remains. For players the result is lag and when it hits the cap of my ISP even disconnects. The other 9 minutes it runs fine. It's just that spike in the 10th minute. I've added screens of the network tab and of my resource manager. These were taken from my work PC where I have it running now, but it's basically the same on the dedicated PC. The dedicated PC runs the server from SSD, my work PC runs it from my NAS. The timeline is with the UPnP setting disabled, when enabled the time it takes to go back to normal is shorter, but the peak is higher. Hope this is enough info and that there is a solution or workaround for this. ![Normal](https://user-images.githubusercontent.com/43097909/75635996-1b4b1800-5c1b-11ea-91b7-1faa624965d0.jpg) ![Spike](https://user-images.githubusercontent.com/43097909/75635997-1be3ae80-5c1b-11ea-9dbf-e7954c5a661c.jpg) ![Spike time](https://user-images.githubusercontent.com/43097909/75635998-1be3ae80-5c1b-11ea-9659-292a1b70ca87.jpg) ",1,every minutes server upload spike i m running a server at home version every minutes the upload speed of the server spikes the other values are pretty much constant at low values disk cpu and memory usage are also constant and in normal range i found similar issues but those were about cpu spikes though they also happened every minutes so they could be related i have tried to change the upnp setting i found recommended but that didn t help also changing the auto save and backup interval didn t help i did notice that the fan in my pc slows down when it happens i have also tried to run it on another computer but the same issue remains for players the result is lag and when it hits the cap of my isp even disconnects the other minutes it runs fine it s just that spike in the minute i ve added screens of the network tab and of my resource manager these were taken from my work pc where i have it running now but it s basically the same on the dedicated pc the dedicated pc runs the server from ssd my work pc runs it from my nas the timeline is with the upnp setting disabled when enabled the time it takes to go back to normal is shorter but the peak is higher hope this is enough info and that there is a solution or workaround for this ,1 205560,7103194120.0,IssuesEvent,2018-01-16 03:14:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Can't unlearn skills, only specialties",Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34970138-784b64d6-fa27-11e7-9eb8-1f46d8ec4ed1.png) I can unlearn the specialties, but there is no way fro me to unlearn the skills from the right panel",1.0,"Can't unlearn skills, only specialties - ![image](https://user-images.githubusercontent.com/6262198/34970138-784b64d6-fa27-11e7-9eb8-1f46d8ec4ed1.png) I can unlearn the specialties, but there is no way fro me to unlearn the skills from the right panel",1,can t unlearn skills only specialties i can unlearn the specialties but there is no way fro me to unlearn the skills from the right panel,1 307137,9414221298.0,IssuesEvent,2019-04-10 09:38:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allow some objects to be set on tables,Feature Medium Priority,"**Version:** 0.7.7.2 beta And cannot be used on table, as working decor. ![default](https://user-images.githubusercontent.com/4980243/46964464-ce5fb380-d0b0-11e8-9f00-65beadc6b85e.png) ",1.0,"Allow some objects to be set on tables - **Version:** 0.7.7.2 beta And cannot be used on table, as working decor. ![default](https://user-images.githubusercontent.com/4980243/46964464-ce5fb380-d0b0-11e8-9f00-65beadc6b85e.png) ",1,allow some objects to be set on tables version beta and cannot be used on table as working decor ,1 327973,9984171014.0,IssuesEvent,2019-07-10 14:00:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fps not capping at 60 / using VSync,Medium Priority Not reproduced,"**Changed number to 60, restarted game and it still is at over 100 FPS -- Steam client FPS counter, matches the Ingame FPS counter, so there is no variations between the 2 which could differ the results.** ![untitled](https://user-images.githubusercontent.com/38164448/50020246-4e30ce00-ffcd-11e8-9132-39679dfcf2a2.png) ",1.0,"Fps not capping at 60 / using VSync - **Changed number to 60, restarted game and it still is at over 100 FPS -- Steam client FPS counter, matches the Ingame FPS counter, so there is no variations between the 2 which could differ the results.** ![untitled](https://user-images.githubusercontent.com/38164448/50020246-4e30ce00-ffcd-11e8-9132-39679dfcf2a2.png) ",1,fps not capping at using vsync changed number to restarted game and it still is at over fps steam client fps counter matches the ingame fps counter so there is no variations between the which could differ the results ,1 426011,12365778198.0,IssuesEvent,2020-05-18 09:22:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1548] InvalidOperationException during saving world,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"Step to reproduce: - generate new world in one language (in my case it was russian) - when server will started, change language to another (spanish). To full switch language you need to restart server. Ctrl+C in command line. Dump: ``` Exception: InvalidOperationException Message:Invoke or BeginInvoke cannot be called on a control until the window handle has been created. Source:System.Windows.Forms System.InvalidOperationException: Invoke or BeginInvoke cannot be called on a control until the window handle has been created. at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous) at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args) at Eco.Server.Startup.StopAsync() at Eco.Server.Startup.RunAsync(IHostApplicationLifetime applicationLifetime) at Microsoft.Extensions.Hosting.Internal.Host.StopAsync(CancellationToken cancellationToken) ``` I tried to switch with other languages. Every time I have this exception. I can load save files, but I have a little timeback.",1.0,"[0.9.0 staging-1548] InvalidOperationException during saving world - Step to reproduce: - generate new world in one language (in my case it was russian) - when server will started, change language to another (spanish). To full switch language you need to restart server. Ctrl+C in command line. Dump: ``` Exception: InvalidOperationException Message:Invoke or BeginInvoke cannot be called on a control until the window handle has been created. Source:System.Windows.Forms System.InvalidOperationException: Invoke or BeginInvoke cannot be called on a control until the window handle has been created. at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous) at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args) at Eco.Server.Startup.StopAsync() at Eco.Server.Startup.RunAsync(IHostApplicationLifetime applicationLifetime) at Microsoft.Extensions.Hosting.Internal.Host.StopAsync(CancellationToken cancellationToken) ``` I tried to switch with other languages. Every time I have this exception. I can load save files, but I have a little timeback.",1, invalidoperationexception during saving world step to reproduce generate new world in one language in my case it was russian when server will started change language to another spanish to full switch language you need to restart server ctrl c in command line dump exception invalidoperationexception message invoke or begininvoke cannot be called on a control until the window handle has been created source system windows forms system invalidoperationexception invoke or begininvoke cannot be called on a control until the window handle has been created at system windows forms control marshaledinvoke control caller delegate method object args boolean synchronous at system windows forms control invoke delegate method object args at eco server startup stopasync at eco server startup runasync ihostapplicationlifetime applicationlifetime at microsoft extensions hosting internal host stopasync cancellationtoken cancellationtoken i tried to switch with other languages every time i have this exception i can load save files but i have a little timeback ,1 417720,12178140416.0,IssuesEvent,2020-04-28 08:31:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Shovel is put in the cart when carried dirt cannot be placed in cart anymore due to being full,Priority: Medium Status: Fixed Week Task,https://media.discordapp.net/attachments/680068515658596364/682538395741847565/unknown.png?width=960&height=270,1.0,Shovel is put in the cart when carried dirt cannot be placed in cart anymore due to being full - https://media.discordapp.net/attachments/680068515658596364/682538395741847565/unknown.png?width=960&height=270,1,shovel is put in the cart when carried dirt cannot be placed in cart anymore due to being full ,1 249082,7953754244.0,IssuesEvent,2018-07-12 03:36:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Can't connect to server on LAN, but can connect via WAN",Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Run eco server on LAN 2. Connect user A on PC A within LAN 3. Disconnect user A on PC A 4. Connect user B (different steam login) on PC A 5. Try to connect user A on PC B within LAN **Expected behavior:** Connected user A on PC B. Other users on LAN currently on the server have no problems connecting or playing. **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1.0,"USER ISSUE: Can't connect to server on LAN, but can connect via WAN - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Run eco server on LAN 2. Connect user A on PC A within LAN 3. Disconnect user A on PC A 4. Connect user B (different steam login) on PC A 5. Try to connect user A on PC B within LAN **Expected behavior:** Connected user A on PC B. Other users on LAN currently on the server have no problems connecting or playing. **Actual behavior:** The following error message popped up: ``` Connection Failed ```",1,user issue can t connect to server on lan but can connect via wan version beta steps to reproduce run eco server on lan connect user a on pc a within lan disconnect user a on pc a connect user b different steam login on pc a try to connect user a on pc b within lan expected behavior connected user a on pc b other users on lan currently on the server have no problems connecting or playing actual behavior the following error message popped up connection failed ,1 422056,12265669689.0,IssuesEvent,2020-05-07 07:36:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1541] Sometimes I can't join to server after connection interrupt,Priority: Medium,"Step to reproduce: - start game. Join to server - disconnect: - press continue button and start to interrupt connection (press ESC during connection). After some interruptions I can't join to server https://drive.google.com/file/d/1bV3qwNyUKtu6sJ2giFGhknI_RG5a2uyg/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4591352/Player.log) When I first encountered this bug, I had another error in the log. But I can't reproduce it. But before that I checked interrupts too: [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4591400/Player-prev.log) ",1.0,"[0.9.0 staging-1541] Sometimes I can't join to server after connection interrupt - Step to reproduce: - start game. Join to server - disconnect: - press continue button and start to interrupt connection (press ESC during connection). After some interruptions I can't join to server https://drive.google.com/file/d/1bV3qwNyUKtu6sJ2giFGhknI_RG5a2uyg/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4591352/Player.log) When I first encountered this bug, I had another error in the log. But I can't reproduce it. But before that I checked interrupts too: [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4591400/Player-prev.log) ",1, sometimes i can t join to server after connection interrupt step to reproduce start game join to server disconnect press continue button and start to interrupt connection press esc during connection after some interruptions i can t join to server when i first encountered this bug i had another error in the log but i can t reproduce it but before that i checked interrupts too ,1 710623,24425818427.0,IssuesEvent,2022-10-06 02:31:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.3 1966 - District map shows 0 plots,Priority: Medium Type: Bug Category: UI,"Zoning map which has plenty of plots shows as 0 plots. Have restarted client, also /civics ticknow incase it takes a while to update. District has around 2k plots in it. ![image](https://user-images.githubusercontent.com/61889138/112759063-3ab4a000-8fe9-11eb-98f9-5fe7ede85b3d.png) ",1.0,"9.3 1966 - District map shows 0 plots - Zoning map which has plenty of plots shows as 0 plots. Have restarted client, also /civics ticknow incase it takes a while to update. District has around 2k plots in it. ![image](https://user-images.githubusercontent.com/61889138/112759063-3ab4a000-8fe9-11eb-98f9-5fe7ede85b3d.png) ",1, district map shows plots zoning map which has plenty of plots shows as plots have restarted client also civics ticknow incase it takes a while to update district has around plots in it ,1 403674,11844694618.0,IssuesEvent,2020-03-24 06:33:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.0 staging-1477] Add ""reset button"" for objects with persistent data.",Priority: Medium,"So we should have some problem (for example with store #15282) when you add to another player you object with persistent data. And we should have button which will reset this objects to default. This will be like a fallback. If something broke during the migration or just broke, then the Player can always reset it and start over. Instead of throwing out object and crafting a new one. ",1.0,"[0.9.0 staging-1477] Add ""reset button"" for objects with persistent data. - So we should have some problem (for example with store #15282) when you add to another player you object with persistent data. And we should have button which will reset this objects to default. This will be like a fallback. If something broke during the migration or just broke, then the Player can always reset it and start over. Instead of throwing out object and crafting a new one. ",1, add reset button for objects with persistent data so we should have some problem for example with store when you add to another player you object with persistent data and we should have button which will reset this objects to default this will be like a fallback if something broke during the migration or just broke then the player can always reset it and start over instead of throwing out object and crafting a new one ,1 565482,16762308494.0,IssuesEvent,2021-06-14 01:35:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[Accounts] Registering a new user after getting the gamekey does not automatically give the new user the game,Category: Accounts Category: Web Priority: Medium Squad: Lattice Mushroom,"Reproduce: 1. Create a gamekey 2. Use it at http://play.eco/game/key/GAMEKEY 3. Select the option to register a new user 4. Register new user 5. Don't receive the game Note: By doing step 1 after registering a new user does not automatically give the beta icon.",1.0,"[Accounts] Registering a new user after getting the gamekey does not automatically give the new user the game - Reproduce: 1. Create a gamekey 2. Use it at http://play.eco/game/key/GAMEKEY 3. Select the option to register a new user 4. Register new user 5. Don't receive the game Note: By doing step 1 after registering a new user does not automatically give the beta icon.",1, registering a new user after getting the gamekey does not automatically give the new user the game reproduce create a gamekey use it at select the option to register a new user register new user don t receive the game note by doing step after registering a new user does not automatically give the beta icon ,1 378645,11205809309.0,IssuesEvent,2020-01-05 16:45:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1250] Important notifications glitches,Fixed Medium Priority,"1. I should have notification about my admin status (when Im on my own server) with first login. But usually it appears with some other notification, Like after notification about constitution ratification And there are two of them ![bandicam 2019-11-15 09-59-04-263](https://user-images.githubusercontent.com/27898520/68934297-43238680-07b8-11ea-8f7d-689b5c747750.jpg) 2. Also duplication was seen in work tab with contracts. ![bandicam 2019-11-14 15-18-17-648](https://user-images.githubusercontent.com/27898520/68934618-ccd35400-07b8-11ea-96de-3f5caaa329c7.jpg) ",1.0,"[0.9.0 staging-1250] Important notifications glitches - 1. I should have notification about my admin status (when Im on my own server) with first login. But usually it appears with some other notification, Like after notification about constitution ratification And there are two of them ![bandicam 2019-11-15 09-59-04-263](https://user-images.githubusercontent.com/27898520/68934297-43238680-07b8-11ea-8f7d-689b5c747750.jpg) 2. Also duplication was seen in work tab with contracts. ![bandicam 2019-11-14 15-18-17-648](https://user-images.githubusercontent.com/27898520/68934618-ccd35400-07b8-11ea-96de-3f5caaa329c7.jpg) ",1, important notifications glitches i should have notification about my admin status when im on my own server with first login but usually it appears with some other notification like after notification about constitution ratification and there are two of them also duplication was seen in work tab with contracts ,1 374729,11094596288.0,IssuesEvent,2019-12-16 06:50:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wood Cart Deed Description Changes on Server Restart,Medium Priority,"**Version:** 0.7.3.3 beta I left a cart at a user's store since they were logged off on the other side of the world and at the time had their store not in a valid room. Server restart in the morning changed the description text field of the deed. **Steps to Reproduce:** Place Wood Cart on ground, leave it on Malk's property. Restart the server. **Expected behavior:** Description field remains the same name as what it was before server restart. **Actual behavior:** Description changes to say Malk's Wood Cart. ![image](https://user-images.githubusercontent.com/5702579/38774237-e94cc45e-4031-11e8-9c34-719720482486.png) ",1.0,"Wood Cart Deed Description Changes on Server Restart - **Version:** 0.7.3.3 beta I left a cart at a user's store since they were logged off on the other side of the world and at the time had their store not in a valid room. Server restart in the morning changed the description text field of the deed. **Steps to Reproduce:** Place Wood Cart on ground, leave it on Malk's property. Restart the server. **Expected behavior:** Description field remains the same name as what it was before server restart. **Actual behavior:** Description changes to say Malk's Wood Cart. ![image](https://user-images.githubusercontent.com/5702579/38774237-e94cc45e-4031-11e8-9c34-719720482486.png) ",1,wood cart deed description changes on server restart version beta i left a cart at a user s store since they were logged off on the other side of the world and at the time had their store not in a valid room server restart in the morning changed the description text field of the deed steps to reproduce place wood cart on ground leave it on malk s property restart the server expected behavior description field remains the same name as what it was before server restart actual behavior description changes to say malk s wood cart ,1 367134,10840894827.0,IssuesEvent,2019-11-12 09:20:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.9] Tooltip glitch in dropdown list,Fixed Medium Priority QA,"Step to reproduce: - spawn contract board (for example) - start to create new contract - open dropdown list of accounts ![image](https://user-images.githubusercontent.com/45708377/62200144-7ec34d80-b38d-11e9-9a60-a3c48f4aa76e.png) - open tooltip at one account ![image](https://user-images.githubusercontent.com/45708377/62200192-900c5a00-b38d-11e9-8395-d7a6852eb17c.png) - try to scroll it, you can't.",1.0,"[0.8.2.9] Tooltip glitch in dropdown list - Step to reproduce: - spawn contract board (for example) - start to create new contract - open dropdown list of accounts ![image](https://user-images.githubusercontent.com/45708377/62200144-7ec34d80-b38d-11e9-9a60-a3c48f4aa76e.png) - open tooltip at one account ![image](https://user-images.githubusercontent.com/45708377/62200192-900c5a00-b38d-11e9-8395-d7a6852eb17c.png) - try to scroll it, you can't.",1, tooltip glitch in dropdown list step to reproduce spawn contract board for example start to create new contract open dropdown list of accounts open tooltip at one account try to scroll it you can t ,1 711350,24459918977.0,IssuesEvent,2022-10-07 10:09:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Migration issue 9.0.X > 9.2.4 and 9.1.X > 9.2.4 (Old Sea Otter saves),Priority: Medium Type: Bug Category: Tech,"Unable to boot up a copy of Sea Otter Cycle 20 or 21 for testing things, World files are in Dennis' google drive Cycle 20 (9.0.x) (Cycle ended 13th Oct) [log_210210083044.log](https://github.com/StrangeLoopGames/EcoIssues/files/5961460/log_210210083044.log) Cycle 21 (9.1.x) (Cycle Ended 30th Oct) [log_210210082356.log](https://github.com/StrangeLoopGames/EcoIssues/files/5961465/log_210210082356.log) ",1.0,"Migration issue 9.0.X > 9.2.4 and 9.1.X > 9.2.4 (Old Sea Otter saves) - Unable to boot up a copy of Sea Otter Cycle 20 or 21 for testing things, World files are in Dennis' google drive Cycle 20 (9.0.x) (Cycle ended 13th Oct) [log_210210083044.log](https://github.com/StrangeLoopGames/EcoIssues/files/5961460/log_210210083044.log) Cycle 21 (9.1.x) (Cycle Ended 30th Oct) [log_210210082356.log](https://github.com/StrangeLoopGames/EcoIssues/files/5961465/log_210210082356.log) ",1,migration issue x and x old sea otter saves unable to boot up a copy of sea otter cycle or for testing things world files are in dennis google drive cycle x cycle ended oct cycle x cycle ended oct ,1 468335,13465535017.0,IssuesEvent,2020-09-09 21:02:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,cw discount codes bug,Category: Cloud Worlds Priority: Medium,"put discount code in subscription page, its supposed to auto detect it and apply discount. currently nothing happens when you put code into input",1.0,"cw discount codes bug - put discount code in subscription page, its supposed to auto detect it and apply discount. currently nothing happens when you put code into input",1,cw discount codes bug put discount code in subscription page its supposed to auto detect it and apply discount currently nothing happens when you put code into input,1 424798,12323395982.0,IssuesEvent,2020-05-13 12:06:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,not accept english-like word when used localization server,Priority: Medium,"When used localization (non-English) server and use command ""/give"" server not accept english-like items ![изображение](https://user-images.githubusercontent.com/13696708/75567481-adf48700-5a62-11ea-847b-d7bd78210c47.png) When using command: /give MasonryTable Server answer ![изображение](https://user-images.githubusercontent.com/13696708/75567752-15123b80-5a63-11ea-9427-c07554150669.png) ",1.0,"not accept english-like word when used localization server - When used localization (non-English) server and use command ""/give"" server not accept english-like items ![изображение](https://user-images.githubusercontent.com/13696708/75567481-adf48700-5a62-11ea-847b-d7bd78210c47.png) When using command: /give MasonryTable Server answer ![изображение](https://user-images.githubusercontent.com/13696708/75567752-15123b80-5a63-11ea-9427-c07554150669.png) ",1,not accept english like word when used localization server when used localization non english server and use command give server not accept english like items when using command give masonrytable server answer ,1 566010,16778092921.0,IssuesEvent,2021-06-15 01:45:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,better cw pod naming,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"Pod naming needs improvement in relation to region @WeaselDog again, this is cw api task, we dont have a dev for it",1.0,"better cw pod naming - Pod naming needs improvement in relation to region @WeaselDog again, this is cw api task, we dont have a dev for it",1,better cw pod naming pod naming needs improvement in relation to region weaseldog again this is cw api task we dont have a dev for it,1 213180,7246471289.0,IssuesEvent,2018-02-14 21:47:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Broke the Vote system,Medium Priority,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** Add new Law. Type the word ""für"" in **Expected behavior:** Law should work **Actual behavior:** It did break the DB i gues no other votes where exepted. The web browser allway returned the red line wich normaly shows an error but this time its just empty without message",1.0,"USER ISSUE: Broke the Vote system - **Version:** 0.7.1.0 beta **Steps to Reproduce:** Add new Law. Type the word ""für"" in **Expected behavior:** Law should work **Actual behavior:** It did break the DB i gues no other votes where exepted. The web browser allway returned the red line wich normaly shows an error but this time its just empty without message",1,user issue broke the vote system version beta steps to reproduce add new law type the word für in expected behavior law should work actual behavior it did break the db i gues no other votes where exepted the web browser allway returned the red line wich normaly shows an error but this time its just empty without message,1 383103,11350281295.0,IssuesEvent,2020-01-24 08:20:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Self Improvement Speciality - Level 3 -doesn't have description,Priority: Medium,"Self Improvement Speciality - Level 3 - doesn't have description ![2019-02-14_13-40-34](https://user-images.githubusercontent.com/4980243/52778989-51d9e300-3058-11e9-8168-1912903cf66d.png) ",1.0,"Self Improvement Speciality - Level 3 -doesn't have description - Self Improvement Speciality - Level 3 - doesn't have description ![2019-02-14_13-40-34](https://user-images.githubusercontent.com/4980243/52778989-51d9e300-3058-11e9-8168-1912903cf66d.png) ",1,self improvement speciality level doesn t have description self improvement speciality level doesn t have description ,1 586030,17567649854.0,IssuesEvent,2021-08-14 02:53:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,PowerGridComponent.LinkToGrid is very slow,Priority: Medium Category: Optimization,"Noticed a save was loading world objects very slowly... looks like LinkToGrid is iterating through all world objects, would be better to use the quadtree",1.0,"PowerGridComponent.LinkToGrid is very slow - Noticed a save was loading world objects very slowly... looks like LinkToGrid is iterating through all world objects, would be better to use the quadtree",1,powergridcomponent linktogrid is very slow noticed a save was loading world objects very slowly looks like linktogrid is iterating through all world objects would be better to use the quadtree,1 422009,12264845910.0,IssuesEvent,2020-05-07 05:40:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,"0.9 new interface lost ""turn on"" checkbox at any object with enabled\disabled state",Priority: Medium Status: Fixed Status: Reopen Week Task,"0.8 option there ![изображение](https://user-images.githubusercontent.com/4980243/76160523-e7508500-613b-11ea-9767-1afb61c845bf.png) 0.9 no option ![изображение](https://user-images.githubusercontent.com/4980243/76160686-59759980-613d-11ea-93c6-828c4f79a604.png) ",1.0,"0.9 new interface lost ""turn on"" checkbox at any object with enabled\disabled state - 0.8 option there ![изображение](https://user-images.githubusercontent.com/4980243/76160523-e7508500-613b-11ea-9767-1afb61c845bf.png) 0.9 no option ![изображение](https://user-images.githubusercontent.com/4980243/76160686-59759980-613d-11ea-93c6-828c4f79a604.png) ",1, new interface lost turn on checkbox at any object with enabled disabled state option there no option ,1 287840,8821423929.0,IssuesEvent,2019-01-02 01:34:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Some species missing category,Medium Priority,"As i see: Otter, Buttonbush, Pitcher Plant, Waterweed need assign to categories. (And some new incoming in 0.8 too.) ![default](https://user-images.githubusercontent.com/4980243/46556132-62ca5900-c8ee-11e8-86a4-f6e49b2da65a.png)",1.0,"Some species missing category - As i see: Otter, Buttonbush, Pitcher Plant, Waterweed need assign to categories. (And some new incoming in 0.8 too.) ![default](https://user-images.githubusercontent.com/4980243/46556132-62ca5900-c8ee-11e8-86a4-f6e49b2da65a.png)",1,some species missing category as i see otter buttonbush pitcher plant waterweed need assign to categories and some new incoming in too ,1 383152,11351460779.0,IssuesEvent,2020-01-24 11:16:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Fishing,Priority: Medium,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Throw out fishing rod 2. Wait for fish to take the bait **Expected behavior:** the swimmer should dip down to show a fish hat taken the bait **Actual behavior:** the fish starts spinning like a living fidget spinner",1.0,"USER ISSUE: Fishing - **Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Throw out fishing rod 2. Wait for fish to take the bait **Expected behavior:** the swimmer should dip down to show a fish hat taken the bait **Actual behavior:** the fish starts spinning like a living fidget spinner",1,user issue fishing version beta steps to reproduce throw out fishing rod wait for fish to take the bait expected behavior the swimmer should dip down to show a fish hat taken the bait actual behavior the fish starts spinning like a living fidget spinner,1 371637,10975080260.0,IssuesEvent,2019-11-29 10:35:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Districts are sent as expensive array of BSONValues,Fixed Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/69667214-6bc24080-1042-11ea-9108-59066f930bb5.png) They need to be sent like world layers and other 2d arrays, as a block of bytes. ",1.0,"Districts are sent as expensive array of BSONValues - ![image](https://user-images.githubusercontent.com/3536496/69667214-6bc24080-1042-11ea-9108-59066f930bb5.png) They need to be sent like world layers and other 2d arrays, as a block of bytes. ",1,districts are sent as expensive array of bsonvalues they need to be sent like world layers and other arrays as a block of bytes ,1 251696,8025923532.0,IssuesEvent,2018-07-27 00:37:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Steel Pickaxe missing from Mining Efficiency,Medium Priority,"as seen in the pic steel pickaxe is missing from Mining Efficiency ![image](https://user-images.githubusercontent.com/29722757/36337539-c8ad7462-13ec-11e8-9094-066c8aebab4e.png) ",1.0,"Steel Pickaxe missing from Mining Efficiency - as seen in the pic steel pickaxe is missing from Mining Efficiency ![image](https://user-images.githubusercontent.com/29722757/36337539-c8ad7462-13ec-11e8-9094-066c8aebab4e.png) ",1,steel pickaxe missing from mining efficiency as seen in the pic steel pickaxe is missing from mining efficiency ,1 248406,7930124430.0,IssuesEvent,2018-07-06 17:33:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.5.1] server does not save as a part of normal shut down procedures,Medium Priority,"when shutting down normally, the server does not save the world, leading to a rollback in the world as far back as the last automatic save. Saving the world should be a mandatory action during normal shut down procedures for a server.",1.0,"[7.5.1] server does not save as a part of normal shut down procedures - when shutting down normally, the server does not save the world, leading to a rollback in the world as far back as the last automatic save. Saving the world should be a mandatory action during normal shut down procedures for a server.",1, server does not save as a part of normal shut down procedures when shutting down normally the server does not save the world leading to a rollback in the world as far back as the last automatic save saving the world should be a mandatory action during normal shut down procedures for a server ,1 461412,13229868822.0,IssuesEvent,2020-08-18 08:53:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Blocks taking forever to appear after placement,Category: Optimization Priority: Medium,"We had a prediction system previously that would make them appear instantly, something seems to have broken that. I recently changed HammerController to be event driven instead of polling driven, I dont think that had an effect (and changed it back to poll driven temporarily to test) but its worth noting. @Quadbro can you help look into this one? ",1.0,"Blocks taking forever to appear after placement - We had a prediction system previously that would make them appear instantly, something seems to have broken that. I recently changed HammerController to be event driven instead of polling driven, I dont think that had an effect (and changed it back to poll driven temporarily to test) but its worth noting. @Quadbro can you help look into this one? ",1,blocks taking forever to appear after placement we had a prediction system previously that would make them appear instantly something seems to have broken that i recently changed hammercontroller to be event driven instead of polling driven i dont think that had an effect and changed it back to poll driven temporarily to test but its worth noting quadbro can you help look into this one ,1 372931,11030645700.0,IssuesEvent,2019-12-06 16:08:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging] Civics - Title creation condition ""Ineligible Candidates""",Fixed Medium Priority,"I was hoping to have separate elected titles, senators and a president. In order to prevent someone from holding both offices, there should be something like ""Ineligible Candidates"" as a condition for a title. ![Candidates](https://user-images.githubusercontent.com/47330823/70109474-dce49380-1600-11ea-8394-798ee5fd249d.png) ",1.0,"[0.9.0 staging] Civics - Title creation condition ""Ineligible Candidates"" - I was hoping to have separate elected titles, senators and a president. In order to prevent someone from holding both offices, there should be something like ""Ineligible Candidates"" as a condition for a title. ![Candidates](https://user-images.githubusercontent.com/47330823/70109474-dce49380-1600-11ea-8394-798ee5fd249d.png) ",1, civics title creation condition ineligible candidates i was hoping to have separate elected titles senators and a president in order to prevent someone from holding both offices there should be something like ineligible candidates as a condition for a title ,1 383176,11351934421.0,IssuesEvent,2020-01-24 12:27:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"During work order tutorial, exceptions get spammed",Priority: Medium,"This is during the tutorial showing work orders, that popup animation. Its probably using a component erroneously on it. NullReferenceException: Object reference not set to an instance of an object UI.WorkOrderUI.Update () (at Assets/UI/Scripts/ItemOrSlot/WorkOrderUI.cs:47) ",1.0,"During work order tutorial, exceptions get spammed - This is during the tutorial showing work orders, that popup animation. Its probably using a component erroneously on it. NullReferenceException: Object reference not set to an instance of an object UI.WorkOrderUI.Update () (at Assets/UI/Scripts/ItemOrSlot/WorkOrderUI.cs:47) ",1,during work order tutorial exceptions get spammed this is during the tutorial showing work orders that popup animation its probably using a component erroneously on it nullreferenceexception object reference not set to an instance of an object ui workorderui update at assets ui scripts itemorslot workorderui cs ,1 244463,7875299270.0,IssuesEvent,2018-06-25 19:57:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cant reorder linked inventory,Medium Priority,"Version: 0.7.5.0 beta staging-7be2f02c You can't move linked inventory, if they inventory have secondary, pinned inventory. Excavator, SkidSteer, Trucks, etc. They can be moved, bur after release, its jump back. See video. https://youtu.be/LNCpaYhVsKY",1.0,"USER ISSUE: Cant reorder linked inventory - Version: 0.7.5.0 beta staging-7be2f02c You can't move linked inventory, if they inventory have secondary, pinned inventory. Excavator, SkidSteer, Trucks, etc. They can be moved, bur after release, its jump back. See video. https://youtu.be/LNCpaYhVsKY",1,user issue cant reorder linked inventory version beta staging you can t move linked inventory if they inventory have secondary pinned inventory excavator skidsteer trucks etc they can be moved bur after release its jump back see video ,1 231951,7646871391.0,IssuesEvent,2018-05-09 00:26:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: 100% CPU usage on chrome when browing a page with the map,Medium Priority,"If you press L in game, new law, go to the website, create a new district to get the map, then chrome uses all CPU available and the website is very laggy (the map is almost unusable). This bug affects around 5 people on my server (with a total of 20 players asked). I do not have any plugin in chrome, it's a vanilla installation. I have no problem with the map using using firefox.",1.0,"USER ISSUE: 100% CPU usage on chrome when browing a page with the map - If you press L in game, new law, go to the website, create a new district to get the map, then chrome uses all CPU available and the website is very laggy (the map is almost unusable). This bug affects around 5 people on my server (with a total of 20 players asked). I do not have any plugin in chrome, it's a vanilla installation. I have no problem with the map using using firefox.",1,user issue cpu usage on chrome when browing a page with the map if you press l in game new law go to the website create a new district to get the map then chrome uses all cpu available and the website is very laggy the map is almost unusable this bug affects around people on my server with a total of players asked i do not have any plugin in chrome it s a vanilla installation i have no problem with the map using using firefox ,1 249093,7953786995.0,IssuesEvent,2018-07-12 03:49:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[SERVER ISSUE] 7.2.1 crashes every few hours without leaving a dump file,Medium Priority,7.2.1 crashes every few hours without even leaving a dump file. Players report that their progress is lost upon the crash and rolls back to latest backup. No lag or instability before crash was reported.,1.0,[SERVER ISSUE] 7.2.1 crashes every few hours without leaving a dump file - 7.2.1 crashes every few hours without even leaving a dump file. Players report that their progress is lost upon the crash and rolls back to latest backup. No lag or instability before crash was reported.,1, crashes every few hours without leaving a dump file crashes every few hours without even leaving a dump file players report that their progress is lost upon the crash and rolls back to latest backup no lag or instability before crash was reported ,1 327292,9973555873.0,IssuesEvent,2019-07-09 08:37:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.4] Bunchgrass is missing the [Reapable] attribute & cannot be harvested,Medium Priority,"The Bunchgrass class definition lists resources that can be generated by harvesting the plant, but without the [Reapable] attribute, it cannot be scythed in game: ![image](https://user-images.githubusercontent.com/50662839/60344393-cacf4b00-99f9-11e9-8d6c-e997bbe62c0e.png) ![image](https://user-images.githubusercontent.com/50662839/60344404-d3278600-99f9-11e9-8377-fc2b32db5c27.png) This prevents Bunchgrass Seeds from being harvested and re-planted.",1.0,"[0.8.2.4] Bunchgrass is missing the [Reapable] attribute & cannot be harvested - The Bunchgrass class definition lists resources that can be generated by harvesting the plant, but without the [Reapable] attribute, it cannot be scythed in game: ![image](https://user-images.githubusercontent.com/50662839/60344393-cacf4b00-99f9-11e9-8d6c-e997bbe62c0e.png) ![image](https://user-images.githubusercontent.com/50662839/60344404-d3278600-99f9-11e9-8377-fc2b32db5c27.png) This prevents Bunchgrass Seeds from being harvested and re-planted.",1, bunchgrass is missing the attribute cannot be harvested the bunchgrass class definition lists resources that can be generated by harvesting the plant but without the attribute it cannot be scythed in game this prevents bunchgrass seeds from being harvested and re planted ,1 307028,9414128925.0,IssuesEvent,2019-04-10 09:26:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,You can pickup ramp using shovel.,Medium Priority,"But only one ramp, then you cannot select shovel. Accidentally dug ramps... irritate.",1.0,"You can pickup ramp using shovel. - But only one ramp, then you cannot select shovel. Accidentally dug ramps... irritate.",1,you can pickup ramp using shovel but only one ramp then you cannot select shovel accidentally dug ramps irritate ,1 239900,7800127571.0,IssuesEvent,2018-06-09 05:13:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Can't set non-integer prices in shop,Localization Medium Priority,"**Version:** 0.7.1.2 beta Linux **Steps to Reproduce:** 1. Add offer to shop 2. Set price to a decimal number like 1.3 **Expected behavior:** Price should be set to 1.3 **Actual behavior:** Price is set to 13",1.0,"USER ISSUE: Can't set non-integer prices in shop - **Version:** 0.7.1.2 beta Linux **Steps to Reproduce:** 1. Add offer to shop 2. Set price to a decimal number like 1.3 **Expected behavior:** Price should be set to 1.3 **Actual behavior:** Price is set to 13",1,user issue can t set non integer prices in shop version beta linux steps to reproduce add offer to shop set price to a decimal number like expected behavior price should be set to actual behavior price is set to ,1 208772,7158369587.0,IssuesEvent,2018-01-27 00:14:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,atmosphere animator overrides all atmosphere gradients,Medium Priority,this breaks lighting in game and in the title scene,1.0,atmosphere animator overrides all atmosphere gradients - this breaks lighting in game and in the title scene,1,atmosphere animator overrides all atmosphere gradients this breaks lighting in game and in the title scene,1 249129,7953861032.0,IssuesEvent,2018-07-12 04:21:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Invisible Wall?,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** Loaded into game after a crash **Expected behavior:** Allowed me to walk around freely and grab my cart **Actual behavior:** there was a roughly 10 by 10 area which looked like flat ground with my cart on it, but instead the ""ground"" was about 5 blocks higher making me float above it",1.0,"USER ISSUE: Invisible Wall? - **Version:** 0.7.3.1 beta **Steps to Reproduce:** Loaded into game after a crash **Expected behavior:** Allowed me to walk around freely and grab my cart **Actual behavior:** there was a roughly 10 by 10 area which looked like flat ground with my cart on it, but instead the ""ground"" was about 5 blocks higher making me float above it",1,user issue invisible wall version beta steps to reproduce loaded into game after a crash expected behavior allowed me to walk around freely and grab my cart actual behavior there was a roughly by area which looked like flat ground with my cart on it but instead the ground was about blocks higher making me float above it,1 474967,13685195469.0,IssuesEvent,2020-09-30 06:42:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-67] NullReferenceException when a new Oak appears,Category: Tech Priority: Medium,"maybe some other trees too. We had this issue all times when tested it before but now I have 100% steps to reproduce: - place square pot and add acorn,100 in it. I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at TreePart.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ```",1.0,"[0.9.0 develop-67] NullReferenceException when a new Oak appears - maybe some other trees too. We had this issue all times when tested it before but now I have 100% steps to reproduce: - place square pot and add acorn,100 in it. I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at TreePart.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ```",1, nullreferenceexception when a new oak appears maybe some other trees too we had this issue all times when tested it before but now i have steps to reproduce place square pot and add acorn in it i have exception nullreferenceexception object reference not set to an instance of an object at treepart start in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 282636,8709000700.0,IssuesEvent,2018-12-06 12:41:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crash when eating food,Medium Priority,"Ссылка на объект не указывает на экземпляр объекта. (The object reference does not point to an instance of the object.) в Eco.Gameplay.Items.InventoryChangeSet.ModifyStack(ItemStack stack, Int32 delta, Item newItem, Boolean updateComponents) в Eco.Gameplay.Items.ItemStackExtensions.TryModifyStack(ItemStack itemStack, User user, Int32 increment, Func`1 test, Action onSuccess) в Eco.Gameplay.Items.FoodItem.OnUsed(ItemStack itemStack, Player player) в Eco.Gameplay.Items.Inventory.UseStack(ItemStack stack, Player player)",1.0,"Crash when eating food - Ссылка на объект не указывает на экземпляр объекта. (The object reference does not point to an instance of the object.) в Eco.Gameplay.Items.InventoryChangeSet.ModifyStack(ItemStack stack, Int32 delta, Item newItem, Boolean updateComponents) в Eco.Gameplay.Items.ItemStackExtensions.TryModifyStack(ItemStack itemStack, User user, Int32 increment, Func`1 test, Action onSuccess) в Eco.Gameplay.Items.FoodItem.OnUsed(ItemStack itemStack, Player player) в Eco.Gameplay.Items.Inventory.UseStack(ItemStack stack, Player player)",1,crash when eating food ссылка на объект не указывает на экземпляр объекта the object reference does not point to an instance of the object в eco gameplay items inventorychangeset modifystack itemstack stack delta item newitem boolean updatecomponents в eco gameplay items itemstackextensions trymodifystack itemstack itemstack user user increment func test action onsuccess в eco gameplay items fooditem onused itemstack itemstack player player в eco gameplay items inventory usestack itemstack stack player player ,1 470184,13534206484.0,IssuesEvent,2020-09-16 05:08:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Contracts: no discription in tooltip,Category: UI Priority: Medium,"3. Discription gone? When looking on the contract board i could see all information stated in the contract, but when hovering the contract that open up a tooltip box some information is gone. (see pic) You can see thru the ""tooltip box"" that the contract has a discription. But when hover the name and the tooltip box appears that information is gone and stated as Invalid, that the clause is missing. Pic: ![89434275-a63cbb00-d743-11ea-9a87-de6858a7a3b2](https://user-images.githubusercontent.com/27898520/93294603-6e299d00-f804-11ea-98dd-6063773e9a47.png) ",1.0,"Contracts: no discription in tooltip - 3. Discription gone? When looking on the contract board i could see all information stated in the contract, but when hovering the contract that open up a tooltip box some information is gone. (see pic) You can see thru the ""tooltip box"" that the contract has a discription. But when hover the name and the tooltip box appears that information is gone and stated as Invalid, that the clause is missing. Pic: ![89434275-a63cbb00-d743-11ea-9a87-de6858a7a3b2](https://user-images.githubusercontent.com/27898520/93294603-6e299d00-f804-11ea-98dd-6063773e9a47.png) ",1,contracts no discription in tooltip discription gone when looking on the contract board i could see all information stated in the contract but when hovering the contract that open up a tooltip box some information is gone see pic you can see thru the tooltip box that the contract has a discription but when hover the name and the tooltip box appears that information is gone and stated as invalid that the clause is missing pic ,1 245542,7887455166.0,IssuesEvent,2018-06-27 18:31:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Placing logs doesn't play nice with other interactions,Medium Priority,"@keegan-o noted if you are holding logs and also the property tool, you can right click to both claim and place the log. Interacting is never supposed to do 2 things like that, so I'm guessing something is returning InteractResult.NoOp when it should be returning InteractResult.Success, or else maybe the log placing is not part of the normal interact system? I couldn't actually find where placing logs was.",1.0,"Placing logs doesn't play nice with other interactions - @keegan-o noted if you are holding logs and also the property tool, you can right click to both claim and place the log. Interacting is never supposed to do 2 things like that, so I'm guessing something is returning InteractResult.NoOp when it should be returning InteractResult.Success, or else maybe the log placing is not part of the normal interact system? I couldn't actually find where placing logs was.",1,placing logs doesn t play nice with other interactions keegan o noted if you are holding logs and also the property tool you can right click to both claim and place the log interacting is never supposed to do things like that so i m guessing something is returning interactresult noop when it should be returning interactresult success or else maybe the log placing is not part of the normal interact system i couldn t actually find where placing logs was ,1 211504,7201716238.0,IssuesEvent,2018-02-05 23:51:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,There are skill books for many of the professions,Medium Priority,"They don't seem to have crafting recipes, but appear in search and select",1.0,"There are skill books for many of the professions - They don't seem to have crafting recipes, but appear in search and select",1,there are skill books for many of the professions they don t seem to have crafting recipes but appear in search and select,1 551618,16177618735.0,IssuesEvent,2021-05-03 09:31:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server browser entries not sorted by match score,Category: UI Priority: Medium Status: Fixed Type: Bug,"![image](https://user-images.githubusercontent.com/3536496/108134942-fa6a1580-706b-11eb-8796-260ccda0a546.png) This was after I disabled 'version match', perhaps its not sorting when you edit the filter.",1.0,"Server browser entries not sorted by match score - ![image](https://user-images.githubusercontent.com/3536496/108134942-fa6a1580-706b-11eb-8796-260ccda0a546.png) This was after I disabled 'version match', perhaps its not sorting when you edit the filter.",1,server browser entries not sorted by match score this was after i disabled version match perhaps its not sorting when you edit the filter ,1 309486,9475673713.0,IssuesEvent,2019-04-19 12:21:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.0.0] Replacing blocks under door made room not a room,Medium Priority QA," /testroom randomly says it's a room, or I think that there was a ceiling missing (there isn't). Kiln in the room says it's not in a room. Removing and placing a block from the floor inside fixed it. See also https://github.com/StrangeLoopGames/EcoIssues/issues/9636",1.0,"[8.0.0] Replacing blocks under door made room not a room - /testroom randomly says it's a room, or I think that there was a ceiling missing (there isn't). Kiln in the room says it's not in a room. Removing and placing a block from the floor inside fixed it. See also https://github.com/StrangeLoopGames/EcoIssues/issues/9636",1, replacing blocks under door made room not a room testroom randomly says it s a room or i think that there was a ceiling missing there isn t kiln in the room says it s not in a room removing and placing a block from the floor inside fixed it see also ,1 325379,9923525281.0,IssuesEvent,2019-07-01 07:28:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.5 release-preview] Incorrect money checking when buying in a store with taxes,Medium Priority QA,"Step to reproduce: - I have 46$ and I try to buy 6 bakery oven for 43,02$ ![image](https://user-images.githubusercontent.com/45708377/60417843-1ba59600-9bea-11e9-9ee2-28b1be3a2993.png) - I can't buy it. Because there is a wrong money check. Verification takes place given the fact that I have to pay tax. But it isn't, the seller pays tax. ![image](https://user-images.githubusercontent.com/45708377/60417893-3415b080-9bea-11e9-9c73-20ac445201ed.png) - I can buy 5 bakery oven and then one ![image](https://user-images.githubusercontent.com/45708377/60417913-409a0900-9bea-11e9-9e23-92f75e97a4d5.png) ",1.0,"[0.8.2.5 release-preview] Incorrect money checking when buying in a store with taxes - Step to reproduce: - I have 46$ and I try to buy 6 bakery oven for 43,02$ ![image](https://user-images.githubusercontent.com/45708377/60417843-1ba59600-9bea-11e9-9ee2-28b1be3a2993.png) - I can't buy it. Because there is a wrong money check. Verification takes place given the fact that I have to pay tax. But it isn't, the seller pays tax. ![image](https://user-images.githubusercontent.com/45708377/60417893-3415b080-9bea-11e9-9c73-20ac445201ed.png) - I can buy 5 bakery oven and then one ![image](https://user-images.githubusercontent.com/45708377/60417913-409a0900-9bea-11e9-9e23-92f75e97a4d5.png) ",1, incorrect money checking when buying in a store with taxes step to reproduce i have and i try to buy bakery oven for i can t buy it because there is a wrong money check verification takes place given the fact that i have to pay tax but it isn t the seller pays tax i can buy bakery oven and then one ,1 512446,14897048867.0,IssuesEvent,2021-01-21 11:12:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 Release-139] Missing Art Icon For Advanced Crafting Button,Category: Art Priority: Medium,"Build: 0.9.2 Release-139 Issue: The art icon display holder for the Advanced Crafting button is missing. The current art being displayed is a white Wheelbarrow Wheel. Repro: 1. Log in to the game as usual. 2. Interact with a table that has advanced crafting options. For example, the **Workbench**. 3. Look for a craftable item that has an **Advanced Crafting** button near to its respective **Order** button. 4. Observe. Screenshot 1 ![1.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/3e4f5194-94fc-4eef-9fe4-5db6c2464829) Screenshot 2 ![2.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/f648b222-67f0-43be-9429-206136ec4619)",1.0,"[0.9.2 Release-139] Missing Art Icon For Advanced Crafting Button - Build: 0.9.2 Release-139 Issue: The art icon display holder for the Advanced Crafting button is missing. The current art being displayed is a white Wheelbarrow Wheel. Repro: 1. Log in to the game as usual. 2. Interact with a table that has advanced crafting options. For example, the **Workbench**. 3. Look for a craftable item that has an **Advanced Crafting** button near to its respective **Order** button. 4. Observe. Screenshot 1 ![1.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/3e4f5194-94fc-4eef-9fe4-5db6c2464829) Screenshot 2 ![2.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/f648b222-67f0-43be-9429-206136ec4619)",1, missing art icon for advanced crafting button build release issue the art icon display holder for the advanced crafting button is missing the current art being displayed is a white wheelbarrow wheel repro log in to the game as usual interact with a table that has advanced crafting options for example the workbench look for a craftable item that has an advanced crafting button near to its respective order button observe screenshot screenshot ,1 517633,15017271807.0,IssuesEvent,2021-02-01 10:38:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Command to add user to residents,Category: Usability Priority: Medium Type: Task,"Something like /recidency addresident Deedname, count - add N user to property with name. or /recidency addresident Deedname, playerName (or ID) - add player to recidency. or just /recidency addresident - will add a 5 recidents to current recidency (on your position) ",1.0,"Command to add user to residents - Something like /recidency addresident Deedname, count - add N user to property with name. or /recidency addresident Deedname, playerName (or ID) - add player to recidency. or just /recidency addresident - will add a 5 recidents to current recidency (on your position) ",1,command to add user to residents something like recidency addresident deedname count add n user to property with name or recidency addresident deedname playername or id add player to recidency or just recidency addresident will add a recidents to current recidency on your position ,1 466678,13431220168.0,IssuesEvent,2020-09-07 06:36:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Issue with privacy store settings,Category: Gameplay Priority: Medium Status: Fixed,"\ **Version:** 0.9.0.0 beta staging-1732 **Steps to Reproduce:** Настроить магазин. Прописать в клаим игрока, снять и поставить магазин, выписать игрока из клаима, снять и поставить магазин. **Expected behavior:** При добавлении в клаим игрока - у него появляется доступ к настройке магазина, при удалении игрока из клаима - доступ к настройке магазина у него исчезает. **Actual behavior:** При добавлении игрока в клаим - доступ к редактированию магазина не появляется, приходится снимать и ставить магазин, только в этом случае появляется доступ к редактированию. Тоже самое при удалении игрока из клаима - если был доступ к редактированию магазина, он также остается, пока не снимешь и заново не поставишь этот магазин. **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100% **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Issue with privacy store settings - \ **Version:** 0.9.0.0 beta staging-1732 **Steps to Reproduce:** Настроить магазин. Прописать в клаим игрока, снять и поставить магазин, выписать игрока из клаима, снять и поставить магазин. **Expected behavior:** При добавлении в клаим игрока - у него появляется доступ к настройке магазина, при удалении игрока из клаима - доступ к настройке магазина у него исчезает. **Actual behavior:** При добавлении игрока в клаим - доступ к редактированию магазина не появляется, приходится снимать и ставить магазин, только в этом случае появляется доступ к редактированию. Тоже самое при удалении игрока из клаима - если был доступ к редактированию магазина, он также остается, пока не снимешь и заново не поставишь этот магазин. **Do you have mods installed? Does the issue happen when no mods are installed?:** Ваниль 100% **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue issue with privacy store settings version beta staging steps to reproduce настроить магазин прописать в клаим игрока снять и поставить магазин выписать игрока из клаима снять и поставить магазин expected behavior при добавлении в клаим игрока у него появляется доступ к настройке магазина при удалении игрока из клаима доступ к настройке магазина у него исчезает actual behavior при добавлении игрока в клаим доступ к редактированию магазина не появляется приходится снимать и ставить магазин только в этом случае появляется доступ к редактированию тоже самое при удалении игрока из клаима если был доступ к редактированию магазина он также остается пока не снимешь и заново не поставишь этот магазин do you have mods installed does the issue happen when no mods are installed ваниль please provide log files instruction is here ,1 393271,11612773916.0,IssuesEvent,2020-02-26 09:34:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Map editing cleanup,Priority: Medium Status: Fixed Status: Reopen,"Need help with a few issues after refactor of districts. ![image](https://user-images.githubusercontent.com/3536496/73976899-1de97480-48de-11ea-822f-0643631eebd7.png) - [x] Make this text not overlap badly in property edit. ![image](https://user-images.githubusercontent.com/3536496/73981514-327e3a80-48e7-11ea-98b2-9586f69dbe7a.png) - [x] Text at the bottom should show the district (as a LinkText displaying district.MarkedUpName) that is currently under focus, above the position text. Also do this for property. - [ ] Type /civics spawngov true, then /civics spawnzoning office. Open minimap and view some of the districts. Youll see that some of the maps didnt send their data through, see why that is. - [x] Click Add District. Selection changes, but it shouldnt. And despite showing a new selection, you cant draw now. ![image](https://user-images.githubusercontent.com/3536496/73983354-154b6b00-48eb-11ea-8d46-63f66944d046.png) - [x] Edit a color in a district map, press escape, notice the color window doesnt close but the district one does. The color one should cancel on escape. ",1.0,"Map editing cleanup - Need help with a few issues after refactor of districts. ![image](https://user-images.githubusercontent.com/3536496/73976899-1de97480-48de-11ea-822f-0643631eebd7.png) - [x] Make this text not overlap badly in property edit. ![image](https://user-images.githubusercontent.com/3536496/73981514-327e3a80-48e7-11ea-98b2-9586f69dbe7a.png) - [x] Text at the bottom should show the district (as a LinkText displaying district.MarkedUpName) that is currently under focus, above the position text. Also do this for property. - [ ] Type /civics spawngov true, then /civics spawnzoning office. Open minimap and view some of the districts. Youll see that some of the maps didnt send their data through, see why that is. - [x] Click Add District. Selection changes, but it shouldnt. And despite showing a new selection, you cant draw now. ![image](https://user-images.githubusercontent.com/3536496/73983354-154b6b00-48eb-11ea-8d46-63f66944d046.png) - [x] Edit a color in a district map, press escape, notice the color window doesnt close but the district one does. The color one should cancel on escape. ",1,map editing cleanup need help with a few issues after refactor of districts make this text not overlap badly in property edit text at the bottom should show the district as a linktext displaying district markedupname that is currently under focus above the position text also do this for property type civics spawngov true then civics spawnzoning office open minimap and view some of the districts youll see that some of the maps didnt send their data through see why that is click add district selection changes but it shouldnt and despite showing a new selection you cant draw now edit a color in a district map press escape notice the color window doesnt close but the district one does the color one should cancel on escape ,1 371385,10965800407.0,IssuesEvent,2019-11-28 04:32:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Laws - Hours since last online,Community Manager Feature Laws Medium Priority,"Missing a law clause for ""number of hours since the player was last online"". This would make periodic allocation and tax laws easier to use. For example to tax everyone that hasn't been online for x number of hours or days. Technically you can just check the timestamp of the last ""Play"" action and subtract current day.",1.0,"Laws - Hours since last online - Missing a law clause for ""number of hours since the player was last online"". This would make periodic allocation and tax laws easier to use. For example to tax everyone that hasn't been online for x number of hours or days. Technically you can just check the timestamp of the last ""Play"" action and subtract current day.",1,laws hours since last online missing a law clause for number of hours since the player was last online this would make periodic allocation and tax laws easier to use for example to tax everyone that hasn t been online for x number of hours or days technically you can just check the timestamp of the last play action and subtract current day ,1 389023,11496424176.0,IssuesEvent,2020-02-12 07:55:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Crafting: Recipe hints are missing information,Priority: Medium Status: Fixed,"To check this easily, just spawn a butchery table and check the meat tooltips. None of the recipes are linked to the respective ingredients, with the exception of Baked Meat. Most of the recipes still work if you have the ingredients. @Sekor2600 provides more information below. ![PreparedMeatIssue](https://user-images.githubusercontent.com/47330823/70262225-d19c7f80-1748-11ea-86cb-6e81b963357a.png) Another recipe hint related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/13986",1.0,"[0.9.0 staging] Crafting: Recipe hints are missing information - To check this easily, just spawn a butchery table and check the meat tooltips. None of the recipes are linked to the respective ingredients, with the exception of Baked Meat. Most of the recipes still work if you have the ingredients. @Sekor2600 provides more information below. ![PreparedMeatIssue](https://user-images.githubusercontent.com/47330823/70262225-d19c7f80-1748-11ea-86cb-6e81b963357a.png) Another recipe hint related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/13986",1, crafting recipe hints are missing information to check this easily just spawn a butchery table and check the meat tooltips none of the recipes are linked to the respective ingredients with the exception of baked meat most of the recipes still work if you have the ingredients provides more information below another recipe hint related issue ,1 558452,16533878906.0,IssuesEvent,2021-05-27 09:28:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 release-105] Some tool animation has wrong speed and need improvement in 3rd person view,Category: Art Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"I tested tier1 tools. Wrong speed. - [x] hammer: 10 action, but 14 animation (Could be related with modern hammer speed) - [x] stone sickle: 10 actions but 9 animations. - [x] hoe: 12 actions, but 13 animations - [x] machete: 10 actions, but 13 animations. it is necessary to slightly better select the speed of the tools. I think it needs to review the animations: - [ ] Machete. - [ ] Axe",1.0,"[0.9.1 release-105] Some tool animation has wrong speed and need improvement in 3rd person view - I tested tier1 tools. Wrong speed. - [x] hammer: 10 action, but 14 animation (Could be related with modern hammer speed) - [x] stone sickle: 10 actions but 9 animations. - [x] hoe: 12 actions, but 13 animations - [x] machete: 10 actions, but 13 animations. it is necessary to slightly better select the speed of the tools. I think it needs to review the animations: - [ ] Machete. - [ ] Axe",1, some tool animation has wrong speed and need improvement in person view i tested tools wrong speed hammer action but animation could be related with modern hammer speed stone sickle actions but animations hoe actions but animations machete actions but animations it is necessary to slightly better select the speed of the tools i think it needs to review the animations machete axe,1 227160,7527604565.0,IssuesEvent,2018-04-13 17:40:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,excavator cant dump mud in to water,Medium Priority,why cant the excavator dump mud in to the water like you used to be able to do ? makes trying to level a area very hard,1.0,excavator cant dump mud in to water - why cant the excavator dump mud in to the water like you used to be able to do ? makes trying to level a area very hard,1,excavator cant dump mud in to water why cant the excavator dump mud in to the water like you used to be able to do makes trying to level a area very hard,1 379781,11235456998.0,IssuesEvent,2020-01-09 08:22:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.3] Infinity fish trap,Category: Balance Fixed Priority: Medium,"I absent 3 days. It is necessary to limit the number of fish that Fish Trap catches . ![image](https://user-images.githubusercontent.com/45708377/60042655-e8817500-96c6-11e9-8f5e-e1841e6ffa3b.png) ",1.0,"[0.8.2.3] Infinity fish trap - I absent 3 days. It is necessary to limit the number of fish that Fish Trap catches . ![image](https://user-images.githubusercontent.com/45708377/60042655-e8817500-96c6-11e9-8f5e-e1841e6ffa3b.png) ",1, infinity fish trap i absent days it is necessary to limit the number of fish that fish trap catches ,1 393610,11622215764.0,IssuesEvent,2020-02-27 05:47:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Workbench need option to craft Hewn Door,Priority: Medium,"We have an officially supported server option to not allow any holes in houses for them to be rooms, with that option doors cannot be made, as other tables require them to be in a room. That was fixed a while ago, no idea why it's back.",1.0,"Workbench need option to craft Hewn Door - We have an officially supported server option to not allow any holes in houses for them to be rooms, with that option doors cannot be made, as other tables require them to be in a room. That was fixed a while ago, no idea why it's back.",1,workbench need option to craft hewn door we have an officially supported server option to not allow any holes in houses for them to be rooms with that option doors cannot be made as other tables require them to be in a room that was fixed a while ago no idea why it s back ,1 643241,20945964303.0,IssuesEvent,2022-03-26 00:09:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Trees don't die where are too crowded,Priority: Medium Status: Fixed Category: Gameplay Squad: Pumpkin,"Trees doesnt die when are plant by player, also they ignore any minimal disctance and can live in very crowded area. ![obraz](https://user-images.githubusercontent.com/62840280/80314127-de9d3680-87ef-11ea-9daf-e6046de9b01e.png) Step to reporduce: plan 5x5 squer of trees (any type) wait few days, and all trees will grow up. None of them will day, Version: 0.9 beta - staging 1526",1.0,"Trees don't die where are too crowded - Trees doesnt die when are plant by player, also they ignore any minimal disctance and can live in very crowded area. ![obraz](https://user-images.githubusercontent.com/62840280/80314127-de9d3680-87ef-11ea-9daf-e6046de9b01e.png) Step to reporduce: plan 5x5 squer of trees (any type) wait few days, and all trees will grow up. None of them will day, Version: 0.9 beta - staging 1526",1,trees don t die where are too crowded trees doesnt die when are plant by player also they ignore any minimal disctance and can live in very crowded area step to reporduce plan squer of trees any type wait few days and all trees will grow up none of them will day version beta staging ,1 497900,14396886295.0,IssuesEvent,2020-12-03 07:11:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1862] Closing UI with LMB click in free space causes notification in log.,Category: Tech Priority: Medium,"Step to reproduce: - open any UI (I checked with Contract board and Workbench). - click LMB outside red zone (I always click in green zones) to close this window: ![image](https://user-images.githubusercontent.com/45708377/100975750-8f6e6f80-354f-11eb-94c3-8000ffd91952.png) - have this in log: ``` Trying to close a window with UIManager that was not opened with UIManager: WorldObjectUI-531d073869db4920b015185eeecf1e30 EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UI.UIManager:Close(GameObject) UI.BaseUI:Close() UI.BaseUI:LateUpdate() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5634243/Player.log) If I close it with 'X' or ESC than I will not have it.",1.0,"[0.9.2 staging-1862] Closing UI with LMB click in free space causes notification in log. - Step to reproduce: - open any UI (I checked with Contract board and Workbench). - click LMB outside red zone (I always click in green zones) to close this window: ![image](https://user-images.githubusercontent.com/45708377/100975750-8f6e6f80-354f-11eb-94c3-8000ffd91952.png) - have this in log: ``` Trying to close a window with UIManager that was not opened with UIManager: WorldObjectUI-531d073869db4920b015185eeecf1e30 EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UI.UIManager:Close(GameObject) UI.BaseUI:Close() UI.BaseUI:LateUpdate() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5634243/Player.log) If I close it with 'X' or ESC than I will not have it.",1, closing ui with lmb click in free space causes notification in log step to reproduce open any ui i checked with contract board and workbench click lmb outside red zone i always click in green zones to close this window have this in log trying to close a window with uimanager that was not opened with uimanager worldobjectui ecoengine logging logmanager logformat logtype object string object unityengine logger log logtype object unityengine debug logwarning object ui uimanager close gameobject ui baseui close ui baseui lateupdate if i close it with x or esc than i will not have it ,1 236049,7745634737.0,IssuesEvent,2018-05-29 18:58:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Have to press E twice to re-open a world object ui you just closed,Medium Priority,"This seems to be an error in PlayerHeldObject line ~255, something about the previous interaction object being the same.",1.0,"Have to press E twice to re-open a world object ui you just closed - This seems to be an error in PlayerHeldObject line ~255, something about the previous interaction object being the same.",1,have to press e twice to re open a world object ui you just closed this seems to be an error in playerheldobject line something about the previous interaction object being the same ,1 307104,9414190450.0,IssuesEvent,2019-04-10 09:34:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Server: ""Browse Mods"" tab empty",Medium Priority,"[QoL][Feature][Medium Priority] ![default](https://user-images.githubusercontent.com/4980243/50551905-bce27c80-0c99-11e9-89e9-1ce47ceea43a.png) Until launch ""ModKit -> Refresh Mod list"" from menu. This is odd behavior. ![default](https://user-images.githubusercontent.com/4980243/50551908-c9ff6b80-0c99-11e9-8dea-99462ecc8562.png) You can add autorefresh while this tab is open, and add manual ""refresh"" button to this tab if mods not show. ![default](https://user-images.githubusercontent.com/4980243/50551919-1f3b7d00-0c9a-11e9-898e-932f16ee241f.png) ",1.0,"Server: ""Browse Mods"" tab empty - [QoL][Feature][Medium Priority] ![default](https://user-images.githubusercontent.com/4980243/50551905-bce27c80-0c99-11e9-89e9-1ce47ceea43a.png) Until launch ""ModKit -> Refresh Mod list"" from menu. This is odd behavior. ![default](https://user-images.githubusercontent.com/4980243/50551908-c9ff6b80-0c99-11e9-8dea-99462ecc8562.png) You can add autorefresh while this tab is open, and add manual ""refresh"" button to this tab if mods not show. ![default](https://user-images.githubusercontent.com/4980243/50551919-1f3b7d00-0c9a-11e9-898e-932f16ee241f.png) ",1,server browse mods tab empty until launch modkit refresh mod list from menu this is odd behavior you can add autorefresh while this tab is open and add manual refresh button to this tab if mods not show ,1 354743,10571643948.0,IssuesEvent,2019-10-07 07:43:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Tooltip differ for tagged items.,Medium Priority,"![image](https://user-images.githubusercontent.com/45708377/66293217-d7174e00-e8ee-11e9-96c3-c7516540f64e.png) 1. Missing Ecopedia Link in tagged items tooltip 2. Missing Skill benefits in just item tooltip. 3. Missing ""Used in:"" string in both tooltip. In 8.3.0: ![image](https://user-images.githubusercontent.com/45708377/66293359-1e054380-e8ef-11e9-8f6f-0b0410f1141d.png) ",1.0,"[master-preview] Tooltip differ for tagged items. - ![image](https://user-images.githubusercontent.com/45708377/66293217-d7174e00-e8ee-11e9-96c3-c7516540f64e.png) 1. Missing Ecopedia Link in tagged items tooltip 2. Missing Skill benefits in just item tooltip. 3. Missing ""Used in:"" string in both tooltip. In 8.3.0: ![image](https://user-images.githubusercontent.com/45708377/66293359-1e054380-e8ef-11e9-8f6f-0b0410f1141d.png) ",1, tooltip differ for tagged items missing ecopedia link in tagged items tooltip missing skill benefits in just item tooltip missing used in string in both tooltip in ,1 509279,14727338346.0,IssuesEvent,2021-01-06 08:22:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fast load not working,Category: Tech Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/102943374-a75d5300-446c-11eb-8c5f-982f1286f6fc.png) It used to use a default renderer for the landscape, so you could still see it. Consult @mirasrael ",1.0,"Fast load not working - ![image](https://user-images.githubusercontent.com/3536496/102943374-a75d5300-446c-11eb-8c5f-982f1286f6fc.png) It used to use a default renderer for the landscape, so you could still see it. Consult @mirasrael ",1,fast load not working it used to use a default renderer for the landscape so you could still see it consult mirasrael ,1 554560,16433213336.0,IssuesEvent,2021-05-20 06:09:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4.0 beta develop-180] Missing icons for law triggers,Category: Art Priority: Medium Squad: Saguaro Type: Feature,"Missing some law trigger icons for experimental education as well as create tree debris ![Screenshot_23](https://user-images.githubusercontent.com/24981362/117496088-d33e2880-af76-11eb-9dae-6893383edfa5.jpg) ",1.0,"[0.9.4.0 beta develop-180] Missing icons for law triggers - Missing some law trigger icons for experimental education as well as create tree debris ![Screenshot_23](https://user-images.githubusercontent.com/24981362/117496088-d33e2880-af76-11eb-9dae-6893383edfa5.jpg) ",1, missing icons for law triggers missing some law trigger icons for experimental education as well as create tree debris ,1 307157,9414238162.0,IssuesEvent,2019-04-10 09:40:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Master: ""Show Objects"" on minimap, after lng changed.",Localization Medium Priority,"**Version:** 0.7.8.0 beta master-242500df Open minimap, change language. then ![default](https://user-images.githubusercontent.com/4980243/46198023-1ee6bb00-c314-11e8-8994-6a64abaffe94.png) ",1.0,"Master: ""Show Objects"" on minimap, after lng changed. - **Version:** 0.7.8.0 beta master-242500df Open minimap, change language. then ![default](https://user-images.githubusercontent.com/4980243/46198023-1ee6bb00-c314-11e8-8994-6a64abaffe94.png) ",1,master show objects on minimap after lng changed version beta master open minimap change language then ,1 221437,7388261073.0,IssuesEvent,2018-03-16 01:32:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[User issue] Crash without dump after attempting to load webserverplugin,Medium Priority,"We currently have issues with an windows 10 computer launching Eco. Wether I'm using the Steam-Version, the direct exe from the developers website, Steam-EcoServer, or the devs Eco-server won't matter. It will stop loading/creating a world after trying to start the webserverplugin, fonts vanish and the client will pop to the created worlds if pressing the Esc-key. Letting the client run without any fonts (while maybe running some things in the background) won't solve the issue. Copying another local world won't work as well. The world will appear in the list, load it's textures, but the client will freeze/crash once it does attempt webserverplugin. Joining a premade server is working fine strangely enough. .net 4 and 4.5 are up to date, drivers are checked and are working fine. Hardware is checked and working fine, requirements for the game are met (and since it's running on a premade server that's doublechecked as well). The game is running just fine on a window 7.1 computer, had the doublecheck for that on my other computer. Are any issues known like that, or are we the only ones with that kind of problem? Seems like that issue appeared already [2 years](http://ecoforum.strangeloopgames.com:4567/topic/134/webserverplugin-program-stopped-working) ago. Maybe there is something now that could be done?",1.0,"[User issue] Crash without dump after attempting to load webserverplugin - We currently have issues with an windows 10 computer launching Eco. Wether I'm using the Steam-Version, the direct exe from the developers website, Steam-EcoServer, or the devs Eco-server won't matter. It will stop loading/creating a world after trying to start the webserverplugin, fonts vanish and the client will pop to the created worlds if pressing the Esc-key. Letting the client run without any fonts (while maybe running some things in the background) won't solve the issue. Copying another local world won't work as well. The world will appear in the list, load it's textures, but the client will freeze/crash once it does attempt webserverplugin. Joining a premade server is working fine strangely enough. .net 4 and 4.5 are up to date, drivers are checked and are working fine. Hardware is checked and working fine, requirements for the game are met (and since it's running on a premade server that's doublechecked as well). The game is running just fine on a window 7.1 computer, had the doublecheck for that on my other computer. Are any issues known like that, or are we the only ones with that kind of problem? Seems like that issue appeared already [2 years](http://ecoforum.strangeloopgames.com:4567/topic/134/webserverplugin-program-stopped-working) ago. Maybe there is something now that could be done?",1, crash without dump after attempting to load webserverplugin we currently have issues with an windows computer launching eco wether i m using the steam version the direct exe from the developers website steam ecoserver or the devs eco server won t matter it will stop loading creating a world after trying to start the webserverplugin fonts vanish and the client will pop to the created worlds if pressing the esc key letting the client run without any fonts while maybe running some things in the background won t solve the issue copying another local world won t work as well the world will appear in the list load it s textures but the client will freeze crash once it does attempt webserverplugin joining a premade server is working fine strangely enough net and are up to date drivers are checked and are working fine hardware is checked and working fine requirements for the game are met and since it s running on a premade server that s doublechecked as well the game is running just fine on a window computer had the doublecheck for that on my other computer are any issues known like that or are we the only ones with that kind of problem seems like that issue appeared already ago maybe there is something now that could be done ,1 238631,7781504017.0,IssuesEvent,2018-06-06 00:40:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,IndexOutOfRangeException,Medium Priority,"**==Sent from Eco Crash Server==** **Details:** Message:Index was outside the bounds of the array.

Source:Eco.Simulation **Stack:** at Eco.Simulation.WorldLayers.History.WorldLayerHistory.SaveGIF(String name, Int32 width, Int32 height, Func`3 pixelFunc, Color[] pallette, Boolean animate, Boolean backup)

at Eco.Simulation.WorldLayers.History.WorldLayerHistory.GenerateTerrainImage()

at Eco.Simulation.WorldLayers.History.WorldLayerHistory.Update()

at Eco.Simulation.EcoSim.CollectStats()

at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func)

at Eco.Simulation.EcoSim.DoTick(TickSample tick)

at Eco.Simulation.EcoSim.Run()

at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

at System.Threading.ThreadHelper.ThreadStart(Object obj)",1.0,"IndexOutOfRangeException - **==Sent from Eco Crash Server==** **Details:** Message:Index was outside the bounds of the array.

Source:Eco.Simulation **Stack:** at Eco.Simulation.WorldLayers.History.WorldLayerHistory.SaveGIF(String name, Int32 width, Int32 height, Func`3 pixelFunc, Color[] pallette, Boolean animate, Boolean backup)

at Eco.Simulation.WorldLayers.History.WorldLayerHistory.GenerateTerrainImage()

at Eco.Simulation.WorldLayers.History.WorldLayerHistory.Update()

at Eco.Simulation.EcoSim.CollectStats()

at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func)

at Eco.Simulation.EcoSim.DoTick(TickSample tick)

at Eco.Simulation.EcoSim.Run()

at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

at System.Threading.ThreadHelper.ThreadStart(Object obj)",1,indexoutofrangeexception sent from eco crash server details message index was outside the bounds of the array source eco simulation stack at eco simulation worldlayers history worldlayerhistory savegif string name width height func pixelfunc color pallette boolean animate boolean backup at eco simulation worldlayers history worldlayerhistory generateterrainimage at eco simulation worldlayers history worldlayerhistory update at eco simulation ecosim collectstats at eco core plugins ticktimeutil timesubprocess action func at eco simulation ecosim dotick ticksample tick at eco simulation ecosim run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj ,1 250215,7973599479.0,IssuesEvent,2018-07-17 00:04:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Squre stone roof,Medium Priority,"**Version:** 0.7.5.1 beta ![roof](https://user-images.githubusercontent.com/5391505/42422178-e4b743cc-82e1-11e8-9e27-dd75413ed967.png) **Steps to Reproduce:** Place a single stone roof block on top of roof **Expected behavior:** It forms a cone like with Hewn roof **Actual behavior:** The block is cubic and does not fit the rest of the roof at all",1.0,"USER ISSUE: Squre stone roof - **Version:** 0.7.5.1 beta ![roof](https://user-images.githubusercontent.com/5391505/42422178-e4b743cc-82e1-11e8-9e27-dd75413ed967.png) **Steps to Reproduce:** Place a single stone roof block on top of roof **Expected behavior:** It forms a cone like with Hewn roof **Actual behavior:** The block is cubic and does not fit the rest of the roof at all",1,user issue squre stone roof version beta steps to reproduce place a single stone roof block on top of roof expected behavior it forms a cone like with hewn roof actual behavior the block is cubic and does not fit the rest of the roof at all,1 497133,14362440863.0,IssuesEvent,2020-11-30 19:50:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add new Hewn Log Doors,Category: Art Priority: Medium Status: Reopen,"The hewn log door does not have crafting variants for hardwood and softwood. You can only craft it with the default color. ",1.0,"Add new Hewn Log Doors - The hewn log door does not have crafting variants for hardwood and softwood. You can only craft it with the default color. ",1,add new hewn log doors the hewn log door does not have crafting variants for hardwood and softwood you can only craft it with the default color ,1 327288,9973509605.0,IssuesEvent,2019-07-09 08:31:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Spooky Tooltips appear above chat window,Medium Priority,"(v0.8.1.4) If hovering with mouse in the marked area above chat window, spooky tooltips appear not belonging to any visible object, but only if chat window is active. ![spooky](https://user-images.githubusercontent.com/38510829/57238205-20562f80-7029-11e9-9951-8e4cbe6a23e1.jpg) ![spooky2](https://user-images.githubusercontent.com/38510829/57238214-28ae6a80-7029-11e9-9eff-0f96b39ff124.jpg) ",1.0,"Spooky Tooltips appear above chat window - (v0.8.1.4) If hovering with mouse in the marked area above chat window, spooky tooltips appear not belonging to any visible object, but only if chat window is active. ![spooky](https://user-images.githubusercontent.com/38510829/57238205-20562f80-7029-11e9-9951-8e4cbe6a23e1.jpg) ![spooky2](https://user-images.githubusercontent.com/38510829/57238214-28ae6a80-7029-11e9-9eff-0f96b39ff124.jpg) ",1,spooky tooltips appear above chat window if hovering with mouse in the marked area above chat window spooky tooltips appear not belonging to any visible object but only if chat window is active ,1 366992,10832954397.0,IssuesEvent,2019-11-11 11:48:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1244] Can select same rank for different candidates in game election,Medium Priority,"@johnkslg in website I should select different rank for all candidates. How I vote in game: ![image](https://user-images.githubusercontent.com/45708377/68584625-26721080-0491-11ea-9549-9867ad65bfa8.png) 1. beastyn 3. TC5, TC6, TC10 4. TC4, TC7, TC8 5. TC1, TC3 6. TC2,TC9 How it display in website: ![8b162216bed3774f928e8fff8ef5d110](https://user-images.githubusercontent.com/45708377/68584733-7a7cf500-0491-11ea-82f9-108f1b3cbc3d.png) 1. beastyn 2,3,4. Random TC which I gave 3 Rank. 5,6,7. Ramdom TC which I gave 4 Rank. 8,9. Ranmdom TC which I gave 5 Rank. 10,11. Random TC which I gave 6 Rank.",1.0,"[0.9.0 staging-1244] Can select same rank for different candidates in game election - @johnkslg in website I should select different rank for all candidates. How I vote in game: ![image](https://user-images.githubusercontent.com/45708377/68584625-26721080-0491-11ea-9549-9867ad65bfa8.png) 1. beastyn 3. TC5, TC6, TC10 4. TC4, TC7, TC8 5. TC1, TC3 6. TC2,TC9 How it display in website: ![8b162216bed3774f928e8fff8ef5d110](https://user-images.githubusercontent.com/45708377/68584733-7a7cf500-0491-11ea-82f9-108f1b3cbc3d.png) 1. beastyn 2,3,4. Random TC which I gave 3 Rank. 5,6,7. Ramdom TC which I gave 4 Rank. 8,9. Ranmdom TC which I gave 5 Rank. 10,11. Random TC which I gave 6 Rank.",1, can select same rank for different candidates in game election johnkslg in website i should select different rank for all candidates how i vote in game beastyn how it display in website beastyn random tc which i gave rank ramdom tc which i gave rank ranmdom tc which i gave rank random tc which i gave rank ,1 310264,9487790393.0,IssuesEvent,2019-04-22 17:52:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Gathering Skill,Investigate Medium Priority,"**Version:** 0.8.0.4 beta **Steps to Reproduce:** After 8.0.4 update gathering skill not affecting the number of seeds\plants collected (100% growth) **Expected behavior:** 5-6 Beans with max skill **Actual behavior:** 1 Been with max skill **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods",1.0,"USER ISSUE: Gathering Skill - **Version:** 0.8.0.4 beta **Steps to Reproduce:** After 8.0.4 update gathering skill not affecting the number of seeds\plants collected (100% growth) **Expected behavior:** 5-6 Beans with max skill **Actual behavior:** 1 Been with max skill **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods",1,user issue gathering skill version beta steps to reproduce after update gathering skill not affecting the number of seeds plants collected growth expected behavior beans with max skill actual behavior been with max skill do you have mods installed does the issue happen when no mods are installed no mods,1 209945,7181413168.0,IssuesEvent,2018-02-01 04:51:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Generator Descriptions are missing / misleading,Medium Priority,"Example: CombustionGeneratorObject ""Consumes most fuels to produce energy."" ---> ""Consumes most fuels to produce MechanicalPower."" SteamGeneratorItem (Description is missing ) --->""Starting Generator for ElectricPower"" InductionGeneratorObject Generates electricity out of most fuels ---> Biodisel is not acceptet missing ElectricGeneratorObject (Description is misleading) Converts mechanical energy to electricity. -->The smallest ElectricPowerGenerator",1.0,"Generator Descriptions are missing / misleading - Example: CombustionGeneratorObject ""Consumes most fuels to produce energy."" ---> ""Consumes most fuels to produce MechanicalPower."" SteamGeneratorItem (Description is missing ) --->""Starting Generator for ElectricPower"" InductionGeneratorObject Generates electricity out of most fuels ---> Biodisel is not acceptet missing ElectricGeneratorObject (Description is misleading) Converts mechanical energy to electricity. -->The smallest ElectricPowerGenerator",1,generator descriptions are missing misleading example combustiongeneratorobject consumes most fuels to produce energy consumes most fuels to produce mechanicalpower steamgeneratoritem description is missing starting generator for electricpower inductiongeneratorobject generates electricity out of most fuels biodisel is not acceptet missing electricgeneratorobject description is misleading converts mechanical energy to electricity the smallest electricpowergenerator,1 444889,12822540258.0,IssuesEvent,2020-07-06 09:59:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened, [0.9.0 staging-1641] Web election: candidates box improvements,Category: Web Priority: Medium,"1) I can see how I was voting for the candidates ![bandicam 2020-07-06 14-18-37-633](https://user-images.githubusercontent.com/27898520/86578980-1e259300-bf96-11ea-82c8-780aab8a1b74.jpg) Maybe we can leave candidates in the Ranked box after voting? 2) Can we move ranked box wit scrolling? If the list is big we won't see the box dor dropping there. Quite inconvenience. ![bandicam 2020-07-06 14-53-21-079](https://user-images.githubusercontent.com/27898520/86581055-fc79db00-bf98-11ea-92a8-d6dae72bf172.jpg) ",1.0," [0.9.0 staging-1641] Web election: candidates box improvements - 1) I can see how I was voting for the candidates ![bandicam 2020-07-06 14-18-37-633](https://user-images.githubusercontent.com/27898520/86578980-1e259300-bf96-11ea-82c8-780aab8a1b74.jpg) Maybe we can leave candidates in the Ranked box after voting? 2) Can we move ranked box wit scrolling? If the list is big we won't see the box dor dropping there. Quite inconvenience. ![bandicam 2020-07-06 14-53-21-079](https://user-images.githubusercontent.com/27898520/86581055-fc79db00-bf98-11ea-92a8-d6dae72bf172.jpg) ",1, web election candidates box improvements i can see how i was voting for the candidates maybe we can leave candidates in the ranked box after voting can we move ranked box wit scrolling if the list is big we won t see the box dor dropping there quite inconvenience ,1 249153,7953923407.0,IssuesEvent,2018-07-12 04:49:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[SERVER ISSUE 7.3.3] Exception System.AggregateException,Medium Priority,"``` --BEGIN DUMP-- Dump Time 04/19/2018 08:36:51 Exception System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute()<--- <--- Inner Exception System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute()<--- <--- --END DUMP-- ```",1.0,"[SERVER ISSUE 7.3.3] Exception System.AggregateException - ``` --BEGIN DUMP-- Dump Time 04/19/2018 08:36:51 Exception System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute()<--- <--- Inner Exception System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() at System.Threading.Tasks.Task.Execute() ---> (Inner Exception #0) System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Eco.Core.Utils.ThreadSafeQueue`1.Enqueue(T item) at Eco.Core.Serialization.DataStore.<>c__DisplayClass34_1`1.b__1() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) at Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) at Eco.World.PersistentChunkGrid.Load() at Eco.World.WorldPlugin..ctor() --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, Object[] args) at Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) at Eco.Server.PluginManager.<.ctor>b__10_1() at System.Threading.Tasks.Task.Execute()<--- <--- --END DUMP-- ```",1, exception system aggregateexception begin dump dump time exception system aggregateexception one or more errors occurred system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager ctor at eco server startup start string args at eco server mainclass main string args inner exception system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager c b at system threading tasks task execute inner exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute inner exception system aggregateexception one or more errors occurred system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager ctor at eco server startup start string args at eco server mainclass main string args inner exception system aggregateexception one or more errors occurred system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco server pluginmanager c b at system threading tasks task execute inner exception system reflection targetinvocationexception exception has been thrown by the target of an invocation system aggregateexception one or more errors occurred system outofmemoryexception exception of type system outofmemoryexception was thrown at eco core utils threadsafequeue enqueue t item at eco core serialization datastore c b at system threading tasks task execute end of inner exception stack trace at system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken at eco core serialization datastore loadasync string folder action createfunc at eco world persistentchunkgrid load at eco world worldplugin ctor end of inner exception stack trace at system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck at system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark at system activator createinstance type type boolean nonpublic at system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark at system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes at system activator createinstance type type object args at eco server pluginmanager addplugin type plugintype object p at eco server pluginmanager b at system threading tasks task execute end dump ,1 413019,12059293390.0,IssuesEvent,2020-04-15 19:00:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Can't see news ingame,Priority: Medium,"https://user-images.githubusercontent.com/25908592/79375435-eb509d80-7f58-11ea-85b8-ed79b0bd52e0.png Build 1512, as of playtest channel others can see the news. What are possible causes for this? ",1.0,"Can't see news ingame - https://user-images.githubusercontent.com/25908592/79375435-eb509d80-7f58-11ea-85b8-ed79b0bd52e0.png Build 1512, as of playtest channel others can see the news. What are possible causes for this? ",1,can t see news ingame build as of playtest channel others can see the news what are possible causes for this ,1 367456,10853969118.0,IssuesEvent,2019-11-13 15:37:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Acorn-Tree-Bug,Medium Priority,"**Version:** 0.7.2.4 beta **Steps to Reproduce:** 1. Plant an Acorn to raise a tree! **Expected behavior:** ....planted a Tree-Sapling! **Actual behavior:** ...planted over 16 Saplings which are respawning everytime - even after I cut'em down they respawn. Using own server via steam",1.0,"USER ISSUE: Acorn-Tree-Bug - **Version:** 0.7.2.4 beta **Steps to Reproduce:** 1. Plant an Acorn to raise a tree! **Expected behavior:** ....planted a Tree-Sapling! **Actual behavior:** ...planted over 16 Saplings which are respawning everytime - even after I cut'em down they respawn. Using own server via steam",1,user issue acorn tree bug version beta steps to reproduce plant an acorn to raise a tree expected behavior planted a tree sapling actual behavior planted over saplings which are respawning everytime even after i cut em down they respawn using own server via steam,1 511174,14855418303.0,IssuesEvent,2021-01-18 12:45:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1902] Wrong highlight of unauthorized property,Category: Gameplay Priority: Medium Type: Regression,"I always have it:![image](https://user-images.githubusercontent.com/45708377/104916388-0d24f800-59a3-11eb-86a8-b3701d3d5419.png) I should have just red highlight without hint. Earlier, I can have sometimes it when another player claim property and you can have it a several second and then it changed or when it changed after moving.",1.0,"[0.9.2 staging-1902] Wrong highlight of unauthorized property - I always have it:![image](https://user-images.githubusercontent.com/45708377/104916388-0d24f800-59a3-11eb-86a8-b3701d3d5419.png) I should have just red highlight without hint. Earlier, I can have sometimes it when another player claim property and you can have it a several second and then it changed or when it changed after moving.",1, wrong highlight of unauthorized property i always have it i should have just red highlight without hint earlier i can have sometimes it when another player claim property and you can have it a several second and then it changed or when it changed after moving ,1 476530,13746186679.0,IssuesEvent,2020-10-06 05:04:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Civics: Ui description lenght too long,Category: UI Priority: Medium,"Need to limit description length in civics objects as you can make them obscure and hide the actual object itself. ![Screenshot_32.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/e6b48e64-594d-4c1e-85a6-64bf8a575c57) Split from #18590",1.0,"Civics: Ui description lenght too long - Need to limit description length in civics objects as you can make them obscure and hide the actual object itself. ![Screenshot_32.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/e6b48e64-594d-4c1e-85a6-64bf8a575c57) Split from #18590",1,civics ui description lenght too long need to limit description length in civics objects as you can make them obscure and hide the actual object itself split from ,1 445548,12832570445.0,IssuesEvent,2020-07-07 07:54:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1644] Too many deposits,Category: Balance Category: Tech Priority: Medium,"DepositTerrainModule (GoldOreBlock) spawn rate (1,00E-004) is high! It will create new deposit every 10000 blocks with max deposit size 9000! It may create too tight deposits. To fix this decrease spawn rate at least to 9,26E-005 (for 20% space between deposits) It looks like one big deposit: ![image](https://user-images.githubusercontent.com/45708377/86739483-947dd000-c03e-11ea-9878-e522d28817b9.png) ![image](https://user-images.githubusercontent.com/45708377/86738508-cf333880-c03d-11ea-9c91-b96dd4da121e.png) ![image](https://user-images.githubusercontent.com/45708377/86740692-82e8f800-c03f-11ea-97cd-58ac76fb2ac1.png) ",1.0,"[0.9.0 staging-1644] Too many deposits - DepositTerrainModule (GoldOreBlock) spawn rate (1,00E-004) is high! It will create new deposit every 10000 blocks with max deposit size 9000! It may create too tight deposits. To fix this decrease spawn rate at least to 9,26E-005 (for 20% space between deposits) It looks like one big deposit: ![image](https://user-images.githubusercontent.com/45708377/86739483-947dd000-c03e-11ea-9878-e522d28817b9.png) ![image](https://user-images.githubusercontent.com/45708377/86738508-cf333880-c03d-11ea-9c91-b96dd4da121e.png) ![image](https://user-images.githubusercontent.com/45708377/86740692-82e8f800-c03f-11ea-97cd-58ac76fb2ac1.png) ",1, too many deposits depositterrainmodule goldoreblock spawn rate is high it will create new deposit every blocks with max deposit size it may create too tight deposits to fix this decrease spawn rate at least to for space between deposits it looks like one big deposit ,1 534792,15649137143.0,IssuesEvent,2021-03-23 07:04:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[Hosted Worlds - Advanced Options] setting MaxConnections to 1 still allows 2 players in,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"Reproduce: 1. Log in with devqa 2. Click on worlds 3. Click on Advanced Optiosn 4. Modify Network > MaxConnections ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/8e359e83-d53c-4b0f-aa0c-5f5a7aacbd8a) ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/d3a40ff4-fee5-427b-92a4-bd7e6178d55c)",1.0,"[Hosted Worlds - Advanced Options] setting MaxConnections to 1 still allows 2 players in - Reproduce: 1. Log in with devqa 2. Click on worlds 3. Click on Advanced Optiosn 4. Modify Network > MaxConnections ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/8e359e83-d53c-4b0f-aa0c-5f5a7aacbd8a) ![image.png](https://images.zenhubusercontent.com/604031039e20f5d1b4f6e523/d3a40ff4-fee5-427b-92a4-bd7e6178d55c)",1, setting maxconnections to still allows players in reproduce log in with devqa click on worlds click on advanced optiosn modify network maxconnections ,1 243750,7861481747.0,IssuesEvent,2018-06-22 00:46:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Steel tools have wrong tooltip,Medium Priority,"Just noticed that when crafting steel tools the tooltip doesn't match the actual costs. Seems to affect all steel tools. ![image](https://user-images.githubusercontent.com/13745607/41650902-72fd4742-747f-11e8-9941-c411da5ba7f5.png) ",1.0,"USER ISSUE: Steel tools have wrong tooltip - Just noticed that when crafting steel tools the tooltip doesn't match the actual costs. Seems to affect all steel tools. ![image](https://user-images.githubusercontent.com/13745607/41650902-72fd4742-747f-11e8-9941-c411da5ba7f5.png) ",1,user issue steel tools have wrong tooltip just noticed that when crafting steel tools the tooltip doesn t match the actual costs seems to affect all steel tools ,1 384141,11384070312.0,IssuesEvent,2020-01-29 08:04:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Exception with interaction ,Priority: Medium Status: Fixed,"UnassignedReferenceException: The variable hitMat of InteractionPointer has not been assigned. You probably need to assign the hitMat variable of the InteractionPointer script in the inspector. UnityEngine.Material.SetColorImpl (System.Int32 name, UnityEngine.Color value) <0x21f2b496510 + 0x00062> in :0 UnityEngine.Material.SetColor (System.String name, UnityEngine.Color value) (at C:/buildslave/unity/build/Runtime/Export/Shaders/Shader.cs:490) InteractionPointer.Set (UnityEngine.Vector3 position, UnityEngine.Vector3 normal, UnityEngine.Color color) (at Assets/Scripts/Player/InteractionPointer.cs:32) InteractionManager.ProcessInteraction (System.Boolean force) (at Assets/Scripts/Player/InteractionManager.cs:537) InteractionManager.LateUpdate () (at Assets/Scripts/Player/InteractionManager.cs:402) ",1.0,"Exception with interaction - UnassignedReferenceException: The variable hitMat of InteractionPointer has not been assigned. You probably need to assign the hitMat variable of the InteractionPointer script in the inspector. UnityEngine.Material.SetColorImpl (System.Int32 name, UnityEngine.Color value) <0x21f2b496510 + 0x00062> in :0 UnityEngine.Material.SetColor (System.String name, UnityEngine.Color value) (at C:/buildslave/unity/build/Runtime/Export/Shaders/Shader.cs:490) InteractionPointer.Set (UnityEngine.Vector3 position, UnityEngine.Vector3 normal, UnityEngine.Color color) (at Assets/Scripts/Player/InteractionPointer.cs:32) InteractionManager.ProcessInteraction (System.Boolean force) (at Assets/Scripts/Player/InteractionManager.cs:537) InteractionManager.LateUpdate () (at Assets/Scripts/Player/InteractionManager.cs:402) ",1,exception with interaction unassignedreferenceexception the variable hitmat of interactionpointer has not been assigned you probably need to assign the hitmat variable of the interactionpointer script in the inspector unityengine material setcolorimpl system name unityengine color value in unityengine material setcolor system string name unityengine color value at c buildslave unity build runtime export shaders shader cs interactionpointer set unityengine position unityengine normal unityengine color color at assets scripts player interactionpointer cs interactionmanager processinteraction system boolean force at assets scripts player interactionmanager cs interactionmanager lateupdate at assets scripts player interactionmanager cs ,1 551417,16167469209.0,IssuesEvent,2021-05-01 19:51:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3.3 release] Move Specialty Upgrades out of the Workbench,Category: Balance Priority: Medium Squad: Redwood Type: Quality of Life,Both Paper Milling Upgrade and Mining Basic Upgrade are made on the workbench. These should be made on the Carpentry Table and the Rocker Box/Arrastra. ,1.0,[0.9.3.3 release] Move Specialty Upgrades out of the Workbench - Both Paper Milling Upgrade and Mining Basic Upgrade are made on the workbench. These should be made on the Carpentry Table and the Rocker Box/Arrastra. ,1, move specialty upgrades out of the workbench both paper milling upgrade and mining basic upgrade are made on the workbench these should be made on the carpentry table and the rocker box arrastra ,1 324169,9885221669.0,IssuesEvent,2019-06-25 01:33:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Main menu link, Hosted Worlds Management displaying for citizens",Medium Priority,"For both world owners and citizens, the Hosted Worlds Management link is displayed on the main menu of the game. Since citizens don't own a world, they should not see this link. You can tell if user is citizen by checking auth citizen = 1 or 0",1.0,"Main menu link, Hosted Worlds Management displaying for citizens - For both world owners and citizens, the Hosted Worlds Management link is displayed on the main menu of the game. Since citizens don't own a world, they should not see this link. You can tell if user is citizen by checking auth citizen = 1 or 0",1,main menu link hosted worlds management displaying for citizens for both world owners and citizens the hosted worlds management link is displayed on the main menu of the game since citizens don t own a world they should not see this link you can tell if user is citizen by checking auth citizen or ,1 554036,16387890573.0,IssuesEvent,2021-05-17 12:54:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4.0 beta develop-287]Status display of water fluid in req machines is too spacious,Category: UI Priority: Medium Regression Type: Bug,"This should only be a formatted line to fit the same way the rest are, its being a bit too spacious. ![Screenshot_157.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/af74b6eb-6137-45da-938c-a351758632e2)",1.0,"[0.9.4.0 beta develop-287]Status display of water fluid in req machines is too spacious - This should only be a formatted line to fit the same way the rest are, its being a bit too spacious. ![Screenshot_157.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/af74b6eb-6137-45da-938c-a351758632e2)",1, status display of water fluid in req machines is too spacious this should only be a formatted line to fit the same way the rest are its being a bit too spacious ,1 489267,14103878483.0,IssuesEvent,2020-11-06 10:57:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Audio polish on UI,Category: Audio Priority: Medium Status: Fixed,"https://drive.google.com/file/d/1_UYt7uf_rJajyUtRrx5gYdmrV9SV3yCm/view?usp=sharing Some things to note in the video: UI sounds should always happen when there is a visual change in the UI, and never happen when there is not. There are some problem cases you can see here: **Audio happening without visual change** (remove these sounds) - Mousing over the text that will bring up a tooltip **Audio happening without visual change, when visual change should happen** (add visual change) - Mousing over the '+' or '-' buttons to add a new section. It makes a sound when you do so, but the button does not change tint. **Audio not happening with visual change** (add sounds for these) - Clicking a drop down - Moving the mouse into an area such that it highlights it (you can see this when you mouse over an entry in the 'then' list, it shows you what is highlighted and should make a sound - Opening the filter dialog by clicking a trigger setting: ![image](https://user-images.githubusercontent.com/3536496/95156820-50d55800-074c-11eb-948d-4b5f0fc00e94.png) **Audio that is working correctly, visual change + sound** - Mousing down the tooltips, they highlight and make a sound. Very satisfying! When fixing these, come up with a way to apply the fix globally. IE, all buttons get a tint applied on mouse-over that need it, all drop downs get a sound, etc. Find a good way to do this globally so its not a game of cat and mouse. ",1.0,"Audio polish on UI - https://drive.google.com/file/d/1_UYt7uf_rJajyUtRrx5gYdmrV9SV3yCm/view?usp=sharing Some things to note in the video: UI sounds should always happen when there is a visual change in the UI, and never happen when there is not. There are some problem cases you can see here: **Audio happening without visual change** (remove these sounds) - Mousing over the text that will bring up a tooltip **Audio happening without visual change, when visual change should happen** (add visual change) - Mousing over the '+' or '-' buttons to add a new section. It makes a sound when you do so, but the button does not change tint. **Audio not happening with visual change** (add sounds for these) - Clicking a drop down - Moving the mouse into an area such that it highlights it (you can see this when you mouse over an entry in the 'then' list, it shows you what is highlighted and should make a sound - Opening the filter dialog by clicking a trigger setting: ![image](https://user-images.githubusercontent.com/3536496/95156820-50d55800-074c-11eb-948d-4b5f0fc00e94.png) **Audio that is working correctly, visual change + sound** - Mousing down the tooltips, they highlight and make a sound. Very satisfying! When fixing these, come up with a way to apply the fix globally. IE, all buttons get a tint applied on mouse-over that need it, all drop downs get a sound, etc. Find a good way to do this globally so its not a game of cat and mouse. ",1,audio polish on ui some things to note in the video ui sounds should always happen when there is a visual change in the ui and never happen when there is not there are some problem cases you can see here audio happening without visual change remove these sounds mousing over the text that will bring up a tooltip audio happening without visual change when visual change should happen add visual change mousing over the or buttons to add a new section it makes a sound when you do so but the button does not change tint audio not happening with visual change add sounds for these clicking a drop down moving the mouse into an area such that it highlights it you can see this when you mouse over an entry in the then list it shows you what is highlighted and should make a sound opening the filter dialog by clicking a trigger setting audio that is working correctly visual change sound mousing down the tooltips they highlight and make a sound very satisfying when fixing these come up with a way to apply the fix globally ie all buttons get a tint applied on mouse over that need it all drop downs get a sound etc find a good way to do this globally so its not a game of cat and mouse ,1 457322,13154766124.0,IssuesEvent,2020-08-10 07:31:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stockpile being accessed through walls roof and ground,Category: Gameplay Priority: Medium Status: Fixed,"\ **Version:** 0.9.0.0 beta staging-stable-3 **Steps to Reproduce:** build a house with stockpile on the roof, try and remove roof to replace with another block and it accesses Stockpile, same happens for Walls (when a stockpile is close) also does same for a stockpile on the surface and when trying to mine/dig underneath and replace the roof with blocks ![snap6946](https://user-images.githubusercontent.com/29383891/87855657-a0f10b00-c911-11ea-8f79-f56340878a53.png) above snapshot is me trying to remove dirt under my *TEMP SURFACE* name stockpile",1.0,"Stockpile being accessed through walls roof and ground - \ **Version:** 0.9.0.0 beta staging-stable-3 **Steps to Reproduce:** build a house with stockpile on the roof, try and remove roof to replace with another block and it accesses Stockpile, same happens for Walls (when a stockpile is close) also does same for a stockpile on the surface and when trying to mine/dig underneath and replace the roof with blocks ![snap6946](https://user-images.githubusercontent.com/29383891/87855657-a0f10b00-c911-11ea-8f79-f56340878a53.png) above snapshot is me trying to remove dirt under my *TEMP SURFACE* name stockpile",1,stockpile being accessed through walls roof and ground version beta staging stable steps to reproduce build a house with stockpile on the roof try and remove roof to replace with another block and it accesses stockpile same happens for walls when a stockpile is close also does same for a stockpile on the surface and when trying to mine dig underneath and replace the roof with blocks above snapshot is me trying to remove dirt under my temp surface name stockpile,1 497447,14370545826.0,IssuesEvent,2020-12-01 11:14:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 mass building feedback\suggestion.,Category: Gameplay Priority: Medium Status: Fixed,"1) if you have 1 block, you should place it in ""point"" mode. 2) please allow fill ""partially occupied"" area like ![unknown](https://user-images.githubusercontent.com/4980243/75154471-c12feb80-571e-11ea-9802-8ea0f9f58cf9.png) ofc, occupied blocks should be ignored (not replaced). 3) if selected zone large than available blocks, should place available blocks in area.",1.0,"0.9 mass building feedback\suggestion. - 1) if you have 1 block, you should place it in ""point"" mode. 2) please allow fill ""partially occupied"" area like ![unknown](https://user-images.githubusercontent.com/4980243/75154471-c12feb80-571e-11ea-9802-8ea0f9f58cf9.png) ofc, occupied blocks should be ignored (not replaced). 3) if selected zone large than available blocks, should place available blocks in area.",1, mass building feedback suggestion if you have block you should place it in point mode please allow fill partially occupied area like ofc occupied blocks should be ignored not replaced if selected zone large than available blocks should place available blocks in area ,1 421148,12254314265.0,IssuesEvent,2020-05-06 08:15:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Unplayable framerate!,Priority: Medium Status: Needs Information Week Task,"My frame rate was so incredibly low in the playtest server that I was struggling to enjoy it or want to walk anywhere, much less do anything else. I turned on steam FPS counter to compare just how much of a difference I am getting. On the live version, my fps varies depending on location or task, but is overall consistently between 28-40 FPS, usually hovering in the mid 30's range. On the playtest server, my fps while just standing in place and moving my camera only, was a consistent 6-8 fps! **_SIX to EIGHT fps!_** This is what steam overlay tells me, despite the in-game menu telling me I was at 12.5 fps. It was a tremendous chore just to walk to a few shops, and find a building location to get started. T.T Here is a couple screenshots of my settings for both live version and beta version. As you can see, there really isn't much difference, if any. ![20200318202613_1](https://user-images.githubusercontent.com/62364417/77022427-99b3f380-6957-11ea-8e10-4fe99d028773.jpg) ![20200318195440_1](https://user-images.githubusercontent.com/62364417/77022440-9f113e00-6957-11ea-86f7-b93345880688.jpg) ",1.0,"Unplayable framerate! - My frame rate was so incredibly low in the playtest server that I was struggling to enjoy it or want to walk anywhere, much less do anything else. I turned on steam FPS counter to compare just how much of a difference I am getting. On the live version, my fps varies depending on location or task, but is overall consistently between 28-40 FPS, usually hovering in the mid 30's range. On the playtest server, my fps while just standing in place and moving my camera only, was a consistent 6-8 fps! **_SIX to EIGHT fps!_** This is what steam overlay tells me, despite the in-game menu telling me I was at 12.5 fps. It was a tremendous chore just to walk to a few shops, and find a building location to get started. T.T Here is a couple screenshots of my settings for both live version and beta version. As you can see, there really isn't much difference, if any. ![20200318202613_1](https://user-images.githubusercontent.com/62364417/77022427-99b3f380-6957-11ea-8e10-4fe99d028773.jpg) ![20200318195440_1](https://user-images.githubusercontent.com/62364417/77022440-9f113e00-6957-11ea-86f7-b93345880688.jpg) ",1,unplayable framerate my frame rate was so incredibly low in the playtest server that i was struggling to enjoy it or want to walk anywhere much less do anything else i turned on steam fps counter to compare just how much of a difference i am getting on the live version my fps varies depending on location or task but is overall consistently between fps usually hovering in the mid s range on the playtest server my fps while just standing in place and moving my camera only was a consistent fps six to eight fps this is what steam overlay tells me despite the in game menu telling me i was at fps it was a tremendous chore just to walk to a few shops and find a building location to get started t t here is a couple screenshots of my settings for both live version and beta version as you can see there really isn t much difference if any ,1 467304,13445526228.0,IssuesEvent,2020-09-08 11:33:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Bug][Shop][UI][v0.9 staging-1722]Price / Quantity / Durability columns miss-aligned after adding Fishing Pole,Category: UI Priority: Medium Status: Fixed,"### Version `0.9.0.0 beta staging-1722` ### Cause / Description Added a fishing pole to the shop after numerous other items were already listed for sale. Everything that was for sale and in view appeared to be fine, but scrolling up, other items had their columns miss-aligned. Coming in and out of the interface _did not_ fix the issue. Moving items up/down in the order of items _did_ solve the issue. I am unsure if this was the same view other people got, when viewing the shop front. ### Image The image below shows the one remaining item that was left in the 'buggy' state after I had tried various things to solve it. ![shop-interface-1](https://user-images.githubusercontent.com/1098786/90201098-b0108f00-ddd1-11ea-8f5d-204c34006a64.png) ",1.0,"[Bug][Shop][UI][v0.9 staging-1722]Price / Quantity / Durability columns miss-aligned after adding Fishing Pole - ### Version `0.9.0.0 beta staging-1722` ### Cause / Description Added a fishing pole to the shop after numerous other items were already listed for sale. Everything that was for sale and in view appeared to be fine, but scrolling up, other items had their columns miss-aligned. Coming in and out of the interface _did not_ fix the issue. Moving items up/down in the order of items _did_ solve the issue. I am unsure if this was the same view other people got, when viewing the shop front. ### Image The image below shows the one remaining item that was left in the 'buggy' state after I had tried various things to solve it. ![shop-interface-1](https://user-images.githubusercontent.com/1098786/90201098-b0108f00-ddd1-11ea-8f5d-204c34006a64.png) ",1, price quantity durability columns miss aligned after adding fishing pole version beta staging cause description added a fishing pole to the shop after numerous other items were already listed for sale everything that was for sale and in view appeared to be fine but scrolling up other items had their columns miss aligned coming in and out of the interface did not fix the issue moving items up down in the order of items did solve the issue i am unsure if this was the same view other people got when viewing the shop front image the image below shows the one remaining item that was left in the buggy state after i had tried various things to solve it ,1 346917,10421650155.0,IssuesEvent,2019-09-16 06:55:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Small text in UserStatus UI,Medium Priority QA,"Only property: ![image](https://user-images.githubusercontent.com/45708377/64937827-7901c880-d864-11e9-9b39-5e5545a82d70.png) Property and Room Description: ![image](https://user-images.githubusercontent.com/45708377/64938095-61770f80-d865-11e9-9ee3-d5a48653b223.png) Add property name with max symbols ![image](https://user-images.githubusercontent.com/45708377/64938511-d434ba80-d866-11e9-9df0-285ff04fb4ca.png) You also need to add District(but you can't do it now) and text will be very small. ",1.0,"Small text in UserStatus UI - Only property: ![image](https://user-images.githubusercontent.com/45708377/64937827-7901c880-d864-11e9-9b39-5e5545a82d70.png) Property and Room Description: ![image](https://user-images.githubusercontent.com/45708377/64938095-61770f80-d865-11e9-9ee3-d5a48653b223.png) Add property name with max symbols ![image](https://user-images.githubusercontent.com/45708377/64938511-d434ba80-d866-11e9-9df0-285ff04fb4ca.png) You also need to add District(but you can't do it now) and text will be very small. ",1,small text in userstatus ui only property property and room description add property name with max symbols you also need to add district but you can t do it now and text will be very small ,1 368264,10869006330.0,IssuesEvent,2019-11-15 06:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1234] Bank account selection in a bank glitch,Medium Priority,"in 8.3 it was like that (just click on the name for switching) ![f4e3229d59fc40918fac70f4589bbcf4](https://user-images.githubusercontent.com/27898520/68285545-45dbf880-00a1-11ea-8c60-7dd158840171.gif) But now you will get history window with that. ![4947c54f87a08fa78619ba7b0c19ebeb](https://user-images.githubusercontent.com/27898520/68286283-ac154b00-00a2-11ea-9dde-8f4031a9ed36.gif) It should just switch accounts,",1.0,"[0.9.0 staging-1234] Bank account selection in a bank glitch - in 8.3 it was like that (just click on the name for switching) ![f4e3229d59fc40918fac70f4589bbcf4](https://user-images.githubusercontent.com/27898520/68285545-45dbf880-00a1-11ea-8c60-7dd158840171.gif) But now you will get history window with that. ![4947c54f87a08fa78619ba7b0c19ebeb](https://user-images.githubusercontent.com/27898520/68286283-ac154b00-00a2-11ea-9dde-8f4031a9ed36.gif) It should just switch accounts,",1, bank account selection in a bank glitch in it was like that just click on the name for switching but now you will get history window with that it should just switch accounts ,1 444191,12807649843.0,IssuesEvent,2020-07-03 11:58:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1609] Web elections: I want nice election header please,Category: Web Priority: Medium,"It does not look nice. Too big font, too much space ![bandicam 2020-06-17 13-06-11-352](https://user-images.githubusercontent.com/27898520/84873278-70148080-b09c-11ea-9416-d00059a678b8.jpg) ",1.0,"[0.9.0 staging-1609] Web elections: I want nice election header please - It does not look nice. Too big font, too much space ![bandicam 2020-06-17 13-06-11-352](https://user-images.githubusercontent.com/27898520/84873278-70148080-b09c-11ea-9416-d00059a678b8.jpg) ",1, web elections i want nice election header please it does not look nice too big font too much space ,1 249168,7953944472.0,IssuesEvent,2018-07-12 04:58:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Falling Forever,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Wait for half of world map to disappear. Step off ledge **Expected behavior:** Half the world should still exist **Actual behavior:** The dark accepted me into a giant freefall, for which I fell +250km into oblivion",1.0,"USER ISSUE: Falling Forever - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Wait for half of world map to disappear. Step off ledge **Expected behavior:** Half the world should still exist **Actual behavior:** The dark accepted me into a giant freefall, for which I fell +250km into oblivion",1,user issue falling forever version beta steps to reproduce wait for half of world map to disappear step off ledge expected behavior half the world should still exist actual behavior the dark accepted me into a giant freefall for which i fell into oblivion,1 527763,15352124425.0,IssuesEvent,2021-03-01 06:27:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1942] Wrong cotton highlight after collect cottons.,Category: Gameplay Priority: Medium Type: Bug,"Step to reproduce: - find any cotton with 100% maturity: ![image](https://user-images.githubusercontent.com/45708377/109459575-1d36f980-7a70-11eb-9ccb-df97c2f185f7.png) - pick up it: ![image](https://user-images.githubusercontent.com/45708377/109459591-2758f800-7a70-11eb-9c2e-4f3dcb4f79d6.png) - highlight is wrong, you need to reconect or reload chunk to fix it: ![image](https://user-images.githubusercontent.com/45708377/109459650-48214d80-7a70-11eb-8719-2dad13403c51.png) ",1.0,"[0.9.3 staging-1942] Wrong cotton highlight after collect cottons. - Step to reproduce: - find any cotton with 100% maturity: ![image](https://user-images.githubusercontent.com/45708377/109459575-1d36f980-7a70-11eb-9ccb-df97c2f185f7.png) - pick up it: ![image](https://user-images.githubusercontent.com/45708377/109459591-2758f800-7a70-11eb-9c2e-4f3dcb4f79d6.png) - highlight is wrong, you need to reconect or reload chunk to fix it: ![image](https://user-images.githubusercontent.com/45708377/109459650-48214d80-7a70-11eb-8719-2dad13403c51.png) ",1, wrong cotton highlight after collect cottons step to reproduce find any cotton with maturity pick up it highlight is wrong you need to reconect or reload chunk to fix it ,1 245110,7881355774.0,IssuesEvent,2018-06-26 18:46:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Doors only opening inwards 0.7.3.0,Medium Priority,"Placing from outside Placing from inside Opening from outside (jic) Opening from inside (jic) Always opens inward",1.0,"Doors only opening inwards 0.7.3.0 - Placing from outside Placing from inside Opening from outside (jic) Opening from inside (jic) Always opens inward",1,doors only opening inwards placing from outside placing from inside opening from outside jic opening from inside jic always opens inward,1 457351,13155255322.0,IssuesEvent,2020-08-10 08:32:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1695] Pots listed in adjacent inventories list,Category: Gameplay Priority: Medium Status: Fixed,"If I'm not misremembering, pots should be excluded from adjacent inventories as to not bloat the list with inventories that aren't used for storage. They are no longer excluded and are now bloating the inventories list. Steps to reproduce 1. /give yourself a storage chest and a square pot. 2. Place them both in close proximity. 3. Open the storage chest inventory and notice that the pot inventory is being listed. ![image](https://user-images.githubusercontent.com/11805935/88959174-e0204400-d2a1-11ea-91b2-d700b85c5944.png) ",1.0,"[0.9.0 staging-1695] Pots listed in adjacent inventories list - If I'm not misremembering, pots should be excluded from adjacent inventories as to not bloat the list with inventories that aren't used for storage. They are no longer excluded and are now bloating the inventories list. Steps to reproduce 1. /give yourself a storage chest and a square pot. 2. Place them both in close proximity. 3. Open the storage chest inventory and notice that the pot inventory is being listed. ![image](https://user-images.githubusercontent.com/11805935/88959174-e0204400-d2a1-11ea-91b2-d700b85c5944.png) ",1, pots listed in adjacent inventories list if i m not misremembering pots should be excluded from adjacent inventories as to not bloat the list with inventories that aren t used for storage they are no longer excluded and are now bloating the inventories list steps to reproduce give yourself a storage chest and a square pot place them both in close proximity open the storage chest inventory and notice that the pot inventory is being listed ,1 342449,10317248965.0,IssuesEvent,2019-08-30 12:14:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 release-preview] Exception while connecting from the old client to the new server,Medium Priority QA,"when trying to connect from 0.8.2.9 client to the 0.8.3 server by ID (or continue) we've got this message: ``` System.Exception: Original type is Object. Cannot convert from Object to Array at Eco.Shared.Serialization.BSONValue.get_ArrayValue() at Eco.Shared.Networking.RPCManager.InvokeOn(INetClient client, BSONObject bson, Object target, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Plugins.Networking.NetworkServer.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient client, NetworkEvent netEvent, BSONObject bsonObj) at Eco.Plugins.Networking.Client.<.ctor>b__56_2() ``` It should be fixed already #12570 Similar to #12327 ",1.0,"[0.8.3.0 release-preview] Exception while connecting from the old client to the new server - when trying to connect from 0.8.2.9 client to the 0.8.3 server by ID (or continue) we've got this message: ``` System.Exception: Original type is Object. Cannot convert from Object to Array at Eco.Shared.Serialization.BSONValue.get_ArrayValue() at Eco.Shared.Networking.RPCManager.InvokeOn(INetClient client, BSONObject bson, Object target, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Plugins.Networking.NetworkServer.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient client, NetworkEvent netEvent, BSONObject bsonObj) at Eco.Plugins.Networking.Client.<.ctor>b__56_2() ``` It should be fixed already #12570 Similar to #12327 ",1, exception while connecting from the old client to the new server when trying to connect from client to the server by id or continue we ve got this message system exception original type is object cannot convert from object to array at eco shared serialization bsonvalue get arrayvalue at eco shared networking rpcmanager invokeon inetclient client bsonobject bson object target string methodname at eco shared networking rpcmanager handlereceiverpc inetclient client bsonobject bson at eco plugins networking networkserver eco shared networking inetworkeventhandler receiveevent inetclient client networkevent netevent bsonobject bsonobj at eco plugins networking client b it should be fixed already similar to ,1 375436,11104462692.0,IssuesEvent,2019-12-17 07:36:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Gold Back Currencies Duplicating,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** The steps to reproduce as not 100% clear. We suspect that because of a server crash, it's causing mint ID's to be reutilized, thus creating duplicate mints. When players put down a mint, it's causing their mint to show up as an already established gold backed currency. **Expected behavior:** Mints are unique to each user and can't be created by other users. **Actual behavior:** Each new user who puts down a mint is being linked to an already established gold backed currency.",1.0,"USER ISSUE: Gold Back Currencies Duplicating - **Version:** 0.7.1.2 beta **Steps to Reproduce:** The steps to reproduce as not 100% clear. We suspect that because of a server crash, it's causing mint ID's to be reutilized, thus creating duplicate mints. When players put down a mint, it's causing their mint to show up as an already established gold backed currency. **Expected behavior:** Mints are unique to each user and can't be created by other users. **Actual behavior:** Each new user who puts down a mint is being linked to an already established gold backed currency.",1,user issue gold back currencies duplicating version beta steps to reproduce the steps to reproduce as not clear we suspect that because of a server crash it s causing mint id s to be reutilized thus creating duplicate mints when players put down a mint it s causing their mint to show up as an already established gold backed currency expected behavior mints are unique to each user and can t be created by other users actual behavior each new user who puts down a mint is being linked to an already established gold backed currency ,1 375659,11114983162.0,IssuesEvent,2019-12-18 09:49:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Tier 5 House,Medium Priority Reopen,"For some reason unknown to me New materials (ashlar and composite lumber) are made at home not tier4 but tier5 ![image](https://user-images.githubusercontent.com/45708377/65577557-af35fb00-df7c-11e9-8917-72bce48ad1e4.png) ![image](https://user-images.githubusercontent.com/45708377/65577662-e99f9800-df7c-11e9-90c8-2e86fdddfc79.png) ",1.0,"[master-preview] Tier 5 House - For some reason unknown to me New materials (ashlar and composite lumber) are made at home not tier4 but tier5 ![image](https://user-images.githubusercontent.com/45708377/65577557-af35fb00-df7c-11e9-8917-72bce48ad1e4.png) ![image](https://user-images.githubusercontent.com/45708377/65577662-e99f9800-df7c-11e9-90c8-2e86fdddfc79.png) ",1, tier house for some reason unknown to me new materials ashlar and composite lumber are made at home not but ,1 331176,10061295258.0,IssuesEvent,2019-07-22 20:58:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Forest/Biome Tree Balance is wrong,Balance Medium Priority,"![image](https://user-images.githubusercontent.com/14983165/61664060-db848100-ac86-11e9-992c-0b0672087e70.png) Right now, taiga is much sparser than other forests-- but taiga should be a forest of spruce trees, with a fringe of fir trees in the warmer areas. Meanwhile, I think other forests are too dense, and the wrong trees and plants are in warm versus cold forests. Warm forests should be made to have only birch, cedar, and oak trees. Salal should be removed from warm forests, and only be dominant ground cover in cold forests. The tree density can be reduced in warm forests. Cold forests should have primarily fir trees, with redwoods in the warm areas of cold forests (much like the joshua trees are in the wet/cold areas of deserts), and spruce in the colder parts. No birch or oak (or cedar, until its look is revamped) should spawn in cold forests. Salal density in cold forests should be slightly reduced, with more mosses appearing as alternate ground cover. If we cannot guarantee that some redwoods will spawn in the warm fringes of cold forests, just as with joshua trees in the desert, then this issue also includes fixing that to be possible. (if we must make more sub-biomes to accomplish that, it would be acceptable) A big goal of resolving these issues is to ensure that all our trees which appear deciduous appear in warm forests and our cold forests are conifer forests. ",1.0,"Forest/Biome Tree Balance is wrong - ![image](https://user-images.githubusercontent.com/14983165/61664060-db848100-ac86-11e9-992c-0b0672087e70.png) Right now, taiga is much sparser than other forests-- but taiga should be a forest of spruce trees, with a fringe of fir trees in the warmer areas. Meanwhile, I think other forests are too dense, and the wrong trees and plants are in warm versus cold forests. Warm forests should be made to have only birch, cedar, and oak trees. Salal should be removed from warm forests, and only be dominant ground cover in cold forests. The tree density can be reduced in warm forests. Cold forests should have primarily fir trees, with redwoods in the warm areas of cold forests (much like the joshua trees are in the wet/cold areas of deserts), and spruce in the colder parts. No birch or oak (or cedar, until its look is revamped) should spawn in cold forests. Salal density in cold forests should be slightly reduced, with more mosses appearing as alternate ground cover. If we cannot guarantee that some redwoods will spawn in the warm fringes of cold forests, just as with joshua trees in the desert, then this issue also includes fixing that to be possible. (if we must make more sub-biomes to accomplish that, it would be acceptable) A big goal of resolving these issues is to ensure that all our trees which appear deciduous appear in warm forests and our cold forests are conifer forests. ",1,forest biome tree balance is wrong right now taiga is much sparser than other forests but taiga should be a forest of spruce trees with a fringe of fir trees in the warmer areas meanwhile i think other forests are too dense and the wrong trees and plants are in warm versus cold forests warm forests should be made to have only birch cedar and oak trees salal should be removed from warm forests and only be dominant ground cover in cold forests the tree density can be reduced in warm forests cold forests should have primarily fir trees with redwoods in the warm areas of cold forests much like the joshua trees are in the wet cold areas of deserts and spruce in the colder parts no birch or oak or cedar until its look is revamped should spawn in cold forests salal density in cold forests should be slightly reduced with more mosses appearing as alternate ground cover if we cannot guarantee that some redwoods will spawn in the warm fringes of cold forests just as with joshua trees in the desert then this issue also includes fixing that to be possible if we must make more sub biomes to accomplish that it would be acceptable a big goal of resolving these issues is to ensure that all our trees which appear deciduous appear in warm forests and our cold forests are conifer forests ,1 485929,14001499147.0,IssuesEvent,2020-10-28 13:43:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cleanup notification panel,Category: UI Priority: Medium Status: Reopen,"![image](https://user-images.githubusercontent.com/3536496/93846323-882a0c00-fc58-11ea-8d20-c146cdd753e6.png) - Floating text 'no notifications' in there - Dont show voting as mail - See what else spams it up that shouldnt be in here (ask QA)",1.0,"Cleanup notification panel - ![image](https://user-images.githubusercontent.com/3536496/93846323-882a0c00-fc58-11ea-8d20-c146cdd753e6.png) - Floating text 'no notifications' in there - Dont show voting as mail - See what else spams it up that shouldnt be in here (ask QA)",1,cleanup notification panel floating text no notifications in there dont show voting as mail see what else spams it up that shouldnt be in here ask qa ,1 208727,7157754332.0,IssuesEvent,2018-01-26 21:08:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Placing a stone block while landing can push you into a wall,Medium Priority,"By jumping and placing a stone block right before landing, you can push yourself into a wall. Example: https://imgur.com/a/RSJlY",1.0,"Placing a stone block while landing can push you into a wall - By jumping and placing a stone block right before landing, you can push yourself into a wall. Example: https://imgur.com/a/RSJlY",1,placing a stone block while landing can push you into a wall by jumping and placing a stone block right before landing you can push yourself into a wall example ,1 255548,8125370188.0,IssuesEvent,2018-08-16 20:42:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deed Sales and Object Ownership,Medium Priority,"#### Version: 0.7.6.3 beta ### Actions Okay, so this is what me and another player did (player A and B) 1. Player A claims land and grant a second player (player B) access to that deed. 2. Place several objects on the deed, by either player (such as stockpiles and tables). These will carry the name of the owner of the deed, player A. 3. Player A puts the deed for sale at a **Real Estate Desk**. 4. Player B purchases the deed. ### Result Now **A** doesn't not have permission on the land (which I assume is intended, it's a good idea to wipe the *permitted players* list clear on selling a deed), this is good. The issue is that **A** still has ownership over all objects (stockpiles, tables, etc) placed prior to selling the deed. **A** is able to remove contents of those objects that are containers, rename the objects, or remove the objects entirely. ### Attempts to reproduce I've tried reproducing this with that player, but we've been unable to do so... We - Tried with B having and not having access to the deed prior to purchase - Tried with A and B placing the stockpile, before and after claiming the land it was on I'm at a loss, my only guesses at the moment are that it may have something to do with - the server restarting between claiming the land and selling it, or - the number of objects in the deed that was purchased Will try again soon.",1.0,"Deed Sales and Object Ownership - #### Version: 0.7.6.3 beta ### Actions Okay, so this is what me and another player did (player A and B) 1. Player A claims land and grant a second player (player B) access to that deed. 2. Place several objects on the deed, by either player (such as stockpiles and tables). These will carry the name of the owner of the deed, player A. 3. Player A puts the deed for sale at a **Real Estate Desk**. 4. Player B purchases the deed. ### Result Now **A** doesn't not have permission on the land (which I assume is intended, it's a good idea to wipe the *permitted players* list clear on selling a deed), this is good. The issue is that **A** still has ownership over all objects (stockpiles, tables, etc) placed prior to selling the deed. **A** is able to remove contents of those objects that are containers, rename the objects, or remove the objects entirely. ### Attempts to reproduce I've tried reproducing this with that player, but we've been unable to do so... We - Tried with B having and not having access to the deed prior to purchase - Tried with A and B placing the stockpile, before and after claiming the land it was on I'm at a loss, my only guesses at the moment are that it may have something to do with - the server restarting between claiming the land and selling it, or - the number of objects in the deed that was purchased Will try again soon.",1,deed sales and object ownership version beta actions okay so this is what me and another player did player a and b player a claims land and grant a second player player b access to that deed place several objects on the deed by either player such as stockpiles and tables these will carry the name of the owner of the deed player a player a puts the deed for sale at a real estate desk player b purchases the deed result now a doesn t not have permission on the land which i assume is intended it s a good idea to wipe the permitted players list clear on selling a deed this is good the issue is that a still has ownership over all objects stockpiles tables etc placed prior to selling the deed a is able to remove contents of those objects that are containers rename the objects or remove the objects entirely attempts to reproduce i ve tried reproducing this with that player but we ve been unable to do so we tried with b having and not having access to the deed prior to purchase tried with a and b placing the stockpile before and after claiming the land it was on i m at a loss my only guesses at the moment are that it may have something to do with the server restarting between claiming the land and selling it or the number of objects in the deed that was purchased will try again soon ,1 650766,21416742353.0,IssuesEvent,2022-04-22 11:38:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Shop UI bug with removing of ""for sale items""",Priority: Medium,"I very often get the problem that when i remove a for sale item with the ""x"" out of my shops, the ""x"" disappears for all other for sale items so i cannot delete another one without reopening the UI. This problem did not happen for ""to buy"" items yet.",1.0,"Shop UI bug with removing of ""for sale items"" - I very often get the problem that when i remove a for sale item with the ""x"" out of my shops, the ""x"" disappears for all other for sale items so i cannot delete another one without reopening the UI. This problem did not happen for ""to buy"" items yet.",1,shop ui bug with removing of for sale items i very often get the problem that when i remove a for sale item with the x out of my shops the x disappears for all other for sale items so i cannot delete another one without reopening the ui this problem did not happen for to buy items yet ,1 249182,7953969824.0,IssuesEvent,2018-07-12 05:09:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Fody code triggering updates during migration, prevents loading game",Medium Priority," When loading this usersave: https://drive.google.com/drive/folders/1gFTlcg4r2UbREXw5Gb2x0MJbY3s_0CE_?usp=sharing The game triggers a changed call off a 'set' call, which I assume is happening due to Fody. Breaks migration. Callstsack: Eco.Core!Eco.Core.Serialization.ISerializationUtil.Save(Eco.Core.Serialization.IStorage storage) Line 15 C# > Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClause.Changed(object clauseObject, System.ComponentModel.PropertyChangedEventArgs args) Line 39 C# [External Code] Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClauseBuildRoad.SelectedItem.set(Eco.Gameplay.Items.SearchAndSelect.SearchAndSelectItem value) Line 186 C# Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClauseBuildRoad.ContractClauseBuildRoad() Line 194 C# [External Code] Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer..ctor.AnonymousMethod__1() Line 174 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.NewInstance.get() Line 162 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 95 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Economy.Contracts.ContractClause>.Decode(System.IO.BinaryReader reader, object instance) Line 76 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 255 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.Serializers.DictionarySerializer, System.Guid, Eco.Gameplay.Economy.Contracts.Contract>.Decode(System.IO.BinaryReader reader) Line 68 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 258 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 258 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.SimpleSerializer.Deserialize(System.IO.Stream stream) Line 444 C# Eco.Core!Eco.Core.Serialization.CurrentSerializer.Deserialize(System.IO.Stream stream) Line 45 C# Eco.Core!Eco.Core.Serialization.EcoSerializer.Deserialize(System.IO.Stream stream) Line 65 C# Eco.Core!Eco.Core.Serialization.DataStore.Load(string folder, System.Action createFunc) Line 347 C# Eco.Core!Eco.Core.Plugins.StorageManager.CreateOrLoad(string folder, System.Action onCreate) Line 110 C# Eco.Core!Eco.Core.Plugins.SimplePlugin.DoLoad(string name) Line 39 C# Eco.Core!Eco.Core.Plugins.SimplePlugin.SimplePlugin(string name) Line 32 C# Eco.Gameplay!Eco.Gameplay.Economy.EconomyPlugin.EconomyPlugin() Line 24 C# [External Code] EcoServer.exe!Eco.Server.PluginManager.AddPlugin(System.Type pluginType, object[] p) Line 199 C# EcoServer.exe!Eco.Server.PluginManager.AddPlugin(object[] p) Line 195 C# EcoServer.exe!Eco.Server.PluginManager..ctor.AnonymousMethod__10_2() Line 131 C# [External Code] ",1.0,"Fody code triggering updates during migration, prevents loading game - When loading this usersave: https://drive.google.com/drive/folders/1gFTlcg4r2UbREXw5Gb2x0MJbY3s_0CE_?usp=sharing The game triggers a changed call off a 'set' call, which I assume is happening due to Fody. Breaks migration. Callstsack: Eco.Core!Eco.Core.Serialization.ISerializationUtil.Save(Eco.Core.Serialization.IStorage storage) Line 15 C# > Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClause.Changed(object clauseObject, System.ComponentModel.PropertyChangedEventArgs args) Line 39 C# [External Code] Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClauseBuildRoad.SelectedItem.set(Eco.Gameplay.Items.SearchAndSelect.SearchAndSelectItem value) Line 186 C# Eco.Gameplay!Eco.Gameplay.Economy.Contracts.ContractClauseBuildRoad.ContractClauseBuildRoad() Line 194 C# [External Code] Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer..ctor.AnonymousMethod__1() Line 174 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.NewInstance.get() Line 162 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 95 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Economy.Contracts.ContractClause>.Decode(System.IO.BinaryReader reader, object instance) Line 76 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 255 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.Serializers.DictionarySerializer, System.Guid, Eco.Gameplay.Economy.Contracts.Contract>.Decode(System.IO.BinaryReader reader) Line 68 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 258 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.DecodeMember(Eco.Core.Serialization.Serializers.MemberInfo member, ref object instance, System.IO.BinaryReader reader) Line 258 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassMigrationSerializer.DecodeToInstance(ref object instance, System.IO.BinaryReader reader) Line 513 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Decode(System.IO.BinaryReader reader) Line 96 C# Eco.Core!Eco.Core.Serialization.SimpleSerializer.Deserialize(System.IO.Stream stream) Line 444 C# Eco.Core!Eco.Core.Serialization.CurrentSerializer.Deserialize(System.IO.Stream stream) Line 45 C# Eco.Core!Eco.Core.Serialization.EcoSerializer.Deserialize(System.IO.Stream stream) Line 65 C# Eco.Core!Eco.Core.Serialization.DataStore.Load(string folder, System.Action createFunc) Line 347 C# Eco.Core!Eco.Core.Plugins.StorageManager.CreateOrLoad(string folder, System.Action onCreate) Line 110 C# Eco.Core!Eco.Core.Plugins.SimplePlugin.DoLoad(string name) Line 39 C# Eco.Core!Eco.Core.Plugins.SimplePlugin.SimplePlugin(string name) Line 32 C# Eco.Gameplay!Eco.Gameplay.Economy.EconomyPlugin.EconomyPlugin() Line 24 C# [External Code] EcoServer.exe!Eco.Server.PluginManager.AddPlugin(System.Type pluginType, object[] p) Line 199 C# EcoServer.exe!Eco.Server.PluginManager.AddPlugin(object[] p) Line 195 C# EcoServer.exe!Eco.Server.PluginManager..ctor.AnonymousMethod__10_2() Line 131 C# [External Code] ",1,fody code triggering updates during migration prevents loading game when loading this usersave the game triggers a changed call off a set call which i assume is happening due to fody breaks migration callstsack eco core eco core serialization iserializationutil save eco core serialization istorage storage line c eco gameplay eco gameplay economy contracts contractclause changed object clauseobject system componentmodel propertychangedeventargs args line c eco gameplay eco gameplay economy contracts contractclausebuildroad selecteditem set eco gameplay items searchandselect searchandselectitem value line c eco gameplay eco gameplay economy contracts contractclausebuildroad contractclausebuildroad line c eco core eco core serialization serializers classserializer ctor anonymousmethod line c eco core eco core serialization serializers classserializer newinstance get line c eco core eco core serialization serializers objectserializer decode system io binaryreader reader line c eco core eco core serialization serializers enumerableserializer eco gameplay economy contracts contractclause decode system io binaryreader reader object instance line c eco core eco core serialization serializers classserializer decodemember eco core serialization serializers memberinfo member ref object instance system io binaryreader reader line c eco core eco core serialization serializers classmigrationserializer decodetoinstance ref object instance system io binaryreader reader line c eco core eco core serialization serializers objectserializer decode system io binaryreader reader line c eco core eco core serialization serializers dictionaryserializer system guid eco gameplay economy contracts contract decode system io binaryreader reader line c eco core eco core serialization serializers classserializer decodemember eco core serialization serializers memberinfo member ref object instance system io binaryreader reader line c eco core eco core serialization serializers classmigrationserializer decodetoinstance ref object instance system io binaryreader reader line c eco core eco core serialization serializers objectserializer decode system io binaryreader reader line c eco core eco core serialization serializers classserializer decodemember eco core serialization serializers memberinfo member ref object instance system io binaryreader reader line c eco core eco core serialization serializers classmigrationserializer decodetoinstance ref object instance system io binaryreader reader line c eco core eco core serialization serializers objectserializer decode system io binaryreader reader line c eco core eco core serialization simpleserializer deserialize system io stream stream line c eco core eco core serialization currentserializer deserialize system io stream stream line c eco core eco core serialization ecoserializer deserialize system io stream stream line c eco core eco core serialization datastore load string folder system action createfunc line c eco core eco core plugins storagemanager createorload string folder system action oncreate line c eco core eco core plugins simpleplugin doload string name line c eco core eco core plugins simpleplugin simpleplugin string name line c eco gameplay eco gameplay economy economyplugin economyplugin line c ecoserver exe eco server pluginmanager addplugin system type plugintype object p line c ecoserver exe eco server pluginmanager addplugin object p line c ecoserver exe eco server pluginmanager ctor anonymousmethod line c ,1 249112,7953825691.0,IssuesEvent,2018-07-12 04:05:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[USER ISSUE] Corrupted Object | Server can't restart,Medium Priority,"**Version:** 0.7.2.4 beta The World of an friend is crashing after an server restart. Seems that the world got corrupted. Any chance to fix the corrupted object? If you need more informations - feel free to ask. **Crash Log:** https://gist.github.com/SeppDE/90c5df5d48285e72923ffb7234ea6e73 **World:** https://1drv.ms/f/s!AhPeBlzYH2vLonbetaw2lIOB6DBm",1.0,"[USER ISSUE] Corrupted Object | Server can't restart - **Version:** 0.7.2.4 beta The World of an friend is crashing after an server restart. Seems that the world got corrupted. Any chance to fix the corrupted object? If you need more informations - feel free to ask. **Crash Log:** https://gist.github.com/SeppDE/90c5df5d48285e72923ffb7234ea6e73 **World:** https://1drv.ms/f/s!AhPeBlzYH2vLonbetaw2lIOB6DBm",1, corrupted object server can t restart version beta the world of an friend is crashing after an server restart seems that the world got corrupted any chance to fix the corrupted object if you need more informations feel free to ask crash log world ,1 353241,10550527858.0,IssuesEvent,2019-10-03 11:17:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-983] Incorrect notification when buy deed,Medium Priority QA Staging,"Step to reproduce: - Have the necessary currency on the non-personal account (create second account) less than the required. ![image](https://user-images.githubusercontent.com/45708377/59028359-1f046680-8864-11e9-94f9-8c91a2651ed9.png) - try to buy deed using second account ![image](https://user-images.githubusercontent.com/45708377/59028543-799dc280-8864-11e9-85f0-952c4986dedf.png) In 8.1.4 We can reproduce It when first notification absents (Look very strange): ![image](https://user-images.githubusercontent.com/45708377/59028641-b5d12300-8864-11e9-842b-d5b3f802067d.png) But in 8.2.0 staging-983 two notification are always appearing. ",1.0,"[0.8.2.0 staging-983] Incorrect notification when buy deed - Step to reproduce: - Have the necessary currency on the non-personal account (create second account) less than the required. ![image](https://user-images.githubusercontent.com/45708377/59028359-1f046680-8864-11e9-94f9-8c91a2651ed9.png) - try to buy deed using second account ![image](https://user-images.githubusercontent.com/45708377/59028543-799dc280-8864-11e9-85f0-952c4986dedf.png) In 8.1.4 We can reproduce It when first notification absents (Look very strange): ![image](https://user-images.githubusercontent.com/45708377/59028641-b5d12300-8864-11e9-842b-d5b3f802067d.png) But in 8.2.0 staging-983 two notification are always appearing. ",1, incorrect notification when buy deed step to reproduce have the necessary currency on the non personal account create second account less than the required try to buy deed using second account in we can reproduce it when first notification absents look very strange but in staging two notification are always appearing ,1 280292,8679704413.0,IssuesEvent,2018-12-01 01:41:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Continue button issues,Medium Priority,"- should not be clickable if the recent server is offline - if the recent server is offline, should say ""offline"" under the continue button - button should not appear at all if user has never played",1.0,"Continue button issues - - should not be clickable if the recent server is offline - if the recent server is offline, should say ""offline"" under the continue button - button should not appear at all if user has never played",1,continue button issues should not be clickable if the recent server is offline if the recent server is offline should say offline under the continue button button should not appear at all if user has never played,1 307077,9414171642.0,IssuesEvent,2019-04-10 09:31:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: king fern provide only small amount of plant fibers?,Medium Priority,"1-2 plant fibers, it's strange for me.",1.0,"Master: king fern provide only small amount of plant fibers? - 1-2 plant fibers, it's strange for me.",1,master king fern provide only small amount of plant fibers plant fibers it s strange for me ,1 374065,11061792950.0,IssuesEvent,2019-12-11 08:07:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Staging=1287] Objectives Window will not close with Close Button,Fixed Medium Priority,"**Version:** 0.9.0.0 beta staging-1287 **Steps to Reproduce:** Open up Objectives Window with **O** or using Objectives Icon in UI ![snap5583](https://user-images.githubusercontent.com/29383891/70362479-03166780-187d-11ea-9f73-13e085274063.png) you cannot Close the window with the Close **X** top right corner ![snap5584](https://user-images.githubusercontent.com/29383891/70362519-2a6d3480-187d-11ea-98da-366d4c0836a2.png) , but you can close with O or using the icon on UI **Expected behavior:** it should close using Close button **Actual behavior:** it won't close using Close Button **Do you have mods installed? Does the issue happen when no mods are installed?:** NO mods not adding any mods",1.0,"[Staging=1287] Objectives Window will not close with Close Button - **Version:** 0.9.0.0 beta staging-1287 **Steps to Reproduce:** Open up Objectives Window with **O** or using Objectives Icon in UI ![snap5583](https://user-images.githubusercontent.com/29383891/70362479-03166780-187d-11ea-9f73-13e085274063.png) you cannot Close the window with the Close **X** top right corner ![snap5584](https://user-images.githubusercontent.com/29383891/70362519-2a6d3480-187d-11ea-98da-366d4c0836a2.png) , but you can close with O or using the icon on UI **Expected behavior:** it should close using Close button **Actual behavior:** it won't close using Close Button **Do you have mods installed? Does the issue happen when no mods are installed?:** NO mods not adding any mods",1, objectives window will not close with close button version beta staging steps to reproduce open up objectives window with o or using objectives icon in ui you cannot close the window with the close x top right corner but you can close with o or using the icon on ui expected behavior it should close using close button actual behavior it won t close using close button do you have mods installed does the issue happen when no mods are installed no mods not adding any mods,1 425955,12365202833.0,IssuesEvent,2020-05-18 08:27:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,skills UI leaves the background fade on permanently after closing the skills UI sometimes,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/14983165/81607900-445df680-938a-11ea-8cab-0a475a5095d2.png) background fade gets stuck on when you open and close the skills UI quickly",1.0,"skills UI leaves the background fade on permanently after closing the skills UI sometimes - ![image](https://user-images.githubusercontent.com/14983165/81607900-445df680-938a-11ea-8cab-0a475a5095d2.png) background fade gets stuck on when you open and close the skills UI quickly",1,skills ui leaves the background fade on permanently after closing the skills ui sometimes background fade gets stuck on when you open and close the skills ui quickly,1 367483,10854195958.0,IssuesEvent,2019-11-13 16:00:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Torches produce significant frame drops,Medium Priority,"**Version:** 0.7.4.5 beta **Steps to Reproduce:** Build a torch holder, put a torch in it and turn it on. **Expected behavior:** No or insignificant drop in fps **Actual behavior:** FPS drop from 60 to 40, even when the torch is out of sight Also affects other players performance. A friend on the same server is also affected, his FPS drop from 80-90 to around 50. He is playing on a Windows 10 machine with an i7 7700k, 16GB-DDR4 and a GTX 1080.
Log File(...previous log truncated...) [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0)
",1.0,"USER ISSUE: Torches produce significant frame drops - **Version:** 0.7.4.5 beta **Steps to Reproduce:** Build a torch holder, put a torch in it and turn it on. **Expected behavior:** No or insignificant drop in fps **Actual behavior:** FPS drop from 60 to 40, even when the torch is out of sight Also affects other players performance. A friend on the same server is also affected, his FPS drop from 80-90 to around 50. He is playing on a Windows 10 machine with an i7 7700k, 16GB-DDR4 and a GTX 1080.
Log File(...previous log truncated...) [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0)
",1,user issue torches produce significant frame drops version beta steps to reproduce build a torch holder put a torch in it and turn it on expected behavior no or insignificant drop in fps actual behavior fps drop from to even when the torch is out of sight also affects other players performance a friend on the same server is also affected his fps drop from to around he is playing on a windows machine with an and a gtx log file previous log truncated in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line ,1 489352,14105029592.0,IssuesEvent,2020-11-06 12:51:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Too many garbage blocks,Category: Gameplay Priority: Medium Status: Fixed,"Hm, strange. Decay logic has been changed? Before, from 1 trash block, you receive 1 garbage block, now you receive garbage blocks from all items in trash block... e.g. 1 trash block, 4 item ![20181123144122_1](https://user-images.githubusercontent.com/4980243/48965791-fce87c80-efd4-11e8-832f-9fbf209c3e79.jpg) now 4 garbage ![20181124095352_1](https://user-images.githubusercontent.com/4980243/48965794-04a82100-efd5-11e8-8a6b-1843886709f4.jpg) This makes ""trashing"" items terribe, players return to store unneeded items in chests again :(",1.0,"Too many garbage blocks - Hm, strange. Decay logic has been changed? Before, from 1 trash block, you receive 1 garbage block, now you receive garbage blocks from all items in trash block... e.g. 1 trash block, 4 item ![20181123144122_1](https://user-images.githubusercontent.com/4980243/48965791-fce87c80-efd4-11e8-832f-9fbf209c3e79.jpg) now 4 garbage ![20181124095352_1](https://user-images.githubusercontent.com/4980243/48965794-04a82100-efd5-11e8-8a6b-1843886709f4.jpg) This makes ""trashing"" items terribe, players return to store unneeded items in chests again :(",1,too many garbage blocks hm strange decay logic has been changed before from trash block you receive garbage block now you receive garbage blocks from all items in trash block e g trash block item now garbage this makes trashing items terribe players return to store unneeded items in chests again ,1 241157,7809225990.0,IssuesEvent,2018-06-11 23:19:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Destroying cart while other player holds it is amazing,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Player 2 pushes cart owned by player 1 2. player 1 destroys cart and puts it back in inventory 3. player 2 becomes sideways ballerina dancing across the stars. 4. profit **Expected behavior:** It should do exactly what it is doing. **Actual behavior:** You'll see.",1.0,"USER ISSUE: Destroying cart while other player holds it is amazing - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Player 2 pushes cart owned by player 1 2. player 1 destroys cart and puts it back in inventory 3. player 2 becomes sideways ballerina dancing across the stars. 4. profit **Expected behavior:** It should do exactly what it is doing. **Actual behavior:** You'll see.",1,user issue destroying cart while other player holds it is amazing version beta steps to reproduce player pushes cart owned by player player destroys cart and puts it back in inventory player becomes sideways ballerina dancing across the stars profit expected behavior it should do exactly what it is doing actual behavior you ll see ,1 575932,17066628092.0,IssuesEvent,2021-07-07 08:11:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 release-213] Payment is not update right if you just close window instead of submit it.,Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"Seems exploit is fixed, but WP creator still have problen with UI when he didn't submit changes: ![image](https://user-images.githubusercontent.com/45708377/115850988-21a7df00-a42f-11eb-9cb0-8c646ecc80b3.png) But the other player see the right payment: ![image](https://user-images.githubusercontent.com/45708377/115851072-397f6300-a42f-11eb-84c2-ba819c9c688b.png) And after complete it it has right payment: ![image](https://user-images.githubusercontent.com/45708377/115851199-5c117c00-a42f-11eb-97c4-42d28e14323d.png) This is not the first such problem; similar problems have arisen in other objects. I would just do that if you don’t submit then all changes are canceled, but everywhere should be the same behavior _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/Eco/issues/8362#issuecomment-825531528_ Steps the same like in original issue",1.0,"[0.9.3 release-213] Payment is not update right if you just close window instead of submit it. - Seems exploit is fixed, but WP creator still have problen with UI when he didn't submit changes: ![image](https://user-images.githubusercontent.com/45708377/115850988-21a7df00-a42f-11eb-9cb0-8c646ecc80b3.png) But the other player see the right payment: ![image](https://user-images.githubusercontent.com/45708377/115851072-397f6300-a42f-11eb-84c2-ba819c9c688b.png) And after complete it it has right payment: ![image](https://user-images.githubusercontent.com/45708377/115851199-5c117c00-a42f-11eb-97c4-42d28e14323d.png) This is not the first such problem; similar problems have arisen in other objects. I would just do that if you don’t submit then all changes are canceled, but everywhere should be the same behavior _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/Eco/issues/8362#issuecomment-825531528_ Steps the same like in original issue",1, payment is not update right if you just close window instead of submit it seems exploit is fixed but wp creator still have problen with ui when he didn t submit changes but the other player see the right payment and after complete it it has right payment this is not the first such problem similar problems have arisen in other objects i would just do that if you don’t submit then all changes are canceled but everywhere should be the same behavior originally posted by slaykswood in steps the same like in original issue,1 254718,8087272642.0,IssuesEvent,2018-08-09 00:42:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tool Tip arrows don't point at what they are tool tipping,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39452763-52daa5e6-4c88-11e8-896f-047f84750fa1.png) Only for the ""side"" tooltips",1.0,"Tool Tip arrows don't point at what they are tool tipping - ![image](https://user-images.githubusercontent.com/6262198/39452763-52daa5e6-4c88-11e8-896f-047f84750fa1.png) Only for the ""side"" tooltips",1,tool tip arrows don t point at what they are tool tipping only for the side tooltips,1 493495,14233627905.0,IssuesEvent,2020-11-18 12:26:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Give option to not sprint while using automove,Category: Gameplay Priority: Medium Status: Fixed,"When using the autorun, it is usually used to travel long distances. For balance reasons, when you sprint you lose calories and end up moving very slow. As a result, long distance travel using the autorun button can take longer than if you just walked. We just need to remove the part that sprints and the command works great.",1.0,"Give option to not sprint while using automove - When using the autorun, it is usually used to travel long distances. For balance reasons, when you sprint you lose calories and end up moving very slow. As a result, long distance travel using the autorun button can take longer than if you just walked. We just need to remove the part that sprints and the command works great.",1,give option to not sprint while using automove when using the autorun it is usually used to travel long distances for balance reasons when you sprint you lose calories and end up moving very slow as a result long distance travel using the autorun button can take longer than if you just walked we just need to remove the part that sprints and the command works great ,1 216851,7312187305.0,IssuesEvent,2018-02-28 20:08:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fertilizer not Restacking,Medium Priority,"**Version: 0.7.1.2 beta** **Steps to Reproduce:** Get two incomplete stacks of the same fertilizer or split a complete stack of one fertilizer into two stacks. Trying to combine them manually by dragging one stack onto the other will only switch their Slot location. **Expected Behavior:** The two incomplete stacks should combine into one stack or fill one stack to its cap of 50 while leaving the excess in another slot. **Actual behavior:** Instead of stacking to the Max of 50, they are treated as two different item stacks so they do not combine in anyway. This can be fixed by the Player by putting the two stacks in a Chest and breaking the chest. The two stacks will then combine into one stack if quantity does not exceed the max cap.",1.0,"Fertilizer not Restacking - **Version: 0.7.1.2 beta** **Steps to Reproduce:** Get two incomplete stacks of the same fertilizer or split a complete stack of one fertilizer into two stacks. Trying to combine them manually by dragging one stack onto the other will only switch their Slot location. **Expected Behavior:** The two incomplete stacks should combine into one stack or fill one stack to its cap of 50 while leaving the excess in another slot. **Actual behavior:** Instead of stacking to the Max of 50, they are treated as two different item stacks so they do not combine in anyway. This can be fixed by the Player by putting the two stacks in a Chest and breaking the chest. The two stacks will then combine into one stack if quantity does not exceed the max cap.",1,fertilizer not restacking version beta steps to reproduce get two incomplete stacks of the same fertilizer or split a complete stack of one fertilizer into two stacks trying to combine them manually by dragging one stack onto the other will only switch their slot location expected behavior the two incomplete stacks should combine into one stack or fill one stack to its cap of while leaving the excess in another slot actual behavior instead of stacking to the max of they are treated as two different item stacks so they do not combine in anyway this can be fixed by the player by putting the two stacks in a chest and breaking the chest the two stacks will then combine into one stack if quantity does not exceed the max cap ,1 379733,11234643004.0,IssuesEvent,2020-01-09 05:58:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1293] Civics: ""Chop Tree"" Action Count comparison for laws includes all swings",Priority: Medium Reopen,"The Chop Tree action count comparison includes all swings on trees, not just the final swing when the tree is felled. The comparison does not work as expected as a result. The below law should check if someone has chopped a tree in the past 24 hours and then prevent chopping future tree. After the first swing they are prevented from logging even though the tree was not felled. ![StumpLaw](https://user-images.githubusercontent.com/47330823/70686494-5f083400-1c61-11ea-84f9-0e21f9e59d56.png) Debug message: ![StumpLawDebug](https://user-images.githubusercontent.com/47330823/70686501-63345180-1c61-11ea-931e-f2f9e544fbd2.png) ",1.0,"[0.9.0 staging-1293] Civics: ""Chop Tree"" Action Count comparison for laws includes all swings - The Chop Tree action count comparison includes all swings on trees, not just the final swing when the tree is felled. The comparison does not work as expected as a result. The below law should check if someone has chopped a tree in the past 24 hours and then prevent chopping future tree. After the first swing they are prevented from logging even though the tree was not felled. ![StumpLaw](https://user-images.githubusercontent.com/47330823/70686494-5f083400-1c61-11ea-84f9-0e21f9e59d56.png) Debug message: ![StumpLawDebug](https://user-images.githubusercontent.com/47330823/70686501-63345180-1c61-11ea-931e-f2f9e544fbd2.png) ",1, civics chop tree action count comparison for laws includes all swings the chop tree action count comparison includes all swings on trees not just the final swing when the tree is felled the comparison does not work as expected as a result the below law should check if someone has chopped a tree in the past hours and then prevent chopping future tree after the first swing they are prevented from logging even though the tree was not felled debug message ,1 462868,13255368212.0,IssuesEvent,2020-08-20 10:48:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1732] NullReferenceException when take back item from garbage,Category: Tech Priority: Medium,"Step to reproduce: - add 10 tools on toolbar (can use /gat 4): ![image](https://user-images.githubusercontent.com/45708377/90760909-428dc280-e2eb-11ea-8b85-0a14b5891848.png) - throw one of the tools in Garbage, the other toolbar cells should be fill, only one empty: ![image](https://user-images.githubusercontent.com/45708377/90761208-bfb93780-e2eb-11ea-85e9-bd73c15dd3e2.png) - select empty cell on toolbar and take tool from garbage by LBM back: ![image](https://user-images.githubusercontent.com/45708377/90761165-b0d28500-e2eb-11ea-9b8c-969114403e4b.png) - I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at HasTooltip.get_HoverRect () [0x00000] in <00000000000000000000000000000000>:0 at TooltipUI+d__61.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ",1.0,"[0.9.0 staging-1732] NullReferenceException when take back item from garbage - Step to reproduce: - add 10 tools on toolbar (can use /gat 4): ![image](https://user-images.githubusercontent.com/45708377/90760909-428dc280-e2eb-11ea-8b85-0a14b5891848.png) - throw one of the tools in Garbage, the other toolbar cells should be fill, only one empty: ![image](https://user-images.githubusercontent.com/45708377/90761208-bfb93780-e2eb-11ea-85e9-bd73c15dd3e2.png) - select empty cell on toolbar and take tool from garbage by LBM back: ![image](https://user-images.githubusercontent.com/45708377/90761165-b0d28500-e2eb-11ea-9b8c-969114403e4b.png) - I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at HasTooltip.get_HoverRect () [0x00000] in <00000000000000000000000000000000>:0 at TooltipUI+d__61.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ",1, nullreferenceexception when take back item from garbage step to reproduce add tools on toolbar can use gat throw one of the tools in garbage the other toolbar cells should be fill only one empty select empty cell on toolbar and take tool from garbage by lbm back i have exception nullreferenceexception object reference not set to an instance of an object at hastooltip get hoverrect in at tooltipui d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 307154,9414235089.0,IssuesEvent,2019-04-10 09:40:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: no ""belt"" slot in clothing.",Medium Priority,"belt is clothing item, but not have their own slot. ![default](https://user-images.githubusercontent.com/4980243/45464442-45ec9c80-b719-11e8-8c3f-d514869cb0f5.png)",1.0,"USER ISSUE: no ""belt"" slot in clothing. - belt is clothing item, but not have their own slot. ![default](https://user-images.githubusercontent.com/4980243/45464442-45ec9c80-b719-11e8-8c3f-d514869cb0f5.png)",1,user issue no belt slot in clothing belt is clothing item but not have their own slot ,1 223740,7460265585.0,IssuesEvent,2018-03-30 18:53:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Markers flashing,Medium Priority,"Please check out this gif: [https://imgur.com/a/GZctY](https://imgur.com/a/GZctY) The markers keep flashing when I moving. Version: 0.7.3.0",1.0,"USER ISSUE: Markers flashing - Please check out this gif: [https://imgur.com/a/GZctY](https://imgur.com/a/GZctY) The markers keep flashing when I moving. Version: 0.7.3.0",1,user issue markers flashing please check out this gif the markers keep flashing when i moving version ,1 427837,12399614909.0,IssuesEvent,2020-05-21 05:47:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Error when creating Multiple Tree Harvest law,Priority: Medium,"**Version:** 0.7.7.0 beta **Steps to Reproduce:** Player action>Harvest>Where>Tree type Hit the plus Player action>Harvest>Where> Both prompts change to ""Time performed (days)"" **Expected behavior:** After second ""Where"" command, should have been able to select tree type again. **Actual behavior:** Both prompts change to ""Time performed (days)"" ![image](https://user-images.githubusercontent.com/38095046/45135413-e1539f80-b164-11e8-89a4-258ac5639a5d.png) ",1.0,"USER ISSUE: Error when creating Multiple Tree Harvest law - **Version:** 0.7.7.0 beta **Steps to Reproduce:** Player action>Harvest>Where>Tree type Hit the plus Player action>Harvest>Where> Both prompts change to ""Time performed (days)"" **Expected behavior:** After second ""Where"" command, should have been able to select tree type again. **Actual behavior:** Both prompts change to ""Time performed (days)"" ![image](https://user-images.githubusercontent.com/38095046/45135413-e1539f80-b164-11e8-89a4-258ac5639a5d.png) ",1,user issue error when creating multiple tree harvest law version beta steps to reproduce player action harvest where tree type hit the plus player action harvest where both prompts change to time performed days expected behavior after second where command should have been able to select tree type again actual behavior both prompts change to time performed days ,1 377201,11165890950.0,IssuesEvent,2019-12-27 11:03:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[SUGGESTION] Add ""Create New World"" and ""Load X World"" option to server software",Feature Medium Priority,"Per a support email, user did not know how to create a save for their Eco server. It'd be nice if there was something that people could interact with to create a new world on their server without digging into the file system.",1.0,"[SUGGESTION] Add ""Create New World"" and ""Load X World"" option to server software - Per a support email, user did not know how to create a save for their Eco server. It'd be nice if there was something that people could interact with to create a new world on their server without digging into the file system.",1, add create new world and load x world option to server software per a support email user did not know how to create a save for their eco server it d be nice if there was something that people could interact with to create a new world on their server without digging into the file system ,1 306655,9397878507.0,IssuesEvent,2019-04-08 10:49:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator disappears ,Medium Priority,"Version: 0.7.3.3 beta Steps to Reproduce: Drive an excavator and dig some dirt Expected behavior: A default digging session with the excavator, dig a hole to put a stockpile (so digging a 5x5x5 block) Actual behavior: The excavator disappears under the map, cannot find it in water or under even with the fly command in admin mode. So the excavator is still exists but we can't find it. The only way is to remove it from the Game.eco file with 7zip.",1.0,"Excavator disappears - Version: 0.7.3.3 beta Steps to Reproduce: Drive an excavator and dig some dirt Expected behavior: A default digging session with the excavator, dig a hole to put a stockpile (so digging a 5x5x5 block) Actual behavior: The excavator disappears under the map, cannot find it in water or under even with the fly command in admin mode. So the excavator is still exists but we can't find it. The only way is to remove it from the Game.eco file with 7zip.",1,excavator disappears version beta steps to reproduce drive an excavator and dig some dirt expected behavior a default digging session with the excavator dig a hole to put a stockpile so digging a block actual behavior the excavator disappears under the map cannot find it in water or under even with the fly command in admin mode so the excavator is still exists but we can t find it the only way is to remove it from the game eco file with ,1 426979,12391193239.0,IssuesEvent,2020-05-20 12:04:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1520] Animal: Coyote has a dumb head,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"1.Without hunting. 2. With wooden bow. 3. Shoot a coyote's head. 4. You will deal 1.0 dmg. Should be 2.0 dmg.",1.0,"[0.9.0 staging-1520] Animal: Coyote has a dumb head - 1.Without hunting. 2. With wooden bow. 3. Shoot a coyote's head. 4. You will deal 1.0 dmg. Should be 2.0 dmg.",1, animal coyote has a dumb head without hunting with wooden bow shoot a coyote s head you will deal dmg should be dmg ,1 510413,14790274339.0,IssuesEvent,2021-01-12 11:47:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1897] Add support for non-latin chars for error.,Category: Tech Priority: Medium,"Step to reproduce: - have Windows 10 with non-latin language (I have russian) - change IPAddress to something wrong: ![image](https://user-images.githubusercontent.com/45708377/104309977-08b09900-54e4-11eb-9d7b-e7569e9ef663.png) - restart server. Server will crash and I have this dump: ``` --BEGIN DUMP-- Dump Time 01/12/2021 14:22:31 Exception Exception: ENetError Message:Требуемый адрес для своего контекста неверен. Source:StrangeLoopGames.ENet ENet.ENetError: Требуемый адрес для своего контекста неверен. at ENet.Library.ThrowLastError() at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) at Eco.Plugins.Networking.NetworkManager.Run() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ``` [ServerCrash ENetError 01122231.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5801799/ServerCrash.ENetError.01122231.txt) I have strange Требуемый адрес для своего контекста неверен instead of words. ![image](https://user-images.githubusercontent.com/45708377/104310357-a0ae8280-54e4-11eb-830b-a805207fb39b.png) ",1.0,"[0.9.2 staging-1897] Add support for non-latin chars for error. - Step to reproduce: - have Windows 10 with non-latin language (I have russian) - change IPAddress to something wrong: ![image](https://user-images.githubusercontent.com/45708377/104309977-08b09900-54e4-11eb-9d7b-e7569e9ef663.png) - restart server. Server will crash and I have this dump: ``` --BEGIN DUMP-- Dump Time 01/12/2021 14:22:31 Exception Exception: ENetError Message:Требуемый адрес для своего контекста неверен. Source:StrangeLoopGames.ENet ENet.ENetError: Требуемый адрес для своего контекста неверен. at ENet.Library.ThrowLastError() at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) at Eco.Plugins.Networking.NetworkManager.Run() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ``` [ServerCrash ENetError 01122231.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5801799/ServerCrash.ENetError.01122231.txt) I have strange Требуемый адрес для своего контекста неверен instead of words. ![image](https://user-images.githubusercontent.com/45708377/104310357-a0ae8280-54e4-11eb-830b-a805207fb39b.png) ",1, add support for non latin chars for error step to reproduce have windows with non latin language i have russian change ipaddress to something wrong restart server server will crash and i have this dump begin dump dump time exception exception eneterror message рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ source strangeloopgames enet enet eneterror рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ at enet library throwlasterror at enet host create address address peerlimit channellimit incomingbandwidth outgoingbandwidth buffersize at enet host create address address peerlimit channellimit at enet host create address address peerlimit at eco networking enet enetudppeer start at eco plugins networking networkserver initialize iudplibrary udplib at eco plugins networking networkmanager run at system threading threadhelper threadstart context object state at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state end of stack trace from previous location where exception was thrown at system threading threadhelper threadstart end dump i have strange рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ instead of words ,1 288512,8848017094.0,IssuesEvent,2019-01-08 04:48:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Show error if singleplayer server is not started correctly.,Medium Priority,"Current - if singleplayer server not started (crashed, etc) game return player to main menu. This is confusing behavior, and needed to change.",1.0,"Show error if singleplayer server is not started correctly. - Current - if singleplayer server not started (crashed, etc) game return player to main menu. This is confusing behavior, and needed to change.",1,show error if singleplayer server is not started correctly current if singleplayer server not started crashed etc game return player to main menu this is confusing behavior and needed to change ,1 350210,10480349772.0,IssuesEvent,2019-09-24 07:20:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Voice chat bugs,Medium Priority,"1. When I speak I can't see microphone icon. 2. Icon to mute/unmute another player dissapeared. ![image](https://user-images.githubusercontent.com/45708377/65489784-877b6000-deb4-11e9-9a9a-047c9165ebfa.png) ",1.0,"[master-preview] Voice chat bugs - 1. When I speak I can't see microphone icon. 2. Icon to mute/unmute another player dissapeared. ![image](https://user-images.githubusercontent.com/45708377/65489784-877b6000-deb4-11e9-9a9a-047c9165ebfa.png) ",1, voice chat bugs when i speak i can t see microphone icon icon to mute unmute another player dissapeared ,1 385374,11419845750.0,IssuesEvent,2020-02-03 08:55:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat messages with newlines overlap each other,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/69183216-6fe0e200-0ac7-11ea-95da-eb292ceda11b.png) To repro: turn on civics debug with /civics debug /civics spawngov true Add a law that affects Harvest or Hunt action Use a scythe Youll see the debug spam over the law results. ",1.0,"Chat messages with newlines overlap each other - ![image](https://user-images.githubusercontent.com/3536496/69183216-6fe0e200-0ac7-11ea-95da-eb292ceda11b.png) To repro: turn on civics debug with /civics debug /civics spawngov true Add a law that affects Harvest or Hunt action Use a scythe Youll see the debug spam over the law results. ",1,chat messages with newlines overlap each other to repro turn on civics debug with civics debug civics spawngov true add a law that affects harvest or hunt action use a scythe youll see the debug spam over the law results ,1 580629,17262838364.0,IssuesEvent,2021-07-22 09:59:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2012] Crane control bug,Category: Gameplay Priority: Medium Regression Squad: Otter Type: Bug,"Crane mouse wheel control input bugged, Refer video attached, crane claw fully reeled down with only 1 movement of mouse wheel (1 tick), and fully unreel itself with 1 movement of mouse wheel as well. https://youtu.be/UMWX6Y4YzpY This is causing claw height control impossible, as it is either fully down or fully up. ",1.0,"[0.9.4 Staging-2012] Crane control bug - Crane mouse wheel control input bugged, Refer video attached, crane claw fully reeled down with only 1 movement of mouse wheel (1 tick), and fully unreel itself with 1 movement of mouse wheel as well. https://youtu.be/UMWX6Y4YzpY This is causing claw height control impossible, as it is either fully down or fully up. ",1, crane control bug crane mouse wheel control input bugged refer video attached crane claw fully reeled down with only movement of mouse wheel tick and fully unreel itself with movement of mouse wheel as well this is causing claw height control impossible as it is either fully down or fully up ,1 560944,16607178254.0,IssuesEvent,2021-06-02 06:19:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-1993] Fill type balance per tier,Category: Balance Priority: Medium Squad: Redwood Status: Fixed,"@WeaselDog I wouldn't change that so drastically either. The players are already used to it. If we had introduced this at the start of 9.0 or at least 9.1 But by the release of 9.4 we will have almost a year since the release of 9.0. So no needs to leave only 1 fill type for stone Hammer. So my suggestion is: Stone hammer - point and line. We leave a good filling option to the hammer to avoid the negative and returning to 8.3. However, we show that it is better to use a better hammer. Iron hammer - Point, line, Rectangle, Floor (and maybe Wall 2 Point and Wall 3 Point). A hammer that supports almost all of the current functionality. Steel and modern hammers - all available forms for now. The difference between the two ones and the iron hammer could be added in the future with the form of new fill types, as @Keegan wrote. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/21671#issuecomment-846803556_",1.0,"[0.9.4 staging-1993] Fill type balance per tier - @WeaselDog I wouldn't change that so drastically either. The players are already used to it. If we had introduced this at the start of 9.0 or at least 9.1 But by the release of 9.4 we will have almost a year since the release of 9.0. So no needs to leave only 1 fill type for stone Hammer. So my suggestion is: Stone hammer - point and line. We leave a good filling option to the hammer to avoid the negative and returning to 8.3. However, we show that it is better to use a better hammer. Iron hammer - Point, line, Rectangle, Floor (and maybe Wall 2 Point and Wall 3 Point). A hammer that supports almost all of the current functionality. Steel and modern hammers - all available forms for now. The difference between the two ones and the iron hammer could be added in the future with the form of new fill types, as @Keegan wrote. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/21671#issuecomment-846803556_",1, fill type balance per tier weaseldog i wouldn t change that so drastically either the players are already used to it if we had introduced this at the start of or at least but by the release of we will have almost a year since the release of so no needs to leave only fill type for stone hammer so my suggestion is stone hammer point and line we leave a good filling option to the hammer to avoid the negative and returning to however we show that it is better to use a better hammer iron hammer point line rectangle floor and maybe wall point and wall point a hammer that supports almost all of the current functionality steel and modern hammers all available forms for now the difference between the two ones and the iron hammer could be added in the future with the form of new fill types as keegan wrote originally posted by slaykswood in ,1 335900,10168047124.0,IssuesEvent,2019-08-07 19:47:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat text links can be hovered over through other UI,Medium Priority Regression,"![image](https://user-images.githubusercontent.com/18184943/61834770-0826cd00-ae2e-11e9-96a7-636ba339397f.png) Seems to only happen with the chat ui, but I didn't test every combination.",1.0,"Chat text links can be hovered over through other UI - ![image](https://user-images.githubusercontent.com/18184943/61834770-0826cd00-ae2e-11e9-96a7-636ba339397f.png) Seems to only happen with the chat ui, but I didn't test every combination.",1,chat text links can be hovered over through other ui seems to only happen with the chat ui but i didn t test every combination ,1 558147,16527383165.0,IssuesEvent,2021-05-26 22:14:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Address comments in PR: stackable, view system callback handling, etc",Category: Refactoring Priority: Medium Squad: Pumpkin,"In following PRs: - [x] https://github.com/StrangeLoopGames/Eco/pull/6703 - [x] https://github.com/StrangeLoopGames/Eco/pull/6736",1.0,"Address comments in PR: stackable, view system callback handling, etc - In following PRs: - [x] https://github.com/StrangeLoopGames/Eco/pull/6703 - [x] https://github.com/StrangeLoopGames/Eco/pull/6736",1,address comments in pr stackable view system callback handling etc in following prs ,1 496723,14353423131.0,IssuesEvent,2020-11-30 06:51:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Eco Server 0.9.1.7 beta release-126] [SeverCrash] [UserManager] ArgumentException - An element with the same key but a different value already exists.,Category: Tech Priority: Medium,"### Environment Information: **Operating System**: Windows Server 2019 **Memory**: 32768MB RAM **Available OS Memory**: 32756MB RAM **Processor/CPU**: Intel(R) Xeon(R) CPU E5645 @ 2.40GHz (24 CPUs), ~2.4GHz **Eco Server:** Eco Server 0.9.1.7 beta release-126 ### Issue: - Server crash during shutdown. - Server not able to start after being shutdown. - On startup after the previous shutdown, server console shows the following during bootup just before the server repeatedly crashes: ```cs [04:20:06.571] [5] [ Info] [Eco] Initializing UserManager... [04:20:06.581] [5] [ Info] [Eco] [Server Initialization]... Finished in 135,440.7ms [04:20:06.608] [48] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: slg184818 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: slg184818 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Gameplay.Players.UserManager.AddUser(User user) at Eco.Gameplay.Players.UserManager.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync(StartupInfo startupInfo) at Eco.Server.Startup.StartAsync(StartupInfo startupInfo) ``` ### Dump/Stacktrace: ```cs --BEGIN DUMP-- Dump Time 11/26/2020 04:20:11 Exception Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: slg184818 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: slg184818 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Gameplay.Players.UserManager.AddUser(User user) at Eco.Gameplay.Players.UserManager.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync(StartupInfo startupInfo) at Eco.Server.Startup.StartAsync(StartupInfo startupInfo) at Eco.Server.ApplicationHostedService.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.Internal.Host.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.Run(IHost host) at Eco.Server.MainClass.Main(String[] args) --END DUMP-- ``` ### Troubleshooting Performed: - The corruption/key appears to be contained within the severs .ECO file. - I've narrowed down the issue between two save files, which are attached below. - The issue occurred some time between 12:28AM Local server time, and 1:28AM Local server time. - The issue occurs for all databases in the backup folder no matter how far back I go in the backups. ### Workaround: - Continue rollback of server until working .ECO file boots past UserManager. ### Issue Attachments: **Google Drive:** https://drive.google.com/file/d/1nVgx2E-rQb3hIrLIHVQooUY8Pozt0bRn/ ### Attached File Contents: ``` \Dumps \Log \Saves \Dumps\ServerCrash ArgumentException 11262011.ecodmp \Dumps\UnhandledException ArgumentException 11262011.ecodmp \Log\log_201125125421.log \Saves\Crashing \Saves\Working \Saves\Crashing\RedwoodValeVanillaCrash.eco \Saves\Working\RedwoodValeVanillaWorking.eco ```",1.0,"[Eco Server 0.9.1.7 beta release-126] [SeverCrash] [UserManager] ArgumentException - An element with the same key but a different value already exists. - ### Environment Information: **Operating System**: Windows Server 2019 **Memory**: 32768MB RAM **Available OS Memory**: 32756MB RAM **Processor/CPU**: Intel(R) Xeon(R) CPU E5645 @ 2.40GHz (24 CPUs), ~2.4GHz **Eco Server:** Eco Server 0.9.1.7 beta release-126 ### Issue: - Server crash during shutdown. - Server not able to start after being shutdown. - On startup after the previous shutdown, server console shows the following during bootup just before the server repeatedly crashes: ```cs [04:20:06.571] [5] [ Info] [Eco] Initializing UserManager... [04:20:06.581] [5] [ Info] [Eco] [Server Initialization]... Finished in 135,440.7ms [04:20:06.608] [48] [Error] [Eco] Failed to load server, Exception was Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: slg184818 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: slg184818 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Gameplay.Players.UserManager.AddUser(User user) at Eco.Gameplay.Players.UserManager.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync(StartupInfo startupInfo) at Eco.Server.Startup.StartAsync(StartupInfo startupInfo) ``` ### Dump/Stacktrace: ```cs --BEGIN DUMP-- Dump Time 11/26/2020 04:20:11 Exception Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: slg184818 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: slg184818 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Gameplay.Players.UserManager.AddUser(User user) at Eco.Gameplay.Players.UserManager.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager.PostCreateAsync(StartupInfo startupInfo) at Eco.Server.Startup.StartAsync(StartupInfo startupInfo) at Eco.Server.ApplicationHostedService.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.Internal.Host.StartAsync(CancellationToken cancellationToken) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.RunAsync(IHost host, CancellationToken token) at Microsoft.Extensions.Hosting.HostingAbstractionsHostExtensions.Run(IHost host) at Eco.Server.MainClass.Main(String[] args) --END DUMP-- ``` ### Troubleshooting Performed: - The corruption/key appears to be contained within the severs .ECO file. - I've narrowed down the issue between two save files, which are attached below. - The issue occurred some time between 12:28AM Local server time, and 1:28AM Local server time. - The issue occurs for all databases in the backup folder no matter how far back I go in the backups. ### Workaround: - Continue rollback of server until working .ECO file boots past UserManager. ### Issue Attachments: **Google Drive:** https://drive.google.com/file/d/1nVgx2E-rQb3hIrLIHVQooUY8Pozt0bRn/ ### Attached File Contents: ``` \Dumps \Log \Saves \Dumps\ServerCrash ArgumentException 11262011.ecodmp \Dumps\UnhandledException ArgumentException 11262011.ecodmp \Log\log_201125125421.log \Saves\Crashing \Saves\Working \Saves\Crashing\RedwoodValeVanillaCrash.eco \Saves\Working\RedwoodValeVanillaWorking.eco ```",1, argumentexception an element with the same key but a different value already exists environment information operating system windows server memory ram available os memory ram processor cpu intel r xeon r cpu cpus eco server eco server beta release issue server crash during shutdown server not able to start after being shutdown on startup after the previous shutdown server console shows the following during bootup just before the server repeatedly crashes cs initializing usermanager finished in failed to load server exception was exception argumentexception message an element with the same key but a different value already exists key source system collections immutable system argumentexception an element with the same key but a different value already exists key at system collections immutable immutabledictionary hashbucket add tkey key tvalue value iequalitycomparer keyonlycomparer iequalitycomparer valuecomparer keycollisionbehavior behavior operationresult result at system collections immutable immutabledictionary add tkey key tvalue value keycollisionbehavior behavior mutationinput origin at system collections immutable immutabledictionary add tkey key tvalue value at eco core utils immutablehelper applyimmutable t original func apply at eco gameplay players usermanager adduser user user at eco gameplay players usermanager initialize timedtask timer at eco server pluginmanager initializeplugins at eco server pluginmanager postcreateasync startupinfo startupinfo at eco server startup startasync startupinfo startupinfo dump stacktrace cs begin dump dump time exception exception argumentexception message an element with the same key but a different value already exists key source system collections immutable system argumentexception an element with the same key but a different value already exists key at system collections immutable immutabledictionary hashbucket add tkey key tvalue value iequalitycomparer keyonlycomparer iequalitycomparer valuecomparer keycollisionbehavior behavior operationresult result at system collections immutable immutabledictionary add tkey key tvalue value keycollisionbehavior behavior mutationinput origin at system collections immutable immutabledictionary add tkey key tvalue value at eco core utils immutablehelper applyimmutable t original func apply at eco gameplay players usermanager adduser user user at eco gameplay players usermanager initialize timedtask timer at eco server pluginmanager initializeplugins at eco server pluginmanager postcreateasync startupinfo startupinfo at eco server startup startasync startupinfo startupinfo at eco server applicationhostedservice startasync cancellationtoken cancellationtoken at microsoft extensions hosting internal host startasync cancellationtoken cancellationtoken at microsoft extensions hosting hostingabstractionshostextensions runasync ihost host cancellationtoken token at microsoft extensions hosting hostingabstractionshostextensions runasync ihost host cancellationtoken token at microsoft extensions hosting hostingabstractionshostextensions run ihost host at eco server mainclass main string args end dump troubleshooting performed the corruption key appears to be contained within the severs eco file i ve narrowed down the issue between two save files which are attached below the issue occurred some time between local server time and local server time the issue occurs for all databases in the backup folder no matter how far back i go in the backups workaround continue rollback of server until working eco file boots past usermanager issue attachments google drive attached file contents dumps log saves dumps servercrash argumentexception ecodmp dumps unhandledexception argumentexception ecodmp log log log saves crashing saves working saves crashing redwoodvalevanillacrash eco saves working redwoodvalevanillaworking eco ,1 420822,12244409680.0,IssuesEvent,2020-05-05 11:04:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1539] Time set is not working,Priority: Medium,"1. Wait for the evening time 2. /time set 12 It will switch your time for a second and then go back to the evening time",1.0,"[0.9.0 staging-1539] Time set is not working - 1. Wait for the evening time 2. /time set 12 It will switch your time for a second and then go back to the evening time",1, time set is not working wait for the evening time time set it will switch your time for a second and then go back to the evening time,1 524955,15226031116.0,IssuesEvent,2021-02-18 08:18:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1934] Сontrols issue.,Category: Gameplay Priority: Medium Regression,"Some parts are regression (R). - [ ] 1(R). I can't assign all controls for Excavator. We changed excavator controls. So now insted of default S/F + W/S you can dig only W/S and use old contols with modificators. ![image](https://user-images.githubusercontent.com/45708377/108323730-112d7b00-71d8-11eb-89f1-bd1b0a88ae72.png) But I can't change this modificators, because in settings/controls I still have old controls for Excavator: ![image](https://user-images.githubusercontent.com/45708377/108323874-3d48fc00-71d8-11eb-8a13-73cc01561969.png) Need to fix it. - [ ] 2(R). So now to digging with Exca I use only W/S buttons and modificators, and don't use R/F at all, but I have them in excavator controls: ![image](https://user-images.githubusercontent.com/45708377/108324256-b6e0ea00-71d8-11eb-84c5-8392c0cb10e3.png) - [ ] 3. Excavator and Skid Steer buttons are mixed up: - this is correct in settings: ![image](https://user-images.githubusercontent.com/45708377/108325597-43d87300-71da-11eb-812e-49d56901ae5e.png) - but if you check it in during drive: ![image](https://user-images.githubusercontent.com/45708377/108325773-826e2d80-71da-11eb-9198-44c3783e322e.png) ![image](https://user-images.githubusercontent.com/45708377/108325865-a29dec80-71da-11eb-93c2-302c1da71968.png) - [ ] 4. Don't have move Controls (WASD) buttons for Truck, Steam Truck and Steam Tractor: ![image](https://user-images.githubusercontent.com/45708377/108326006-c9f4b980-71da-11eb-87da-47ad0ee34b9c.png) ![image](https://user-images.githubusercontent.com/45708377/108326021-ceb96d80-71da-11eb-8800-cd2c563f5a87.png) ![image](https://user-images.githubusercontent.com/45708377/108326057-db3dc600-71da-11eb-9455-f4b18f374760.png) I don't think that we need to add it to Carts.",1.0,"[0.9.3 staging-1934] Сontrols issue. - Some parts are regression (R). - [ ] 1(R). I can't assign all controls for Excavator. We changed excavator controls. So now insted of default S/F + W/S you can dig only W/S and use old contols with modificators. ![image](https://user-images.githubusercontent.com/45708377/108323730-112d7b00-71d8-11eb-89f1-bd1b0a88ae72.png) But I can't change this modificators, because in settings/controls I still have old controls for Excavator: ![image](https://user-images.githubusercontent.com/45708377/108323874-3d48fc00-71d8-11eb-8a13-73cc01561969.png) Need to fix it. - [ ] 2(R). So now to digging with Exca I use only W/S buttons and modificators, and don't use R/F at all, but I have them in excavator controls: ![image](https://user-images.githubusercontent.com/45708377/108324256-b6e0ea00-71d8-11eb-84c5-8392c0cb10e3.png) - [ ] 3. Excavator and Skid Steer buttons are mixed up: - this is correct in settings: ![image](https://user-images.githubusercontent.com/45708377/108325597-43d87300-71da-11eb-812e-49d56901ae5e.png) - but if you check it in during drive: ![image](https://user-images.githubusercontent.com/45708377/108325773-826e2d80-71da-11eb-9198-44c3783e322e.png) ![image](https://user-images.githubusercontent.com/45708377/108325865-a29dec80-71da-11eb-93c2-302c1da71968.png) - [ ] 4. Don't have move Controls (WASD) buttons for Truck, Steam Truck and Steam Tractor: ![image](https://user-images.githubusercontent.com/45708377/108326006-c9f4b980-71da-11eb-87da-47ad0ee34b9c.png) ![image](https://user-images.githubusercontent.com/45708377/108326021-ceb96d80-71da-11eb-8800-cd2c563f5a87.png) ![image](https://user-images.githubusercontent.com/45708377/108326057-db3dc600-71da-11eb-9455-f4b18f374760.png) I don't think that we need to add it to Carts.",1, сontrols issue some parts are regression r r i can t assign all controls for excavator we changed excavator controls so now insted of default s f w s you can dig only w s and use old contols with modificators but i can t change this modificators because in settings controls i still have old controls for excavator need to fix it r so now to digging with exca i use only w s buttons and modificators and don t use r f at all but i have them in excavator controls excavator and skid steer buttons are mixed up this is correct in settings but if you check it in during drive don t have move controls wasd buttons for truck steam truck and steam tractor i don t think that we need to add it to carts ,1 440347,12698129500.0,IssuesEvent,2020-06-22 12:59:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1614] Civics: Law UI: drop-down improvement,Priority: Medium,"Fro, #13345 Make dropdown behave better. Make it position better in cases like this, and show more of the list (theres more veritcal space than is utilized). 'Better' is subjective so use your judgement to determine what would be the best option in cases like this. Perhaps we make it popup something in the middle of the screen instead, even. Discuss thoughts with johnk. anim",1.0,"[0.9.0 staging-1614] Civics: Law UI: drop-down improvement - Fro, #13345 Make dropdown behave better. Make it position better in cases like this, and show more of the list (theres more veritcal space than is utilized). 'Better' is subjective so use your judgement to determine what would be the best option in cases like this. Perhaps we make it popup something in the middle of the screen instead, even. Discuss thoughts with johnk. anim",1, civics law ui drop down improvement fro make dropdown behave better make it position better in cases like this and show more of the list theres more veritcal space than is utilized better is subjective so use your judgement to determine what would be the best option in cases like this perhaps we make it popup something in the middle of the screen instead even discuss thoughts with johnk anim,1 381677,11278365509.0,IssuesEvent,2020-01-15 06:31:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1304] Can use another's Door.,Priority: Medium Status: Fixed,"Step to reproduce: - spawn room with door and claim it. - /owner for another player this room (dummy or Test Client) - try to open door, you can: ![image](https://user-images.githubusercontent.com/45708377/71237679-45c34f80-2313-11ea-9ae9-5c8ffbdb4cce.png) ![image](https://user-images.githubusercontent.com/45708377/71237685-4a880380-2313-11ea-9872-309a3c683139.png) ",1.0,"[0.9.0 staging-1304] Can use another's Door. - Step to reproduce: - spawn room with door and claim it. - /owner for another player this room (dummy or Test Client) - try to open door, you can: ![image](https://user-images.githubusercontent.com/45708377/71237679-45c34f80-2313-11ea-9ae9-5c8ffbdb4cce.png) ![image](https://user-images.githubusercontent.com/45708377/71237685-4a880380-2313-11ea-9872-309a3c683139.png) ",1, can use another s door step to reproduce spawn room with door and claim it owner for another player this room dummy or test client try to open door you can ,1 272402,8508040251.0,IssuesEvent,2018-10-30 20:46:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Arrow trajectory not showing with water,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Aim a charged bow at the water. **Expected behavior:** Should show trajectory of arrow. **Actual behavior:** It doesn't show where the arrow will go.",1.0,"USER ISSUE: Arrow trajectory not showing with water - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Aim a charged bow at the water. **Expected behavior:** Should show trajectory of arrow. **Actual behavior:** It doesn't show where the arrow will go.",1,user issue arrow trajectory not showing with water version beta steps to reproduce aim a charged bow at the water expected behavior should show trajectory of arrow actual behavior it doesn t show where the arrow will go ,1 443410,12794025739.0,IssuesEvent,2020-07-02 05:53:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging 1445] Brightness control only works during daylight,Category: Tech Priority: Medium Status: Fixed Week Task,"Brightness slider only works during the sunlight/daytime hours, overnight it does not change at all",1.0,"[0.9.0 staging 1445] Brightness control only works during daylight - Brightness slider only works during the sunlight/daytime hours, overnight it does not change at all",1, brightness control only works during daylight brightness slider only works during the sunlight daytime hours overnight it does not change at all,1 270611,8467786789.0,IssuesEvent,2018-10-23 17:55:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Blast Furnace Fuel Supply,Medium Priority,"**Version:** 0.7.7.0 beta **Steps to Reproduce:** The blast furnace takes the coal in its own fuel supply to use in the steel project, so I can't fuel the furnace with coal. **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: Blast Furnace Fuel Supply - **Version:** 0.7.7.0 beta **Steps to Reproduce:** The blast furnace takes the coal in its own fuel supply to use in the steel project, so I can't fuel the furnace with coal. **Expected behavior:** **Actual behavior:** ",1,user issue blast furnace fuel supply version beta steps to reproduce the blast furnace takes the coal in its own fuel supply to use in the steel project so i can t fuel the furnace with coal expected behavior actual behavior ,1 447241,12886684366.0,IssuesEvent,2020-07-13 09:53:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1649] Notification for paying is absent,Category: Gameplay Priority: Medium Status: Fixed Week Task,"Create law like: ![image](https://user-images.githubusercontent.com/45708377/87005691-13eadb00-c1c8-11ea-8a94-0ff28f926ef1.png) - Place dirt ramp, pick up dirt ramp, repeat 10 times. I don;t have notification about payment or sometimes I have only first notification. But I also have notification about tax: ![image](https://user-images.githubusercontent.com/45708377/87005909-7348eb00-c1c8-11ea-899f-afd9856bcac1.png) - ",1.0,"[0.9.0 staging-1649] Notification for paying is absent - Create law like: ![image](https://user-images.githubusercontent.com/45708377/87005691-13eadb00-c1c8-11ea-8a94-0ff28f926ef1.png) - Place dirt ramp, pick up dirt ramp, repeat 10 times. I don;t have notification about payment or sometimes I have only first notification. But I also have notification about tax: ![image](https://user-images.githubusercontent.com/45708377/87005909-7348eb00-c1c8-11ea-899f-afd9856bcac1.png) - ",1, notification for paying is absent create law like place dirt ramp pick up dirt ramp repeat times i don t have notification about payment or sometimes i have only first notification but i also have notification about tax ,1 696038,23881115126.0,IssuesEvent,2022-09-08 01:20:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Global Illumination and lights.,Priority: Medium Category: Art Status: Fixed Status: Reopen Category: Gameplay Squad: Saguaro,"0.9 with new setings is not fixed this old issue... Just look GI - off ceiling light and street light - too less light. ![20200215212830_1](https://user-images.githubusercontent.com/4980243/74593244-51dd3c00-503a-11ea-8c0a-09079a90e298.jpg) GI - on ceiling light ok, all other lamps - bad. ![20200215212839_1](https://user-images.githubusercontent.com/4980243/74593248-586bb380-503a-11ea-963e-bdf70d8ad12f.jpg) Also ceiling light have light source at center of model, i think its wrong. ",1.0,"Global Illumination and lights. - 0.9 with new setings is not fixed this old issue... Just look GI - off ceiling light and street light - too less light. ![20200215212830_1](https://user-images.githubusercontent.com/4980243/74593244-51dd3c00-503a-11ea-8c0a-09079a90e298.jpg) GI - on ceiling light ok, all other lamps - bad. ![20200215212839_1](https://user-images.githubusercontent.com/4980243/74593248-586bb380-503a-11ea-963e-bdf70d8ad12f.jpg) Also ceiling light have light source at center of model, i think its wrong. ",1,global illumination and lights with new setings is not fixed this old issue just look gi off ceiling light and street light too less light gi on ceiling light ok all other lamps bad also ceiling light have light source at center of model i think its wrong ,1 252863,8047464948.0,IssuesEvent,2018-08-01 00:51:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Holes in walls (for windows or doors) lower average room tier,Medium Priority,"I have a room made entirely of hewn logs. There is a hole in one wall that is 2 blocks high and 1 wide, to be able to enter the room. This hole counts as tier 0 materials, even if there is a door in the hole, and pulls the average tier of the room down to 0.99 (the room is 168 square meters in volume). If I fill the hole (door) with hewn log wall, the room reaches an average of 100% tier 1 materials. I have not tested this for actually placing windows in window-holes, but I suspect they might work correctly since they are placed in the same way that walls are, but doors currently do not. Making holes for windows without placing windows in them does reduce the skill point gain though. Doors and windows should not reduce the tier and skill point gain of a room, especially if there are actually doors and windows in the holes (I have tested placing the most basic of wooden doors, but not tested placing windows).",1.0,"USER ISSUE: Holes in walls (for windows or doors) lower average room tier - I have a room made entirely of hewn logs. There is a hole in one wall that is 2 blocks high and 1 wide, to be able to enter the room. This hole counts as tier 0 materials, even if there is a door in the hole, and pulls the average tier of the room down to 0.99 (the room is 168 square meters in volume). If I fill the hole (door) with hewn log wall, the room reaches an average of 100% tier 1 materials. I have not tested this for actually placing windows in window-holes, but I suspect they might work correctly since they are placed in the same way that walls are, but doors currently do not. Making holes for windows without placing windows in them does reduce the skill point gain though. Doors and windows should not reduce the tier and skill point gain of a room, especially if there are actually doors and windows in the holes (I have tested placing the most basic of wooden doors, but not tested placing windows).",1,user issue holes in walls for windows or doors lower average room tier i have a room made entirely of hewn logs there is a hole in one wall that is blocks high and wide to be able to enter the room this hole counts as tier materials even if there is a door in the hole and pulls the average tier of the room down to the room is square meters in volume if i fill the hole door with hewn log wall the room reaches an average of tier materials i have not tested this for actually placing windows in window holes but i suspect they might work correctly since they are placed in the same way that walls are but doors currently do not making holes for windows without placing windows in them does reduce the skill point gain though doors and windows should not reduce the tier and skill point gain of a room especially if there are actually doors and windows in the holes i have tested placing the most basic of wooden doors but not tested placing windows ,1 434848,12528424858.0,IssuesEvent,2020-06-04 09:33:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Web UI asks for Permission to access VR Headset,Category: Web Community Manager Priority: Medium,"A few days ago we got a negative Steam review by a user that get's asked for permissions to use their VR Device when opening our Web UI: https://steamcommunity.com/profiles/76561198023501206/recommended/382310/ I've asked the user to mail me with more information and he did. He was able to reproduce that easily on his local server and sent me a screenshot: ![2](https://user-images.githubusercontent.com/25908592/83740330-fb325700-a656-11ea-8d85-6c3ac7609667.PNG) Please investigate why this happens and see if there is a way to turn this off. I don't see what exactly on the Web UI could have anything to do with VR and so i understand the user when he's skeptical about that. If there is no way to turn this off, please provide an in-depth explanation what exactly is happening, so they user knows.",1.0,"Web UI asks for Permission to access VR Headset - A few days ago we got a negative Steam review by a user that get's asked for permissions to use their VR Device when opening our Web UI: https://steamcommunity.com/profiles/76561198023501206/recommended/382310/ I've asked the user to mail me with more information and he did. He was able to reproduce that easily on his local server and sent me a screenshot: ![2](https://user-images.githubusercontent.com/25908592/83740330-fb325700-a656-11ea-8d85-6c3ac7609667.PNG) Please investigate why this happens and see if there is a way to turn this off. I don't see what exactly on the Web UI could have anything to do with VR and so i understand the user when he's skeptical about that. If there is no way to turn this off, please provide an in-depth explanation what exactly is happening, so they user knows.",1,web ui asks for permission to access vr headset a few days ago we got a negative steam review by a user that get s asked for permissions to use their vr device when opening our web ui i ve asked the user to mail me with more information and he did he was able to reproduce that easily on his local server and sent me a screenshot please investigate why this happens and see if there is a way to turn this off i don t see what exactly on the web ui could have anything to do with vr and so i understand the user when he s skeptical about that if there is no way to turn this off please provide an in depth explanation what exactly is happening so they user knows ,1 554623,16434850992.0,IssuesEvent,2021-05-20 08:05:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 Staging-1960] Fish Trap status indicates its working but the status light says otherwise (red),Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Build: 0.9.3 Staging-1960 ### Issue The description of the fish trap indicates that it will only work on Fresh Water. As of this build, placing it elsewhere so long as it is underwater still works according to its status indication. However, the fish trap doesn't recognize freshwater in some places. If placed in some freshwater area, the status indicates states ""_Wooden fish trap must be placed underwater in fresh water to function._"" Note: If you look at the minimap on the screenshot below, the highlight is set to fresh water. ![fish trap.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/b7e5ef4c-74a4-4a73-b74b-947f5cbbd1b1) Video Repro: https://images.zenhubusercontent.com/42199084/90ef5f83-9111-4c3c-b40d-6bfe0adadf0b/2021_03_20_22_02_trim.mp4 To reproduce the status shown on the screenshot above, follow the video repro and let it sit for a while. The status will change but the status light won't. Related Issues: #20866",1.0,"[0.9.3 Staging-1960] Fish Trap status indicates its working but the status light says otherwise (red) - Build: 0.9.3 Staging-1960 ### Issue The description of the fish trap indicates that it will only work on Fresh Water. As of this build, placing it elsewhere so long as it is underwater still works according to its status indication. However, the fish trap doesn't recognize freshwater in some places. If placed in some freshwater area, the status indicates states ""_Wooden fish trap must be placed underwater in fresh water to function._"" Note: If you look at the minimap on the screenshot below, the highlight is set to fresh water. ![fish trap.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/b7e5ef4c-74a4-4a73-b74b-947f5cbbd1b1) Video Repro: https://images.zenhubusercontent.com/42199084/90ef5f83-9111-4c3c-b40d-6bfe0adadf0b/2021_03_20_22_02_trim.mp4 To reproduce the status shown on the screenshot above, follow the video repro and let it sit for a while. The status will change but the status light won't. Related Issues: #20866",1, fish trap status indicates its working but the status light says otherwise red build staging issue the description of the fish trap indicates that it will only work on fresh water as of this build placing it elsewhere so long as it is underwater still works according to its status indication however the fish trap doesn t recognize freshwater in some places if placed in some freshwater area the status indicates states wooden fish trap must be placed underwater in fresh water to function note if you look at the minimap on the screenshot below the highlight is set to fresh water video repro to reproduce the status shown on the screenshot above follow the video repro and let it sit for a while the status will change but the status light won t related issues ,1 651716,21485872508.0,IssuesEvent,2022-04-26 23:18:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Editing constitution font color,Priority: Medium Category: Laws Status: Fixed Type: Task,"It's already hard to read the italic old writing font, but add this color on edit on top and your head explodes: ![image](https://user-images.githubusercontent.com/25908592/120084424-4c412380-c0d0-11eb-9c3d-7084a71258a7.png) ",1.0,"Editing constitution font color - It's already hard to read the italic old writing font, but add this color on edit on top and your head explodes: ![image](https://user-images.githubusercontent.com/25908592/120084424-4c412380-c0d0-11eb-9c3d-7084a71258a7.png) ",1,editing constitution font color it s already hard to read the italic old writing font but add this color on edit on top and your head explodes ,1 347646,10432410687.0,IssuesEvent,2019-09-17 11:14:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Too fast modern hammer,Medium Priority QA,"Seems that modern hammer is tooooo fast. Maybe its better to make speed like stone = 1 iron = 1.1 steel = 1.2 modern = 1.3",1.0,"[master-preview] Too fast modern hammer - Seems that modern hammer is tooooo fast. Maybe its better to make speed like stone = 1 iron = 1.1 steel = 1.2 modern = 1.3",1, too fast modern hammer seems that modern hammer is tooooo fast maybe its better to make speed like stone iron steel modern ,1 400338,11773853160.0,IssuesEvent,2020-03-16 08:18:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Need error message when trying to pick up a crafting table with inserted module,Priority: Medium Status: Fixed,"To replicate: - /give campfire and place - /give BasicUpgrade1 and insert into campfire - Try to pickup with a hammer. There is no error message to explain why we can't pickup.",1.0,"[0.9.0 staging] Need error message when trying to pick up a crafting table with inserted module - To replicate: - /give campfire and place - /give BasicUpgrade1 and insert into campfire - Try to pickup with a hammer. There is no error message to explain why we can't pickup.",1, need error message when trying to pick up a crafting table with inserted module to replicate give campfire and place give and insert into campfire try to pickup with a hammer there is no error message to explain why we can t pickup ,1 307882,9423555693.0,IssuesEvent,2019-04-11 12:11:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.2] There is no action (turn on\off) on the right mouse button at tooltip,Medium Priority Quality Assurance,"Copied from here: #7240 There is no action on the right mouse button at tooltip in 0.8.1.2 at all. ![image](https://user-images.githubusercontent.com/45708377/55955873-3a3f6500-5c6b-11e9-9950-85ed4bbb7d4d.png) From #7994: Issue: ""Put ___ "" command at tool tip doesn't function for tools. Confusing/frustrating to player in light of seemingly non-function UX with UI prompt. Use Case: Pictured below, if I'd like to equip a torch to a torch stand quickly, I cannot. I'f I'd like to dump an infrequently used tool into a storage chest quickly (e.g. I don't usually run around with the hoe, only used when farming) without going into a storage container's interface, I cannot. Rationale: UX consistency between ""Put ___"" command for Items AND tools; immersion--helps get players out of menu interfaces a little bit more. Discussion: I understand [right click] toggles the light on/off, but either there should be a different key, or the UI tool tip message for ""Put"" should not display. Suggestion: Personally, I think it would be advantageous to have a torch stand not interpret a torch as ""fuel"" (binding it to the torch stand), but start counting against the ""durability"" counter the Tool already has. This would enable players to hot-swap a torch in and out of the torch stand to inventory tool. StrangeLoopGames/EcoSuggestions#397 Minor Aside: As the Torch tool cannot stack ""Put Torch-es"" is errata ",1.0,"[0.8.1.2] There is no action (turn on\off) on the right mouse button at tooltip - Copied from here: #7240 There is no action on the right mouse button at tooltip in 0.8.1.2 at all. ![image](https://user-images.githubusercontent.com/45708377/55955873-3a3f6500-5c6b-11e9-9950-85ed4bbb7d4d.png) From #7994: Issue: ""Put ___ "" command at tool tip doesn't function for tools. Confusing/frustrating to player in light of seemingly non-function UX with UI prompt. Use Case: Pictured below, if I'd like to equip a torch to a torch stand quickly, I cannot. I'f I'd like to dump an infrequently used tool into a storage chest quickly (e.g. I don't usually run around with the hoe, only used when farming) without going into a storage container's interface, I cannot. Rationale: UX consistency between ""Put ___"" command for Items AND tools; immersion--helps get players out of menu interfaces a little bit more. Discussion: I understand [right click] toggles the light on/off, but either there should be a different key, or the UI tool tip message for ""Put"" should not display. Suggestion: Personally, I think it would be advantageous to have a torch stand not interpret a torch as ""fuel"" (binding it to the torch stand), but start counting against the ""durability"" counter the Tool already has. This would enable players to hot-swap a torch in and out of the torch stand to inventory tool. StrangeLoopGames/EcoSuggestions#397 Minor Aside: As the Torch tool cannot stack ""Put Torch-es"" is errata ",1, there is no action turn on off on the right mouse button at tooltip copied from here there is no action on the right mouse button at tooltip in at all from issue put command at tool tip doesn t function for tools confusing frustrating to player in light of seemingly non function ux with ui prompt use case pictured below if i d like to equip a torch to a torch stand quickly i cannot i f i d like to dump an infrequently used tool into a storage chest quickly e g i don t usually run around with the hoe only used when farming without going into a storage container s interface i cannot rationale ux consistency between put command for items and tools immersion helps get players out of menu interfaces a little bit more discussion i understand toggles the light on off but either there should be a different key or the ui tool tip message for put should not display suggestion personally i think it would be advantageous to have a torch stand not interpret a torch as fuel binding it to the torch stand but start counting against the durability counter the tool already has this would enable players to hot swap a torch in and out of the torch stand to inventory tool strangeloopgames ecosuggestions minor aside as the torch tool cannot stack put torch es is errata ,1 393194,11611623342.0,IssuesEvent,2020-02-26 07:05:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1427] Map switch improvements,Priority: Medium Type: Feature,"I have 2 suggestion. One is best for me, but I see that people can play with another way(I aasume it happens because we haven't minimap in 0.8.3.0). Best way will give people opputunity to change settings. Terminology: Minimap: ![image](https://user-images.githubusercontent.com/45708377/75320266-62ce4e80-587f-11ea-9a01-e30eb9804f41.png) Small map: ![image](https://user-images.githubusercontent.com/45708377/75320236-55b15f80-587f-11ea-921e-36c65f6382f1.png) Full-size map: ![image](https://user-images.githubusercontent.com/45708377/75320242-59dd7d00-587f-11ea-8d78-419176be8352.png) **1.** **Switch between the minimap and the two other maps:** - We should have one button = Hotkey in corner: ![image](https://user-images.githubusercontent.com/45708377/75317538-4deebc80-5879-11ea-9f06-14e53bc353f0.png) - When you press this button (or Hotkey ""M"") you should open Full-size Map by default. - Full-size Map should have two buttons: 1 Button - switch to Minimap. Hotkey ""M"" attached to this button. 2 Button - swith to Small Map. No hotkey for this button. Buttons do not change: ![image](https://user-images.githubusercontent.com/45708377/75318093-83e07080-587a-11ea-8109-4e55b7ce4313.png) But I don't understand why we have All buttons in top right corner? But only in Map we have in right bottom. So I prefer some move in minimap: - move right bar Button to middle. - move switch buttons to top right corner. - make switch buttons bigger - Change switch button icons: like ""X"" and ""⇙"". - a little change switch button framing. Only one button has framing now: ![image](https://user-images.githubusercontent.com/45708377/75318596-d4a49900-587b-11ea-9938-918230203ad0.png) So my Full-size map will look like: ![image](https://user-images.githubusercontent.com/45708377/75319150-23066780-587d-11ea-9b02-aef53ade7196.png) - If I has minimap and press hotkey then Full-size Map will open by default, but if I press ""⇙"" button at Full-size map then Small Map should open. And if I press Hotkey now I will switch beetwin Small Map and minimap. - Small map need same changes like Full-size map, but second button should look like ""⇗"". I willnot paint it. - In ideal this selected position of Minimap (Small Map or Full-Size Map) should save everytime, not only for one session. **2. Switch between the last 2 maps** I see many times that people play and use Small Map like Minimap: ![image](https://user-images.githubusercontent.com/45708377/75319884-8b097d80-587e-11ea-82f3-ee9615e079c8.png) I assume they do it because we haven't Minimap in 0.8.3. But it's just my guess. And fo this people hotkey is useless too. I described it before so just copy it from issue #13170: > ![image](https://user-images.githubusercontent.com/45708377/65405501-0b661700-dde5-11e9-850e-5e76b7d1b355.png) > I would prefer another option. If you press ""1"" you will be switch between full-size/ rightMap untill you press ""2"" then you will switch between smallMap/rightMap. > Or It will return to previous Minimap version. For example: > * by default in first connect it should open Full-size Map. > * Have minimap in right bottom corner. > * Press ""M"" it should open full-size Map > * Press ""M"" - right bottom corner Map (previous open). New previous open will be full-size Map > * Press ""M""- full-size Map. New previous open- right bottom corner > * use mouse to change to small map. New previous open - full-size Map. > * Press ""M"" - full-size Map. New previous open- small map. > * Press ""M"" - small map. New previous open - full-size map > * use mouse to hide map at right bottom corner. New previous open- small map. > * Press ""M"" - small map. New previous open - right bottom corner. > It will allow you to choose the most suitable option for you. Now I can’t make the hotkey switch between Small map and lower right corner map. We still need change button icons and position in second point too.",1.0,"[0.9.0 staging-1427] Map switch improvements - I have 2 suggestion. One is best for me, but I see that people can play with another way(I aasume it happens because we haven't minimap in 0.8.3.0). Best way will give people opputunity to change settings. Terminology: Minimap: ![image](https://user-images.githubusercontent.com/45708377/75320266-62ce4e80-587f-11ea-9a01-e30eb9804f41.png) Small map: ![image](https://user-images.githubusercontent.com/45708377/75320236-55b15f80-587f-11ea-921e-36c65f6382f1.png) Full-size map: ![image](https://user-images.githubusercontent.com/45708377/75320242-59dd7d00-587f-11ea-8d78-419176be8352.png) **1.** **Switch between the minimap and the two other maps:** - We should have one button = Hotkey in corner: ![image](https://user-images.githubusercontent.com/45708377/75317538-4deebc80-5879-11ea-9f06-14e53bc353f0.png) - When you press this button (or Hotkey ""M"") you should open Full-size Map by default. - Full-size Map should have two buttons: 1 Button - switch to Minimap. Hotkey ""M"" attached to this button. 2 Button - swith to Small Map. No hotkey for this button. Buttons do not change: ![image](https://user-images.githubusercontent.com/45708377/75318093-83e07080-587a-11ea-8109-4e55b7ce4313.png) But I don't understand why we have All buttons in top right corner? But only in Map we have in right bottom. So I prefer some move in minimap: - move right bar Button to middle. - move switch buttons to top right corner. - make switch buttons bigger - Change switch button icons: like ""X"" and ""⇙"". - a little change switch button framing. Only one button has framing now: ![image](https://user-images.githubusercontent.com/45708377/75318596-d4a49900-587b-11ea-9938-918230203ad0.png) So my Full-size map will look like: ![image](https://user-images.githubusercontent.com/45708377/75319150-23066780-587d-11ea-9b02-aef53ade7196.png) - If I has minimap and press hotkey then Full-size Map will open by default, but if I press ""⇙"" button at Full-size map then Small Map should open. And if I press Hotkey now I will switch beetwin Small Map and minimap. - Small map need same changes like Full-size map, but second button should look like ""⇗"". I willnot paint it. - In ideal this selected position of Minimap (Small Map or Full-Size Map) should save everytime, not only for one session. **2. Switch between the last 2 maps** I see many times that people play and use Small Map like Minimap: ![image](https://user-images.githubusercontent.com/45708377/75319884-8b097d80-587e-11ea-82f3-ee9615e079c8.png) I assume they do it because we haven't Minimap in 0.8.3. But it's just my guess. And fo this people hotkey is useless too. I described it before so just copy it from issue #13170: > ![image](https://user-images.githubusercontent.com/45708377/65405501-0b661700-dde5-11e9-850e-5e76b7d1b355.png) > I would prefer another option. If you press ""1"" you will be switch between full-size/ rightMap untill you press ""2"" then you will switch between smallMap/rightMap. > Or It will return to previous Minimap version. For example: > * by default in first connect it should open Full-size Map. > * Have minimap in right bottom corner. > * Press ""M"" it should open full-size Map > * Press ""M"" - right bottom corner Map (previous open). New previous open will be full-size Map > * Press ""M""- full-size Map. New previous open- right bottom corner > * use mouse to change to small map. New previous open - full-size Map. > * Press ""M"" - full-size Map. New previous open- small map. > * Press ""M"" - small map. New previous open - full-size map > * use mouse to hide map at right bottom corner. New previous open- small map. > * Press ""M"" - small map. New previous open - right bottom corner. > It will allow you to choose the most suitable option for you. Now I can’t make the hotkey switch between Small map and lower right corner map. We still need change button icons and position in second point too.",1, map switch improvements i have suggestion one is best for me but i see that people can play with another way i aasume it happens because we haven t minimap in best way will give people opputunity to change settings terminology minimap small map full size map switch between the minimap and the two other maps we should have one button hotkey in corner when you press this button or hotkey m you should open full size map by default full size map should have two buttons button switch to minimap hotkey m attached to this button button swith to small map no hotkey for this button buttons do not change but i don t understand why we have all buttons in top right corner but only in map we have in right bottom so i prefer some move in minimap move right bar button to middle move switch buttons to top right corner make switch buttons bigger change switch button icons like x and ⇙ a little change switch button framing only one button has framing now so my full size map will look like if i has minimap and press hotkey then full size map will open by default but if i press ⇙ button at full size map then small map should open and if i press hotkey now i will switch beetwin small map and minimap small map need same changes like full size map but second button should look like ⇗ i willnot paint it in ideal this selected position of minimap small map or full size map should save everytime not only for one session switch between the last maps i see many times that people play and use small map like minimap i assume they do it because we haven t minimap in but it s just my guess and fo this people hotkey is useless too i described it before so just copy it from issue i would prefer another option if you press you will be switch between full size rightmap untill you press then you will switch between smallmap rightmap or it will return to previous minimap version for example by default in first connect it should open full size map have minimap in right bottom corner press m it should open full size map press m right bottom corner map previous open new previous open will be full size map press m full size map new previous open right bottom corner use mouse to change to small map new previous open full size map press m full size map new previous open small map press m small map new previous open full size map use mouse to hide map at right bottom corner new previous open small map press m small map new previous open right bottom corner it will allow you to choose the most suitable option for you now i can’t make the hotkey switch between small map and lower right corner map we still need change button icons and position in second point too ,1 377115,11163994480.0,IssuesEvent,2019-12-27 02:20:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Unable to add ""Missing"" resources from a table when unowned",Medium Priority,"Found an issue where I could not add the missing resources to any table after the job has started working if I am not the owner of it. In this case, I attempted to make a mint using an Unowned Anvil. I had the bricks and lumber handy, but because I couldn't hold both at once I had to start with one. Afterwards, however, I could not proceed to add it. No error message, it just doesn't accept it. I am unsure if the behavior is the same if another player owns it, as this was only observed for unowned - created by another player outside of their property.",1.0,"Unable to add ""Missing"" resources from a table when unowned - Found an issue where I could not add the missing resources to any table after the job has started working if I am not the owner of it. In this case, I attempted to make a mint using an Unowned Anvil. I had the bricks and lumber handy, but because I couldn't hold both at once I had to start with one. Afterwards, however, I could not proceed to add it. No error message, it just doesn't accept it. I am unsure if the behavior is the same if another player owns it, as this was only observed for unowned - created by another player outside of their property.",1,unable to add missing resources from a table when unowned found an issue where i could not add the missing resources to any table after the job has started working if i am not the owner of it in this case i attempted to make a mint using an unowned anvil i had the bricks and lumber handy but because i couldn t hold both at once i had to start with one afterwards however i could not proceed to add it no error message it just doesn t accept it i am unsure if the behavior is the same if another player owns it as this was only observed for unowned created by another player outside of their property ,1 473071,13636232506.0,IssuesEvent,2020-09-25 05:17:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Add a second category for ""Official Servers"" above ""Official Test Servers""",Community Manager Priority: Medium,"Without a warning in the server description, please.",1.0,"Add a second category for ""Official Servers"" above ""Official Test Servers"" - Without a warning in the server description, please.",1,add a second category for official servers above official test servers without a warning in the server description please ,1 522450,15159989011.0,IssuesEvent,2021-02-12 05:55:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,'Restart' button not working,Category: Tech Priority: Medium Squad: Wild Turkey Status: Fixed,"![image.png](https://images.zenhubusercontent.com/5ecc5c35b608cc220cfb5b6d/32124f79-8411-4480-a329-605bb03db2bf) - Disable auto-refreshing in Unity - Run the game - Make a client code change - Hit the custom 'Restart' button (that P on the toolbar). This is supposed to recompile and restart, but lately lots of times Unity will freeze in this case. Experiment and find what needs to be done to prevent it - adding a delay off in the restart sequence is probably a good bet.",1.0,"'Restart' button not working - ![image.png](https://images.zenhubusercontent.com/5ecc5c35b608cc220cfb5b6d/32124f79-8411-4480-a329-605bb03db2bf) - Disable auto-refreshing in Unity - Run the game - Make a client code change - Hit the custom 'Restart' button (that P on the toolbar). This is supposed to recompile and restart, but lately lots of times Unity will freeze in this case. Experiment and find what needs to be done to prevent it - adding a delay off in the restart sequence is probably a good bet.",1, restart button not working disable auto refreshing in unity run the game make a client code change hit the custom restart button that p on the toolbar this is supposed to recompile and restart but lately lots of times unity will freeze in this case experiment and find what needs to be done to prevent it adding a delay off in the restart sequence is probably a good bet ,1 454641,13105367372.0,IssuesEvent,2020-08-04 12:04:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1550] Animal: teach a wolf to hunt,Category: Gameplay Priority: Medium Status: Fixed Status: Reopen Type: Task Week Task,"I think we should add rotation animation for animal tracking on place too ",1.0,"[0.9.0 staging-1550] Animal: teach a wolf to hunt - I think we should add rotation animation for animal tracking on place too ",1, animal teach a wolf to hunt i think we should add rotation animation for animal tracking on place too ,1 491679,14169022871.0,IssuesEvent,2020-11-12 12:37:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make stats store enums as ints instead of strings,Category: Optimization Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/81623814-6a46c380-93a9-11ea-84a9-fd844cab8b40.png) Lot of wasted memory when they're strings. ",1.0,"Make stats store enums as ints instead of strings - ![image](https://user-images.githubusercontent.com/3536496/81623814-6a46c380-93a9-11ea-84a9-fd844cab8b40.png) Lot of wasted memory when they're strings. ",1,make stats store enums as ints instead of strings lot of wasted memory when they re strings ,1 306549,9396479084.0,IssuesEvent,2019-04-08 07:19:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator needs some breaks,Medium Priority,"https://www.twitch.tv/videos/228423493 Also, it needs a much larger inventory or it creates too much debris when digging stone.",1.0,"Excavator needs some breaks - https://www.twitch.tv/videos/228423493 Also, it needs a much larger inventory or it creates too much debris when digging stone.",1,excavator needs some breaks also it needs a much larger inventory or it creates too much debris when digging stone ,1 443010,12754452847.0,IssuesEvent,2020-06-28 05:32:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Oil Refinery has significant issues,Category: Balance Priority: Medium,"During the most recent playtest, we have tracked the major source of over-pollution to the Oil Refinery. There are a few reasons for this: - It is world object with the highest pollution - Multiple refineries are running 24/7. With barrels being refunded 100%, we can setup a loop where the oil refineries run indefinitely as long as the labor as been added. - Late game we need a very large supply of Fiberglass & Epoxy for crafting circuits and other recipes, making a huge demand for products made from oil drilling",1.0,"Oil Refinery has significant issues - During the most recent playtest, we have tracked the major source of over-pollution to the Oil Refinery. There are a few reasons for this: - It is world object with the highest pollution - Multiple refineries are running 24/7. With barrels being refunded 100%, we can setup a loop where the oil refineries run indefinitely as long as the labor as been added. - Late game we need a very large supply of Fiberglass & Epoxy for crafting circuits and other recipes, making a huge demand for products made from oil drilling",1,oil refinery has significant issues during the most recent playtest we have tracked the major source of over pollution to the oil refinery there are a few reasons for this it is world object with the highest pollution multiple refineries are running with barrels being refunded we can setup a loop where the oil refineries run indefinitely as long as the labor as been added late game we need a very large supply of fiberglass epoxy for crafting circuits and other recipes making a huge demand for products made from oil drilling,1 241153,7809199988.0,IssuesEvent,2018-06-11 23:11:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[ISSUE] Wooden elevator doesn't stop at intermediate floors,Medium Priority,"**Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** Place an elevator on a hole with multiple floors **Expected behavior:** The elevator should stop at every floor **Actual behavior:** The elevator skips floors and goes all the way to the bottom ![ecoelevator](https://user-images.githubusercontent.com/17019409/39374728-317e9fa0-4a22-11e8-98e6-0e3c9d0d6412.png)",1.0,"[ISSUE] Wooden elevator doesn't stop at intermediate floors - **Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** Place an elevator on a hole with multiple floors **Expected behavior:** The elevator should stop at every floor **Actual behavior:** The elevator skips floors and goes all the way to the bottom ![ecoelevator](https://user-images.githubusercontent.com/17019409/39374728-317e9fa0-4a22-11e8-98e6-0e3c9d0d6412.png)",1, wooden elevator doesn t stop at intermediate floors version beta staging steps to reproduce place an elevator on a hole with multiple floors expected behavior the elevator should stop at every floor actual behavior the elevator skips floors and goes all the way to the bottom ,1 330170,10035747911.0,IssuesEvent,2019-07-18 09:04:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Button ""Reset Defaults"" doesn't update Controls without reopen window",Fixed Medium Priority QA Regression,"Step to reproduce: - set your control button ![image](https://user-images.githubusercontent.com/45708377/61372387-a4d1f380-a89f-11e9-9a50-1abfb9c330c4.png) - press ""Reset Defaults"" ![image](https://user-images.githubusercontent.com/45708377/61372387-a4d1f380-a89f-11e9-9a50-1abfb9c330c4.png) - you need to reopen window to update control buttons. ![image](https://user-images.githubusercontent.com/45708377/61372512-faa69b80-a89f-11e9-9533-6e85b29ea639.png) ",1.0,"Button ""Reset Defaults"" doesn't update Controls without reopen window - Step to reproduce: - set your control button ![image](https://user-images.githubusercontent.com/45708377/61372387-a4d1f380-a89f-11e9-9a50-1abfb9c330c4.png) - press ""Reset Defaults"" ![image](https://user-images.githubusercontent.com/45708377/61372387-a4d1f380-a89f-11e9-9a50-1abfb9c330c4.png) - you need to reopen window to update control buttons. ![image](https://user-images.githubusercontent.com/45708377/61372512-faa69b80-a89f-11e9-9533-6e85b29ea639.png) ",1,button reset defaults doesn t update controls without reopen window step to reproduce set your control button press reset defaults you need to reopen window to update control buttons ,1 377147,11165117202.0,IssuesEvent,2019-12-27 08:08:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need 'ok' button on connection dialogs,Medium Priority Verified,"![image](https://user-images.githubusercontent.com/3536496/37246752-612fdcf2-2464-11e8-8da8-0a77d1e4470b.png) Pressing escape here opens the settings, escape should also close it. Not clear you need to click.",1.0,"Need 'ok' button on connection dialogs - ![image](https://user-images.githubusercontent.com/3536496/37246752-612fdcf2-2464-11e8-8da8-0a77d1e4470b.png) Pressing escape here opens the settings, escape should also close it. Not clear you need to click.",1,need ok button on connection dialogs pressing escape here opens the settings escape should also close it not clear you need to click ,1 465308,13382517639.0,IssuesEvent,2020-09-02 08:56:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Some missing icons,Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/89082595-4b6e2280-d343-11ea-98c4-858b0cbb36c7.png) Devise a process to get these auto-addressed Check other missing icons Trade got renamed for example",1.0,"Some missing icons - ![image](https://user-images.githubusercontent.com/3536496/89082595-4b6e2280-d343-11ea-98c4-858b0cbb36c7.png) Devise a process to get these auto-addressed Check other missing icons Trade got renamed for example",1,some missing icons devise a process to get these auto addressed check other missing icons trade got renamed for example,1 319994,9763358798.0,IssuesEvent,2019-06-05 13:40:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Mixed Desert Moss and Sagebrush models,Medium Priority QA,"![image](https://user-images.githubusercontent.com/45708377/58959403-ae027780-87ad-11e9-9711-558fb11f5b01.png) ![image](https://user-images.githubusercontent.com/45708377/58959423-bc509380-87ad-11e9-920e-c66b893e86c8.png) When harvest Sagebrush: ![2019 06 05 Sagebrush model](https://user-images.githubusercontent.com/45708377/58959477-e013d980-87ad-11e9-925c-d14059b57533.gif) When harvest Desert moss: ![2019 06 05 Desert moss model](https://user-images.githubusercontent.com/45708377/58960765-806afd80-87b0-11e9-8c56-653106b25b63.gif) ",1.0,"Mixed Desert Moss and Sagebrush models - ![image](https://user-images.githubusercontent.com/45708377/58959403-ae027780-87ad-11e9-9711-558fb11f5b01.png) ![image](https://user-images.githubusercontent.com/45708377/58959423-bc509380-87ad-11e9-920e-c66b893e86c8.png) When harvest Sagebrush: ![2019 06 05 Sagebrush model](https://user-images.githubusercontent.com/45708377/58959477-e013d980-87ad-11e9-925c-d14059b57533.gif) When harvest Desert moss: ![2019 06 05 Desert moss model](https://user-images.githubusercontent.com/45708377/58960765-806afd80-87b0-11e9-8c56-653106b25b63.gif) ",1,mixed desert moss and sagebrush models when harvest sagebrush when harvest desert moss ,1 424271,12308634953.0,IssuesEvent,2020-05-12 07:35:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1540] Wrong checking for vehicle storages in contracts.,Priority: Medium Status: Fixed,"There is a check for fuel supply storage. So I can add only Burnable Fuel in Steam truck and Liquid Fuel in Truck. Step to reproduce: - create Put in contract, select container Steam truck and item, for example, gneiss. Post it: ![image](https://user-images.githubusercontent.com/45708377/81162443-dc786c00-8f95-11ea-86f5-169edc5da315.png) - if I add Coal it will be fine (because Coal in Burnable Fuel tag): ![image](https://user-images.githubusercontent.com/45708377/81162513-f9ad3a80-8f95-11ea-84e2-5e00634171bd.png) ![image](https://user-images.githubusercontent.com/45708377/81162532-0467cf80-8f96-11ea-84b3-be8282d99173.png) ",1.0,"[0.9.0 staging-1540] Wrong checking for vehicle storages in contracts. - There is a check for fuel supply storage. So I can add only Burnable Fuel in Steam truck and Liquid Fuel in Truck. Step to reproduce: - create Put in contract, select container Steam truck and item, for example, gneiss. Post it: ![image](https://user-images.githubusercontent.com/45708377/81162443-dc786c00-8f95-11ea-86f5-169edc5da315.png) - if I add Coal it will be fine (because Coal in Burnable Fuel tag): ![image](https://user-images.githubusercontent.com/45708377/81162513-f9ad3a80-8f95-11ea-84e2-5e00634171bd.png) ![image](https://user-images.githubusercontent.com/45708377/81162532-0467cf80-8f96-11ea-84b3-be8282d99173.png) ",1, wrong checking for vehicle storages in contracts there is a check for fuel supply storage so i can add only burnable fuel in steam truck and liquid fuel in truck step to reproduce create put in contract select container steam truck and item for example gneiss post it if i add coal it will be fine because coal in burnable fuel tag ,1 531146,15441815276.0,IssuesEvent,2021-03-08 06:38:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3 staging-1935] LAN filter condition ""My language on top"" need unload to crowdin",Category: Localization Priority: Medium Squad: Otter,"in 92 a new condition ""My language on top""was added in the server search filter and it have localization, but for some reason it has not yet been uploaded to crowdin for translation https://github.com/StrangeLoopGames/EcoIssues/issues/18742",1.0,"[0.9.3 staging-1935] LAN filter condition ""My language on top"" need unload to crowdin - in 92 a new condition ""My language on top""was added in the server search filter and it have localization, but for some reason it has not yet been uploaded to crowdin for translation https://github.com/StrangeLoopGames/EcoIssues/issues/18742",1, lan filter condition my language on top need unload to crowdin in a new condition my language on top was added in the server search filter and it have localization but for some reason it has not yet been uploaded to crowdin for translation ,1 446338,12855534054.0,IssuesEvent,2020-07-09 05:31:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Title screen UI adjustments,Category: Art Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/85241166-c4e32e80-b3ef-11ea-802f-f5425a704d35.png) - The menu items along the right side now overlap badly with the background behind it. make the faded, tapered panel more opaque, extend the tapering to the left more, and fill in the gaps between. Vivox logo also: ![image](https://user-images.githubusercontent.com/3536496/85241280-2905f280-b3f0-11ea-9dfd-561f67038ef9.png) ![image](https://user-images.githubusercontent.com/3536496/85241296-31f6c400-b3f0-11ea-958c-f7ea7274076a.png) And news could use a corner-fade area so it looks like part of the UI, and not like someone got a newspaper stuck in a tree. It may need to look more button-like,",1.0,"Title screen UI adjustments - ![image](https://user-images.githubusercontent.com/3536496/85241166-c4e32e80-b3ef-11ea-802f-f5425a704d35.png) - The menu items along the right side now overlap badly with the background behind it. make the faded, tapered panel more opaque, extend the tapering to the left more, and fill in the gaps between. Vivox logo also: ![image](https://user-images.githubusercontent.com/3536496/85241280-2905f280-b3f0-11ea-9dfd-561f67038ef9.png) ![image](https://user-images.githubusercontent.com/3536496/85241296-31f6c400-b3f0-11ea-958c-f7ea7274076a.png) And news could use a corner-fade area so it looks like part of the UI, and not like someone got a newspaper stuck in a tree. It may need to look more button-like,",1,title screen ui adjustments the menu items along the right side now overlap badly with the background behind it make the faded tapered panel more opaque extend the tapering to the left more and fill in the gaps between vivox logo also and news could use a corner fade area so it looks like part of the ui and not like someone got a newspaper stuck in a tree it may need to look more button like ,1 539815,15795460845.0,IssuesEvent,2021-04-02 13:11:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 Release-140] Form Block UI is Inaccessible if you move hammer (from stockpile) to active cell in toolbar.,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Reopen Type: Bug,"Build: 0.9.2 Release-140 Issue: The third step on **Construction Tutorial**, where the player is asked to press and hold the F key to open the Form Block UI, doesn't work if the player places the hammer, required process on step 2 of the tutorial, in an already active/selected tool cell. Repro: 1. Log in to the game as usual. 2. Follow tutorials until you reach the **Construction Tutorial**. 3. Finish the first step of the tutorial. 4. While carrying the **Hewn Logs**, proceed to follow the second step of the tutorial. 5. When retrieving the stone hammer from the storage, make sure to place the hammer in an already selected/active tool cell. 6. Observe and try to complete step 3 of the **Construction Tutorial**. Result: The tutorial is asking me to press and hold F key, however, there aren't any F functions available. Screenshot ![log.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/31f84108-369f-4877-b92f-611e0355bc08) Video Repro https://images.zenhubusercontent.com/42199084/77546843-238c-47e5-a249-534dfdebe466/hammer.mp4",1.0,"[0.9.2 Release-140] Form Block UI is Inaccessible if you move hammer (from stockpile) to active cell in toolbar. - Build: 0.9.2 Release-140 Issue: The third step on **Construction Tutorial**, where the player is asked to press and hold the F key to open the Form Block UI, doesn't work if the player places the hammer, required process on step 2 of the tutorial, in an already active/selected tool cell. Repro: 1. Log in to the game as usual. 2. Follow tutorials until you reach the **Construction Tutorial**. 3. Finish the first step of the tutorial. 4. While carrying the **Hewn Logs**, proceed to follow the second step of the tutorial. 5. When retrieving the stone hammer from the storage, make sure to place the hammer in an already selected/active tool cell. 6. Observe and try to complete step 3 of the **Construction Tutorial**. Result: The tutorial is asking me to press and hold F key, however, there aren't any F functions available. Screenshot ![log.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/31f84108-369f-4877-b92f-611e0355bc08) Video Repro https://images.zenhubusercontent.com/42199084/77546843-238c-47e5-a249-534dfdebe466/hammer.mp4",1, form block ui is inaccessible if you move hammer from stockpile to active cell in toolbar build release issue the third step on construction tutorial where the player is asked to press and hold the f key to open the form block ui doesn t work if the player places the hammer required process on step of the tutorial in an already active selected tool cell repro log in to the game as usual follow tutorials until you reach the construction tutorial finish the first step of the tutorial while carrying the hewn logs proceed to follow the second step of the tutorial when retrieving the stone hammer from the storage make sure to place the hammer in an already selected active tool cell observe and try to complete step of the construction tutorial result the tutorial is asking me to press and hold f key however there aren t any f functions available screenshot video repro ,1 249147,7953915591.0,IssuesEvent,2018-07-12 04:45:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server encountered an exception (while cutting down tree),Medium Priority,"Version 0.7.4.0-beta-staging-248fc2c1 (First tree cut after updating today, and was able to log right back in Server encountered an exception: Index was outside the bounds of the array. at System.Collections.Generic.HashSet`1[T].AddIfNotPresent (T value) [0x000d9] in <3cfd3c0c48ac41e890b359818d6ffccc>:0 at System.Collections.Generic.HashSet`1[T].Add (T item) [0x00000] in <3cfd3c0c48ac41e890b359818d6ffccc>:0 at TreeEntity.CollideWithTerrain (Eco.Gameplay.Players.Player player, Eco.Shared.Math.Vector3i position) [0x00067] in <6d2a444e9c194ecc8577f1d03095a2b9>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <6bd2940247234bbfbdc90ea2be6ff160>:0",1.0,"Server encountered an exception (while cutting down tree) - Version 0.7.4.0-beta-staging-248fc2c1 (First tree cut after updating today, and was able to log right back in Server encountered an exception: Index was outside the bounds of the array. at System.Collections.Generic.HashSet`1[T].AddIfNotPresent (T value) [0x000d9] in <3cfd3c0c48ac41e890b359818d6ffccc>:0 at System.Collections.Generic.HashSet`1[T].Add (T item) [0x00000] in <3cfd3c0c48ac41e890b359818d6ffccc>:0 at TreeEntity.CollideWithTerrain (Eco.Gameplay.Players.Player player, Eco.Shared.Math.Vector3i position) [0x00067] in <6d2a444e9c194ecc8577f1d03095a2b9>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <6bd2940247234bbfbdc90ea2be6ff160>:0",1,server encountered an exception while cutting down tree version beta staging first tree cut after updating today and was able to log right back in server encountered an exception index was outside the bounds of the array at system collections generic hashset addifnotpresent t value in at system collections generic hashset add t item in at treeentity collidewithterrain eco gameplay players player player eco shared math position in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in ,1 450952,13021859102.0,IssuesEvent,2020-07-27 07:14:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging] Server doesn't shutdown if you close the UI window first,Category: Tech Priority: Medium Status: Not reproduced,"* Close UI * Press Ctrl+C in console window * says shutdown finished and just sits there",1.0,"[staging] Server doesn't shutdown if you close the UI window first - * Close UI * Press Ctrl+C in console window * says shutdown finished and just sits there",1, server doesn t shutdown if you close the ui window first close ui press ctrl c in console window says shutdown finished and just sits there,1 329939,10026983602.0,IssuesEvent,2019-07-17 08:10:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.9 release-preview] Add notification about impossibility to place stones at the low position scoop of skid steer ,Fixed Medium Priority QA,Because people can think that it's a bug,1.0,[0.8.2.9 release-preview] Add notification about impossibility to place stones at the low position scoop of skid steer - Because people can think that it's a bug,1, add notification about impossibility to place stones at the low position scoop of skid steer because people can think that it s a bug,1 359841,10681667189.0,IssuesEvent,2019-10-22 01:51:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Coyote can fly,Medium Priority,"Step to reproduce: - spawn or find Coyote. You can use /level for better visibility. ![image](https://user-images.githubusercontent.com/45708377/65668519-8a0fbe00-e04a-11e9-82a6-d70512865faa.png) - move away. ![image](https://user-images.githubusercontent.com/45708377/65668971-6305bc00-e04b-11e9-852b-8f1aad2725a9.png) ![image](https://user-images.githubusercontent.com/45708377/65668557-9ac03400-e04a-11e9-906e-d3ff7c26d64d.png) ",1.0,"[master-preview] Coyote can fly - Step to reproduce: - spawn or find Coyote. You can use /level for better visibility. ![image](https://user-images.githubusercontent.com/45708377/65668519-8a0fbe00-e04a-11e9-82a6-d70512865faa.png) - move away. ![image](https://user-images.githubusercontent.com/45708377/65668971-6305bc00-e04b-11e9-852b-8f1aad2725a9.png) ![image](https://user-images.githubusercontent.com/45708377/65668557-9ac03400-e04a-11e9-906e-d3ff7c26d64d.png) ",1, coyote can fly step to reproduce spawn or find coyote you can use level for better visibility move away ,1 210910,7196504005.0,IssuesEvent,2018-02-05 03:26:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[7.0.0 Beta][Steam] Whitelists, Blacklists, Adminlists etc linked to username",Medium Priority,"Hey, till now, the whitelist, blacklist and adminlist where filled with the Eco username, which worked fine. Now, as Eco (seems to) use the Steam name to identify the user ingame, whitelists, blacklists and adminlists can be easily tricked. Would be cool, if this can be linked to the steamID64 (or the eco username). Cheers, Niklas",1.0,"[7.0.0 Beta][Steam] Whitelists, Blacklists, Adminlists etc linked to username - Hey, till now, the whitelist, blacklist and adminlist where filled with the Eco username, which worked fine. Now, as Eco (seems to) use the Steam name to identify the user ingame, whitelists, blacklists and adminlists can be easily tricked. Would be cool, if this can be linked to the steamID64 (or the eco username). Cheers, Niklas",1, whitelists blacklists adminlists etc linked to username hey till now the whitelist blacklist and adminlist where filled with the eco username which worked fine now as eco seems to use the steam name to identify the user ingame whitelists blacklists and adminlists can be easily tricked would be cool if this can be linked to the or the eco username cheers niklas,1 252056,8031187754.0,IssuesEvent,2018-07-27 23:10:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Forest Forager and Wetlands Wanderer don't include Beans and Rice, Respectively",Medium Priority,"Forest Forager doesn't list a Benefit for Beans harvest and Wetlands Wanderer doesn't list a Benefit for Rice harvest. Is this intended with the changes to seeds? ![image](https://user-images.githubusercontent.com/40220854/42916836-1a229df4-8ad5-11e8-8183-d57b911be06f.png) ![image](https://user-images.githubusercontent.com/40220854/42916846-2ca58130-8ad5-11e8-87c7-d70b14358bc5.png) ",1.0,"Forest Forager and Wetlands Wanderer don't include Beans and Rice, Respectively - Forest Forager doesn't list a Benefit for Beans harvest and Wetlands Wanderer doesn't list a Benefit for Rice harvest. Is this intended with the changes to seeds? ![image](https://user-images.githubusercontent.com/40220854/42916836-1a229df4-8ad5-11e8-8183-d57b911be06f.png) ![image](https://user-images.githubusercontent.com/40220854/42916846-2ca58130-8ad5-11e8-87c7-d70b14358bc5.png) ",1,forest forager and wetlands wanderer don t include beans and rice respectively forest forager doesn t list a benefit for beans harvest and wetlands wanderer doesn t list a benefit for rice harvest is this intended with the changes to seeds ,1 205143,7094172647.0,IssuesEvent,2018-01-13 00:20:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Getting a shovel is still pretty confusing,Medium Priority,"Digging doesn't belong under Farmer. I actually think digging should be a free specialty under Survivalist. Also, we can have as many starting specialties as we want now, so we could split the survivalist specialty up if desired.",1.0,"Getting a shovel is still pretty confusing - Digging doesn't belong under Farmer. I actually think digging should be a free specialty under Survivalist. Also, we can have as many starting specialties as we want now, so we could split the survivalist specialty up if desired.",1,getting a shovel is still pretty confusing digging doesn t belong under farmer i actually think digging should be a free specialty under survivalist also we can have as many starting specialties as we want now so we could split the survivalist specialty up if desired ,1 389176,11498553097.0,IssuesEvent,2020-02-12 12:14:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Glitch of specialty window selection ,Priority: Medium,"Now you can select specialty when you click at Icon(green). In 8.3.0 you can click at string too(red). ![image](https://user-images.githubusercontent.com/45708377/64588746-fbdddb80-d3ab-11e9-8020-7c214696c76d.png) ",1.0,"[master-preview] Glitch of specialty window selection - Now you can select specialty when you click at Icon(green). In 8.3.0 you can click at string too(red). ![image](https://user-images.githubusercontent.com/45708377/64588746-fbdddb80-d3ab-11e9-8020-7c214696c76d.png) ",1, glitch of specialty window selection now you can select specialty when you click at icon green in you can click at string too red ,1 527904,15355924775.0,IssuesEvent,2021-03-01 11:44:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1942] MediumWollyCarcass tag icon is missing,Category: UI Priority: Medium,"All Carcasses tag icons are the same so I guess we don't need to create a new one: ![image](https://user-images.githubusercontent.com/45708377/109491797-183b6f80-7a9b-11eb-861f-d641523877dc.png) ",1.0,"[0.9.3 staging-1942] MediumWollyCarcass tag icon is missing - All Carcasses tag icons are the same so I guess we don't need to create a new one: ![image](https://user-images.githubusercontent.com/45708377/109491797-183b6f80-7a9b-11eb-861f-d641523877dc.png) ",1, mediumwollycarcass tag icon is missing all carcasses tag icons are the same so i guess we don t need to create a new one ,1 307171,9414248825.0,IssuesEvent,2019-04-10 09:42:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: steam tractor - no ability to turn on\off for sower and harvester,Medium Priority,"**Version:** 0.7.5.0 beta staging-bad4361f Only plough can be enabled\disabled by pressing 1. Both other modules work everytime.",1.0,"USER ISSUE: steam tractor - no ability to turn on\off for sower and harvester - **Version:** 0.7.5.0 beta staging-bad4361f Only plough can be enabled\disabled by pressing 1. Both other modules work everytime.",1,user issue steam tractor no ability to turn on off for sower and harvester version beta staging only plough can be enabled disabled by pressing both other modules work everytime ,1 411752,12031392507.0,IssuesEvent,2020-04-13 09:33:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1510] Some icon links are broken,Priority: Medium,"In districts and in deed property ![bandicam 2020-04-13 14-25-34-589](https://user-images.githubusercontent.com/27898520/79110291-8dbf2400-7d93-11ea-8f19-c27215ab62b5.jpg) ![bandicam 2020-04-13 14-32-20-244](https://user-images.githubusercontent.com/27898520/79110318-97e12280-7d93-11ea-9684-85f0da7593c7.jpg) Maybe somewhere else",1.0,"[0.9.0 staging-1510] Some icon links are broken - In districts and in deed property ![bandicam 2020-04-13 14-25-34-589](https://user-images.githubusercontent.com/27898520/79110291-8dbf2400-7d93-11ea-8f19-c27215ab62b5.jpg) ![bandicam 2020-04-13 14-32-20-244](https://user-images.githubusercontent.com/27898520/79110318-97e12280-7d93-11ea-9684-85f0da7593c7.jpg) Maybe somewhere else",1, some icon links are broken in districts and in deed property maybe somewhere else,1 249166,7953941777.0,IssuesEvent,2018-07-12 04:57:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,User's laptop did not choose correct GPU,Medium Priority,Not sure how to make nvidia get Eco to make the right choice but we should look into it.,1.0,User's laptop did not choose correct GPU - Not sure how to make nvidia get Eco to make the right choice but we should look into it.,1,user s laptop did not choose correct gpu not sure how to make nvidia get eco to make the right choice but we should look into it ,1 211448,7201183017.0,IssuesEvent,2018-02-05 21:39:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[6.4] Columns not in build window,Medium Priority,"WIndows are built in the build window so it seems like doors should be there too. There are also some other structures that seem like they should be in the build window rather then still in tables. Also columns are still presently found in the code but no longer show up to be built in the table but also do not yet show up in the build window. ",1.0,"[6.4] Columns not in build window - WIndows are built in the build window so it seems like doors should be there too. There are also some other structures that seem like they should be in the build window rather then still in tables. Also columns are still presently found in the code but no longer show up to be built in the table but also do not yet show up in the build window. ",1, columns not in build window windows are built in the build window so it seems like doors should be there too there are also some other structures that seem like they should be in the build window rather then still in tables also columns are still presently found in the code but no longer show up to be built in the table but also do not yet show up in the build window ,1 199085,6980867351.0,IssuesEvent,2017-12-13 04:29:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't run for office in 6.2,Medium Priority Web,"no error is shown, but in the console it shows Failed to load resource: the server responded with a status of 500 (Internal Server Error) http://192.168.1.3:5001/api/v1/elections/canaddcandidate?username=SeanAtr0n",1.0,"Can't run for office in 6.2 - no error is shown, but in the console it shows Failed to load resource: the server responded with a status of 500 (Internal Server Error) http://192.168.1.3:5001/api/v1/elections/canaddcandidate?username=SeanAtr0n",1,can t run for office in no error is shown but in the console it shows failed to load resource the server responded with a status of internal server error ,1 314964,9605217516.0,IssuesEvent,2019-05-10 22:51:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Skid Steer Backwards driving inverted,Medium Priority,"I really hate skid steer being the only car that when you press S+D drives left and S+A drives right, while with W+D it drives right and with W+A drives left - like any other car. Could that be fixed or is that working as intended?",1.0,"Skid Steer Backwards driving inverted - I really hate skid steer being the only car that when you press S+D drives left and S+A drives right, while with W+D it drives right and with W+A drives left - like any other car. Could that be fixed or is that working as intended?",1,skid steer backwards driving inverted i really hate skid steer being the only car that when you press s d drives left and s a drives right while with w d it drives right and with w a drives left like any other car could that be fixed or is that working as intended ,1 249152,7953921352.0,IssuesEvent,2018-07-12 04:48:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[SERVER ISSUE 7.3.3] Exception System.Threading.ThreadAbortException,Medium Priority,"``` --BEGIN DUMP-- Dump Time 04/21/2018 09:25:38 Exception System.Threading.ThreadAbortException: Thread was being aborted. at System.Buffer.InternalBlockCopy(Array src, Int32 srcOffsetBytes, Array dst, Int32 dstOffsetBytes, Int32 byteCount) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at LZ4.LZ4Stream.FlushCurrentChunk() at LZ4.LZ4Stream.Write(Byte[] buffer, Int32 offset, Int32 count) at Eco.Shared.Utils.CompressionUtils.Compress(Byte[] source) at Eco.Simulation.WorldLayers.Layers.WorldLayer.get_RawData() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ```",1.0,"[SERVER ISSUE 7.3.3] Exception System.Threading.ThreadAbortException - ``` --BEGIN DUMP-- Dump Time 04/21/2018 09:25:38 Exception System.Threading.ThreadAbortException: Thread was being aborted. at System.Buffer.InternalBlockCopy(Array src, Int32 srcOffsetBytes, Array dst, Int32 dstOffsetBytes, Int32 byteCount) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at LZ4.LZ4Stream.FlushCurrentChunk() at LZ4.LZ4Stream.Write(Byte[] buffer, Int32 offset, Int32 count) at Eco.Shared.Utils.CompressionUtils.Compress(Byte[] source) at Eco.Simulation.WorldLayers.Layers.WorldLayer.get_RawData() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() --END DUMP-- ```",1, exception system threading threadabortexception begin dump dump time exception system threading threadabortexception thread was being aborted at system buffer internalblockcopy array src srcoffsetbytes array dst dstoffsetbytes bytecount at system io memorystream write byte buffer offset count at flushcurrentchunk at write byte buffer offset count at eco shared utils compressionutils compress byte source at eco simulation worldlayers layers worldlayer get rawdata at eco core utils corereflectionutils c b ttarget target at eco core controller controllermanager packagemember bsonobject bson inetclient boundclient icontroller controller string membername at eco core controller controllermanager getchanges inetclient client at eco plugins networking clients client update at eco plugins networking clients client b end dump ,1 243286,7855337653.0,IssuesEvent,2018-06-21 01:08:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cap text size on signs,Medium Priority,every sign on my server bugged out this morning and set ``causing hundreds of giant letters to appear all around the world. Please cap or remove the `` option on signs to prevent griefing and mistakes.,1.0,Cap text size on signs - every sign on my server bugged out this morning and set ``causing hundreds of giant letters to appear all around the world. Please cap or remove the `` option on signs to prevent griefing and mistakes.,1,cap text size on signs every sign on my server bugged out this morning and set causing hundreds of giant letters to appear all around the world please cap or remove the option on signs to prevent griefing and mistakes ,1 249143,7953910520.0,IssuesEvent,2018-07-12 04:43:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Can't claim land that has a stockpile on it.,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Unclaim land with a stockpile on it. Then attempt to reclaim the same land. (Doesn't matter if the stockpile is empty or not) **Expected behavior:** I expected to be able to reclaim land that has a stockpile on it. **Actual behavior:** Game did not let you reclaim land with a stockpile on it.",1.0,"USER ISSUE: Can't claim land that has a stockpile on it. - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Unclaim land with a stockpile on it. Then attempt to reclaim the same land. (Doesn't matter if the stockpile is empty or not) **Expected behavior:** I expected to be able to reclaim land that has a stockpile on it. **Actual behavior:** Game did not let you reclaim land with a stockpile on it.",1,user issue can t claim land that has a stockpile on it version beta steps to reproduce unclaim land with a stockpile on it then attempt to reclaim the same land doesn t matter if the stockpile is empty or not expected behavior i expected to be able to reclaim land that has a stockpile on it actual behavior game did not let you reclaim land with a stockpile on it ,1 332370,10092062693.0,IssuesEvent,2019-07-26 15:41:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Skid Steer Locked Camera issue,Medium Priority,"``` After a longer break I'm playing Eco again, and I'm trying to use the old skid steer controls, by using Mouse X and Y for ""Skid Steer Scoop Rotate"" and ""Vehicle Swing Arm Up/Down"". But if I do that, upon entering the skid steer, the camera is locked to the position in which I enter the skid steer, which in most cases is somewhere to the side or back, which makes it impossible to see forward and operating the skid steer properly. Is it somehow possible to toggle between digging mode and driving mode, like you were able to do in older versions? ``` From: https://steamcommunity.com/app/382310/discussions/0/3428846977638815357/",1.0,"Skid Steer Locked Camera issue - ``` After a longer break I'm playing Eco again, and I'm trying to use the old skid steer controls, by using Mouse X and Y for ""Skid Steer Scoop Rotate"" and ""Vehicle Swing Arm Up/Down"". But if I do that, upon entering the skid steer, the camera is locked to the position in which I enter the skid steer, which in most cases is somewhere to the side or back, which makes it impossible to see forward and operating the skid steer properly. Is it somehow possible to toggle between digging mode and driving mode, like you were able to do in older versions? ``` From: https://steamcommunity.com/app/382310/discussions/0/3428846977638815357/",1,skid steer locked camera issue after a longer break i m playing eco again and i m trying to use the old skid steer controls by using mouse x and y for skid steer scoop rotate and vehicle swing arm up down but if i do that upon entering the skid steer the camera is locked to the position in which i enter the skid steer which in most cases is somewhere to the side or back which makes it impossible to see forward and operating the skid steer properly is it somehow possible to toggle between digging mode and driving mode like you were able to do in older versions from ,1 228514,7552395260.0,IssuesEvent,2018-04-19 00:02:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: combustion generator, wrong smoke out position.",Medium Priority,"**Version:** 0.7.4.0 beta staging-283f0ecb **Steps to Reproduce:** 1) Place combustion generator, fuel it and turn on. **Expected behavior:** Smoke out from pipe or chimney. **Actual behavior:** Smoke out from air in strange place. ![20180417164946_1](https://user-images.githubusercontent.com/4980243/38873892-8244481a-425f-11e8-9fb5-7273d1361f62.jpg) ",1.0,"USER ISSUE: combustion generator, wrong smoke out position. - **Version:** 0.7.4.0 beta staging-283f0ecb **Steps to Reproduce:** 1) Place combustion generator, fuel it and turn on. **Expected behavior:** Smoke out from pipe or chimney. **Actual behavior:** Smoke out from air in strange place. ![20180417164946_1](https://user-images.githubusercontent.com/4980243/38873892-8244481a-425f-11e8-9fb5-7273d1361f62.jpg) ",1,user issue combustion generator wrong smoke out position version beta staging steps to reproduce place combustion generator fuel it and turn on expected behavior smoke out from pipe or chimney actual behavior smoke out from air in strange place ,1 521057,15101092824.0,IssuesEvent,2021-02-08 06:51:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Skid steer is picking up items from stockpiles through the ground,Priority: Medium,"**Version:** 0.7.8.5 beta **Steps to Reproduce:** 1. Place a stockpile underground and fill it with dirt, stone, or ore. 2. Hollow out a room about 8-10 blocks above the stockpile with the skid steer. 3. Sometimes it will target the stockpile deep below through the ground when digging and pick up the items from that stockpile. **Expected behavior:** It should not pick up items from the stockpile through the ground **Actual behavior:** It will pick up items from a stockpile far away through multiple layers of stone.",1.0,"USER ISSUE: Skid steer is picking up items from stockpiles through the ground - **Version:** 0.7.8.5 beta **Steps to Reproduce:** 1. Place a stockpile underground and fill it with dirt, stone, or ore. 2. Hollow out a room about 8-10 blocks above the stockpile with the skid steer. 3. Sometimes it will target the stockpile deep below through the ground when digging and pick up the items from that stockpile. **Expected behavior:** It should not pick up items from the stockpile through the ground **Actual behavior:** It will pick up items from a stockpile far away through multiple layers of stone.",1,user issue skid steer is picking up items from stockpiles through the ground version beta steps to reproduce place a stockpile underground and fill it with dirt stone or ore hollow out a room about blocks above the stockpile with the skid steer sometimes it will target the stockpile deep below through the ground when digging and pick up the items from that stockpile expected behavior it should not pick up items from the stockpile through the ground actual behavior it will pick up items from a stockpile far away through multiple layers of stone ,1 309577,9477328901.0,IssuesEvent,2019-04-19 18:13:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Many times projects will require one additional material than it asks for to complete,Investigate Medium Priority,"**Version:** 0.8.0.4 beta **Steps to Reproduce:** At level 7 Oil Drilling, it takes 16 iron bars to make 40 barrels at 0.4 iron per barrel. The UI indicates that it requires 16 iron bars. After setting up the project, if no iron bars are available, you are notified that you need 17 iron bars instead of 16. This clearly is floating point error. This bug did not exist in any previous 8.0 version. **Expected behavior:** 40 barrels should require exactly 16 iron bars. **Actual behavior:** 40 barrels currently requires 17 iron bars. **Do you have mods installed? Does issue happen when no mods are installed?:** ",1.0,"USER ISSUE: Many times projects will require one additional material than it asks for to complete - **Version:** 0.8.0.4 beta **Steps to Reproduce:** At level 7 Oil Drilling, it takes 16 iron bars to make 40 barrels at 0.4 iron per barrel. The UI indicates that it requires 16 iron bars. After setting up the project, if no iron bars are available, you are notified that you need 17 iron bars instead of 16. This clearly is floating point error. This bug did not exist in any previous 8.0 version. **Expected behavior:** 40 barrels should require exactly 16 iron bars. **Actual behavior:** 40 barrels currently requires 17 iron bars. **Do you have mods installed? Does issue happen when no mods are installed?:** ",1,user issue many times projects will require one additional material than it asks for to complete version beta steps to reproduce at level oil drilling it takes iron bars to make barrels at iron per barrel the ui indicates that it requires iron bars after setting up the project if no iron bars are available you are notified that you need iron bars instead of this clearly is floating point error this bug did not exist in any previous version expected behavior barrels should require exactly iron bars actual behavior barrels currently requires iron bars do you have mods installed does issue happen when no mods are installed ,1 552826,16328512552.0,IssuesEvent,2021-05-12 06:03:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.4] Ingredients display too many Talent Benefits,Category: Gameplay Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"If you hover over inputs for a recipe in a table, you see the list of Talent Benefits that should apply to that ingredient. However, it seems that all the Talent Benefits display instead: ![image](https://user-images.githubusercontent.com/964559/113120921-f0891580-91c6-11eb-9dfd-54d42bde6325.png) So instead of seeing Lavish Workspace Butchery for carcases, I see things like Lavish Workspace Composites, etc.",1.0,"[0.9.2.4] Ingredients display too many Talent Benefits - If you hover over inputs for a recipe in a table, you see the list of Talent Benefits that should apply to that ingredient. However, it seems that all the Talent Benefits display instead: ![image](https://user-images.githubusercontent.com/964559/113120921-f0891580-91c6-11eb-9dfd-54d42bde6325.png) So instead of seeing Lavish Workspace Butchery for carcases, I see things like Lavish Workspace Composites, etc.",1, ingredients display too many talent benefits if you hover over inputs for a recipe in a table you see the list of talent benefits that should apply to that ingredient however it seems that all the talent benefits display instead so instead of seeing lavish workspace butchery for carcases i see things like lavish workspace composites etc ,1 709590,24383999975.0,IssuesEvent,2022-10-04 10:09:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-3] Resolution setting bugs,Priority: Medium Type: Bug Category: Tech Squad: Mountain Goat," Small bugs(or not) left. I just want to clarify some points. 1. In windowed mode: ![57275534-8e413c00-70a7-11e9-855b-ba9d058f471d](https://user-images.githubusercontent.com/45708377/57322024-3c320200-710b-11e9-8405-0c1eccc56faf.png) - Set any resolution excellent basic resolution ![57275583-aa44dd80-70a7-11e9-868e-2fdf82bb6b84](https://user-images.githubusercontent.com/45708377/57322101-6c79a080-710b-11e9-88df-fba0b0218618.png) - Close menu and reopen it, resolution will be refreshed to basic resolution.(will be 800x600) ![57275681-ea0bc500-70a7-11e9-88f4-e504d02c3b89](https://user-images.githubusercontent.com/45708377/57322119-7c918000-710b-11e9-8db6-bee4aad1856b.png) If you manually change the window size, then when you open the menu, the resolution will be set to basic. In many games, if the resolution is different from the standard, then nothing is displayed there. ![57275950-b41b1080-70a8-11e9-9aae-a2fad1a11d41](https://user-images.githubusercontent.com/45708377/57322146-8ca95f80-710b-11e9-838b-29a936720c5b.png) 2. I have the monitor 16:10. My basic resolution 1680x1050, but it supports 1920x1080. For this reason, I have the opportunity to set the resolution of 1920x1080 in ECO. I can set it in Exclusive fullscreen and Windowed mode, but I can't set it in Borderless fullscreen. I undestand why it happens. But must be some notification that I can't set this resolution or I must not see this resolution in Borderless fullscreen. Now it's refreshing to my basic resolution 1680x1050. 3. In Borderless fullscreen: there are black stripes in the edges of the monitor if the side ratio is different from the standard. In Exclusive fullscreen: the game is flattened or pulled out. ![57276390-1e808080-70aa-11e9-9331-9fb9cddbc151](https://user-images.githubusercontent.com/45708377/57322177-a054c600-710b-11e9-94c0-875d8f92e193.png) ![57276481-728b6500-70aa-11e9-87cf-d5e1a7039f87](https://user-images.githubusercontent.com/45708377/57322201-a9459780-710b-11e9-8f90-b94e1e001f3a.png) ",1.0,"[0.8.2.0 staging-3] Resolution setting bugs - Small bugs(or not) left. I just want to clarify some points. 1. In windowed mode: ![57275534-8e413c00-70a7-11e9-855b-ba9d058f471d](https://user-images.githubusercontent.com/45708377/57322024-3c320200-710b-11e9-8405-0c1eccc56faf.png) - Set any resolution excellent basic resolution ![57275583-aa44dd80-70a7-11e9-868e-2fdf82bb6b84](https://user-images.githubusercontent.com/45708377/57322101-6c79a080-710b-11e9-88df-fba0b0218618.png) - Close menu and reopen it, resolution will be refreshed to basic resolution.(will be 800x600) ![57275681-ea0bc500-70a7-11e9-88f4-e504d02c3b89](https://user-images.githubusercontent.com/45708377/57322119-7c918000-710b-11e9-8db6-bee4aad1856b.png) If you manually change the window size, then when you open the menu, the resolution will be set to basic. In many games, if the resolution is different from the standard, then nothing is displayed there. ![57275950-b41b1080-70a8-11e9-9aae-a2fad1a11d41](https://user-images.githubusercontent.com/45708377/57322146-8ca95f80-710b-11e9-838b-29a936720c5b.png) 2. I have the monitor 16:10. My basic resolution 1680x1050, but it supports 1920x1080. For this reason, I have the opportunity to set the resolution of 1920x1080 in ECO. I can set it in Exclusive fullscreen and Windowed mode, but I can't set it in Borderless fullscreen. I undestand why it happens. But must be some notification that I can't set this resolution or I must not see this resolution in Borderless fullscreen. Now it's refreshing to my basic resolution 1680x1050. 3. In Borderless fullscreen: there are black stripes in the edges of the monitor if the side ratio is different from the standard. In Exclusive fullscreen: the game is flattened or pulled out. ![57276390-1e808080-70aa-11e9-9331-9fb9cddbc151](https://user-images.githubusercontent.com/45708377/57322177-a054c600-710b-11e9-94c0-875d8f92e193.png) ![57276481-728b6500-70aa-11e9-87cf-d5e1a7039f87](https://user-images.githubusercontent.com/45708377/57322201-a9459780-710b-11e9-8f90-b94e1e001f3a.png) ",1, resolution setting bugs small bugs or not left i just want to clarify some points in windowed mode set any resolution excellent basic resolution close menu and reopen it resolution will be refreshed to basic resolution will be if you manually change the window size then when you open the menu the resolution will be set to basic in many games if the resolution is different from the standard then nothing is displayed there i have the monitor my basic resolution but it supports for this reason i have the opportunity to set the resolution of in eco i can set it in exclusive fullscreen and windowed mode but i can t set it in borderless fullscreen i undestand why it happens but must be some notification that i can t set this resolution or i must not see this resolution in borderless fullscreen now it s refreshing to my basic resolution in borderless fullscreen there are black stripes in the edges of the monitor if the side ratio is different from the standard in exclusive fullscreen the game is flattened or pulled out ,1 487702,14058418511.0,IssuesEvent,2020-11-03 00:10:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Set jenkins session timeout to be longer,Category: DevOps Priority: Medium,"Apparently it's only 30min which is really annoying see https://stackoverflow.com/questions/26407541/increase-the-jenkins-login-timeout",1.0,"Set jenkins session timeout to be longer - Apparently it's only 30min which is really annoying see https://stackoverflow.com/questions/26407541/increase-the-jenkins-login-timeout",1,set jenkins session timeout to be longer apparently it s only which is really annoying see ,1 387254,11458991692.0,IssuesEvent,2020-02-07 05:42:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1352] Wrong tooltip if you start server in Gibberish.,Category: Localization Priority: Medium Status: Fixed,"Tooltip if you start server in English: ![unknown](https://user-images.githubusercontent.com/45708377/72888963-b77e2700-3d1f-11ea-86b1-b3f2a7c2f352.png) In Gibberish: ![image](https://user-images.githubusercontent.com/45708377/72888930-a03f3980-3d1f-11ea-85d3-737f2d1d11a4.png) ![image](https://user-images.githubusercontent.com/45708377/72888934-a33a2a00-3d1f-11ea-9fb3-01c2abd3acf4.png) ""Crafted at"" and ""Used in"" are missing.",1.0,"[0.9.0 staging-1352] Wrong tooltip if you start server in Gibberish. - Tooltip if you start server in English: ![unknown](https://user-images.githubusercontent.com/45708377/72888963-b77e2700-3d1f-11ea-86b1-b3f2a7c2f352.png) In Gibberish: ![image](https://user-images.githubusercontent.com/45708377/72888930-a03f3980-3d1f-11ea-85d3-737f2d1d11a4.png) ![image](https://user-images.githubusercontent.com/45708377/72888934-a33a2a00-3d1f-11ea-9fb3-01c2abd3acf4.png) ""Crafted at"" and ""Used in"" are missing.",1, wrong tooltip if you start server in gibberish tooltip if you start server in english in gibberish crafted at and used in are missing ,1 586501,17579386191.0,IssuesEvent,2021-08-16 04:12:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Linking Steam to SLG is broken,Priority: Medium Category: Web Status: Needs Information Squad: Lattice Mushroom,Users do neither get tier nor amount. 4 cases today after release of new website.,1.0,Linking Steam to SLG is broken - Users do neither get tier nor amount. 4 cases today after release of new website.,1,linking steam to slg is broken users do neither get tier nor amount cases today after release of new website ,1 547065,16024610600.0,IssuesEvent,2021-04-21 07:28:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1935] Connecting to {0} lost localization ,Category: Localization Priority: Medium Squad: Otter Type: Task,"it was on 9.0.x work but on [0.9.3 staging-1935] it not work more ![2021-02-20](https://user-images.githubusercontent.com/26339332/108594334-89d43900-738a-11eb-9053-2629268f03af.png) ",1.0,"[0.9.3 staging-1935] Connecting to {0} lost localization - it was on 9.0.x work but on [0.9.3 staging-1935] it not work more ![2021-02-20](https://user-images.githubusercontent.com/26339332/108594334-89d43900-738a-11eb-9053-2629268f03af.png) ",1, connecting to lost localization it was on x work but on it not work more ,1 423503,12297765697.0,IssuesEvent,2020-05-11 09:22:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9-1542 everything now support modules,Priority: Medium Status: Fixed Week Task,"Generators Windmill (and all others) ![изображение](https://user-images.githubusercontent.com/4980243/81286953-99d49380-906a-11ea-90dd-363fae2b86a3.png) Stockpiles ![изображение](https://user-images.githubusercontent.com/4980243/81287645-cd63ed80-906b-11ea-9b70-9a7c40d54791.png) Braziers ![изображение](https://user-images.githubusercontent.com/4980243/81287683-dce33680-906b-11ea-89f3-bef6b874ec4c.png) Chair ![изображение](https://user-images.githubusercontent.com/4980243/81287727-f5ebe780-906b-11ea-8f3c-4dba48234e04.png) Also installed modules lost everywhere too. ",1.0,"0.9-1542 everything now support modules - Generators Windmill (and all others) ![изображение](https://user-images.githubusercontent.com/4980243/81286953-99d49380-906a-11ea-90dd-363fae2b86a3.png) Stockpiles ![изображение](https://user-images.githubusercontent.com/4980243/81287645-cd63ed80-906b-11ea-9b70-9a7c40d54791.png) Braziers ![изображение](https://user-images.githubusercontent.com/4980243/81287683-dce33680-906b-11ea-89f3-bef6b874ec4c.png) Chair ![изображение](https://user-images.githubusercontent.com/4980243/81287727-f5ebe780-906b-11ea-8f3c-4dba48234e04.png) Also installed modules lost everywhere too. ",1, everything now support modules generators windmill and all others stockpiles braziers chair also installed modules lost everywhere too ,1 442219,12741829783.0,IssuesEvent,2020-06-26 07:08:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1614] Some chars in storage name are covered by squares / triangles,Category: UI Priority: Medium Status: Fixed,"It happens sometimes when you open stockpile, chest or storage tab. In my case they are A,O,G,C and covered by squares: ![image](https://user-images.githubusercontent.com/45708377/85287890-958afb00-b49d-11ea-94af-d512a570005e.png) In Anna case they are A,O,C,G and covered by triangles: ![image](https://user-images.githubusercontent.com/45708377/85287865-8c019300-b49d-11ea-901d-f3d54bb71dc9.png) ",1.0,"[0.9.0 staging-1614] Some chars in storage name are covered by squares / triangles - It happens sometimes when you open stockpile, chest or storage tab. In my case they are A,O,G,C and covered by squares: ![image](https://user-images.githubusercontent.com/45708377/85287890-958afb00-b49d-11ea-94af-d512a570005e.png) In Anna case they are A,O,C,G and covered by triangles: ![image](https://user-images.githubusercontent.com/45708377/85287865-8c019300-b49d-11ea-901d-f3d54bb71dc9.png) ",1, some chars in storage name are covered by squares triangles it happens sometimes when you open stockpile chest or storage tab in my case they are a o g c and covered by squares in anna case they are a o c g and covered by triangles ,1 249187,7953980848.0,IssuesEvent,2018-07-12 05:14:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Game Keeps Freezing / Crashing,Medium Priority,Ever since 7.4.6 my game will randomly freeze / then crash. I have been watching my resource usage of my computer and nothing has been maxing out that would cause this crash. I also have gone to my logs / dump files and can find nothing so trying to diagnose this issue myself has been problematic. It happens on different servers and local play so I cannot determine if it is specific to connection type and it happens no matter what I am doing ingame. Any help that can be given in this matter would be greatly appreciated. ,1.0,Game Keeps Freezing / Crashing - Ever since 7.4.6 my game will randomly freeze / then crash. I have been watching my resource usage of my computer and nothing has been maxing out that would cause this crash. I also have gone to my logs / dump files and can find nothing so trying to diagnose this issue myself has been problematic. It happens on different servers and local play so I cannot determine if it is specific to connection type and it happens no matter what I am doing ingame. Any help that can be given in this matter would be greatly appreciated. ,1,game keeps freezing crashing ever since my game will randomly freeze then crash i have been watching my resource usage of my computer and nothing has been maxing out that would cause this crash i also have gone to my logs dump files and can find nothing so trying to diagnose this issue myself has been problematic it happens on different servers and local play so i cannot determine if it is specific to connection type and it happens no matter what i am doing ingame any help that can be given in this matter would be greatly appreciated ,1 565999,16777836216.0,IssuesEvent,2021-06-15 01:06:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,download CW saves from dashboard even if server is down,Category: Cloud Worlds Priority: Medium Squad: Lattice Mushroom,"Sometimes server is down, but the backups should still be accessible for users. Add option to download their backups even if server is down. @WeaselDog it occurs to me, that this depends on the server error. sometimes the serverID is lost in the db. could that have been the case with your world? how did it go down?",1.0,"download CW saves from dashboard even if server is down - Sometimes server is down, but the backups should still be accessible for users. Add option to download their backups even if server is down. @WeaselDog it occurs to me, that this depends on the server error. sometimes the serverID is lost in the db. could that have been the case with your world? how did it go down?",1,download cw saves from dashboard even if server is down sometimes server is down but the backups should still be accessible for users add option to download their backups even if server is down weaseldog it occurs to me that this depends on the server error sometimes the serverid is lost in the db could that have been the case with your world how did it go down ,1 309001,9459954165.0,IssuesEvent,2019-04-17 09:44:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fade out on Minimal Loader screen doesnt fade properly,Fixed Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/55102267-46300200-5083-11e9-88ca-0477a0057f22.png) The leaves fade but not the branches. ",1.0,"Fade out on Minimal Loader screen doesnt fade properly - ![image](https://user-images.githubusercontent.com/3536496/55102267-46300200-5083-11e9-88ca-0477a0057f22.png) The leaves fade but not the branches. ",1,fade out on minimal loader screen doesnt fade properly the leaves fade but not the branches ,1 567599,16887421852.0,IssuesEvent,2021-06-23 03:27:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Cloud Worlds ordering confusing when not having dev tier,Category: Web Priority: Medium,"![image](https://user-images.githubusercontent.com/25908592/123030743-8c4fa980-d3e3-11eb-9217-3b0b46af7635.png) Make sure people do not get redirected but a clear error message: ""Cloud Worlds are currently in development and as a beta version only available to players with at least Developer Tier"". Link developer tier with the upgrade / buy page.",1.0,"Cloud Worlds ordering confusing when not having dev tier - ![image](https://user-images.githubusercontent.com/25908592/123030743-8c4fa980-d3e3-11eb-9217-3b0b46af7635.png) Make sure people do not get redirected but a clear error message: ""Cloud Worlds are currently in development and as a beta version only available to players with at least Developer Tier"". Link developer tier with the upgrade / buy page.",1,cloud worlds ordering confusing when not having dev tier make sure people do not get redirected but a clear error message cloud worlds are currently in development and as a beta version only available to players with at least developer tier link developer tier with the upgrade buy page ,1 411751,12031349567.0,IssuesEvent,2020-04-13 09:28:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1464] Items with icon issues in Ecopedia,Priority: Medium Status: Fixed Week Task,"The following items all have a white square for an icon in Ecopedia: - Lumber - All signs except Lumber signs - Meat stock - Huckleberry Pie - Turkey Carcass These have icons in game so there is something needs to be fixed.",1.0,"[0.9.0 staging-1464] Items with icon issues in Ecopedia - The following items all have a white square for an icon in Ecopedia: - Lumber - All signs except Lumber signs - Meat stock - Huckleberry Pie - Turkey Carcass These have icons in game so there is something needs to be fixed.",1, items with icon issues in ecopedia the following items all have a white square for an icon in ecopedia lumber all signs except lumber signs meat stock huckleberry pie turkey carcass these have icons in game so there is something needs to be fixed ,1 311611,9536398914.0,IssuesEvent,2019-04-30 09:37:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cooking Menu has mixed up Product Names,Medium Priority QA,"(v0.8.1.4) Projects from Cast Iron Stove get another name and icon as supposed – this is what I figured out: Exotic Salad => Basic Salad Forest Salad “ Grassland Salad “ Mixed Salad “ Rainforest Salad “ Exotic Fruit Salad => Fruit Salad Mixed Fruit Salad “ Rainforest Fruit Salad “ Mixed Vegetable Medley => Vegetable Medley Mushroom Medley “ Only 3 Products are crafted from all that stuff – I’ve seen this in a former version maybe v7.8 ![salat1](https://user-images.githubusercontent.com/38510829/56919815-d8338c00-6ac1-11e9-8c9c-865214e7c2d0.jpg) ![salat2](https://user-images.githubusercontent.com/38510829/56919836-e681a800-6ac1-11e9-90cd-56431ac01382.jpg) ",1.0,"Cooking Menu has mixed up Product Names - (v0.8.1.4) Projects from Cast Iron Stove get another name and icon as supposed – this is what I figured out: Exotic Salad => Basic Salad Forest Salad “ Grassland Salad “ Mixed Salad “ Rainforest Salad “ Exotic Fruit Salad => Fruit Salad Mixed Fruit Salad “ Rainforest Fruit Salad “ Mixed Vegetable Medley => Vegetable Medley Mushroom Medley “ Only 3 Products are crafted from all that stuff – I’ve seen this in a former version maybe v7.8 ![salat1](https://user-images.githubusercontent.com/38510829/56919815-d8338c00-6ac1-11e9-8c9c-865214e7c2d0.jpg) ![salat2](https://user-images.githubusercontent.com/38510829/56919836-e681a800-6ac1-11e9-90cd-56431ac01382.jpg) ",1,cooking menu has mixed up product names projects from cast iron stove get another name and icon as supposed – this is what i figured out exotic salad basic salad forest salad “ grassland salad “ mixed salad “ rainforest salad “ exotic fruit salad fruit salad mixed fruit salad “ rainforest fruit salad “ mixed vegetable medley vegetable medley mushroom medley “ only products are crafted from all that stuff – i’ve seen this in a former version maybe ,1 491708,14169661275.0,IssuesEvent,2020-11-12 13:32:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.0 beta develop-111]Districts: Cannot exit edit mode via esc key under special conditions,Category: UI Priority: Medium,"Reproduce steps Edit any district map Hit TAB to hide cursor, then press escape key Now you cannot get the cursor to appear with trying to use esc hotkey for exiting district editing you can use the X in the top right corner but esc wont work properly due to hidden cursor.",1.0,"[0.9.2.0 beta develop-111]Districts: Cannot exit edit mode via esc key under special conditions - Reproduce steps Edit any district map Hit TAB to hide cursor, then press escape key Now you cannot get the cursor to appear with trying to use esc hotkey for exiting district editing you can use the X in the top right corner but esc wont work properly due to hidden cursor.",1, districts cannot exit edit mode via esc key under special conditions reproduce steps edit any district map hit tab to hide cursor then press escape key now you cannot get the cursor to appear with trying to use esc hotkey for exiting district editing you can use the x in the top right corner but esc wont work properly due to hidden cursor ,1 405485,11873832867.0,IssuesEvent,2020-03-26 17:56:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1480] WorkParty shouldn't tax Owner,Priority: Medium,"Step to reproduce: - /test economics (it sets some Contract tax) or you can use civics objects and set any tax yourself. - I have 824 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77424995-137a3000-6de3-11ea-96a9-c570c4e0dbeb.png) - start order and create workparty with payment = 500 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77425116-4b817300-6de3-11ea-8e6a-07121a169e37.png) - now I have 324 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77425178-5d631600-6de3-11ea-8e0b-14696135c4fc.png) - complete Workparty by myself. I should have all my money back, but it isn't. I paid tax. After this way I have 534 TestCoin instead 824 (58% tax): ![image](https://user-images.githubusercontent.com/45708377/77425319-9ac7a380-6de3-11ea-9eff-c60ff8b00543.png) ",1.0,"[0.9.0 staging-1480] WorkParty shouldn't tax Owner - Step to reproduce: - /test economics (it sets some Contract tax) or you can use civics objects and set any tax yourself. - I have 824 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77424995-137a3000-6de3-11ea-96a9-c570c4e0dbeb.png) - start order and create workparty with payment = 500 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77425116-4b817300-6de3-11ea-8e6a-07121a169e37.png) - now I have 324 TestCoin: ![image](https://user-images.githubusercontent.com/45708377/77425178-5d631600-6de3-11ea-8e0b-14696135c4fc.png) - complete Workparty by myself. I should have all my money back, but it isn't. I paid tax. After this way I have 534 TestCoin instead 824 (58% tax): ![image](https://user-images.githubusercontent.com/45708377/77425319-9ac7a380-6de3-11ea-9eff-c60ff8b00543.png) ",1, workparty shouldn t tax owner step to reproduce test economics it sets some contract tax or you can use civics objects and set any tax yourself i have testcoin start order and create workparty with payment testcoin now i have testcoin complete workparty by myself i should have all my money back but it isn t i paid tax after this way i have testcoin instead tax ,1 504114,14613294001.0,IssuesEvent,2020-12-22 07:58:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0.4]Plant moisture seems to be based on rainfall only and not soil moisture,Category: Gameplay Priority: Medium Status: Fixed,"I first encountered this when trying to create a rice field. I tried making a place with higher moisture to suit the rice because the total soil moisture is one thing I can manipulate. However, once I started planting there I was told the moisture for the rice was too low. Despite the total soil moisture being higher. I created some space with even higher moisture levels to compensate but the moisture requirements did not change at all. ![rice suitability](https://user-images.githubusercontent.com/6650962/95654181-94d6ad00-0afe-11eb-9f10-0d04671704de.png) What is lower in both farmed cases is the rainfall. It matches the moisture percentage differences. In the farmed cases the rainfall is 6% lower, which matches the 7% below the optimum that is reported in both farmed cases. Regardless of total soil moisture. I have done the same check with some wheat and it seems to be consistent there too. I have two wheat plants with the same total soil moisture but different rainfall. This is what changes the moisture suitability. (38% rainfall which is 3% above the optimum, and 39% rainfall which is 4% above the optimum. Then I sampled the 3rd spot which has the same rainfall as the second but lower soil moisture and that is still 4% above the optimum. ![wheat suitability](https://user-images.githubusercontent.com/6650962/95658366-20116c00-0b1a-11eb-9219-175d60b1dd8c.png) So this probably affects all plants.",1.0,"[0.9.0.4]Plant moisture seems to be based on rainfall only and not soil moisture - I first encountered this when trying to create a rice field. I tried making a place with higher moisture to suit the rice because the total soil moisture is one thing I can manipulate. However, once I started planting there I was told the moisture for the rice was too low. Despite the total soil moisture being higher. I created some space with even higher moisture levels to compensate but the moisture requirements did not change at all. ![rice suitability](https://user-images.githubusercontent.com/6650962/95654181-94d6ad00-0afe-11eb-9f10-0d04671704de.png) What is lower in both farmed cases is the rainfall. It matches the moisture percentage differences. In the farmed cases the rainfall is 6% lower, which matches the 7% below the optimum that is reported in both farmed cases. Regardless of total soil moisture. I have done the same check with some wheat and it seems to be consistent there too. I have two wheat plants with the same total soil moisture but different rainfall. This is what changes the moisture suitability. (38% rainfall which is 3% above the optimum, and 39% rainfall which is 4% above the optimum. Then I sampled the 3rd spot which has the same rainfall as the second but lower soil moisture and that is still 4% above the optimum. ![wheat suitability](https://user-images.githubusercontent.com/6650962/95658366-20116c00-0b1a-11eb-9219-175d60b1dd8c.png) So this probably affects all plants.",1, plant moisture seems to be based on rainfall only and not soil moisture i first encountered this when trying to create a rice field i tried making a place with higher moisture to suit the rice because the total soil moisture is one thing i can manipulate however once i started planting there i was told the moisture for the rice was too low despite the total soil moisture being higher i created some space with even higher moisture levels to compensate but the moisture requirements did not change at all what is lower in both farmed cases is the rainfall it matches the moisture percentage differences in the farmed cases the rainfall is lower which matches the below the optimum that is reported in both farmed cases regardless of total soil moisture i have done the same check with some wheat and it seems to be consistent there too i have two wheat plants with the same total soil moisture but different rainfall this is what changes the moisture suitability rainfall which is above the optimum and rainfall which is above the optimum then i sampled the spot which has the same rainfall as the second but lower soil moisture and that is still above the optimum so this probably affects all plants ,1 335451,10153911911.0,IssuesEvent,2019-08-06 06:32:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"If the player immediately swaps tool, it is showing the wrong tool for the current action.",Medium Priority,"Description: If a user is cutting tree with an axe and immediately swaps to a pick axe and starts clicking, the player is doing the mining animation when cutting a tree. When initially selecting, sometimes the item is incorrectly selected and is appearing to be the wrong tool indefinitely until changed. STR: 1. Start the game. 2. Create/Join a world. 3. Place a campsite. 4. Obtain and place the tools in the quickslot. 5. Quickly swap between them and observe the issue. Actual Result: The tool in hand and the tool in the selected quick slot is not matching and the animation performed when clicking the mouse button. Expected Result: As soon a tool is selected, the swapping should work ignoring other actions. Screenshot: ![screenshot 75](https://user-images.githubusercontent.com/43132426/46010989-19a22a00-c0e2-11e8-9ebd-0c3ad4de76c7.png) ![screenshot 76](https://user-images.githubusercontent.com/43132426/46010991-19a22a00-c0e2-11e8-964d-4b944067ee8f.png) ",1.0,"If the player immediately swaps tool, it is showing the wrong tool for the current action. - Description: If a user is cutting tree with an axe and immediately swaps to a pick axe and starts clicking, the player is doing the mining animation when cutting a tree. When initially selecting, sometimes the item is incorrectly selected and is appearing to be the wrong tool indefinitely until changed. STR: 1. Start the game. 2. Create/Join a world. 3. Place a campsite. 4. Obtain and place the tools in the quickslot. 5. Quickly swap between them and observe the issue. Actual Result: The tool in hand and the tool in the selected quick slot is not matching and the animation performed when clicking the mouse button. Expected Result: As soon a tool is selected, the swapping should work ignoring other actions. Screenshot: ![screenshot 75](https://user-images.githubusercontent.com/43132426/46010989-19a22a00-c0e2-11e8-9ebd-0c3ad4de76c7.png) ![screenshot 76](https://user-images.githubusercontent.com/43132426/46010991-19a22a00-c0e2-11e8-964d-4b944067ee8f.png) ",1,if the player immediately swaps tool it is showing the wrong tool for the current action description if a user is cutting tree with an axe and immediately swaps to a pick axe and starts clicking the player is doing the mining animation when cutting a tree when initially selecting sometimes the item is incorrectly selected and is appearing to be the wrong tool indefinitely until changed str start the game create join a world place a campsite obtain and place the tools in the quickslot quickly swap between them and observe the issue actual result the tool in hand and the tool in the selected quick slot is not matching and the animation performed when clicking the mouse button expected result as soon a tool is selected the swapping should work ignoring other actions screenshot ,1 441833,12732981670.0,IssuesEvent,2020-06-25 11:26:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1617] Can open Create Avatar window by Edit Avatar button.,Category: UI Priority: Medium Status: Fixed Type: Exploit,"When I press Edit Avatar button it'll open Create Avatar UI instead of new Edit Avatar. Step to reproduce: - create a new world or just connect to any world first time: - create avatar. - open backpack and press edit Avatar button ![image](https://user-images.githubusercontent.com/45708377/85526768-f38d1f00-b612-11ea-8aca-f3073c4963ca.png) - it will open Create avatar UI instead Edit Avatar. So I can dup items: ![image](https://user-images.githubusercontent.com/45708377/85526902-0ef82a00-b613-11ea-81da-0e110a76536a.png) - restart game or reconnect will fix it. ",1.0,"[0.9.0 staging-1617] Can open Create Avatar window by Edit Avatar button. - When I press Edit Avatar button it'll open Create Avatar UI instead of new Edit Avatar. Step to reproduce: - create a new world or just connect to any world first time: - create avatar. - open backpack and press edit Avatar button ![image](https://user-images.githubusercontent.com/45708377/85526768-f38d1f00-b612-11ea-8aca-f3073c4963ca.png) - it will open Create avatar UI instead Edit Avatar. So I can dup items: ![image](https://user-images.githubusercontent.com/45708377/85526902-0ef82a00-b613-11ea-81da-0e110a76536a.png) - restart game or reconnect will fix it. ",1, can open create avatar window by edit avatar button when i press edit avatar button it ll open create avatar ui instead of new edit avatar step to reproduce create a new world or just connect to any world first time create avatar open backpack and press edit avatar button it will open create avatar ui instead edit avatar so i can dup items restart game or reconnect will fix it ,1 214934,7284753932.0,IssuesEvent,2018-02-23 00:04:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Duplicate listings in economy view for sale/wanted lists,Medium Priority,All listings form sean's store appeared 3 or 4 times. He said that adding or removing listings would cause them all to get duplicated in the economy viewer,1.0,Duplicate listings in economy view for sale/wanted lists - All listings form sean's store appeared 3 or 4 times. He said that adding or removing listings would cause them all to get duplicated in the economy viewer,1,duplicate listings in economy view for sale wanted lists all listings form sean s store appeared or times he said that adding or removing listings would cause them all to get duplicated in the economy viewer,1 491541,14165978886.0,IssuesEvent,2020-11-12 08:12:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-78] Synchronize start / finish working of Steam tractor modules with animation,Category: Gameplay Priority: Medium Status: Fixed,"- [x] 1. Steam tractor harvester start work before animation is finished. - [x] 2. Steam tractor plow start work before animation is finished. And I can exploit it. So when you start to plow your speed will less, but you can turn off module and when plow start to get up, you need to turn on it again and plow will start work without speed reduction. We also can review instant turning off module after pressing Q Video: https://drive.google.com/file/d/1aEb1CKV15cBxRAi9WqPBCRkmsYIj03z7/view?usp=sharing",1.0,"[0.9.0 develop-78] Synchronize start / finish working of Steam tractor modules with animation - - [x] 1. Steam tractor harvester start work before animation is finished. - [x] 2. Steam tractor plow start work before animation is finished. And I can exploit it. So when you start to plow your speed will less, but you can turn off module and when plow start to get up, you need to turn on it again and plow will start work without speed reduction. We also can review instant turning off module after pressing Q Video: https://drive.google.com/file/d/1aEb1CKV15cBxRAi9WqPBCRkmsYIj03z7/view?usp=sharing",1, synchronize start finish working of steam tractor modules with animation steam tractor harvester start work before animation is finished steam tractor plow start work before animation is finished and i can exploit it so when you start to plow your speed will less but you can turn off module and when plow start to get up you need to turn on it again and plow will start work without speed reduction we also can review instant turning off module after pressing q video ,1 303711,9309830322.0,IssuesEvent,2019-03-25 17:19:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cart Not Allowing Permissions to retrieve,Fixed Medium Priority,"When I allow a user to access my cart, on a non-deeded land, they have access. They can move the cart and drop dirt into it with their shovel, no problem. However, they can't use the shovel to pull the dirt back out. ( I'm using dirt as an example. ) I even set the permissions to EVERYONE and still no one but the one who dropped the cart, is the only one who can use the shovel to ""dig"" the dirt back out of the cart. Only the one who dropped the cart down can use the shovel to ""dig"" the dirt back out of the cart. It gives the message ""You are not authorized to do that on ( insert the one who dropped the cart's name here ) property."" Even though I have set permissions with their name / I set permissions to everyone / or both everyone and their name. I tried all three. No go.",1.0,"USER ISSUE: Cart Not Allowing Permissions to retrieve - When I allow a user to access my cart, on a non-deeded land, they have access. They can move the cart and drop dirt into it with their shovel, no problem. However, they can't use the shovel to pull the dirt back out. ( I'm using dirt as an example. ) I even set the permissions to EVERYONE and still no one but the one who dropped the cart, is the only one who can use the shovel to ""dig"" the dirt back out of the cart. Only the one who dropped the cart down can use the shovel to ""dig"" the dirt back out of the cart. It gives the message ""You are not authorized to do that on ( insert the one who dropped the cart's name here ) property."" Even though I have set permissions with their name / I set permissions to everyone / or both everyone and their name. I tried all three. No go.",1,user issue cart not allowing permissions to retrieve when i allow a user to access my cart on a non deeded land they have access they can move the cart and drop dirt into it with their shovel no problem however they can t use the shovel to pull the dirt back out i m using dirt as an example i even set the permissions to everyone and still no one but the one who dropped the cart is the only one who can use the shovel to dig the dirt back out of the cart only the one who dropped the cart down can use the shovel to dig the dirt back out of the cart it gives the message you are not authorized to do that on insert the one who dropped the cart s name here property even though i have set permissions with their name i set permissions to everyone or both everyone and their name i tried all three no go ,1 376376,11146054804.0,IssuesEvent,2019-12-23 08:38:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Work Party: feedback,Medium Priority QA,"1. Step to reproduce: - Create new! server - spawn (for example) Workbench - add (for example) Arrastra to order - start Work Party. Don't post! and close it(don't cancel). You haven't Icon to reopen this Work Party and you can't create new: ![image](https://user-images.githubusercontent.com/45708377/65038433-9fa12b80-d958-11e9-9015-5739dbac04b5.png) - reload. Icon should appear: ![image](https://user-images.githubusercontent.com/45708377/65038614-07577680-d959-11e9-9e0d-c18fbdb8bf5a.png) 2. John's Work Party as template sometimes appears: ![unknown](https://user-images.githubusercontent.com/45708377/65038702-37067e80-d959-11e9-85cd-c5766aacef98.png) ",1.0,"[master-preview] Work Party: feedback - 1. Step to reproduce: - Create new! server - spawn (for example) Workbench - add (for example) Arrastra to order - start Work Party. Don't post! and close it(don't cancel). You haven't Icon to reopen this Work Party and you can't create new: ![image](https://user-images.githubusercontent.com/45708377/65038433-9fa12b80-d958-11e9-9015-5739dbac04b5.png) - reload. Icon should appear: ![image](https://user-images.githubusercontent.com/45708377/65038614-07577680-d959-11e9-9e0d-c18fbdb8bf5a.png) 2. John's Work Party as template sometimes appears: ![unknown](https://user-images.githubusercontent.com/45708377/65038702-37067e80-d959-11e9-85cd-c5766aacef98.png) ",1, work party feedback step to reproduce create new server spawn for example workbench add for example arrastra to order start work party don t post and close it don t cancel you haven t icon to reopen this work party and you can t create new reload icon should appear john s work party as template sometimes appears ,1 458622,13178879581.0,IssuesEvent,2020-08-12 09:54:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1708] Ecopedia: check picture quality/size,Category: UI Priority: Medium Status: Fixed,"Banners are looking great, but in the Ecopedia they are looking far worse. For comparison: ![bandicam 2020-08-07 11-55-59-131](https://user-images.githubusercontent.com/27898520/89618144-01d28a00-d8a5-11ea-8f8a-ccb169ccb41e.jpg) ",1.0,"[0.9.0 staging-1708] Ecopedia: check picture quality/size - Banners are looking great, but in the Ecopedia they are looking far worse. For comparison: ![bandicam 2020-08-07 11-55-59-131](https://user-images.githubusercontent.com/27898520/89618144-01d28a00-d8a5-11ea-8f8a-ccb169ccb41e.jpg) ",1, ecopedia check picture quality size banners are looking great but in the ecopedia they are looking far worse for comparison ,1 432386,12492139641.0,IssuesEvent,2020-06-01 06:24:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1540] Icon for calories reduction benefit,Category: Art Priority: Medium,"from #15636 Also use separate category for Labor benefits: DynamicValueType.LaborEfficiency. Can you add an icon for this?",1.0,"[0.9.0 staging-1540] Icon for calories reduction benefit - from #15636 Also use separate category for Labor benefits: DynamicValueType.LaborEfficiency. Can you add an icon for this?",1, icon for calories reduction benefit from also use separate category for labor benefits dynamicvaluetype laborefficiency can you add an icon for this ,1 216374,7307321709.0,IssuesEvent,2018-02-28 02:09:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: 7.0 Dev tool does not delete dirt blocks,Medium Priority,"**Version:** 0.7.0.0 beta **Steps to Reproduce:** hold dev tool in hand **Expected behavior:** delete dirt block when clicked on **Actual behavior:** does not delete dirt blocks anyone (can delete trees/plants)",1.0,"USER ISSUE: 7.0 Dev tool does not delete dirt blocks - **Version:** 0.7.0.0 beta **Steps to Reproduce:** hold dev tool in hand **Expected behavior:** delete dirt block when clicked on **Actual behavior:** does not delete dirt blocks anyone (can delete trees/plants)",1,user issue dev tool does not delete dirt blocks version beta steps to reproduce hold dev tool in hand expected behavior delete dirt block when clicked on actual behavior does not delete dirt blocks anyone can delete trees plants ,1 278580,8643986964.0,IssuesEvent,2018-11-25 23:05:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Game runs in weird mixture of languages,Medium Priority,Some stuff is in German some is in English despite having set the game to English.,1.0,Game runs in weird mixture of languages - Some stuff is in German some is in English despite having set the game to English.,1,game runs in weird mixture of languages some stuff is in german some is in english despite having set the game to english ,1 379726,11234517998.0,IssuesEvent,2020-01-09 05:30:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1293] Civics: Inventory Action trigger issues,Fixed Priority: Medium,"- [x] The law is only triggered when you ""Put"" items into a storage container. It is not triggered by ""Take"" actions and there is no /civics debug message for those actions. - [x] There is no longer a way to restrict the Inventory Action law trigger to a particular item, like Tailings. This issue is just related to law creation because the /civics debug message recognizes the item that moved. The trigger should have a ""When Matching Items"" condition so it can be used as intended. ![InventoryActionLaw](https://user-images.githubusercontent.com/47330823/70738792-4ed86f00-1cca-11ea-9eab-213c5483a76f.png) Debug Message: ![InventoryActionItem](https://user-images.githubusercontent.com/47330823/70738802-526bf600-1cca-11ea-84fb-a7ed2cdff89e.png) ",1.0,"[0.9.0 staging-1293] Civics: Inventory Action trigger issues - - [x] The law is only triggered when you ""Put"" items into a storage container. It is not triggered by ""Take"" actions and there is no /civics debug message for those actions. - [x] There is no longer a way to restrict the Inventory Action law trigger to a particular item, like Tailings. This issue is just related to law creation because the /civics debug message recognizes the item that moved. The trigger should have a ""When Matching Items"" condition so it can be used as intended. ![InventoryActionLaw](https://user-images.githubusercontent.com/47330823/70738792-4ed86f00-1cca-11ea-9eab-213c5483a76f.png) Debug Message: ![InventoryActionItem](https://user-images.githubusercontent.com/47330823/70738802-526bf600-1cca-11ea-84fb-a7ed2cdff89e.png) ",1, civics inventory action trigger issues the law is only triggered when you put items into a storage container it is not triggered by take actions and there is no civics debug message for those actions there is no longer a way to restrict the inventory action law trigger to a particular item like tailings this issue is just related to law creation because the civics debug message recognizes the item that moved the trigger should have a when matching items condition so it can be used as intended debug message ,1 465322,13382813728.0,IssuesEvent,2020-09-02 09:22:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,CW: the last world after purchaising won't start,Category: Cloud Worlds Priority: Medium,"If you are buying 2+ worlds at once the last of them won't start with some error. ![bandicam 2020-09-02 14-17-12-192](https://user-images.githubusercontent.com/27898520/91963241-09ac0f80-ed27-11ea-86fa-ed3f494805c4.jpg) ",1.0,"CW: the last world after purchaising won't start - If you are buying 2+ worlds at once the last of them won't start with some error. ![bandicam 2020-09-02 14-17-12-192](https://user-images.githubusercontent.com/27898520/91963241-09ac0f80-ed27-11ea-86fa-ed3f494805c4.jpg) ",1,cw the last world after purchaising won t start if you are buying worlds at once the last of them won t start with some error ,1 552984,16332477217.0,IssuesEvent,2021-05-12 10:57:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop] Education Information in Skills Overview in Ecopedia should hid when disabled,Category: Ecopedia Priority: Medium Squad: Otter Type: Bug,"All this information about education in Skills Overview should be hidden for 9.4 when EducationEnabled is set to false. It is disabled by default. ![EducationInfo](https://user-images.githubusercontent.com/47330823/116017161-ad6a6880-a5f3-11eb-8b9e-927f14ff04e1.png) ",1.0,"[0.9.4 develop] Education Information in Skills Overview in Ecopedia should hid when disabled - All this information about education in Skills Overview should be hidden for 9.4 when EducationEnabled is set to false. It is disabled by default. ![EducationInfo](https://user-images.githubusercontent.com/47330823/116017161-ad6a6880-a5f3-11eb-8b9e-927f14ff04e1.png) ",1, education information in skills overview in ecopedia should hid when disabled all this information about education in skills overview should be hidden for when educationenabled is set to false it is disabled by default ,1 432377,12492069428.0,IssuesEvent,2020-06-01 06:12:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[WEB] No information about ""election title"" if candidates absent.",Category: Web Priority: Medium Status: Fixed Week Task,"Step to reproduce: - start title election: ![image](https://user-images.githubusercontent.com/45708377/75514940-cab0a080-5a09-11ea-959a-cc560ed7c840.png) - I haven't any info in web interface. - Enter election: ![image](https://user-images.githubusercontent.com/45708377/75515094-32ff8200-5a0a-11ea-8021-e6317802c6aa.png) - Now I have information about election title - withdraw from election: ![image](https://user-images.githubusercontent.com/45708377/75515147-5296aa80-5a0a-11ea-8230-4b30c068f3bb.png) - information absent again. ",1.0,"[WEB] No information about ""election title"" if candidates absent. - Step to reproduce: - start title election: ![image](https://user-images.githubusercontent.com/45708377/75514940-cab0a080-5a09-11ea-959a-cc560ed7c840.png) - I haven't any info in web interface. - Enter election: ![image](https://user-images.githubusercontent.com/45708377/75515094-32ff8200-5a0a-11ea-8021-e6317802c6aa.png) - Now I have information about election title - withdraw from election: ![image](https://user-images.githubusercontent.com/45708377/75515147-5296aa80-5a0a-11ea-8230-4b30c068f3bb.png) - information absent again. ",1, no information about election title if candidates absent step to reproduce start title election i haven t any info in web interface enter election now i have information about election title withdraw from election information absent again ,1 373410,11043314361.0,IssuesEvent,2019-12-09 10:55:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1287] Command ""/civics spawngov"" breaks election",Fixed Medium Priority,"- start new server and use /civics spawngov. I have active consitution with election articles. ![image](https://user-images.githubusercontent.com/45708377/70307192-a9308600-1819-11ea-9e53-167c9d78ef37.png) - try to add any new law: ![image](https://user-images.githubusercontent.com/45708377/70307244-c8c7ae80-1819-11ea-9b27-5daa761c8b26.png) - propose law. Law will actice without election. ![image](https://user-images.githubusercontent.com/45708377/70307318-f01e7b80-1819-11ea-82ee-e2961501f162.png) ",1.0,"[0.9.0 staging-1287] Command ""/civics spawngov"" breaks election - - start new server and use /civics spawngov. I have active consitution with election articles. ![image](https://user-images.githubusercontent.com/45708377/70307192-a9308600-1819-11ea-9e53-167c9d78ef37.png) - try to add any new law: ![image](https://user-images.githubusercontent.com/45708377/70307244-c8c7ae80-1819-11ea-9b27-5daa761c8b26.png) - propose law. Law will actice without election. ![image](https://user-images.githubusercontent.com/45708377/70307318-f01e7b80-1819-11ea-82ee-e2961501f162.png) ",1, command civics spawngov breaks election start new server and use civics spawngov i have active consitution with election articles try to add any new law propose law law will actice without election ,1 350821,10509101093.0,IssuesEvent,2019-09-27 10:08:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: repairing is not available,Medium Priority,"Due to repair station changed to ""tool bench"" but tool bench is not contain ""repair"" tab. ![изображение](https://user-images.githubusercontent.com/4980243/62934547-7deadc80-bdcd-11e9-8211-a6e07a3afe18.png) ",1.0,"Master: repairing is not available - Due to repair station changed to ""tool bench"" but tool bench is not contain ""repair"" tab. ![изображение](https://user-images.githubusercontent.com/4980243/62934547-7deadc80-bdcd-11e9-8211-a6e07a3afe18.png) ",1,master repairing is not available due to repair station changed to tool bench but tool bench is not contain repair tab ,1 272388,8507955262.0,IssuesEvent,2018-10-30 20:32:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Wheat grow when you move soil,Medium Priority,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** I don't know is it bug, but I notice that my wheat looks like that doesn't grow but when I dig soil near or use hoe near seeds, they suddenly change and looks more mature **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: Wheat grow when you move soil - **Version:** 0.7.1.0 beta **Steps to Reproduce:** I don't know is it bug, but I notice that my wheat looks like that doesn't grow but when I dig soil near or use hoe near seeds, they suddenly change and looks more mature **Expected behavior:** **Actual behavior:** ",1,user issue wheat grow when you move soil version beta steps to reproduce i don t know is it bug but i notice that my wheat looks like that doesn t grow but when i dig soil near or use hoe near seeds they suddenly change and looks more mature expected behavior actual behavior ,1 494587,14261005277.0,IssuesEvent,2020-11-20 10:39:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0.3 Law election looks incorrect count wise,Category: Laws Priority: Medium Status: Fixed,"It is making it look like a lot more people have voted yes than no whereas it is actually 10 in total To the casual user this would make it seem like 10 people have voted yes and 4 no. ![image](https://user-images.githubusercontent.com/61889138/94367281-9bfcc480-00d5-11eb-9426-46df37db730e.png) ![image](https://user-images.githubusercontent.com/61889138/94367291-a61ec300-00d5-11eb-997b-7e6f8d9dbcc2.png) ![image](https://user-images.githubusercontent.com/61889138/94367299-adde6780-00d5-11eb-87d0-b318f69bae0b.png) ",1.0,"9.0.3 Law election looks incorrect count wise - It is making it look like a lot more people have voted yes than no whereas it is actually 10 in total To the casual user this would make it seem like 10 people have voted yes and 4 no. ![image](https://user-images.githubusercontent.com/61889138/94367281-9bfcc480-00d5-11eb-9426-46df37db730e.png) ![image](https://user-images.githubusercontent.com/61889138/94367291-a61ec300-00d5-11eb-997b-7e6f8d9dbcc2.png) ![image](https://user-images.githubusercontent.com/61889138/94367299-adde6780-00d5-11eb-87d0-b318f69bae0b.png) ",1, law election looks incorrect count wise it is making it look like a lot more people have voted yes than no whereas it is actually in total to the casual user this would make it seem like people have voted yes and no ,1 405213,11869840036.0,IssuesEvent,2020-03-26 11:41:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1485] Districts: color resets with District deleting,Priority: Medium,"1. Create some districts ![bandicam 2020-03-26 16-38-16-673](https://user-images.githubusercontent.com/27898520/77643030-78b75800-6f80-11ea-91b2-6ee539d8a72f.jpg) 2. Lets paint the last one ![bandicam 2020-03-26 16-38-48-547](https://user-images.githubusercontent.com/27898520/77643066-85d44700-6f80-11ea-960b-2035f9e34bf7.jpg) 3. Delete the first one ![bandicam 2020-03-26 16-39-10-300](https://user-images.githubusercontent.com/27898520/77643082-8d93eb80-6f80-11ea-8960-b71524d00398.jpg) After deleting your painting for the last one will disappear.",1.0,"[0.9.0 staging-1485] Districts: color resets with District deleting - 1. Create some districts ![bandicam 2020-03-26 16-38-16-673](https://user-images.githubusercontent.com/27898520/77643030-78b75800-6f80-11ea-91b2-6ee539d8a72f.jpg) 2. Lets paint the last one ![bandicam 2020-03-26 16-38-48-547](https://user-images.githubusercontent.com/27898520/77643066-85d44700-6f80-11ea-960b-2035f9e34bf7.jpg) 3. Delete the first one ![bandicam 2020-03-26 16-39-10-300](https://user-images.githubusercontent.com/27898520/77643082-8d93eb80-6f80-11ea-8960-b71524d00398.jpg) After deleting your painting for the last one will disappear.",1, districts color resets with district deleting create some districts lets paint the last one delete the first one after deleting your painting for the last one will disappear ,1 516633,14984937691.0,IssuesEvent,2021-01-28 19:18:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 Release-139] Crafting Sound Effect Keeps Playing After Item Completion,Category: Audio Priority: Medium Regression Squad: Wild Turkey Status: Fixed Type: Bug,"Build: 0.9.2 Release-139 Issue: The crafting sound effect keeps playing even after item completion. The sound effect that players hear when crafting an item such as hammering and sawing keeps playing even after the crafting process is done. Note: Also happening with the **campfire**. Repro: 1. Log in to the game as usual. 2. Craft anything. Use the Tent or Workbench or quickly trigger the sound effect. 3. Wait for the item to be completed. 4. Take the item out and observe the sound. Expected: Sound effect should stop if there's no item being crafted. Result: The sound effect keeps playing after item completion. Video: https://images.zenhubusercontent.com/42199084/7839df89-bc69-4a6c-aed1-150836440158/2021_01_21_17_57_trim.mp4 Feedback: It feels and sounds odd if the sound effect keeps playing after competing with whatever I am crafting. It gave me the impression that I'm doing something or something is going on that I am not aware of. It also felt like another player is near me but there isn't. Workaround: Relogging fixes the issue but crafting an item causes the issue again.",1.0,"[0.9.2 Release-139] Crafting Sound Effect Keeps Playing After Item Completion - Build: 0.9.2 Release-139 Issue: The crafting sound effect keeps playing even after item completion. The sound effect that players hear when crafting an item such as hammering and sawing keeps playing even after the crafting process is done. Note: Also happening with the **campfire**. Repro: 1. Log in to the game as usual. 2. Craft anything. Use the Tent or Workbench or quickly trigger the sound effect. 3. Wait for the item to be completed. 4. Take the item out and observe the sound. Expected: Sound effect should stop if there's no item being crafted. Result: The sound effect keeps playing after item completion. Video: https://images.zenhubusercontent.com/42199084/7839df89-bc69-4a6c-aed1-150836440158/2021_01_21_17_57_trim.mp4 Feedback: It feels and sounds odd if the sound effect keeps playing after competing with whatever I am crafting. It gave me the impression that I'm doing something or something is going on that I am not aware of. It also felt like another player is near me but there isn't. Workaround: Relogging fixes the issue but crafting an item causes the issue again.",1, crafting sound effect keeps playing after item completion build release issue the crafting sound effect keeps playing even after item completion the sound effect that players hear when crafting an item such as hammering and sawing keeps playing even after the crafting process is done note also happening with the campfire repro log in to the game as usual craft anything use the tent or workbench or quickly trigger the sound effect wait for the item to be completed take the item out and observe the sound expected sound effect should stop if there s no item being crafted result the sound effect keeps playing after item completion video feedback it feels and sounds odd if the sound effect keeps playing after competing with whatever i am crafting it gave me the impression that i m doing something or something is going on that i am not aware of it also felt like another player is near me but there isn t workaround relogging fixes the issue but crafting an item causes the issue again ,1 440521,12701057914.0,IssuesEvent,2020-06-22 17:26:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1601] Text overlaps in web UI,Category: Web Priority: Medium,"1. Previous elections will overlap with User/ Server/Version if you have a lot of previous elections: ![image](https://user-images.githubusercontent.com/45708377/84374087-2d5b3000-abe6-11ea-92f1-5d5f3bd061e5.png) 2. If User have long name like I set for myself ( ) then username does not fully displayed: ![image](https://user-images.githubusercontent.com/45708377/84374275-6e534480-abe6-11ea-86b0-c903a6fd2fda.png) ![image](https://user-images.githubusercontent.com/45708377/84374324-8034e780-abe6-11ea-85e0-42b038677055.png) ",1.0,"[0.9.0 staging-1601] Text overlaps in web UI - 1. Previous elections will overlap with User/ Server/Version if you have a lot of previous elections: ![image](https://user-images.githubusercontent.com/45708377/84374087-2d5b3000-abe6-11ea-92f1-5d5f3bd061e5.png) 2. If User have long name like I set for myself ( ) then username does not fully displayed: ![image](https://user-images.githubusercontent.com/45708377/84374275-6e534480-abe6-11ea-86b0-c903a6fd2fda.png) ![image](https://user-images.githubusercontent.com/45708377/84374324-8034e780-abe6-11ea-85e0-42b038677055.png) ",1, text overlaps in web ui previous elections will overlap with user server version if you have a lot of previous elections if user have long name like i set for myself then username does not fully displayed ,1 245074,7880873770.0,IssuesEvent,2018-06-26 17:12:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Decimals separator,Medium Priority,This bug was fixed before but it has returned again. Default setup for my region is comma as a decimal separator. So in game when setting up a price I cannot use period. I can put it but for some reason system doesn't see it. The only way to fix it is to setup windows region to English US.,1.0,Decimals separator - This bug was fixed before but it has returned again. Default setup for my region is comma as a decimal separator. So in game when setting up a price I cannot use period. I can put it but for some reason system doesn't see it. The only way to fix it is to setup windows region to English US.,1,decimals separator this bug was fixed before but it has returned again default setup for my region is comma as a decimal separator so in game when setting up a price i cannot use period i can put it but for some reason system doesn t see it the only way to fix it is to setup windows region to english us ,1 410441,11991672851.0,IssuesEvent,2020-04-08 08:46:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1488] Missing hints for Many actions,Priority: Medium Status: Fixed,"Land claim stake: LMB Claim/RMB unclaim + modificators. ![image](https://user-images.githubusercontent.com/45708377/77733424-e9f61a00-7017-11ea-8824-e5e9994ef63b.png) ",1.0,"[0.9.0 staging-1488] Missing hints for Many actions - Land claim stake: LMB Claim/RMB unclaim + modificators. ![image](https://user-images.githubusercontent.com/45708377/77733424-e9f61a00-7017-11ea-8824-e5e9994ef63b.png) ",1, missing hints for many actions land claim stake lmb claim rmb unclaim modificators ,1 379973,11252432991.0,IssuesEvent,2020-01-11 08:36:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Transmission Poles are not in the tech tree,Priority: Medium Verified,"The object and art exists, but you can't create them in game etc. The mod files should be autogen'd etc.",1.0,"Transmission Poles are not in the tech tree - The object and art exists, but you can't create them in game etc. The mod files should be autogen'd etc.",1,transmission poles are not in the tech tree the object and art exists but you can t create them in game etc the mod files should be autogen d etc ,1 237260,7757927061.0,IssuesEvent,2018-05-31 17:54:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Prevent pollution - Owner not recognized,Medium Priority,"Dear support, we created a new law that should prevent emitting polution if taxes are not paid. That worked fine but for the cars. If you use a car that emitts polution you won't be able using it, as it always states, that no owner is defined. Also placing it in your claimed land wont help ![2018-05-28 15_17_01-eco](https://user-images.githubusercontent.com/1303974/40616150-395db316-628a-11e8-92a5-fafb95f26c86.png) The only thing that helped was: - Shutdown server - Make myself Admin (in Users.eco file) - Start server After that I was able paying taxes and driving the car. But that's not as expected and should be fixed.",1.0,"Prevent pollution - Owner not recognized - Dear support, we created a new law that should prevent emitting polution if taxes are not paid. That worked fine but for the cars. If you use a car that emitts polution you won't be able using it, as it always states, that no owner is defined. Also placing it in your claimed land wont help ![2018-05-28 15_17_01-eco](https://user-images.githubusercontent.com/1303974/40616150-395db316-628a-11e8-92a5-fafb95f26c86.png) The only thing that helped was: - Shutdown server - Make myself Admin (in Users.eco file) - Start server After that I was able paying taxes and driving the car. But that's not as expected and should be fixed.",1,prevent pollution owner not recognized dear support we created a new law that should prevent emitting polution if taxes are not paid that worked fine but for the cars if you use a car that emitts polution you won t be able using it as it always states that no owner is defined also placing it in your claimed land wont help the only thing that helped was shutdown server make myself admin in users eco file start server after that i was able paying taxes and driving the car but that s not as expected and should be fixed ,1 233370,7697205569.0,IssuesEvent,2018-05-18 17:55:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contracts are padding funny due to TableLayout problem,Medium Priority,"Somehow the Items and Still To Add sections are way larger than then they need to be, didn't see anything strange with padding settings. This is a problem on a few different contract clauses. ![image](https://user-images.githubusercontent.com/3536496/39270724-c1128de0-488b-11e8-9d33-23cfa970a0a7.png) ",1.0,"Contracts are padding funny due to TableLayout problem - Somehow the Items and Still To Add sections are way larger than then they need to be, didn't see anything strange with padding settings. This is a problem on a few different contract clauses. ![image](https://user-images.githubusercontent.com/3536496/39270724-c1128de0-488b-11e8-9d33-23cfa970a0a7.png) ",1,contracts are padding funny due to tablelayout problem somehow the items and still to add sections are way larger than then they need to be didn t see anything strange with padding settings this is a problem on a few different contract clauses ,1 474525,13671413722.0,IssuesEvent,2020-09-29 06:57:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.2 dev-56] Road tool Experience gain,Category: Balance Priority: Medium Status: Fixed,"With the new feature of experience gain using road tools as basic engineering it is way to high currently, as making 1 wheel = same xp gained from stamping 1 tile which is way too much, i believe this is the same issue as previously with gathering and grass. Would like to see it a lot lower, 0.2 or 0.1 even per stamped tile. Since it scales with modifier this can be very poor for Basic Engineering crafting experience balance leaving it this high.",1.0,"[0.9.0.2 dev-56] Road tool Experience gain - With the new feature of experience gain using road tools as basic engineering it is way to high currently, as making 1 wheel = same xp gained from stamping 1 tile which is way too much, i believe this is the same issue as previously with gathering and grass. Would like to see it a lot lower, 0.2 or 0.1 even per stamped tile. Since it scales with modifier this can be very poor for Basic Engineering crafting experience balance leaving it this high.",1, road tool experience gain with the new feature of experience gain using road tools as basic engineering it is way to high currently as making wheel same xp gained from stamping tile which is way too much i believe this is the same issue as previously with gathering and grass would like to see it a lot lower or even per stamped tile since it scales with modifier this can be very poor for basic engineering crafting experience balance leaving it this high ,1 463802,13301073066.0,IssuesEvent,2020-08-25 12:24:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CW: Disable maximum worlds options for tier 11(dev)+,Category: Accounts Priority: Medium Status: Fixed,"Right now we have `world_maximum` option in DB and it set to 1 on staging. Make Dev Tier (11) and up to have unlimited cloud worlds.",1.0,"CW: Disable maximum worlds options for tier 11(dev)+ - Right now we have `world_maximum` option in DB and it set to 1 on staging. Make Dev Tier (11) and up to have unlimited cloud worlds.",1,cw disable maximum worlds options for tier dev right now we have world maximum option in db and it set to on staging make dev tier and up to have unlimited cloud worlds ,1 409693,11966973125.0,IssuesEvent,2020-04-06 05:24:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging - 1497] Carpenter Specialty description is wrong,Priority: Medium Status: Fixed,"Carpenter Specialty has cooking description ![bandicam 2020-04-03 11-26-42-635](https://user-images.githubusercontent.com/27898520/78330733-1c66c080-759e-11ea-8604-767adc1dab3f.jpg) ",1.0,"[0.9.0 Staging - 1497] Carpenter Specialty description is wrong - Carpenter Specialty has cooking description ![bandicam 2020-04-03 11-26-42-635](https://user-images.githubusercontent.com/27898520/78330733-1c66c080-759e-11ea-8604-767adc1dab3f.jpg) ",1, carpenter specialty description is wrong carpenter specialty has cooking description ,1 426717,12378386436.0,IssuesEvent,2020-05-19 10:35:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CRASH ISSUE: Stone dropped in Stockpile for Stone road,Priority: Medium Status: Fixed,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Set up queued work for stone road/ramp, drag stone from nearby cart into linked stockpile **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception Object reference not set to an instance of an object. at Eco.Gameplay.Items.EnumerableItemExtensions.<>c.b__5_3(IGrouping`2 group) at System.Linq.Enumerable.<>c__DisplayClass7_0`3.b__0(TSource x) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.Count[TSource](IEnumerable`1 source) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, String noneText) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, LocString noneText) at Eco.Gameplay.Items.EnumerableItemExtensions.Describe(IEnumerable`1 stacks) at Eco.Gameplay.Utils.PickerObject.get_Contents() at Eco.Gameplay.Utils.PickerTracker.get_Contents() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() ```",1.0,"CRASH ISSUE: Stone dropped in Stockpile for Stone road - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Set up queued work for stone road/ramp, drag stone from nearby cart into linked stockpile **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception Object reference not set to an instance of an object. at Eco.Gameplay.Items.EnumerableItemExtensions.<>c.b__5_3(IGrouping`2 group) at System.Linq.Enumerable.<>c__DisplayClass7_0`3.b__0(TSource x) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Linq.Enumerable.Count[TSource](IEnumerable`1 source) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, String noneText) at Eco.Shared.Utils.StringExtensions.CommaList(IEnumerable`1 phrases, LocString noneText) at Eco.Gameplay.Items.EnumerableItemExtensions.Describe(IEnumerable`1 stacks) at Eco.Gameplay.Utils.PickerObject.get_Contents() at Eco.Gameplay.Utils.PickerTracker.get_Contents() at Eco.Core.Utils.CoreReflectionUtils.<>c__DisplayClass11_0`2.b__0(TTarget target) at Eco.Core.Controller.ControllerManager.PackageMember(BSONObject bson, INetClient boundClient, IController controller, String memberName) at Eco.Core.Controller.ControllerManager.GetChanges(INetClient client) at Eco.Plugins.Networking.Clients.Client.Update() at Eco.Plugins.Networking.Clients.Client.b__58_1() ```",1,crash issue stone dropped in stockpile for stone road version beta steps to reproduce set up queued work for stone road ramp drag stone from nearby cart into linked stockpile expected behavior actual behavior the following error message popped up caught exception object reference not set to an instance of an object at eco gameplay items enumerableitemextensions c b igrouping group at system linq enumerable c b tsource x at system linq enumerable whereselectenumerableiterator movenext at system linq enumerable whereselectenumerableiterator movenext at system linq enumerable count ienumerable source at eco shared utils stringextensions commalist ienumerable phrases string nonetext at eco shared utils stringextensions commalist ienumerable phrases locstring nonetext at eco gameplay items enumerableitemextensions describe ienumerable stacks at eco gameplay utils pickerobject get contents at eco gameplay utils pickertracker get contents at eco core utils corereflectionutils c b ttarget target at eco core controller controllermanager packagemember bsonobject bson inetclient boundclient icontroller controller string membername at eco core controller controllermanager getchanges inetclient client at eco plugins networking clients client update at eco plugins networking clients client b ,1 536605,15711198748.0,IssuesEvent,2021-03-27 05:56:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9.2.4 Redwood Trees - wrong set of leaves falling when chopping branches,Category: Gameplay Priority: Medium Squad: Otter Type: Bug,"Fairly straightforward bug. When you chop a branch of a standing redwood tree, the leaves that fall off are actually the ones 90° to the left of the branch. ![382310_20210204163945_1](https://user-images.githubusercontent.com/4640482/106964746-3619ec80-6708-11eb-8ac5-99a2c5228027.png) ",1.0,"0.9.2.4 Redwood Trees - wrong set of leaves falling when chopping branches - Fairly straightforward bug. When you chop a branch of a standing redwood tree, the leaves that fall off are actually the ones 90° to the left of the branch. ![382310_20210204163945_1](https://user-images.githubusercontent.com/4640482/106964746-3619ec80-6708-11eb-8ac5-99a2c5228027.png) ",1, redwood trees wrong set of leaves falling when chopping branches fairly straightforward bug when you chop a branch of a standing redwood tree the leaves that fall off are actually the ones ° to the left of the branch ,1 451676,13040125377.0,IssuesEvent,2020-07-28 17:56:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Various world objects pipe ports not functional! (Steam Engine, Cement Kiln, Froth Flotation Cell)",Category: Gameplay Priority: Medium,"(this is strange, at this stage water pump available.)",1.0,"Various world objects pipe ports not functional! (Steam Engine, Cement Kiln, Froth Flotation Cell) - (this is strange, at this stage water pump available.)",1,various world objects pipe ports not functional steam engine cement kiln froth flotation cell this is strange at this stage water pump available ,1 568152,16960787834.0,IssuesEvent,2021-06-29 03:19:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-2012] Starter camp placing issue when overlapping another property/ Papers loss.,Category: Gameplay Priority: Medium Regression Squad: Wild Turkey Status: Fixed Type: Bug,"So 0.9.3.5 release when you overlap another property during Starter camp placement you have notification: ![image](https://user-images.githubusercontent.com/45708377/121152381-cfd7de80-c84d-11eb-8ed2-a64f01f0365c.png) But now you have notification that you will lost access to it: ![image](https://user-images.githubusercontent.com/45708377/121152479-eaaa5300-c84d-11eb-9634-7067024948d0.png) But this is not a right information, because you will have access to it if you place it in this way and can't place if you want to place any object to another player property: ![image](https://user-images.githubusercontent.com/45708377/121152746-25ac8680-c84e-11eb-839e-39c4d77f9b99.png) ![image](https://user-images.githubusercontent.com/45708377/121154579-bdf73b00-c84f-11eb-8797-eafc51ee59c7.png) You just lost 2 Papers. The fact that you lose 2 papers and leads to the issue. So what should happen? We already have issue when we asked to have possibility to do it but you should return 2 Papers to inventory. Issue here #17409 Also when you overlap you own propertry you don't get papers too. So to fix both issues (this one and #17409): - if Campsite and tiny doesnt place on another player property then give possibility to place Starter Camp and return Land Claim Papers that was not used. So if you claim 3/4 plots during placement you should return 1 Papers to player inventory. - When you try to place starter camp on you own land (there are cases when, let's say, someone gave you property) you should return Papers too. To fix only this issue: - prevent to place starter camp if one plot overlap another player property. - When you try to place starter camp on you own land (there are cases when, let's say, someone gave you property) you should return Papers too.",1.0,"[0.9.4 staging-2012] Starter camp placing issue when overlapping another property/ Papers loss. - So 0.9.3.5 release when you overlap another property during Starter camp placement you have notification: ![image](https://user-images.githubusercontent.com/45708377/121152381-cfd7de80-c84d-11eb-8ed2-a64f01f0365c.png) But now you have notification that you will lost access to it: ![image](https://user-images.githubusercontent.com/45708377/121152479-eaaa5300-c84d-11eb-9634-7067024948d0.png) But this is not a right information, because you will have access to it if you place it in this way and can't place if you want to place any object to another player property: ![image](https://user-images.githubusercontent.com/45708377/121152746-25ac8680-c84e-11eb-839e-39c4d77f9b99.png) ![image](https://user-images.githubusercontent.com/45708377/121154579-bdf73b00-c84f-11eb-8797-eafc51ee59c7.png) You just lost 2 Papers. The fact that you lose 2 papers and leads to the issue. So what should happen? We already have issue when we asked to have possibility to do it but you should return 2 Papers to inventory. Issue here #17409 Also when you overlap you own propertry you don't get papers too. So to fix both issues (this one and #17409): - if Campsite and tiny doesnt place on another player property then give possibility to place Starter Camp and return Land Claim Papers that was not used. So if you claim 3/4 plots during placement you should return 1 Papers to player inventory. - When you try to place starter camp on you own land (there are cases when, let's say, someone gave you property) you should return Papers too. To fix only this issue: - prevent to place starter camp if one plot overlap another player property. - When you try to place starter camp on you own land (there are cases when, let's say, someone gave you property) you should return Papers too.",1, starter camp placing issue when overlapping another property papers loss so release when you overlap another property during starter camp placement you have notification but now you have notification that you will lost access to it but this is not a right information because you will have access to it if you place it in this way and can t place if you want to place any object to another player property you just lost papers the fact that you lose papers and leads to the issue so what should happen we already have issue when we asked to have possibility to do it but you should return papers to inventory issue here also when you overlap you own propertry you don t get papers too so to fix both issues this one and if campsite and tiny doesnt place on another player property then give possibility to place starter camp and return land claim papers that was not used so if you claim plots during placement you should return papers to player inventory when you try to place starter camp on you own land there are cases when let s say someone gave you property you should return papers too to fix only this issue prevent to place starter camp if one plot overlap another player property when you try to place starter camp on you own land there are cases when let s say someone gave you property you should return papers too ,1 318929,9725323440.0,IssuesEvent,2019-05-30 08:22:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stuck when exiting vehicle,Medium Priority,"If you park vehicle (tractor in this case) with a stockyard directly on the right of the vehicle, when you exit you get stuck between the vehicle and the building, because it seems you always exit the vehicle on the right... /unstuck would not unstuck me",1.0,"Stuck when exiting vehicle - If you park vehicle (tractor in this case) with a stockyard directly on the right of the vehicle, when you exit you get stuck between the vehicle and the building, because it seems you always exit the vehicle on the right... /unstuck would not unstuck me",1,stuck when exiting vehicle if you park vehicle tractor in this case with a stockyard directly on the right of the vehicle when you exit you get stuck between the vehicle and the building because it seems you always exit the vehicle on the right unstuck would not unstuck me,1 306936,9413328237.0,IssuesEvent,2019-04-10 07:30:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract Payment Exploit,Medium Priority,"Hey, I'm playing with some friends and we just realized we can all change the payment values on each others contracts. This seems super exploitable? Never noticed this in 7.4.7, but we can all do it now.",1.0,"Contract Payment Exploit - Hey, I'm playing with some friends and we just realized we can all change the payment values on each others contracts. This seems super exploitable? Never noticed this in 7.4.7, but we can all do it now.",1,contract payment exploit hey i m playing with some friends and we just realized we can all change the payment values on each others contracts this seems super exploitable never noticed this in but we can all do it now ,1 220301,7358893993.0,IssuesEvent,2018-03-10 00:20:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tree slices have culling issues.,Medium Priority,"**Version:** 0.7.2.0 beta **Steps to Reproduce:** Sometimes tree slices will have an invisible inner wood side when rolling off other obstacles. **Expected behavior:** A texture to always be visible **Actual behavior:** random invisible sides. usually when the slice is near a 45 degree angle i think.",1.0,"USER ISSUE: Tree slices have culling issues. - **Version:** 0.7.2.0 beta **Steps to Reproduce:** Sometimes tree slices will have an invisible inner wood side when rolling off other obstacles. **Expected behavior:** A texture to always be visible **Actual behavior:** random invisible sides. usually when the slice is near a 45 degree angle i think.",1,user issue tree slices have culling issues version beta steps to reproduce sometimes tree slices will have an invisible inner wood side when rolling off other obstacles expected behavior a texture to always be visible actual behavior random invisible sides usually when the slice is near a degree angle i think ,1 497222,14366098710.0,IssuesEvent,2020-12-01 03:28:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Disqus comments synced to discord,Category: Accounts Priority: Medium Status: Fixed,"post disqus eco tree comments on discord, or some sort of notification. bonus points if we can respond in discord to disqus.",1.0,"Disqus comments synced to discord - post disqus eco tree comments on discord, or some sort of notification. bonus points if we can respond in discord to disqus.",1,disqus comments synced to discord post disqus eco tree comments on discord or some sort of notification bonus points if we can respond in discord to disqus ,1 481944,13894364385.0,IssuesEvent,2020-10-19 14:36:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.1.0 beta develop-77] Civics: Revisions of objects ""duplicate on election passing""",Category: Laws Priority: Medium Status: Fixed Status: Reopen,"Add a law, pass via command or election doesnt matter then make a revision, select previous version and apply it will then add a new slot with the added revision law; rinse and repeat for infinite amount of slots. ![Screenshot_62.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/b8d5b5b3-63ad-4f7c-a54b-ef08ba5097e6)",1.0,"[0.9.1.0 beta develop-77] Civics: Revisions of objects ""duplicate on election passing"" - Add a law, pass via command or election doesnt matter then make a revision, select previous version and apply it will then add a new slot with the added revision law; rinse and repeat for infinite amount of slots. ![Screenshot_62.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/b8d5b5b3-63ad-4f7c-a54b-ef08ba5097e6)",1, civics revisions of objects duplicate on election passing add a law pass via command or election doesnt matter then make a revision select previous version and apply it will then add a new slot with the added revision law rinse and repeat for infinite amount of slots ,1 464302,13309967352.0,IssuesEvent,2020-08-26 05:32:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1641] Economy viewer: need some fixes here and there,Category: UI Priority: Medium Status: Fixed Status: Reopen,"1) Contracts tab Distance is on the Currency column 2) Contracts tab: Hover over currency - it will open contract tooltip, not currency tooltip (seems like line has one tooltip for contract) 3) Public crafting station won;t open currency tooltip at all ![bandicam 2020-07-06 17-23-25-607](https://user-images.githubusercontent.com/27898520/86594598-bd578400-bfb0-11ea-9ca4-12d56691e0d1.jpg) ",1.0,"[0.9.0 staging-1641] Economy viewer: need some fixes here and there - 1) Contracts tab Distance is on the Currency column 2) Contracts tab: Hover over currency - it will open contract tooltip, not currency tooltip (seems like line has one tooltip for contract) 3) Public crafting station won;t open currency tooltip at all ![bandicam 2020-07-06 17-23-25-607](https://user-images.githubusercontent.com/27898520/86594598-bd578400-bfb0-11ea-9ca4-12d56691e0d1.jpg) ",1, economy viewer need some fixes here and there contracts tab distance is on the currency column contracts tab hover over currency it will open contract tooltip not currency tooltip seems like line has one tooltip for contract public crafting station won t open currency tooltip at all ,1 438036,12610116705.0,IssuesEvent,2020-06-12 03:53:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat tag exception,Priority: Medium Status: Investigate,"Moving multi-bug https://github.com/StrangeLoopGames/EcoIssues/issues/7829 In this save I logged in as the user and it looks like the fix from 7.4.6 gets past the exception but categories look messed up for this user ![image](https://user-images.githubusercontent.com/774628/40566584-3ff9f7ea-6026-11e8-976a-5556ba181e91.png) ``` NullReferenceException: Object reference not set to an instance of an object Assets.UI.Scripts.ChatTagPanel.AddChatTags (System.Collections.Generic.IEnumerable`1[T] messages) (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:53) Assets.UI.Scripts.ChatTagPanel.AddChatTagsForLog () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:46) Assets.UI.Scripts.ChatTagPanel.m__0 () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:34) UI.ChatManager.DoOnChatManagerInitialized (System.Action action) (at Assets/UI/Scripts/Chat/ChatManager.cs:37) Assets.UI.Scripts.ChatTagPanel.Start () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:34) ``` From Pam: Okay another server: https://www.dropbox.com/s/5yiroy9jidt4vhx/broken-save.zip?dl=0 this one has a .txt in with the name of the user with the problem connecting. He is the owner of the server and crashed out and unable to log back on no matter what he tried - even stopping the server and waiting an hour (I said 30-60 secs and he read it as mins) and still could not get on/ Everyone else can get on and he can get on any other server he tries, whether or not he has been on before.",1.0,"Chat tag exception - Moving multi-bug https://github.com/StrangeLoopGames/EcoIssues/issues/7829 In this save I logged in as the user and it looks like the fix from 7.4.6 gets past the exception but categories look messed up for this user ![image](https://user-images.githubusercontent.com/774628/40566584-3ff9f7ea-6026-11e8-976a-5556ba181e91.png) ``` NullReferenceException: Object reference not set to an instance of an object Assets.UI.Scripts.ChatTagPanel.AddChatTags (System.Collections.Generic.IEnumerable`1[T] messages) (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:53) Assets.UI.Scripts.ChatTagPanel.AddChatTagsForLog () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:46) Assets.UI.Scripts.ChatTagPanel.m__0 () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:34) UI.ChatManager.DoOnChatManagerInitialized (System.Action action) (at Assets/UI/Scripts/Chat/ChatManager.cs:37) Assets.UI.Scripts.ChatTagPanel.Start () (at Assets/UI/Scripts/Chat/ChatTagPanel.cs:34) ``` From Pam: Okay another server: https://www.dropbox.com/s/5yiroy9jidt4vhx/broken-save.zip?dl=0 this one has a .txt in with the name of the user with the problem connecting. He is the owner of the server and crashed out and unable to log back on no matter what he tried - even stopping the server and waiting an hour (I said 30-60 secs and he read it as mins) and still could not get on/ Everyone else can get on and he can get on any other server he tries, whether or not he has been on before.",1,chat tag exception moving multi bug in this save i logged in as the user and it looks like the fix from gets past the exception but categories look messed up for this user nullreferenceexception object reference not set to an instance of an object assets ui scripts chattagpanel addchattags system collections generic ienumerable messages at assets ui scripts chat chattagpanel cs assets ui scripts chattagpanel addchattagsforlog at assets ui scripts chat chattagpanel cs assets ui scripts chattagpanel m at assets ui scripts chat chattagpanel cs ui chatmanager doonchatmanagerinitialized system action action at assets ui scripts chat chatmanager cs assets ui scripts chattagpanel start at assets ui scripts chat chattagpanel cs from pam okay another server this one has a txt in with the name of the user with the problem connecting he is the owner of the server and crashed out and unable to log back on no matter what he tried even stopping the server and waiting an hour i said secs and he read it as mins and still could not get on everyone else can get on and he can get on any other server he tries whether or not he has been on before ,1 560785,16604092592.0,IssuesEvent,2021-06-02 00:21:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Accounts prod jenkins pipeline fix and updates,Category: DevOps Priority: Medium Squad: Lattice Mushroom Squad: Pumpkin,"need to update git user to slgjenkins user ``` > git fetch --tags --force --progress -- https://github.com/StrangeLoopGames/Eco-Accounts.git +refs/heads/*:refs/remotes/origin/* # timeout=10 ERROR: Error cloning remote repo 'origin' hudson.plugins.git.GitException: Command ""git fetch --tags --force --progress -- https://github.com/StrangeLoopGames/Eco-Accounts.git +refs/heads/*:refs/remotes/origin/*"" returned status code 128: stdout: stderr: /home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh: 3: /home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh: cat: not found error: unable to read askpass response from '/home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh' fatal: could not read Username for 'https://github.com': terminal prompts disabled ``` also, its set to remove everything first and then cloning the repo. Should be updated to do everything in a background and then just switches the symlink",1.0,"Accounts prod jenkins pipeline fix and updates - need to update git user to slgjenkins user ``` > git fetch --tags --force --progress -- https://github.com/StrangeLoopGames/Eco-Accounts.git +refs/heads/*:refs/remotes/origin/* # timeout=10 ERROR: Error cloning remote repo 'origin' hudson.plugins.git.GitException: Command ""git fetch --tags --force --progress -- https://github.com/StrangeLoopGames/Eco-Accounts.git +refs/heads/*:refs/remotes/origin/*"" returned status code 128: stdout: stderr: /home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh: 3: /home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh: cat: not found error: unable to read askpass response from '/home/jenkins/agent/workspace/accounts production auto-deploy@tmp/jenkins-gitclient-pass3557993984694316535.sh' fatal: could not read Username for 'https://github.com': terminal prompts disabled ``` also, its set to remove everything first and then cloning the repo. Should be updated to do everything in a background and then just switches the symlink",1,accounts prod jenkins pipeline fix and updates need to update git user to slgjenkins user git fetch tags force progress refs heads refs remotes origin timeout error error cloning remote repo origin hudson plugins git gitexception command git fetch tags force progress refs heads refs remotes origin returned status code stdout stderr home jenkins agent workspace accounts production auto deploy tmp jenkins gitclient sh home jenkins agent workspace accounts production auto deploy tmp jenkins gitclient sh cat not found error unable to read askpass response from home jenkins agent workspace accounts production auto deploy tmp jenkins gitclient sh fatal could not read username for terminal prompts disabled also its set to remove everything first and then cloning the repo should be updated to do everything in a background and then just switches the symlink,1 271919,8493858732.0,IssuesEvent,2018-10-28 16:13:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Houses not recognised as enclosed rooms after 7.6.1 update,Medium Priority,"After migrating my eco server (through steam) to 7.6.1 (17th July 2018), houses were no longer recognised as being enclosed rooms, nor provided any skill points: https://imgur.com/a/lZSSfAa Server configs before the update (6th July 2018) and just after have been attached. [ConfigsPostUpdate.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2207228/ConfigsPostUpdate.zip) [ConfigsPreUpdate.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2207229/ConfigsPreUpdate.zip) ",1.0,"Houses not recognised as enclosed rooms after 7.6.1 update - After migrating my eco server (through steam) to 7.6.1 (17th July 2018), houses were no longer recognised as being enclosed rooms, nor provided any skill points: https://imgur.com/a/lZSSfAa Server configs before the update (6th July 2018) and just after have been attached. [ConfigsPostUpdate.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2207228/ConfigsPostUpdate.zip) [ConfigsPreUpdate.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2207229/ConfigsPreUpdate.zip) ",1,houses not recognised as enclosed rooms after update after migrating my eco server through steam to july houses were no longer recognised as being enclosed rooms nor provided any skill points server configs before the update july and just after have been attached ,1 499848,14480660697.0,IssuesEvent,2020-12-10 11:29:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Wooden cart cannot be picked up due to inventory full even there's enough room in your bag and bars,Category: Gameplay Priority: Medium Status: Fixed Type: Regression," ![Wooden Cart bug](https://user-images.githubusercontent.com/24474357/94799009-29e4f200-03eb-11eb-8ec3-2e463e4acf9b.png) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5311240/Player-prev.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5311241/Player.log) \ **Version:** 0.9.0.3 beta release-78 **Steps to Reproduce:** 1. Take a wooden cart; 2. Fill it with goods; 3. Try to move it over a broken bridge; 4. Unload it with any tool or drag and drop into a Stockpile; 5. Attempt to pick up the wooden cart with your Hammer. **Expected behavior:** At picking up with the hammer it should be removed from the world. **Actual behavior:** Instead an error message is displayed on screen like : ""Not enough room in inventory"" **Do you have mods installed? Does the issue happen when no mods are installed?:** No, i don't have mods installed. The game is installed through steam client as it is. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Wooden cart cannot be picked up due to inventory full even there's enough room in your bag and bars - ![Wooden Cart bug](https://user-images.githubusercontent.com/24474357/94799009-29e4f200-03eb-11eb-8ec3-2e463e4acf9b.png) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5311240/Player-prev.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5311241/Player.log) \ **Version:** 0.9.0.3 beta release-78 **Steps to Reproduce:** 1. Take a wooden cart; 2. Fill it with goods; 3. Try to move it over a broken bridge; 4. Unload it with any tool or drag and drop into a Stockpile; 5. Attempt to pick up the wooden cart with your Hammer. **Expected behavior:** At picking up with the hammer it should be removed from the world. **Actual behavior:** Instead an error message is displayed on screen like : ""Not enough room in inventory"" **Do you have mods installed? Does the issue happen when no mods are installed?:** No, i don't have mods installed. The game is installed through steam client as it is. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue wooden cart cannot be picked up due to inventory full even there s enough room in your bag and bars version beta release steps to reproduce take a wooden cart fill it with goods try to move it over a broken bridge unload it with any tool or drag and drop into a stockpile attempt to pick up the wooden cart with your hammer expected behavior at picking up with the hammer it should be removed from the world actual behavior instead an error message is displayed on screen like not enough room in inventory do you have mods installed does the issue happen when no mods are installed no i don t have mods installed the game is installed through steam client as it is please provide log files instruction is here ,1 406717,11901905704.0,IssuesEvent,2020-03-30 13:13:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1456] Icons displacement,Priority: Medium,"Everywhere with the title icon seems to be on the wrong position ![bandicam 2020-03-11 11-06-00-501](https://user-images.githubusercontent.com/27898520/76390824-f0399480-638f-11ea-8974-1ee6c3537638.jpg) ![unknown (3)](https://user-images.githubusercontent.com/27898520/76390861-ffb8dd80-638f-11ea-80b8-eab1529314d6.png) ![bandicam 2020-03-11 12-01-56-492](https://user-images.githubusercontent.com/27898520/76390922-20813300-6390-11ea-9dd9-4f1ae9b6017a.jpg) ",1.0,"[0.9.0 staging-1456] Icons displacement - Everywhere with the title icon seems to be on the wrong position ![bandicam 2020-03-11 11-06-00-501](https://user-images.githubusercontent.com/27898520/76390824-f0399480-638f-11ea-8974-1ee6c3537638.jpg) ![unknown (3)](https://user-images.githubusercontent.com/27898520/76390861-ffb8dd80-638f-11ea-80b8-eab1529314d6.png) ![bandicam 2020-03-11 12-01-56-492](https://user-images.githubusercontent.com/27898520/76390922-20813300-6390-11ea-9dd9-4f1ae9b6017a.jpg) ",1, icons displacement everywhere with the title icon seems to be on the wrong position ,1 389793,11517372028.0,IssuesEvent,2020-02-14 08:12:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, [0.8.2.0 staging 1001] rounding / multiplier error,Priority: Medium QA Staging Status: Fixed,"Step to reproduce: (mortaring skill ist level 8) At a Masonry Table, increase the number of items to be crafted to be 100. (normaly u need 1.2 Sandstone to grind 1 Sand) but the game round it to 121 not 120 ![grafik](https://user-images.githubusercontent.com/48158779/59515911-776ce100-8ec0-11e9-90c4-8dcc06d22e4f.png) if you increase the number of items to be crafted to 1000 it is correct ![grafik](https://user-images.githubusercontent.com/48158779/59515928-85bafd00-8ec0-11e9-917a-8ddfe3e5024b.png) ",1.0," [0.8.2.0 staging 1001] rounding / multiplier error - Step to reproduce: (mortaring skill ist level 8) At a Masonry Table, increase the number of items to be crafted to be 100. (normaly u need 1.2 Sandstone to grind 1 Sand) but the game round it to 121 not 120 ![grafik](https://user-images.githubusercontent.com/48158779/59515911-776ce100-8ec0-11e9-90c4-8dcc06d22e4f.png) if you increase the number of items to be crafted to 1000 it is correct ![grafik](https://user-images.githubusercontent.com/48158779/59515928-85bafd00-8ec0-11e9-917a-8ddfe3e5024b.png) ",1, rounding multiplier error step to reproduce mortaring skill ist level at a masonry table increase the number of items to be crafted to be normaly u need sandstone to grind sand but the game round it to not if you increase the number of items to be crafted to it is correct ,1 531142,15441740715.0,IssuesEvent,2021-03-08 06:30:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1637] Fishing pole sound adjustments,Category: Audio Priority: Medium Squad: Wild Turkey Status: Fixed Status: Reopen,"1) There is no reel sound at the beginning (it appears only on some close distant as if it's on the fish, not the fish pole) 2) Sound for fish splashing is reverted. There is no sound when a fish is in the water, and it appears when a fish is in the air. https://drive.google.com/file/d/13ftJUWBsATzKWElBUiTt3G4FYznnwkyn/view?usp=sharing",1.0,"[0.9.0 staging-1637] Fishing pole sound adjustments - 1) There is no reel sound at the beginning (it appears only on some close distant as if it's on the fish, not the fish pole) 2) Sound for fish splashing is reverted. There is no sound when a fish is in the water, and it appears when a fish is in the air. https://drive.google.com/file/d/13ftJUWBsATzKWElBUiTt3G4FYznnwkyn/view?usp=sharing",1, fishing pole sound adjustments there is no reel sound at the beginning it appears only on some close distant as if it s on the fish not the fish pole sound for fish splashing is reverted there is no sound when a fish is in the water and it appears when a fish is in the air ,1 426072,12367088679.0,IssuesEvent,2020-05-18 11:40:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1553] Notification issue,Fix Version: 0.9.0.0 Priority: Medium,"1. I can not reproduce with 100%, but notifications don't always appear. Step to reproduce: - /manage warnuser 1, Testtest (1 - my ID) ![image](https://user-images.githubusercontent.com/45708377/82206461-f3fa1200-9910-11ea-8690-b5de0220bd1e.png) - open chat: ![image](https://user-images.githubusercontent.com/45708377/82206542-18ee8500-9911-11ea-94e8-b15ab35abf8f.png) - use this command 2-3 times and then wait when notification disappear. Use this command another time. Notification appear only in right corner: ![image](https://user-images.githubusercontent.com/45708377/82206641-40dde880-9911-11ea-95a8-ee98dcca7de7.png) 2. Spam from law notification in chat. Step to reproduce: - create law like this: ![image](https://user-images.githubusercontent.com/45708377/82206814-92867300-9911-11ea-9b0f-8da1ef09304e.png) - start to place something 3 times. I have very strange notifications (I have civics debug off): ![image](https://user-images.githubusercontent.com/45708377/82206221-83eb8c00-9910-11ea-8a21-1407363fcb3a.png) - if you place it very fast it can appear here: ![image](https://user-images.githubusercontent.com/45708377/82207010-da0cff00-9911-11ea-8a2b-a333808a0faa.png) 3. Notification from executive office. Step to reproduce: - create executive action like: ![image](https://user-images.githubusercontent.com/45708377/82208825-e5155e80-9914-11ea-8cf4-3fd05dc2f3ec.png) - /civics winelection. This notification doesn't always appear: ![image](https://user-images.githubusercontent.com/45708377/82208797-d9c23300-9914-11ea-90ca-0e19f7bf298d.png) - I can't see it in chat only in tooltip: ![image](https://user-images.githubusercontent.com/45708377/82209121-6967e180-9915-11ea-94ae-ce36c29b5883.png) ",1.0,"[0.9.0 staging-1553] Notification issue - 1. I can not reproduce with 100%, but notifications don't always appear. Step to reproduce: - /manage warnuser 1, Testtest (1 - my ID) ![image](https://user-images.githubusercontent.com/45708377/82206461-f3fa1200-9910-11ea-8690-b5de0220bd1e.png) - open chat: ![image](https://user-images.githubusercontent.com/45708377/82206542-18ee8500-9911-11ea-94e8-b15ab35abf8f.png) - use this command 2-3 times and then wait when notification disappear. Use this command another time. Notification appear only in right corner: ![image](https://user-images.githubusercontent.com/45708377/82206641-40dde880-9911-11ea-95a8-ee98dcca7de7.png) 2. Spam from law notification in chat. Step to reproduce: - create law like this: ![image](https://user-images.githubusercontent.com/45708377/82206814-92867300-9911-11ea-9b0f-8da1ef09304e.png) - start to place something 3 times. I have very strange notifications (I have civics debug off): ![image](https://user-images.githubusercontent.com/45708377/82206221-83eb8c00-9910-11ea-8a21-1407363fcb3a.png) - if you place it very fast it can appear here: ![image](https://user-images.githubusercontent.com/45708377/82207010-da0cff00-9911-11ea-8a2b-a333808a0faa.png) 3. Notification from executive office. Step to reproduce: - create executive action like: ![image](https://user-images.githubusercontent.com/45708377/82208825-e5155e80-9914-11ea-8cf4-3fd05dc2f3ec.png) - /civics winelection. This notification doesn't always appear: ![image](https://user-images.githubusercontent.com/45708377/82208797-d9c23300-9914-11ea-90ca-0e19f7bf298d.png) - I can't see it in chat only in tooltip: ![image](https://user-images.githubusercontent.com/45708377/82209121-6967e180-9915-11ea-94ae-ce36c29b5883.png) ",1, notification issue i can not reproduce with but notifications don t always appear step to reproduce manage warnuser testtest my id open chat use this command times and then wait when notification disappear use this command another time notification appear only in right corner spam from law notification in chat step to reproduce create law like this start to place something times i have very strange notifications i have civics debug off if you place it very fast it can appear here notification from executive office step to reproduce create executive action like civics winelection this notification doesn t always appear i can t see it in chat only in tooltip ,1 236766,7752716603.0,IssuesEvent,2018-05-30 21:12:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Handle 'where performed by you' thing on laws better,Feature Medium Priority,"Probably we want a special case query that is always used, instead of having the default invisibly be everyone's actions. I think most people assume it is your actions by default.",1.0,"Handle 'where performed by you' thing on laws better - Probably we want a special case query that is always used, instead of having the default invisibly be everyone's actions. I think most people assume it is your actions by default.",1,handle where performed by you thing on laws better probably we want a special case query that is always used instead of having the default invisibly be everyone s actions i think most people assume it is your actions by default ,1 491687,14169088156.0,IssuesEvent,2020-11-12 12:43:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.1.0 beta staging-1816] Keybinds: look up/down, look left/right not saving on restart",Category: UI Priority: Medium Status: Fixed,Binds for Up/Down and Left/Right does not save on restarting the client.,1.0,"[0.9.1.0 beta staging-1816] Keybinds: look up/down, look left/right not saving on restart - Binds for Up/Down and Left/Right does not save on restarting the client.",1, keybinds look up down look left right not saving on restart binds for up down and left right does not save on restarting the client ,1 377145,11165114749.0,IssuesEvent,2019-12-27 08:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cart gets launched,Medium Priority Verified,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Not sure. Think low ceilings and lots of height differences in terrain help. **Expected behavior:** Cart to handle evenly **Actual behavior:** Cart gets backflipped",1.0,"USER ISSUE: Cart gets launched - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Not sure. Think low ceilings and lots of height differences in terrain help. **Expected behavior:** Cart to handle evenly **Actual behavior:** Cart gets backflipped",1,user issue cart gets launched version beta steps to reproduce not sure think low ceilings and lots of height differences in terrain help expected behavior cart to handle evenly actual behavior cart gets backflipped,1 244368,7874579845.0,IssuesEvent,2018-06-25 17:31:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Campfire has public storage?,Medium Priority,"But you can't put anything in it, neither carried nor non carried. And it is empty, but it has weight? ![image](https://user-images.githubusercontent.com/23460210/35773597-ebb18804-090b-11e8-9906-aa72800cc6d3.png) ",1.0,"Campfire has public storage? - But you can't put anything in it, neither carried nor non carried. And it is empty, but it has weight? ![image](https://user-images.githubusercontent.com/23460210/35773597-ebb18804-090b-11e8-9906-aa72800cc6d3.png) ",1,campfire has public storage but you can t put anything in it neither carried nor non carried and it is empty but it has weight ,1 437333,12576889610.0,IssuesEvent,2020-06-09 08:39:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1594] Law may exist without attaching to c any court,Priority: Medium,"First of all this is a bug, but We met this bug 3 times for all period. First time it was near 3 week ago after big changes in civics and it was in migration playtest. Second and third time was yesterday and today. But we can't reproduce it. But the worst tning that I can't delete this law with dev tier. And this law works. It happen after revise law. So the simplest steps: - create any law 1. - /civics winelection - revise law 1. It should rename it to law 2. - /civics winelection. Law 1 will be removed, law 2 should be move to law cell, but sometimes ( I would say very very rarely) this law will removed from court, but it still exist. So I provide save files with such law: https://drive.google.com/file/d/1XlwyvwMtxwVs2kiyvdTDYVhnqvqQjzxh/view?usp=sharing - just load this world and join to it. - open government, legislation tab. You can see 2 laws: ![image](https://user-images.githubusercontent.com/45708377/84125057-af135800-aa44-11ea-93e1-3b08a15a0463.png) - law 4 is bugged law. In tooltip you can see that it will be dissabled after 20 min, but this happen only after restart and I can easy fix it. Just broke room: ![image](https://user-images.githubusercontent.com/45708377/84125240-f0a40300-aa44-11ea-9b51-22183b67a047.png) - and repair it (or maybe you just need to wait some time): ![image](https://user-images.githubusercontent.com/45708377/84125348-16c9a300-aa45-11ea-99f3-124cc113fd01.png) - So next try to see why this law works. This law is contained on court. But if you check this court then you can see that information is wrong: ![image](https://user-images.githubusercontent.com/45708377/84125586-690ac400-aa45-11ea-80b9-d4a105f4531e.png) ![image](https://user-images.githubusercontent.com/45708377/84125617-745def80-aa45-11ea-969e-271c3584e145.png) We will continue to investigate the bug with the possibility of this situation, but in any case need to fix existing such law. This law should be disabled. Or we need to make admin command to delete this law.",1.0,"[0.9.0 staging-1594] Law may exist without attaching to c any court - First of all this is a bug, but We met this bug 3 times for all period. First time it was near 3 week ago after big changes in civics and it was in migration playtest. Second and third time was yesterday and today. But we can't reproduce it. But the worst tning that I can't delete this law with dev tier. And this law works. It happen after revise law. So the simplest steps: - create any law 1. - /civics winelection - revise law 1. It should rename it to law 2. - /civics winelection. Law 1 will be removed, law 2 should be move to law cell, but sometimes ( I would say very very rarely) this law will removed from court, but it still exist. So I provide save files with such law: https://drive.google.com/file/d/1XlwyvwMtxwVs2kiyvdTDYVhnqvqQjzxh/view?usp=sharing - just load this world and join to it. - open government, legislation tab. You can see 2 laws: ![image](https://user-images.githubusercontent.com/45708377/84125057-af135800-aa44-11ea-93e1-3b08a15a0463.png) - law 4 is bugged law. In tooltip you can see that it will be dissabled after 20 min, but this happen only after restart and I can easy fix it. Just broke room: ![image](https://user-images.githubusercontent.com/45708377/84125240-f0a40300-aa44-11ea-9b51-22183b67a047.png) - and repair it (or maybe you just need to wait some time): ![image](https://user-images.githubusercontent.com/45708377/84125348-16c9a300-aa45-11ea-99f3-124cc113fd01.png) - So next try to see why this law works. This law is contained on court. But if you check this court then you can see that information is wrong: ![image](https://user-images.githubusercontent.com/45708377/84125586-690ac400-aa45-11ea-80b9-d4a105f4531e.png) ![image](https://user-images.githubusercontent.com/45708377/84125617-745def80-aa45-11ea-969e-271c3584e145.png) We will continue to investigate the bug with the possibility of this situation, but in any case need to fix existing such law. This law should be disabled. Or we need to make admin command to delete this law.",1, law may exist without attaching to c any court first of all this is a bug but we met this bug times for all period first time it was near week ago after big changes in civics and it was in migration playtest second and third time was yesterday and today but we can t reproduce it but the worst tning that i can t delete this law with dev tier and this law works it happen after revise law so the simplest steps create any law civics winelection revise law it should rename it to law civics winelection law will be removed law should be move to law cell but sometimes i would say very very rarely this law will removed from court but it still exist so i provide save files with such law just load this world and join to it open government legislation tab you can see laws law is bugged law in tooltip you can see that it will be dissabled after min but this happen only after restart and i can easy fix it just broke room and repair it or maybe you just need to wait some time so next try to see why this law works this law is contained on court but if you check this court then you can see that information is wrong we will continue to investigate the bug with the possibility of this situation but in any case need to fix existing such law this law should be disabled or we need to make admin command to delete this law ,1 306938,9413345189.0,IssuesEvent,2019-04-10 07:33:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Door Block Destroy Exploit,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Place a door. Place any carriable item (non constructed) within the ""doorframe"" when the door is open. Remove the door with a hammer. **Expected behavior:** Either the carriable item should not be able to be placed within the doorframe, or the block should not disappear with the door. **Actual behavior:** The door is returned to the player's inventory, but the placed block disappears. (can stack)",1.0,"USER ISSUE: Door Block Destroy Exploit - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Place a door. Place any carriable item (non constructed) within the ""doorframe"" when the door is open. Remove the door with a hammer. **Expected behavior:** Either the carriable item should not be able to be placed within the doorframe, or the block should not disappear with the door. **Actual behavior:** The door is returned to the player's inventory, but the placed block disappears. (can stack)",1,user issue door block destroy exploit version beta steps to reproduce place a door place any carriable item non constructed within the doorframe when the door is open remove the door with a hammer expected behavior either the carriable item should not be able to be placed within the doorframe or the block should not disappear with the door actual behavior the door is returned to the player s inventory but the placed block disappears can stack ,1 284849,8751371137.0,IssuesEvent,2018-12-13 22:06:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: missing longs,Medium Priority,"**Version:** 0.6.4.0 alpha **Steps to Reproduce:** pick up hew logs **Expected behavior:** does not show a picture and text in carry. **Actual behavior:** is does not show that you are carrieng hews, there is even no text, but it shows that you are carrieng someting.",1.0,"USER ISSUE: missing longs - **Version:** 0.6.4.0 alpha **Steps to Reproduce:** pick up hew logs **Expected behavior:** does not show a picture and text in carry. **Actual behavior:** is does not show that you are carrieng hews, there is even no text, but it shows that you are carrieng someting.",1,user issue missing longs version alpha steps to reproduce pick up hew logs expected behavior does not show a picture and text in carry actual behavior is does not show that you are carrieng hews there is even no text but it shows that you are carrieng someting ,1 511685,14879631001.0,IssuesEvent,2021-01-20 08:00:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Room calculation should list all considered blocks,Category: Gameplay Needs Task Plan Priority: Medium Squad: Otter Status: Fixed,"https://www.reddit.com/r/EcoGlobalSurvival/comments/k190gr/suggestions_on_why_the_room_tier_isnt_being/ Here it's saying the room is 3.26 but all the listed materials are 4 - there must be some blocks that are not being included in the display, the kitty-corner pieces probably. Include those in the displayed materials. ",1.0,"Room calculation should list all considered blocks - https://www.reddit.com/r/EcoGlobalSurvival/comments/k190gr/suggestions_on_why_the_room_tier_isnt_being/ Here it's saying the room is 3.26 but all the listed materials are 4 - there must be some blocks that are not being included in the display, the kitty-corner pieces probably. Include those in the displayed materials. ",1,room calculation should list all considered blocks here it s saying the room is but all the listed materials are there must be some blocks that are not being included in the display the kitty corner pieces probably include those in the displayed materials ,1 454958,13109743593.0,IssuesEvent,2020-08-04 19:17:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging 1489] Invertebrate disable visuals option,Category: Gameplay Priority: Medium,Somewhat need an option to disable invertebrate visually appearing ingame due to users that have Arachnaphobia or a phobia of insects being unable to play the game safely/without fear,1.0,[0.9.0 Staging 1489] Invertebrate disable visuals option - Somewhat need an option to disable invertebrate visually appearing ingame due to users that have Arachnaphobia or a phobia of insects being unable to play the game safely/without fear,1, invertebrate disable visuals option somewhat need an option to disable invertebrate visually appearing ingame due to users that have arachnaphobia or a phobia of insects being unable to play the game safely without fear,1 462745,13252806079.0,IssuesEvent,2020-08-20 06:19:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Show in world heatmap only shows property,Category: Gameplay Priority: Medium Status: Fixed,"With nothing but ""show in world"" ticked in world layers it always and only shows the properties as if you are holding the claim stake. Other ""yield potential"" or ""populations"" can be ticked, but what is visible in world doesn't change from the highlighted property. ![image](https://user-images.githubusercontent.com/69574955/89989429-90009480-dc46-11ea-84fb-50339a8b9a4b.png) ",1.0,"Show in world heatmap only shows property - With nothing but ""show in world"" ticked in world layers it always and only shows the properties as if you are holding the claim stake. Other ""yield potential"" or ""populations"" can be ticked, but what is visible in world doesn't change from the highlighted property. ![image](https://user-images.githubusercontent.com/69574955/89989429-90009480-dc46-11ea-84fb-50339a8b9a4b.png) ",1,show in world heatmap only shows property with nothing but show in world ticked in world layers it always and only shows the properties as if you are holding the claim stake other yield potential or populations can be ticked but what is visible in world doesn t change from the highlighted property ,1 385370,11419721681.0,IssuesEvent,2020-02-03 08:39:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1329]Need to limit max District count in Userstatus UI,Priority: Medium Status: Fixed Status: Reopen,"May be show 3 max and other districts in tooltip. Or something else: ![unknown (1)](https://user-images.githubusercontent.com/45708377/71953610-d8109200-31f3-11ea-8de5-f99318ef13f6.png) Also need to use all free space: ![image](https://user-images.githubusercontent.com/45708377/71953675-068e6d00-31f4-11ea-8758-6d266cdbc781.png) Districts can be with long name. ",1.0,"[0.9.0 staging-1329]Need to limit max District count in Userstatus UI - May be show 3 max and other districts in tooltip. Or something else: ![unknown (1)](https://user-images.githubusercontent.com/45708377/71953610-d8109200-31f3-11ea-8de5-f99318ef13f6.png) Also need to use all free space: ![image](https://user-images.githubusercontent.com/45708377/71953675-068e6d00-31f4-11ea-8758-6d266cdbc781.png) Districts can be with long name. ",1, need to limit max district count in userstatus ui may be show max and other districts in tooltip or something else also need to use all free space districts can be with long name ,1 374225,11082187757.0,IssuesEvent,2019-12-13 11:29:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1293] Notifications don't tell you about needing in Labor.,Medium Priority,"Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. - start Bow order. See notification: ![image](https://user-images.githubusercontent.com/45708377/70796948-76a40180-1db4-11ea-95b0-36e38205b2b5.png) But first of all I need Labor. Another problem if you have all resourses but no labor you can't see any notifications about it. Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. Add all ingredients for Bow projects (16 Birch Log and 30 Plant Fiber). ![image](https://user-images.githubusercontent.com/45708377/70797082-cb477c80-1db4-11ea-9bad-db3df914da5e.png) - Start Bow order. I don't see any notification about Project halted. ![image](https://user-images.githubusercontent.com/45708377/70797130-eca86880-1db4-11ea-84a8-d95be188ce9c.png) ",1.0,"[0.9.0 staging-1293] Notifications don't tell you about needing in Labor. - Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. - start Bow order. See notification: ![image](https://user-images.githubusercontent.com/45708377/70796948-76a40180-1db4-11ea-95b0-36e38205b2b5.png) But first of all I need Labor. Another problem if you have all resourses but no labor you can't see any notifications about it. Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. Add all ingredients for Bow projects (16 Birch Log and 30 Plant Fiber). ![image](https://user-images.githubusercontent.com/45708377/70797082-cb477c80-1db4-11ea-9bad-db3df914da5e.png) - Start Bow order. I don't see any notification about Project halted. ![image](https://user-images.githubusercontent.com/45708377/70797130-eca86880-1db4-11ea-84a8-d95be188ce9c.png) ",1, notifications don t tell you about needing in labor step to reproduce spawn workbench stockpile add birch log to stockpile start bow order see notification but first of all i need labor another problem if you have all resourses but no labor you can t see any notifications about it step to reproduce spawn workbench stockpile add birch log to stockpile add all ingredients for bow projects birch log and plant fiber start bow order i don t see any notification about project halted ,1 544133,15890020144.0,IssuesEvent,2021-04-10 13:54:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.4 Release-156/0.9.3 Release-184]Inconsistencies with Pipe Connection for cross-fitting joint,Category: Gameplay Priority: Medium,"Build: - 0.9.2.4 Release-156 - 0.9.3 Release-184 ----------------------------------------------------------------------- ### Issue There are actually multiple issues with pipe connection both visually and length inconsistency. - [ ] For some reason, attaching a pipe on the top of another adds an extra length that's almost half of the length of the pipe. However, attaching it at the bottom of another pipe doesn't give any extra length. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c17f5215-48af-4c75-ba59-a2f24ea95629) - [ ] There's also a visual inconsistency with the design of the pipe when attached at the top of another pipe. All pipes attached from North, South, East, and West (Horizontally) show a consistent and uniform pipe design as well as the bottom (Vertically). However, the top pipe doesn't seem to follow the design for consistency. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/07622deb-c779-4834-9138-44923deaf21a) Reproducible with all types of pipe such as Iron, Copper, and Steel.",1.0,"[0.9.2.4 Release-156/0.9.3 Release-184]Inconsistencies with Pipe Connection for cross-fitting joint - Build: - 0.9.2.4 Release-156 - 0.9.3 Release-184 ----------------------------------------------------------------------- ### Issue There are actually multiple issues with pipe connection both visually and length inconsistency. - [ ] For some reason, attaching a pipe on the top of another adds an extra length that's almost half of the length of the pipe. However, attaching it at the bottom of another pipe doesn't give any extra length. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c17f5215-48af-4c75-ba59-a2f24ea95629) - [ ] There's also a visual inconsistency with the design of the pipe when attached at the top of another pipe. All pipes attached from North, South, East, and West (Horizontally) show a consistent and uniform pipe design as well as the bottom (Vertically). However, the top pipe doesn't seem to follow the design for consistency. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/07622deb-c779-4834-9138-44923deaf21a) Reproducible with all types of pipe such as Iron, Copper, and Steel.",1, inconsistencies with pipe connection for cross fitting joint build release release issue there are actually multiple issues with pipe connection both visually and length inconsistency for some reason attaching a pipe on the top of another adds an extra length that s almost half of the length of the pipe however attaching it at the bottom of another pipe doesn t give any extra length there s also a visual inconsistency with the design of the pipe when attached at the top of another pipe all pipes attached from north south east and west horizontally show a consistent and uniform pipe design as well as the bottom vertically however the top pipe doesn t seem to follow the design for consistency reproducible with all types of pipe such as iron copper and steel ,1 480052,13822578177.0,IssuesEvent,2020-10-13 05:25:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Bugreports: sanitise exception messages,Priority: Medium Type: Task,"Sanitise exception messages to remove potential user info and allow them to be matched properly. Currently any exception message with a file path has the potential of creating a new report, because where people install the server varies greatly. Some people also install it in their user folder.",1.0,"Bugreports: sanitise exception messages - Sanitise exception messages to remove potential user info and allow them to be matched properly. Currently any exception message with a file path has the potential of creating a new report, because where people install the server varies greatly. Some people also install it in their user folder.",1,bugreports sanitise exception messages sanitise exception messages to remove potential user info and allow them to be matched properly currently any exception message with a file path has the potential of creating a new report because where people install the server varies greatly some people also install it in their user folder ,1 250510,7978126370.0,IssuesEvent,2018-07-17 17:20:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,OutOfMemoryException,High Priority Medium Priority,"**==Sent from Eco Crash Server==** **Details:** Message: The array dimensions have exceeded the supported range Source:mscorlib **Stack:** at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldArea area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldArea area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_3() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj)",2.0,"OutOfMemoryException - **==Sent from Eco Crash Server==** **Details:** Message: The array dimensions have exceeded the supported range Source:mscorlib **Stack:** at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldArea area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldArea area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_3() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj)",1,outofmemoryexception sent from eco crash server details message the array dimensions have exceeded the supported range source mscorlib stack at system collections generic list set capacity value at system collections generic list ensurecapacity min at system collections generic list add t item at eco simulation worldlayers pushers plantspawner apply worldarea area single layervalues worldlayerneighborinfo neighborvalues at eco simulation worldlayers layers worldlayer lt gt c b pos worldarea area at eco simulation worldlayers layers worldlayer foreachcell action action at eco simulation worldlayers newworldlayersync push at eco simulation worldlayers worldlayersync lt gt c b at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayersync tick at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayermanager tick at eco simulation worldlayers worldlayermanager trytick at eco simulation worldlayers worldlayermanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj ,1 454674,13105692565.0,IssuesEvent,2020-08-04 12:38:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sun doesnt match directional angle anymore,Category: Gameplay Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/3536496/87825827-ae809500-c82c-11ea-8446-0846a701d417.png) Possibly due to a change I think Keegan made that limits sunset/sunrise time? ",1.0,"Sun doesnt match directional angle anymore - ![image](https://user-images.githubusercontent.com/3536496/87825827-ae809500-c82c-11ea-8446-0846a701d417.png) Possibly due to a change I think Keegan made that limits sunset/sunrise time? ",1,sun doesnt match directional angle anymore possibly due to a change i think keegan made that limits sunset sunrise time ,1 562227,16654502771.0,IssuesEvent,2021-06-05 09:13:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Staging 2008] Sleeping timer not working,Category: UI Priority: Medium Regression Type: Bug,"Sleeping timer no longer shows the time spent sleeping, instead showing ""hours"" , ""minutes"", & ""seconds"" ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/bd2eb589-0e3b-4f54-90bf-2d61e5903ee8) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/8e4ad30f-c7a9-412f-bd14-35e6f8afadf4) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/6aab78f4-7154-4a5d-a1e7-dc2d95cd78d3) Repro: - Put down a bed inside a room - Use sleeping function - Observe Timer",1.0,"[9.4 Staging 2008] Sleeping timer not working - Sleeping timer no longer shows the time spent sleeping, instead showing ""hours"" , ""minutes"", & ""seconds"" ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/bd2eb589-0e3b-4f54-90bf-2d61e5903ee8) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/8e4ad30f-c7a9-412f-bd14-35e6f8afadf4) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/6aab78f4-7154-4a5d-a1e7-dc2d95cd78d3) Repro: - Put down a bed inside a room - Use sleeping function - Observe Timer",1, sleeping timer not working sleeping timer no longer shows the time spent sleeping instead showing hours minutes seconds repro put down a bed inside a room use sleeping function observe timer,1 355941,10586545482.0,IssuesEvent,2019-10-08 19:58:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Use Profanity filter to screen names used in game,Medium Priority,"This has come up several times as to why words filtered by the profanity filter are not blocked for use as names. Many admins adjust the profanity filter for their needs but then have the issue of names being used that are offensive and are words that they have in the profanity filter list. They would like the profanity filter also filter and block when used as a name. Steam pretty much allows usage of all words as names and leaves it up to game to block inappropriate and/or offensive names but at this time nothing really blocks names for Eco. If a word is in the profanity filter it shuld not be allowed as a player name. This also gives the Admin control over names on their server as they can add to the list as they feel appropriate (or remove as the case maybe). As I was told by a very nice server owner ""If you can't say it in chat you should not have it floating over your head all day to force others to read"".",1.0,"Use Profanity filter to screen names used in game - This has come up several times as to why words filtered by the profanity filter are not blocked for use as names. Many admins adjust the profanity filter for their needs but then have the issue of names being used that are offensive and are words that they have in the profanity filter list. They would like the profanity filter also filter and block when used as a name. Steam pretty much allows usage of all words as names and leaves it up to game to block inappropriate and/or offensive names but at this time nothing really blocks names for Eco. If a word is in the profanity filter it shuld not be allowed as a player name. This also gives the Admin control over names on their server as they can add to the list as they feel appropriate (or remove as the case maybe). As I was told by a very nice server owner ""If you can't say it in chat you should not have it floating over your head all day to force others to read"".",1,use profanity filter to screen names used in game this has come up several times as to why words filtered by the profanity filter are not blocked for use as names many admins adjust the profanity filter for their needs but then have the issue of names being used that are offensive and are words that they have in the profanity filter list they would like the profanity filter also filter and block when used as a name steam pretty much allows usage of all words as names and leaves it up to game to block inappropriate and or offensive names but at this time nothing really blocks names for eco if a word is in the profanity filter it shuld not be allowed as a player name this also gives the admin control over names on their server as they can add to the list as they feel appropriate or remove as the case maybe as i was told by a very nice server owner if you can t say it in chat you should not have it floating over your head all day to force others to read ,1 244464,7875299712.0,IssuesEvent,2018-06-25 19:57:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cannot move powered cart inventory,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Try to drag the powered cart inventory **Expected behavior:** it moves (fuel prob blocking) **Actual behavior:** nothing",1.0,"USER ISSUE: Cannot move powered cart inventory - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Try to drag the powered cart inventory **Expected behavior:** it moves (fuel prob blocking) **Actual behavior:** nothing",1,user issue cannot move powered cart inventory version beta steps to reproduce try to drag the powered cart inventory expected behavior it moves fuel prob blocking actual behavior nothing,1 253291,8053782574.0,IssuesEvent,2018-08-02 01:08:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Authorizing a stockpile for withe-list leaves it inaccessible,Medium Priority,"Version: 0.7.6.3 beta I tried to authorize a large stockpile for both players by withe-list, but was not accepted. After this try the stockpile appeared red and inaccessible. As I realized then, the stockpile was partially on public unclaimed ground, but could not claim the missing plot nor give up the overlapped claims ( hoping for meteor impact ) ![whitelist](https://user-images.githubusercontent.com/38510829/43535867-5c3f4c5a-95bb-11e8-8bc9-9d2267ebf33e.jpg) ",1.0,"Authorizing a stockpile for withe-list leaves it inaccessible - Version: 0.7.6.3 beta I tried to authorize a large stockpile for both players by withe-list, but was not accepted. After this try the stockpile appeared red and inaccessible. As I realized then, the stockpile was partially on public unclaimed ground, but could not claim the missing plot nor give up the overlapped claims ( hoping for meteor impact ) ![whitelist](https://user-images.githubusercontent.com/38510829/43535867-5c3f4c5a-95bb-11e8-8bc9-9d2267ebf33e.jpg) ",1,authorizing a stockpile for withe list leaves it inaccessible version beta i tried to authorize a large stockpile for both players by withe list but was not accepted after this try the stockpile appeared red and inaccessible as i realized then the stockpile was partially on public unclaimed ground but could not claim the missing plot nor give up the overlapped claims hoping for meteor impact ,1 464211,13308015584.0,IssuesEvent,2020-08-25 23:42:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 Staging] Need sprite for Barter Trade ,Category: Art Priority: Medium,"The trade game action is now split into two: Barter Trade & Currency Trade We need a new sprite for the Barter Trade game action. The old icon for Trade can be used for Currency Trade.",1.0,"[0.9.0 Staging] Need sprite for Barter Trade - The trade game action is now split into two: Barter Trade & Currency Trade We need a new sprite for the Barter Trade game action. The old icon for Trade can be used for Currency Trade.",1, need sprite for barter trade the trade game action is now split into two barter trade currency trade we need a new sprite for the barter trade game action the old icon for trade can be used for currency trade ,1 502000,14538036794.0,IssuesEvent,2020-12-15 09:56:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,clear old builds from s3 once a month,Category: Cloud Worlds Priority: Medium,"keep all release builds. clear all other builds over a month old. use s3 api and cron job or open to suggestions",1.0,"clear old builds from s3 once a month - keep all release builds. clear all other builds over a month old. use s3 api and cron job or open to suggestions",1,clear old builds from once a month keep all release builds clear all other builds over a month old use api and cron job or open to suggestions,1 389021,11496382672.0,IssuesEvent,2020-02-12 07:49:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1399] Crushed Stone isn't only in top layer.,Priority: Medium,"I don't really know, but seems it's a bug. ![image](https://user-images.githubusercontent.com/45708377/74313620-1534ea80-4d85-11ea-9e3a-a505a324ee7e.png) ![image](https://user-images.githubusercontent.com/45708377/74313724-4b726a00-4d85-11ea-819e-941d92f3b271.png) ",1.0,"[0.9.0 staging-1399] Crushed Stone isn't only in top layer. - I don't really know, but seems it's a bug. ![image](https://user-images.githubusercontent.com/45708377/74313620-1534ea80-4d85-11ea-9e3a-a505a324ee7e.png) ![image](https://user-images.githubusercontent.com/45708377/74313724-4b726a00-4d85-11ea-819e-941d92f3b271.png) ",1, crushed stone isn t only in top layer i don t really know but seems it s a bug ,1 367105,10840500253.0,IssuesEvent,2019-11-12 08:28:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 staging-1075] Glitch changing bank account in store,Fixed Medium Priority QA,"Step to reproduce: - go to somebody store - open store - delete value ![image](https://user-images.githubusercontent.com/45708377/62775242-c776b700-baaf-11e9-8cff-6eb70ecd1d44.png) - try to change bamk account, bank account changes but value is wrong. ![image](https://user-images.githubusercontent.com/45708377/62775351-0f95d980-bab0-11e9-92d6-8dd89df3c945.png) ",1.0,"[0.8.3.0 staging-1075] Glitch changing bank account in store - Step to reproduce: - go to somebody store - open store - delete value ![image](https://user-images.githubusercontent.com/45708377/62775242-c776b700-baaf-11e9-8cff-6eb70ecd1d44.png) - try to change bamk account, bank account changes but value is wrong. ![image](https://user-images.githubusercontent.com/45708377/62775351-0f95d980-bab0-11e9-92d6-8dd89df3c945.png) ",1, glitch changing bank account in store step to reproduce go to somebody store open store delete value try to change bamk account bank account changes but value is wrong ,1 23518,4021017168.0,IssuesEvent,2016-05-16 20:29:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fence Texture failure,needs testing,"http://ecoforum.strangeloopgames.com/topic/498/fence-texture-failure Hi, when placing a fence on top of another one, the one below changes into a block with weird fence texture",1.0,"Fence Texture failure - http://ecoforum.strangeloopgames.com/topic/498/fence-texture-failure Hi, when placing a fence on top of another one, the one below changes into a block with weird fence texture",0,fence texture failure hi when placing a fence on top of another one the one below changes into a block with weird fence texture,0 208740,7157919191.0,IssuesEvent,2018-01-26 21:50:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Placed logs rapidly with right click while carrying food, caused a client interaction desync",Medium Priority,"The placed logs showed up, but couldn't be picked up again. Then the carried slot icon was out of sync (showed empty when it should have had more logs that I picked up). Re-logging fixed it.",1.0,"Placed logs rapidly with right click while carrying food, caused a client interaction desync - The placed logs showed up, but couldn't be picked up again. Then the carried slot icon was out of sync (showed empty when it should have had more logs that I picked up). Re-logging fixed it.",1,placed logs rapidly with right click while carrying food caused a client interaction desync the placed logs showed up but couldn t be picked up again then the carried slot icon was out of sync showed empty when it should have had more logs that i picked up re logging fixed it ,1 536508,15709953607.0,IssuesEvent,2021-03-27 00:00:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1964]Amendments priority number affects more than one civic article,Category: Laws Priority: Medium Type: Bug,"Build: 0.9.3 Staging-1964 ### Issue When drafting multiple article Amendments in one submission, changing the priority number also affects the priority number of other articles included on the said draft. Repro: 1. Interact with Amendment Table. 2. Draft Amendment with more than 2 article sections. 3. Submit. 4. Edit the drafted Amendment you've done on Step 2 and set priority for each article. 5. Observe. Actual Result: Changing the priority number of an article included in the submitted Amendment draft affects the priority number of other articles on the said draft. Expected Result: Changing priority number should not affect the priority number of other civic articles included in the draft Video Repro: 3 Articles https://images.zenhubusercontent.com/42199084/8a1390a9-707f-4c14-885b-9b9d96827d18/2021_03_27_07_45_trim.mp4 4 Articles https://images.zenhubusercontent.com/42199084/281554f0-ea9d-4d5a-a8ac-877ae8caa68b/2021_03_27_07_49_trim.mp4",1.0,"[0.9.3 Staging-1964]Amendments priority number affects more than one civic article - Build: 0.9.3 Staging-1964 ### Issue When drafting multiple article Amendments in one submission, changing the priority number also affects the priority number of other articles included on the said draft. Repro: 1. Interact with Amendment Table. 2. Draft Amendment with more than 2 article sections. 3. Submit. 4. Edit the drafted Amendment you've done on Step 2 and set priority for each article. 5. Observe. Actual Result: Changing the priority number of an article included in the submitted Amendment draft affects the priority number of other articles on the said draft. Expected Result: Changing priority number should not affect the priority number of other civic articles included in the draft Video Repro: 3 Articles https://images.zenhubusercontent.com/42199084/8a1390a9-707f-4c14-885b-9b9d96827d18/2021_03_27_07_45_trim.mp4 4 Articles https://images.zenhubusercontent.com/42199084/281554f0-ea9d-4d5a-a8ac-877ae8caa68b/2021_03_27_07_49_trim.mp4",1, amendments priority number affects more than one civic article build staging issue when drafting multiple article amendments in one submission changing the priority number also affects the priority number of other articles included on the said draft repro interact with amendment table draft amendment with more than article sections submit edit the drafted amendment you ve done on step and set priority for each article observe actual result changing the priority number of an article included in the submitted amendment draft affects the priority number of other articles on the said draft expected result changing priority number should not affect the priority number of other civic articles included in the draft video repro articles articles ,1 368784,10884452128.0,IssuesEvent,2019-11-18 08:19:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1206] Add amount of ingredients in tooltip,Medium Priority,"**Version:** 0.9.0.0 beta staging-debug But... HOW MUCH INGREDIENTS??? ![изображение](https://user-images.githubusercontent.com/4980243/67798676-0441c100-fa95-11e9-91ad-98a093f66c3c.png) ",1.0,"[0.9.0 staging-1206] Add amount of ingredients in tooltip - **Version:** 0.9.0.0 beta staging-debug But... HOW MUCH INGREDIENTS??? ![изображение](https://user-images.githubusercontent.com/4980243/67798676-0441c100-fa95-11e9-91ad-98a093f66c3c.png) ",1, add amount of ingredients in tooltip version beta staging debug but how much ingredients ,1 395715,11695377493.0,IssuesEvent,2020-03-06 07:20:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Possibility to disable Order icons,Priority: Medium Type: Feature,"On craftable and Top rifht corner: ![image](https://user-images.githubusercontent.com/45708377/76060932-78d0c300-5f93-11ea-89a0-9508ee08a0d5.png) Add it to General setting like block description. Something like that: ![image](https://user-images.githubusercontent.com/45708377/76061208-16c48d80-5f94-11ea-8f02-4ed5f671cc19.png) ",1.0,"Possibility to disable Order icons - On craftable and Top rifht corner: ![image](https://user-images.githubusercontent.com/45708377/76060932-78d0c300-5f93-11ea-89a0-9508ee08a0d5.png) Add it to General setting like block description. Something like that: ![image](https://user-images.githubusercontent.com/45708377/76061208-16c48d80-5f94-11ea-8f02-4ed5f671cc19.png) ",1,possibility to disable order icons on craftable and top rifht corner add it to general setting like block description something like that ,1 555704,16463701356.0,IssuesEvent,2021-05-22 01:42:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3.4 release] Macaroons need a buff,Category: Balance Priority: Medium Squad: Redwood Type: Task,We have this very fun food Macaroons but no one makes it because the benefit is not worth the cost. We should adjust the ingredient cost / nutrients so it is a viable food.,1.0,[0.9.3.4 release] Macaroons need a buff - We have this very fun food Macaroons but no one makes it because the benefit is not worth the cost. We should adjust the ingredient cost / nutrients so it is a viable food.,1, macaroons need a buff we have this very fun food macaroons but no one makes it because the benefit is not worth the cost we should adjust the ingredient cost nutrients so it is a viable food ,1 492609,14216555990.0,IssuesEvent,2020-11-17 09:09:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-66] Strange hands animation when you use A/D(Left/Right) to leave ladder,Category: Gameplay Priority: Medium Status: Fixed Status: Reopen,"and space too: https://drive.google.com/file/d/15kZ0OjVIwGuVqF_DjWmeyhf4JbfPX40P/view?usp=sharing Should I be able to move to another ladder using A / D? ![image](https://user-images.githubusercontent.com/45708377/94424510-045dab80-0193-11eb-847c-6ca8f6aad0ce.png) ",1.0,"[0.9.0 develop-66] Strange hands animation when you use A/D(Left/Right) to leave ladder - and space too: https://drive.google.com/file/d/15kZ0OjVIwGuVqF_DjWmeyhf4JbfPX40P/view?usp=sharing Should I be able to move to another ladder using A / D? ![image](https://user-images.githubusercontent.com/45708377/94424510-045dab80-0193-11eb-847c-6ca8f6aad0ce.png) ",1, strange hands animation when you use a d left right to leave ladder and space too should i be able to move to another ladder using a d ,1 243262,7854845444.0,IssuesEvent,2018-06-20 22:18:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,V7.5 Stage : Cant jump out of water,Medium Priority,"Pressing space key frequently but cant climb the strand. Some block along the coast it works as in earlier Versions. But next try on an other position again. The 'jump' Animation isn't running, or only for 2 or 3 Pixel ;-) ![20180620010516_1](https://user-images.githubusercontent.com/22961978/41628753-4fffc8ea-7426-11e8-8f26-1d5d07ad58a3.jpg) ",1.0,"V7.5 Stage : Cant jump out of water - Pressing space key frequently but cant climb the strand. Some block along the coast it works as in earlier Versions. But next try on an other position again. The 'jump' Animation isn't running, or only for 2 or 3 Pixel ;-) ![20180620010516_1](https://user-images.githubusercontent.com/22961978/41628753-4fffc8ea-7426-11e8-8f26-1d5d07ad58a3.jpg) ",1, stage cant jump out of water pressing space key frequently but cant climb the strand some block along the coast it works as in earlier versions but next try on an other position again the jump animation isn t running or only for or pixel ,1 254731,8087331270.0,IssuesEvent,2018-08-09 01:05:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Animal corpses disappear very quickly,Medium Priority,Currently when killing an animal you have about 30-60 seconds to harvest the corpse. It seems like they should stick around for at least 5 minutes.,1.0,Animal corpses disappear very quickly - Currently when killing an animal you have about 30-60 seconds to harvest the corpse. It seems like they should stick around for at least 5 minutes.,1,animal corpses disappear very quickly currently when killing an animal you have about seconds to harvest the corpse it seems like they should stick around for at least minutes ,1 544634,15895263663.0,IssuesEvent,2021-04-11 13:23:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Drop down notifications polish,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed,"![animx22](https://user-images.githubusercontent.com/3536496/95926409-16357600-0d71-11eb-983f-5831f45e79de.gif) - [x] Transitions are awkward for pulling/raising this bar: - When you pull it down, it does a little jerk at the start. It should be doing the lerp out_back, so that it overpulls and then clicks into place (think opening a pull-down window shade) - When you pull it up, it should do in_back, so the over-pull happens first, then it rolls up. - Also noticed that the rollup goes all the way to the top. It should go back to where it was when I pulled it down. ![image](https://user-images.githubusercontent.com/3536496/95926310-ceaeea00-0d70-11eb-8a50-9e91b4b9637e.png) - [x] Setting the expanded height to full should bring it much further down, almost touching the toolbar. It should default to this max level. Make sure the settings panel doesnt go off the edge when you do this. - [x] Closing the cursor (pressing escape or clicking the landscape) while this panel is expanded should bring it back to its regular unexpanded size. - [x] Clicking in the blank background of this notification window should expand it or collapse it ",1.0,"Drop down notifications polish - ![animx22](https://user-images.githubusercontent.com/3536496/95926409-16357600-0d71-11eb-983f-5831f45e79de.gif) - [x] Transitions are awkward for pulling/raising this bar: - When you pull it down, it does a little jerk at the start. It should be doing the lerp out_back, so that it overpulls and then clicks into place (think opening a pull-down window shade) - When you pull it up, it should do in_back, so the over-pull happens first, then it rolls up. - Also noticed that the rollup goes all the way to the top. It should go back to where it was when I pulled it down. ![image](https://user-images.githubusercontent.com/3536496/95926310-ceaeea00-0d70-11eb-8a50-9e91b4b9637e.png) - [x] Setting the expanded height to full should bring it much further down, almost touching the toolbar. It should default to this max level. Make sure the settings panel doesnt go off the edge when you do this. - [x] Closing the cursor (pressing escape or clicking the landscape) while this panel is expanded should bring it back to its regular unexpanded size. - [x] Clicking in the blank background of this notification window should expand it or collapse it ",1,drop down notifications polish transitions are awkward for pulling raising this bar when you pull it down it does a little jerk at the start it should be doing the lerp out back so that it overpulls and then clicks into place think opening a pull down window shade when you pull it up it should do in back so the over pull happens first then it rolls up also noticed that the rollup goes all the way to the top it should go back to where it was when i pulled it down setting the expanded height to full should bring it much further down almost touching the toolbar it should default to this max level make sure the settings panel doesnt go off the edge when you do this closing the cursor pressing escape or clicking the landscape while this panel is expanded should bring it back to its regular unexpanded size clicking in the blank background of this notification window should expand it or collapse it ,1 394141,11632557646.0,IssuesEvent,2020-02-28 05:36:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1244] Can't see a law description,Category: Web Priority: Medium,"When vote for the law I want to see the law's description here ![bandicam 2019-11-11 16-43-04-960](https://user-images.githubusercontent.com/27898520/68584779-58d83980-04a2-11ea-9acf-1c78794699c0.jpg) @johnkslg or something else suppose to be here?",1.0,"[0.9.0 staging-1244] Can't see a law description - When vote for the law I want to see the law's description here ![bandicam 2019-11-11 16-43-04-960](https://user-images.githubusercontent.com/27898520/68584779-58d83980-04a2-11ea-9acf-1c78794699c0.jpg) @johnkslg or something else suppose to be here?",1, can t see a law description when vote for the law i want to see the law s description here johnkslg or something else suppose to be here ,1 249096,7953791342.0,IssuesEvent,2018-07-12 03:51:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.2.3 - Items placed in Stockpile Disappears,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** Build Stockpile. Begin moving full stacks of one type of item into stockpile from another (ex: stacks of 20 stone). At random, one of the previously placed stacks disappears. No other stockpiles are linked to the stockpile and no crafting is occurring at the time. So far, this only seems to occur when moving items from one stockpile to another. Moving items from character inventory or cart did not seem to trigger the issue (yet). **Expected behavior:** Items get placed in stockpile **Actual behavior:** Some items (random) disappear. No crash, just items disappearing. On one stockpile, it happened each time I tried to place a third stack of the same item. On another, it was random and allowed me to place 5 of one (mortared stone), but then caused the second of the next type (sand) to disappear. ",1.0,"7.2.3 - Items placed in Stockpile Disappears - **Version:** 0.7.2.3 beta **Steps to Reproduce:** Build Stockpile. Begin moving full stacks of one type of item into stockpile from another (ex: stacks of 20 stone). At random, one of the previously placed stacks disappears. No other stockpiles are linked to the stockpile and no crafting is occurring at the time. So far, this only seems to occur when moving items from one stockpile to another. Moving items from character inventory or cart did not seem to trigger the issue (yet). **Expected behavior:** Items get placed in stockpile **Actual behavior:** Some items (random) disappear. No crash, just items disappearing. On one stockpile, it happened each time I tried to place a third stack of the same item. On another, it was random and allowed me to place 5 of one (mortared stone), but then caused the second of the next type (sand) to disappear. ",1, items placed in stockpile disappears version beta steps to reproduce build stockpile begin moving full stacks of one type of item into stockpile from another ex stacks of stone at random one of the previously placed stacks disappears no other stockpiles are linked to the stockpile and no crafting is occurring at the time so far this only seems to occur when moving items from one stockpile to another moving items from character inventory or cart did not seem to trigger the issue yet expected behavior items get placed in stockpile actual behavior some items random disappear no crash just items disappearing on one stockpile it happened each time i tried to place a third stack of the same item on another it was random and allowed me to place of one mortared stone but then caused the second of the next type sand to disappear ,1 198233,6971479460.0,IssuesEvent,2017-12-11 14:10:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law UI does not handle some lists,Medium Priority Web,"There's a few cases where `` works, but there are still a couple cases in the original design where it seems to do nothing (such as the if, else, otherwise list, as I've mentioned previously), and many new ones seem not to work either. This should be testable both on master and on marjie-statDatabase",1.0,"Law UI does not handle some lists - There's a few cases where `` works, but there are still a couple cases in the original design where it seems to do nothing (such as the if, else, otherwise list, as I've mentioned previously), and many new ones seem not to work either. This should be testable both on master and on marjie-statDatabase",1,law ui does not handle some lists there s a few cases where works but there are still a couple cases in the original design where it seems to do nothing such as the if else otherwise list as i ve mentioned previously and many new ones seem not to work either this should be testable both on master and on marjie statdatabase,1 534925,15652217059.0,IssuesEvent,2021-03-23 11:07:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Web Map doesn't show changes over the course of time anymore,Category: Elections Website Priority: Medium,"![image](https://user-images.githubusercontent.com/25908592/112137153-33982700-8bd0-11eb-9fb5-9fe5c4ff1e91.png) Day 1 ![image](https://user-images.githubusercontent.com/25908592/112137184-3d218f00-8bd0-11eb-8c22-42380bc7eda8.png) Day 18 Both showing the identical current map at Day 18, this worked earlier.",1.0,"Web Map doesn't show changes over the course of time anymore - ![image](https://user-images.githubusercontent.com/25908592/112137153-33982700-8bd0-11eb-9fb5-9fe5c4ff1e91.png) Day 1 ![image](https://user-images.githubusercontent.com/25908592/112137184-3d218f00-8bd0-11eb-8c22-42380bc7eda8.png) Day 18 Both showing the identical current map at Day 18, this worked earlier.",1,web map doesn t show changes over the course of time anymore day day both showing the identical current map at day this worked earlier ,1 432385,12492132635.0,IssuesEvent,2020-06-01 06:23:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wall Blocks do not connect to floor blocks and 'Glass' item may need more forms.,Category: Art Priority: Medium QA,"Glass can only face one way now. Cannot be rotated. Picture attached. [http://steamcommunity.com/sharedfiles/filedetails/?id=1345976682](url)",1.0,"Wall Blocks do not connect to floor blocks and 'Glass' item may need more forms. - Glass can only face one way now. Cannot be rotated. Picture attached. [http://steamcommunity.com/sharedfiles/filedetails/?id=1345976682](url)",1,wall blocks do not connect to floor blocks and glass item may need more forms glass can only face one way now cannot be rotated picture attached url ,1 554668,16435860772.0,IssuesEvent,2021-05-20 09:10:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-261] Objects tooltip regression.,Category: UI Priority: Medium Regression Squad: Wild Turkey Type: Bug,"- [x] 1. Object description became darker. Pretty hard to read dark text on dark background: ![image](https://user-images.githubusercontent.com/45708377/115529165-57b45a00-a29b-11eb-8052-5ee6ecb77f9f.png) Compare to 0.9.3: ![image](https://user-images.githubusercontent.com/45708377/115529277-70247480-a29b-11eb-9b68-453e10752430.png) - [x] 2. Description became Italic. Is this intended behavior? - [x] 3. ""x"" in Size became Italic and darker, Size string looks ugly now: ![image](https://user-images.githubusercontent.com/45708377/115529489-9f3ae600-a29b-11eb-90bb-07aed0105772.png) - [ ] 4. Some icons are offsetted or have strange texture: ![image](https://user-images.githubusercontent.com/45708377/115530098-238d6900-a29c-11eb-9526-950ab132918d.png) Compare to 0.9.3: ![image](https://user-images.githubusercontent.com/45708377/115530197-3869fc80-a29c-11eb-900c-86a6b39af908.png) Some more examples: ![image](https://user-images.githubusercontent.com/45708377/115530355-5cc5d900-a29c-11eb-8546-89c416bc6757.png) ![image](https://user-images.githubusercontent.com/45708377/115530474-7830e400-a29c-11eb-8bb8-91bd080cb954.png) ![image](https://user-images.githubusercontent.com/45708377/115530636-9f87b100-a29c-11eb-9854-4cd12a61a33c.png) If necessary, we will recheck all the icons.",1.0,"[0.9.4 develop-261] Objects tooltip regression. - - [x] 1. Object description became darker. Pretty hard to read dark text on dark background: ![image](https://user-images.githubusercontent.com/45708377/115529165-57b45a00-a29b-11eb-8052-5ee6ecb77f9f.png) Compare to 0.9.3: ![image](https://user-images.githubusercontent.com/45708377/115529277-70247480-a29b-11eb-9b68-453e10752430.png) - [x] 2. Description became Italic. Is this intended behavior? - [x] 3. ""x"" in Size became Italic and darker, Size string looks ugly now: ![image](https://user-images.githubusercontent.com/45708377/115529489-9f3ae600-a29b-11eb-90bb-07aed0105772.png) - [ ] 4. Some icons are offsetted or have strange texture: ![image](https://user-images.githubusercontent.com/45708377/115530098-238d6900-a29c-11eb-9526-950ab132918d.png) Compare to 0.9.3: ![image](https://user-images.githubusercontent.com/45708377/115530197-3869fc80-a29c-11eb-900c-86a6b39af908.png) Some more examples: ![image](https://user-images.githubusercontent.com/45708377/115530355-5cc5d900-a29c-11eb-8546-89c416bc6757.png) ![image](https://user-images.githubusercontent.com/45708377/115530474-7830e400-a29c-11eb-8bb8-91bd080cb954.png) ![image](https://user-images.githubusercontent.com/45708377/115530636-9f87b100-a29c-11eb-9854-4cd12a61a33c.png) If necessary, we will recheck all the icons.",1, objects tooltip regression object description became darker pretty hard to read dark text on dark background compare to description became italic is this intended behavior x in size became italic and darker size string looks ugly now some icons are offsetted or have strange texture compare to some more examples if necessary we will recheck all the icons ,1 211523,7201834131.0,IssuesEvent,2018-02-06 00:28:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Placing world objects frequently causes client side view exception,Medium Priority,"I got this to happen pretty regularly by giving myself a big stack of campfires, and clicking frantically to place them all. Not sure if the error is related to clicking frantically or just happens occasionally when placing objects or what. In my past experience, this exception is usually pretty bad, although I didn't immediately see any actual problems with the placed campfires in this case. ``` Caught exception on CampfireObject(Clone) while in NetObject ReceiveInitialState. Exception: Expected to receive type key, since there is no view mapping for GUID 6a6d35c9-e854-4c6c-8519-24ea4797b357, but type key was not given Callstack: at Eco.Shared.View.ViewManager.GetView (Eco.Shared.Serialization.BSONObject bson) [0x00000] in :0 at Eco.Shared.View.ViewManager.UnpackageViewInternal (Eco.Shared.Serialization.BSONObject bson, System.Collections.Generic.List`1 notifications) [0x00000] in :0 at Eco.Shared.View.ViewManager.UnpackageView[WorldObjectView] (Eco.Shared.Serialization.BSONObject bson) [0x00000] in :0 at WorldObject.ReceiveInitialState (Eco.Shared.Serialization.BSONObject bson) [0x00074] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\WorldObject.cs:89 at NetObjComponent.OnReceiveInitialState (Eco.Shared.Serialization.BSONObject bsonObj) [0x00013] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\NetObjComponent.cs:56 at NetObjComponent.Eco.Shared.Networking.INetObject.ReceiveInitialState (Eco.Shared.Serialization.BSONObject bsonObj) [0x00004] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\NetObjComponent.cs:117 BSON: Eco.Shared.Serialization.BSONObject UnityEngine.Debug:LogError(Object, Object) NetObjComponent:Eco.Shared.Networking.INetObject.ReceiveInitialState(BSONObject) (at Assets/EcoModKitInternal/Scripts/NetObjComponent.cs:123) Eco.Shared.Networking.NetObjectManager:UpdateObjects(BSONObject) NetworkManager:ReceiveEvent(INetClient, NetworkEvent, BSONObject) (at Assets/Scripts/Networking/NetworkManager.cs:444) Eco.Shared.Networking.NetObject:ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetPort:ProcessBuffer() Eco.Shared.Networking.NetPort:Update() NetworkManager:Update() (at Assets/Scripts/Networking/NetworkManager.cs:388) ```",1.0,"Placing world objects frequently causes client side view exception - I got this to happen pretty regularly by giving myself a big stack of campfires, and clicking frantically to place them all. Not sure if the error is related to clicking frantically or just happens occasionally when placing objects or what. In my past experience, this exception is usually pretty bad, although I didn't immediately see any actual problems with the placed campfires in this case. ``` Caught exception on CampfireObject(Clone) while in NetObject ReceiveInitialState. Exception: Expected to receive type key, since there is no view mapping for GUID 6a6d35c9-e854-4c6c-8519-24ea4797b357, but type key was not given Callstack: at Eco.Shared.View.ViewManager.GetView (Eco.Shared.Serialization.BSONObject bson) [0x00000] in :0 at Eco.Shared.View.ViewManager.UnpackageViewInternal (Eco.Shared.Serialization.BSONObject bson, System.Collections.Generic.List`1 notifications) [0x00000] in :0 at Eco.Shared.View.ViewManager.UnpackageView[WorldObjectView] (Eco.Shared.Serialization.BSONObject bson) [0x00000] in :0 at WorldObject.ReceiveInitialState (Eco.Shared.Serialization.BSONObject bson) [0x00074] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\WorldObject.cs:89 at NetObjComponent.OnReceiveInitialState (Eco.Shared.Serialization.BSONObject bsonObj) [0x00013] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\NetObjComponent.cs:56 at NetObjComponent.Eco.Shared.Networking.INetObject.ReceiveInitialState (Eco.Shared.Serialization.BSONObject bsonObj) [0x00004] in C:\Projects\Eco\Client\Assets\EcoModKitInternal\Scripts\NetObjComponent.cs:117 BSON: Eco.Shared.Serialization.BSONObject UnityEngine.Debug:LogError(Object, Object) NetObjComponent:Eco.Shared.Networking.INetObject.ReceiveInitialState(BSONObject) (at Assets/EcoModKitInternal/Scripts/NetObjComponent.cs:123) Eco.Shared.Networking.NetObjectManager:UpdateObjects(BSONObject) NetworkManager:ReceiveEvent(INetClient, NetworkEvent, BSONObject) (at Assets/Scripts/Networking/NetworkManager.cs:444) Eco.Shared.Networking.NetObject:ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetPort:ProcessBuffer() Eco.Shared.Networking.NetPort:Update() NetworkManager:Update() (at Assets/Scripts/Networking/NetworkManager.cs:388) ```",1,placing world objects frequently causes client side view exception i got this to happen pretty regularly by giving myself a big stack of campfires and clicking frantically to place them all not sure if the error is related to clicking frantically or just happens occasionally when placing objects or what in my past experience this exception is usually pretty bad although i didn t immediately see any actual problems with the placed campfires in this case caught exception on campfireobject clone while in netobject receiveinitialstate exception expected to receive type key since there is no view mapping for guid but type key was not given callstack at eco shared view viewmanager getview eco shared serialization bsonobject bson in at eco shared view viewmanager unpackageviewinternal eco shared serialization bsonobject bson system collections generic list notifications in at eco shared view viewmanager unpackageview eco shared serialization bsonobject bson in at worldobject receiveinitialstate eco shared serialization bsonobject bson in c projects eco client assets ecomodkitinternal scripts worldobject cs at netobjcomponent onreceiveinitialstate eco shared serialization bsonobject bsonobj in c projects eco client assets ecomodkitinternal scripts netobjcomponent cs at netobjcomponent eco shared networking inetobject receiveinitialstate eco shared serialization bsonobject bsonobj in c projects eco client assets ecomodkitinternal scripts netobjcomponent cs bson eco shared serialization bsonobject unityengine debug logerror object object netobjcomponent eco shared networking inetobject receiveinitialstate bsonobject at assets ecomodkitinternal scripts netobjcomponent cs eco shared networking netobjectmanager updateobjects bsonobject networkmanager receiveevent inetclient networkevent bsonobject at assets scripts networking networkmanager cs eco shared networking netobject receiveevent inetclient networkevent bsonobject eco shared networking netport processbuffer eco shared networking netport update networkmanager update at assets scripts networking networkmanager cs ,1 415844,12135488988.0,IssuesEvent,2020-04-23 12:37:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tooltip for a civics object should have a help button that takes you to the page describing them,Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/3536496/74614082-a1b71400-50c9-11ea-8d3b-9fa93ac5445c.png) Look at the help we have and get lots of help buttons in there from anywhere that makes sense. ",1.0,"Tooltip for a civics object should have a help button that takes you to the page describing them - ![image](https://user-images.githubusercontent.com/3536496/74614082-a1b71400-50c9-11ea-8d3b-9fa93ac5445c.png) Look at the help we have and get lots of help buttons in there from anywhere that makes sense. ",1,tooltip for a civics object should have a help button that takes you to the page describing them look at the help we have and get lots of help buttons in there from anywhere that makes sense ,1 565708,16767981500.0,IssuesEvent,2021-06-14 11:23:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.4 Release-226 | 0.9.4 Develop-286] Fishing pole fishing line is offset/displaced in first person view,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"Build: - 0.9.3.4 Release-226 - 0.9.4 Develop-286 ## Issue The fishing line of the **Fishing Pole** is offset/displaced when in first-person view. ![image](https://user-images.githubusercontent.com/77248866/118347757-3b44ce00-b578-11eb-87e6-d84fdd844966.png) It's visually displeasing to look at but it's fine when in 3rd person view. ![image](https://user-images.githubusercontent.com/77248866/118347809-8bbc2b80-b578-11eb-845c-6fdbe43ecc4a.png) ",1.0,"[0.9.3.4 Release-226 | 0.9.4 Develop-286] Fishing pole fishing line is offset/displaced in first person view - Build: - 0.9.3.4 Release-226 - 0.9.4 Develop-286 ## Issue The fishing line of the **Fishing Pole** is offset/displaced when in first-person view. ![image](https://user-images.githubusercontent.com/77248866/118347757-3b44ce00-b578-11eb-87e6-d84fdd844966.png) It's visually displeasing to look at but it's fine when in 3rd person view. ![image](https://user-images.githubusercontent.com/77248866/118347809-8bbc2b80-b578-11eb-845c-6fdbe43ecc4a.png) ",1, fishing pole fishing line is offset displaced in first person view build release develop issue the fishing line of the fishing pole is offset displaced when in first person view it s visually displeasing to look at but it s fine when in person view ,1 320804,9789338080.0,IssuesEvent,2019-06-10 09:33:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Tutorial ""Forage for food"" glitch",Medium Priority QA Staging,"1. After restart tutorials sometimes You need to collect plants very far from your position. ![image](https://user-images.githubusercontent.com/45708377/59185526-60a15400-8b79-11e9-9346-b481d6c6726d.png) 2. Sometimes 1 plant appears. I think need minimum 3 plants for tutorial. ![image](https://user-images.githubusercontent.com/45708377/59185649-a65e1c80-8b79-11e9-99c3-1a469d3157ec.png). 3. When you hungry to work Tutorial ""Forage for Food"" appears but markers don't appear. ![image](https://user-images.githubusercontent.com/45708377/59185963-68adc380-8b7a-11e9-9d81-b63cf43c0678.png) ![image](https://user-images.githubusercontent.com/45708377/59186484-a4955880-8b7b-11e9-88ec-25d8f8e5dde9.png) ",1.0,"Tutorial ""Forage for food"" glitch - 1. After restart tutorials sometimes You need to collect plants very far from your position. ![image](https://user-images.githubusercontent.com/45708377/59185526-60a15400-8b79-11e9-9346-b481d6c6726d.png) 2. Sometimes 1 plant appears. I think need minimum 3 plants for tutorial. ![image](https://user-images.githubusercontent.com/45708377/59185649-a65e1c80-8b79-11e9-99c3-1a469d3157ec.png). 3. When you hungry to work Tutorial ""Forage for Food"" appears but markers don't appear. ![image](https://user-images.githubusercontent.com/45708377/59185963-68adc380-8b7a-11e9-9d81-b63cf43c0678.png) ![image](https://user-images.githubusercontent.com/45708377/59186484-a4955880-8b7b-11e9-88ec-25d8f8e5dde9.png) ",1,tutorial forage for food glitch after restart tutorials sometimes you need to collect plants very far from your position sometimes plant appears i think need minimum plants for tutorial when you hungry to work tutorial forage for food appears but markers don t appear ,1 241155,7809220501.0,IssuesEvent,2018-06-11 23:18:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: I'm stuck,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** I got pushed into a mason table because I was standing next to it and a wall and put a shovel of sand above me. It pushed me aside and into the table. Now I cannot move. I also cannot remove the table because it is working on mortar and I cannot clean it out because already carry too much mortar. **Expected behavior:** Not get me stuck **Actual behavior:** Got me stuck. Can't move anyplace. ",1.0,"USER ISSUE: I'm stuck - **Version:** 0.7.1.2 beta **Steps to Reproduce:** I got pushed into a mason table because I was standing next to it and a wall and put a shovel of sand above me. It pushed me aside and into the table. Now I cannot move. I also cannot remove the table because it is working on mortar and I cannot clean it out because already carry too much mortar. **Expected behavior:** Not get me stuck **Actual behavior:** Got me stuck. Can't move anyplace. ",1,user issue i m stuck version beta steps to reproduce i got pushed into a mason table because i was standing next to it and a wall and put a shovel of sand above me it pushed me aside and into the table now i cannot move i also cannot remove the table because it is working on mortar and i cannot clean it out because already carry too much mortar expected behavior not get me stuck actual behavior got me stuck can t move anyplace ,1 414641,12109519353.0,IssuesEvent,2020-04-21 08:54:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1335] Animals: check biom affiliation,Priority: Medium Status: Fixed,"We need to be sure that animal stay in their biomes. For now we can have some strange situations like -Mountain goats in the Grassland ![bandicam 2020-01-14 17-23-22-825](https://user-images.githubusercontent.com/27898520/72344261-9ea7bd00-36f2-11ea-9f7c-645698b9da3c.jpg) ![bandicam 2020-01-14 17-23-25-700](https://user-images.githubusercontent.com/27898520/72344263-9fd8ea00-36f2-11ea-9c38-a9ff20566fff.jpg) - Jaguar in the Cold Forest ![bandicam 2020-01-14 17-19-45-988](https://user-images.githubusercontent.com/27898520/72344270-a36c7100-36f2-11ea-8976-e08f7c433b92.jpg) ![bandicam 2020-01-14 17-19-49-404](https://user-images.githubusercontent.com/27898520/72344272-a49d9e00-36f2-11ea-9220-98bebb918a17.jpg) ",1.0,"[0.9.0 staging-1335] Animals: check biom affiliation - We need to be sure that animal stay in their biomes. For now we can have some strange situations like -Mountain goats in the Grassland ![bandicam 2020-01-14 17-23-22-825](https://user-images.githubusercontent.com/27898520/72344261-9ea7bd00-36f2-11ea-9f7c-645698b9da3c.jpg) ![bandicam 2020-01-14 17-23-25-700](https://user-images.githubusercontent.com/27898520/72344263-9fd8ea00-36f2-11ea-9c38-a9ff20566fff.jpg) - Jaguar in the Cold Forest ![bandicam 2020-01-14 17-19-45-988](https://user-images.githubusercontent.com/27898520/72344270-a36c7100-36f2-11ea-8976-e08f7c433b92.jpg) ![bandicam 2020-01-14 17-19-49-404](https://user-images.githubusercontent.com/27898520/72344272-a49d9e00-36f2-11ea-9220-98bebb918a17.jpg) ",1, animals check biom affiliation we need to be sure that animal stay in their biomes for now we can have some strange situations like mountain goats in the grassland jaguar in the cold forest ,1 477524,13763926606.0,IssuesEvent,2020-10-07 11:17:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[os-0907c] Don't have notification when harvest with Sickle/Scythe,Category: Gameplay Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/94811869-99181180-03fe-11eb-980d-637e641ff7be.png) Should be notification: 'You received 2 Plant Fiber'",1.0,"[os-0907c] Don't have notification when harvest with Sickle/Scythe - ![image](https://user-images.githubusercontent.com/45708377/94811869-99181180-03fe-11eb-980d-637e641ff7be.png) Should be notification: 'You received 2 Plant Fiber'",1, don t have notification when harvest with sickle scythe should be notification you received plant fiber ,1 119606,4773011049.0,IssuesEvent,2016-10-26 22:41:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,infinite land claim flags,bug Medium Priority,"Glassworking, Baking and Smithing scrolls give land flags regardless if you have already learnt the skill or not",1.0,"infinite land claim flags - Glassworking, Baking and Smithing scrolls give land flags regardless if you have already learnt the skill or not",1,infinite land claim flags glassworking baking and smithing scrolls give land flags regardless if you have already learnt the skill or not,1 312128,9543704807.0,IssuesEvent,2019-05-01 11:22:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.2] Sales tax is incorrectly displayed in the store.,Fixed Medium Priority Not reproduced QA,"1. When I buy the item tax is paid by the seller. But displayed as if I was paying the tax. ![image](https://user-images.githubusercontent.com/45708377/56020660-4df0d700-5d10-11e9-8a93-a94df32db0ce.png) According to this data, I must pay the tax. However, when I buy in my account remains 879.19 TestClientDollars. ![image](https://user-images.githubusercontent.com/45708377/56020774-98725380-5d10-11e9-8f24-591fd25dca63.png) 904.69 - 879.19 = 25.5. This is the amount of TestClientDollarsthat is shown without tax. I want to clarify that **everything works correctly**. I don't need to pay tax for buying of the item. **The tax in the picture should be 0.** 2. When I sell the item tax is paid by mine. But displayed as if buyer was paying the tax. ![image](https://user-images.githubusercontent.com/45708377/56021386-fa7f8880-5d11-11e9-984b-ddb301db9aed.png) According to this data, I don't must to pay the tax. However, when I sell in my account remains 893.13 TestClientDollars. ![image](https://user-images.githubusercontent.com/45708377/56021501-3dd9f700-5d12-11e9-9ff1-f95c08dbfddb.png) 893.13 - 879.19 = 13.94. 20.5 - 13.94 = 6.56. I paid the tax in size of 6.56 (as displayed in chat). I want to clarify that **everything works correctly**. I need to pay tax for sale of the item. **The tax in the picture should be 6.56.**",1.0,"[0.8.1.2] Sales tax is incorrectly displayed in the store. - 1. When I buy the item tax is paid by the seller. But displayed as if I was paying the tax. ![image](https://user-images.githubusercontent.com/45708377/56020660-4df0d700-5d10-11e9-8a93-a94df32db0ce.png) According to this data, I must pay the tax. However, when I buy in my account remains 879.19 TestClientDollars. ![image](https://user-images.githubusercontent.com/45708377/56020774-98725380-5d10-11e9-8f24-591fd25dca63.png) 904.69 - 879.19 = 25.5. This is the amount of TestClientDollarsthat is shown without tax. I want to clarify that **everything works correctly**. I don't need to pay tax for buying of the item. **The tax in the picture should be 0.** 2. When I sell the item tax is paid by mine. But displayed as if buyer was paying the tax. ![image](https://user-images.githubusercontent.com/45708377/56021386-fa7f8880-5d11-11e9-984b-ddb301db9aed.png) According to this data, I don't must to pay the tax. However, when I sell in my account remains 893.13 TestClientDollars. ![image](https://user-images.githubusercontent.com/45708377/56021501-3dd9f700-5d12-11e9-9ff1-f95c08dbfddb.png) 893.13 - 879.19 = 13.94. 20.5 - 13.94 = 6.56. I paid the tax in size of 6.56 (as displayed in chat). I want to clarify that **everything works correctly**. I need to pay tax for sale of the item. **The tax in the picture should be 6.56.**",1, sales tax is incorrectly displayed in the store when i buy the item tax is paid by the seller but displayed as if i was paying the tax according to this data i must pay the tax however when i buy in my account remains testclientdollars this is the amount of testclientdollarsthat is shown without tax i want to clarify that everything works correctly i don t need to pay tax for buying of the item the tax in the picture should be when i sell the item tax is paid by mine but displayed as if buyer was paying the tax according to this data i don t must to pay the tax however when i sell in my account remains testclientdollars i paid the tax in size of as displayed in chat i want to clarify that everything works correctly i need to pay tax for sale of the item the tax in the picture should be ,1 442299,12743422179.0,IssuesEvent,2020-06-26 10:22:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0 Staging-1480] Voting Web UI is broken in Firefox/IE/Edge,Category: Web Priority: Medium Status: Needs Information,"The voting Web UI, while people can still vote does not show any sort of good information except for the following screenshot above the actual vote button. ![Web UI issue](https://user-images.githubusercontent.com/1329717/77417667-ae4b1e00-6d93-11ea-93f3-dcf26dc1b784.png) ",1.0,"[9.0 Staging-1480] Voting Web UI is broken in Firefox/IE/Edge - The voting Web UI, while people can still vote does not show any sort of good information except for the following screenshot above the actual vote button. ![Web UI issue](https://user-images.githubusercontent.com/1329717/77417667-ae4b1e00-6d93-11ea-93f3-dcf26dc1b784.png) ",1, voting web ui is broken in firefox ie edge the voting web ui while people can still vote does not show any sort of good information except for the following screenshot above the actual vote button ,1 428511,12412734144.0,IssuesEvent,2020-05-22 11:11:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1542] Loan contract failure crash the client,Priority: Medium Status: Fixed,"Having a Law to recive all propertys by failed loan contract throw client exception and crashes the client: Law: ![image](https://user-images.githubusercontent.com/47274045/82368440-b92dd200-9a15-11ea-9ac5-9f667e230be9.png) Contract: ![image](https://user-images.githubusercontent.com/47274045/82368527-dfec0880-9a15-11ea-8f90-025a42d39309.png) Error: ![image](https://user-images.githubusercontent.com/47274045/82368338-8e437e00-9a15-11ea-93a3-500ae4228d6e.png) ",1.0,"[0.9.0 staging-1542] Loan contract failure crash the client - Having a Law to recive all propertys by failed loan contract throw client exception and crashes the client: Law: ![image](https://user-images.githubusercontent.com/47274045/82368440-b92dd200-9a15-11ea-9ac5-9f667e230be9.png) Contract: ![image](https://user-images.githubusercontent.com/47274045/82368527-dfec0880-9a15-11ea-8f90-025a42d39309.png) Error: ![image](https://user-images.githubusercontent.com/47274045/82368338-8e437e00-9a15-11ea-93a3-500ae4228d6e.png) ",1, loan contract failure crash the client having a law to recive all propertys by failed loan contract throw client exception and crashes the client law contract error ,1 314574,9599925811.0,IssuesEvent,2019-05-10 08:04:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-3] Excavator takes items from stockpile without LMB,Medium Priority QA Staging Verified,"Excavator takes items from stockpile when it start digging near stockpile. ![2019 05 07 Exca and stockpile](https://user-images.githubusercontent.com/45708377/57305413-b782bc00-70e9-11e9-9c6f-1f7e85ef009d.gif) ",1.0,"[0.8.2.0 staging-3] Excavator takes items from stockpile without LMB - Excavator takes items from stockpile when it start digging near stockpile. ![2019 05 07 Exca and stockpile](https://user-images.githubusercontent.com/45708377/57305413-b782bc00-70e9-11e9-9c6f-1f7e85ef009d.gif) ",1, excavator takes items from stockpile without lmb excavator takes items from stockpile when it start digging near stockpile ,1 260752,8214377203.0,IssuesEvent,2018-09-04 23:03:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Taking things with shovel changes selected hotbar item,Fixed Medium Priority,"To reproduce on 7.6.3: - Have the claiming thing in hotbar item 1 - Use your shovel on hotbar item 5 to dig a dirt block, your selected hotbar will change to hotbar item 1 - Try to put the dirt into a cart with right click - see the animation of placing a claim - Need to switch back to shovel to get the next item anway. Enerving.",1.0,"Taking things with shovel changes selected hotbar item - To reproduce on 7.6.3: - Have the claiming thing in hotbar item 1 - Use your shovel on hotbar item 5 to dig a dirt block, your selected hotbar will change to hotbar item 1 - Try to put the dirt into a cart with right click - see the animation of placing a claim - Need to switch back to shovel to get the next item anway. Enerving.",1,taking things with shovel changes selected hotbar item to reproduce on have the claiming thing in hotbar item use your shovel on hotbar item to dig a dirt block your selected hotbar will change to hotbar item try to put the dirt into a cart with right click see the animation of placing a claim need to switch back to shovel to get the next item anway enerving ,1 304764,9335363017.0,IssuesEvent,2019-03-28 18:23:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wrong durability and nutrition calculation,Medium Priority Needs Triage,"**8.0.7 No mods** **Expected result:** When you try to gather a granite block with a stone pickaxe you should use two hits. Every hit should consume 10 calories and 1 durability. After breaking a block, a pickaxe should lose 2 durability and calories should lose 20 points. **Test result:** A granite block was broken with two hits. But calories and durability was dropped down one time - after breaking a block. A pickaxe has lost 1 durability, calories- 10 points. ![Before_break_calories](https://user-images.githubusercontent.com/27898520/55140269-721db700-5159-11e9-9375-a5eb58e4d84f.jpg) ![after_break_calories](https://user-images.githubusercontent.com/27898520/55140272-7518a780-5159-11e9-86ee-00f4858e2087.jpg) ![before_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140283-83ff5a00-5159-11e9-8a82-2d738fead2ca.jpg) ![after_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140310-94173980-5159-11e9-80e6-ae0389903b92.jpg) Add: was tested with limestone, issue the same ",1.0,"Wrong durability and nutrition calculation - **8.0.7 No mods** **Expected result:** When you try to gather a granite block with a stone pickaxe you should use two hits. Every hit should consume 10 calories and 1 durability. After breaking a block, a pickaxe should lose 2 durability and calories should lose 20 points. **Test result:** A granite block was broken with two hits. But calories and durability was dropped down one time - after breaking a block. A pickaxe has lost 1 durability, calories- 10 points. ![Before_break_calories](https://user-images.githubusercontent.com/27898520/55140269-721db700-5159-11e9-9375-a5eb58e4d84f.jpg) ![after_break_calories](https://user-images.githubusercontent.com/27898520/55140272-7518a780-5159-11e9-86ee-00f4858e2087.jpg) ![before_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140283-83ff5a00-5159-11e9-8a82-2d738fead2ca.jpg) ![after_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140310-94173980-5159-11e9-80e6-ae0389903b92.jpg) Add: was tested with limestone, issue the same ",1,wrong durability and nutrition calculation no mods expected result when you try to gather a granite block with a stone pickaxe you should use two hits every hit should consume calories and durability after breaking a block a pickaxe should lose durability and calories should lose points test result a granite block was broken with two hits but calories and durability was dropped down one time after breaking a block a pickaxe has lost durability calories points add was tested with limestone issue the same ,1 252732,8040989356.0,IssuesEvent,2018-07-31 00:14:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Community supplies for new players"" should list ""none"" when no supplies are available ",Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/42902247-d87e4864-8a82-11e8-8d6e-0302788a01c6.png) Looks like it happens on some servers but not on others Also consider not having the listing at all if there are none",1.0,"""Community supplies for new players"" should list ""none"" when no supplies are available - ![image](https://user-images.githubusercontent.com/6262198/42902247-d87e4864-8a82-11e8-8d6e-0302788a01c6.png) Looks like it happens on some servers but not on others Also consider not having the listing at all if there are none",1, community supplies for new players should list none when no supplies are available looks like it happens on some servers but not on others also consider not having the listing at all if there are none,1 384699,11401850733.0,IssuesEvent,2020-01-31 00:54:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Need to hook up animations for third person Motor and Hand Drills,Priority: Medium,"![image](https://user-images.githubusercontent.com/14983165/73503434-1a576a00-4381-11ea-9f7f-b8a85bf09eb2.png) It would be good if you could help us out by hooking these up-- the drills will need to be assigned a number for use in the animation controller in code, as well. Should just be here, in AvatarAnimationManager.cs on the client: ![image](https://user-images.githubusercontent.com/14983165/73503463-2e02d080-4381-11ea-882a-369481971a79.png) We'll need one for the motor drill and one for the hand drill and then logic for them setup there in the AvatarAnimationController, based on how the other ones work. ![image](https://user-images.githubusercontent.com/14983165/73503470-34914800-4381-11ea-9c45-c2b362c8fbf0.png) Finally, they'll each need their own animation controllers for the 3rd person tool object, which is how the chainsaw works too so that's a good reference for that",1.0,"Need to hook up animations for third person Motor and Hand Drills - ![image](https://user-images.githubusercontent.com/14983165/73503434-1a576a00-4381-11ea-9f7f-b8a85bf09eb2.png) It would be good if you could help us out by hooking these up-- the drills will need to be assigned a number for use in the animation controller in code, as well. Should just be here, in AvatarAnimationManager.cs on the client: ![image](https://user-images.githubusercontent.com/14983165/73503463-2e02d080-4381-11ea-882a-369481971a79.png) We'll need one for the motor drill and one for the hand drill and then logic for them setup there in the AvatarAnimationController, based on how the other ones work. ![image](https://user-images.githubusercontent.com/14983165/73503470-34914800-4381-11ea-9c45-c2b362c8fbf0.png) Finally, they'll each need their own animation controllers for the 3rd person tool object, which is how the chainsaw works too so that's a good reference for that",1,need to hook up animations for third person motor and hand drills it would be good if you could help us out by hooking these up the drills will need to be assigned a number for use in the animation controller in code as well should just be here in avataranimationmanager cs on the client we ll need one for the motor drill and one for the hand drill and then logic for them setup there in the avataranimationcontroller based on how the other ones work finally they ll each need their own animation controllers for the person tool object which is how the chainsaw works too so that s a good reference for that,1 307143,9414229468.0,IssuesEvent,2019-04-10 09:39:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.6 USER ISSUE: wheelbarrow replaced back to small wood cart?,Medium Priority,"**Version:** 0.7.6.0 beta staging-d839db67 Wheelbarrow now not have reciepe, workbench contain small wood cart. ![20180713195001_1](https://user-images.githubusercontent.com/4980243/42703726-10dbadc4-86d6-11e8-803e-32df9562662f.jpg) ",1.0,"0.7.6 USER ISSUE: wheelbarrow replaced back to small wood cart? - **Version:** 0.7.6.0 beta staging-d839db67 Wheelbarrow now not have reciepe, workbench contain small wood cart. ![20180713195001_1](https://user-images.githubusercontent.com/4980243/42703726-10dbadc4-86d6-11e8-803e-32df9562662f.jpg) ",1, user issue wheelbarrow replaced back to small wood cart version beta staging wheelbarrow now not have reciepe workbench contain small wood cart ,1 452252,13047521014.0,IssuesEvent,2020-07-29 10:52:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Report a Bug Dialog crash,Priority: Medium Status: Investigate,"When attempting to report a bug (#8261) with the in-game _Report a Bug_ dialog, I pasted in a special character name, `𝕲𝖑𝖔𝖗𝖎𝖔𝖚𝖘𝕭𝖎𝖗𝖇`, into the reproductive steps text field and had the client crash to desktop with a crash dump (that I not can't locate again after closing the folder). When attempting to reproduce the issue the client seem to simply have froze, but sound is still playing and the window (playing in window mode) is not unresponsive.",1.0,"Report a Bug Dialog crash - When attempting to report a bug (#8261) with the in-game _Report a Bug_ dialog, I pasted in a special character name, `𝕲𝖑𝖔𝖗𝖎𝖔𝖚𝖘𝕭𝖎𝖗𝖇`, into the reproductive steps text field and had the client crash to desktop with a crash dump (that I not can't locate again after closing the folder). When attempting to reproduce the issue the client seem to simply have froze, but sound is still playing and the window (playing in window mode) is not unresponsive.",1,report a bug dialog crash when attempting to report a bug with the in game report a bug dialog i pasted in a special character name 𝕲𝖑𝖔𝖗𝖎𝖔𝖚𝖘𝕭𝖎𝖗𝖇 into the reproductive steps text field and had the client crash to desktop with a crash dump that i not can t locate again after closing the folder when attempting to reproduce the issue the client seem to simply have froze but sound is still playing and the window playing in window mode is not unresponsive ,1 462771,13253230753.0,IssuesEvent,2020-08-20 07:12:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.9 ""SFX Volume"" interacts with ""Ambience""",Category: Audio Priority: Medium Status: Fixed,"The result is a hard to achieve a balance between background and action sounds. also as i think ""Ambience"" should be named ""Ambience Volume""",1.0,"0.9 ""SFX Volume"" interacts with ""Ambience"" - The result is a hard to achieve a balance between background and action sounds. also as i think ""Ambience"" should be named ""Ambience Volume""",1, sfx volume interacts with ambience the result is a hard to achieve a balance between background and action sounds also as i think ambience should be named ambience volume ,1 561879,16626459408.0,IssuesEvent,2021-06-03 10:10:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-2005] Can't claiming the same property through Zero point,Category: Gameplay Priority: Medium Regression Squad: Wild Turkey Type: Bug,"Step to reproduce: - Claim property in one side of world border: ![image](https://user-images.githubusercontent.com/45708377/120627743-a34a4e00-c46c-11eb-9c9b-640b6f013e42.png) - claim plot through world border with Land claim stake and RMB without any modifier. I have another property, should be the same: ![image](https://user-images.githubusercontent.com/45708377/120627887-cb39b180-c46c-11eb-9df4-92d5593d67b2.png) Not high bug because you can skip this problem with Edit mode: ![image](https://user-images.githubusercontent.com/45708377/120628174-0c31c600-c46d-11eb-88c1-13c57f145c8a.png) ",1.0,"[0.9.4 staging-2005] Can't claiming the same property through Zero point - Step to reproduce: - Claim property in one side of world border: ![image](https://user-images.githubusercontent.com/45708377/120627743-a34a4e00-c46c-11eb-9c9b-640b6f013e42.png) - claim plot through world border with Land claim stake and RMB without any modifier. I have another property, should be the same: ![image](https://user-images.githubusercontent.com/45708377/120627887-cb39b180-c46c-11eb-9df4-92d5593d67b2.png) Not high bug because you can skip this problem with Edit mode: ![image](https://user-images.githubusercontent.com/45708377/120628174-0c31c600-c46d-11eb-88c1-13c57f145c8a.png) ",1, can t claiming the same property through zero point step to reproduce claim property in one side of world border claim plot through world border with land claim stake and rmb without any modifier i have another property should be the same not high bug because you can skip this problem with edit mode ,1 347605,10431932620.0,IssuesEvent,2019-09-17 10:07:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Crushed Items behavior with tools,Medium Priority QA,"It is very similar to Sand and Dirt. But I can’t take it with shovel from the stockpile. If it in carried, then I can’t switch to the shovel. But if I put it on the ground I can only take it with a shovel(Caution, unity can crash). ![image](https://user-images.githubusercontent.com/45708377/65032021-01f32f80-d94b-11e9-8202-4768542e6f9a.png) ![image](https://user-images.githubusercontent.com/45708377/65032542-05d38180-d94c-11e9-9992-57660791b561.png) ",1.0,"[master-preview] Crushed Items behavior with tools - It is very similar to Sand and Dirt. But I can’t take it with shovel from the stockpile. If it in carried, then I can’t switch to the shovel. But if I put it on the ground I can only take it with a shovel(Caution, unity can crash). ![image](https://user-images.githubusercontent.com/45708377/65032021-01f32f80-d94b-11e9-8202-4768542e6f9a.png) ![image](https://user-images.githubusercontent.com/45708377/65032542-05d38180-d94c-11e9-9992-57660791b561.png) ",1, crushed items behavior with tools it is very similar to sand and dirt but i can’t take it with shovel from the stockpile if it in carried then i can’t switch to the shovel but if i put it on the ground i can only take it with a shovel caution unity can crash ,1 476616,13747697644.0,IssuesEvent,2020-10-06 08:01:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1485] Password screen UI improvements,Priority: Medium Status: Fixed Status: Reopen Type: Feature,"The password screen could use a few small UI improvements: ![image](https://user-images.githubusercontent.com/964559/77712457-0ef37a00-6f91-11ea-8160-62b1b2513ba6.png) 1) The typing indicator is currently very dark and narrow. It might be nice for it to be a bit bolder and brighter, perhaps matching the text above it? 2) When you actually type in the password, the asterisks that pop up are dark, matching the temp ""password"" that was shown before. It would be nicer if those asterisks were actually bright to indicate that you have actually put something in, rather than it being the default text. 3) Give an option to see the password - some people might want to see the password as they type it in. It would be nice for that to be an option.",1.0,"[0.9 Staging-1485] Password screen UI improvements - The password screen could use a few small UI improvements: ![image](https://user-images.githubusercontent.com/964559/77712457-0ef37a00-6f91-11ea-8160-62b1b2513ba6.png) 1) The typing indicator is currently very dark and narrow. It might be nice for it to be a bit bolder and brighter, perhaps matching the text above it? 2) When you actually type in the password, the asterisks that pop up are dark, matching the temp ""password"" that was shown before. It would be nicer if those asterisks were actually bright to indicate that you have actually put something in, rather than it being the default text. 3) Give an option to see the password - some people might want to see the password as they type it in. It would be nice for that to be an option.",1, password screen ui improvements the password screen could use a few small ui improvements the typing indicator is currently very dark and narrow it might be nice for it to be a bit bolder and brighter perhaps matching the text above it when you actually type in the password the asterisks that pop up are dark matching the temp password that was shown before it would be nicer if those asterisks were actually bright to indicate that you have actually put something in rather than it being the default text give an option to see the password some people might want to see the password as they type it in it would be nice for that to be an option ,1 481673,13889887767.0,IssuesEvent,2020-10-19 08:31:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.0 beta staging-1806]Civics: Mint currency trigger review,Category: Laws Priority: Medium,"Mint currency sub-trigger ""Currency Amount"" only count amount of instances you craft a currency, not total value of the craft which makes laws for currency amounts unnecessarily complex and can easily be circumvented if not done correctly. Change currency amount into the total value of the currency its pointed towards. ![Screenshot_47.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/a96c2715-d921-4814-90cd-a3cf3b3b0f93)",1.0,"[0.9.1.0 beta staging-1806]Civics: Mint currency trigger review - Mint currency sub-trigger ""Currency Amount"" only count amount of instances you craft a currency, not total value of the craft which makes laws for currency amounts unnecessarily complex and can easily be circumvented if not done correctly. Change currency amount into the total value of the currency its pointed towards. ![Screenshot_47.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/a96c2715-d921-4814-90cd-a3cf3b3b0f93)",1, civics mint currency trigger review mint currency sub trigger currency amount only count amount of instances you craft a currency not total value of the craft which makes laws for currency amounts unnecessarily complex and can easily be circumvented if not done correctly change currency amount into the total value of the currency its pointed towards ,1 461433,13230127603.0,IssuesEvent,2020-08-18 09:18:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1711] Nerf Campfire Cooking nutrients,Category: Balance Priority: Medium Status: Fixed,"Campfire Cooking is in a very good place in terms of calories/ingredient to the point Charred Food is not very useful anymore. Campfire Cooking has a new problem that the skill points are too high, and need to be nerfed to more reasonable levels. In the current state, early game progression is too fast and there is not enough incentive to upgrade to Baking/Cooking",1.0,"[0.9.0 staging-1711] Nerf Campfire Cooking nutrients - Campfire Cooking is in a very good place in terms of calories/ingredient to the point Charred Food is not very useful anymore. Campfire Cooking has a new problem that the skill points are too high, and need to be nerfed to more reasonable levels. In the current state, early game progression is too fast and there is not enough incentive to upgrade to Baking/Cooking",1, nerf campfire cooking nutrients campfire cooking is in a very good place in terms of calories ingredient to the point charred food is not very useful anymore campfire cooking has a new problem that the skill points are too high and need to be nerfed to more reasonable levels in the current state early game progression is too fast and there is not enough incentive to upgrade to baking cooking,1 241190,7809581853.0,IssuesEvent,2018-06-12 01:30:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Watelevel Waterworld Pollution #2 ,Medium Priority,"Problem since Update 7.4.6 Waterlevel raised up to over 30 blocks, so we live in waterworld now. waterlevel was 34 before an now on level 64 at one moment because air pollution raised the level for 1 Meter. stopped any kind of groundpollution and airpollution (ppm) but it grows and grows. Plants are always -100 waterlevel ist now by level 64 before it was moderate on level 34. Think it is too much. Please help with hotfix soon as possible that we are able to make a rollback ",1.0,"Watelevel Waterworld Pollution #2 - Problem since Update 7.4.6 Waterlevel raised up to over 30 blocks, so we live in waterworld now. waterlevel was 34 before an now on level 64 at one moment because air pollution raised the level for 1 Meter. stopped any kind of groundpollution and airpollution (ppm) but it grows and grows. Plants are always -100 waterlevel ist now by level 64 before it was moderate on level 34. Think it is too much. Please help with hotfix soon as possible that we are able to make a rollback ",1,watelevel waterworld pollution problem since update waterlevel raised up to over blocks so we live in waterworld now waterlevel was before an now on level at one moment because air pollution raised the level for meter stopped any kind of groundpollution and airpollution ppm but it grows and grows plants are always waterlevel ist now by level before it was moderate on level think it is too much please help with hotfix soon as possible that we are able to make a rollback ,1 307105,9414191925.0,IssuesEvent,2019-04-10 09:34:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"If server folder not provided (e.g. x32 client, or corrupted, or deleted, etc...) show correct info about it.",Medium Priority,"No ""server"" folder. ![default](https://user-images.githubusercontent.com/4980243/50426803-70b5c780-08a8-11e9-9e28-3f09041e3cfc.png) No warnings... ![20181226004156_1](https://user-images.githubusercontent.com/4980243/50426775-e3727300-08a7-11e9-9095-1cde7a7f7b74.jpg) And... This errors is confusing. ![20181226004216_1](https://user-images.githubusercontent.com/4980243/50426773-d8b7de00-08a7-11e9-85fd-6965b6695d7a.jpg) ![unknown](https://user-images.githubusercontent.com/4980243/50427010-0e12fa80-08ad-11e9-80f9-a0fbcd51987d.png) In addition, check ""defaultworld"" file availability, if no file then enable and lock option ""generate random landscape"" and maybe show small hint about what happens, and how to fix... Maybe option to restore this file from game? Or something equvalent... Issue from #community-help ![default](https://user-images.githubusercontent.com/4980243/50427012-23882480-08ad-11e9-8746-df9db4d20b0d.png)",1.0,"If server folder not provided (e.g. x32 client, or corrupted, or deleted, etc...) show correct info about it. - No ""server"" folder. ![default](https://user-images.githubusercontent.com/4980243/50426803-70b5c780-08a8-11e9-9e28-3f09041e3cfc.png) No warnings... ![20181226004156_1](https://user-images.githubusercontent.com/4980243/50426775-e3727300-08a7-11e9-9095-1cde7a7f7b74.jpg) And... This errors is confusing. ![20181226004216_1](https://user-images.githubusercontent.com/4980243/50426773-d8b7de00-08a7-11e9-85fd-6965b6695d7a.jpg) ![unknown](https://user-images.githubusercontent.com/4980243/50427010-0e12fa80-08ad-11e9-80f9-a0fbcd51987d.png) In addition, check ""defaultworld"" file availability, if no file then enable and lock option ""generate random landscape"" and maybe show small hint about what happens, and how to fix... Maybe option to restore this file from game? Or something equvalent... Issue from #community-help ![default](https://user-images.githubusercontent.com/4980243/50427012-23882480-08ad-11e9-8746-df9db4d20b0d.png)",1,if server folder not provided e g client or corrupted or deleted etc show correct info about it no server folder no warnings and this errors is confusing in addition check defaultworld file availability if no file then enable and lock option generate random landscape and maybe show small hint about what happens and how to fix maybe option to restore this file from game or something equvalent issue from community help ,1 458745,13181002872.0,IssuesEvent,2020-08-12 13:41:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1708] Can take Dirt Road block in hands in non-English ,Category: Localization Priority: Medium Status: Fixed,"Step to reproduce: - start client and server in any non-English language. - try to dig Dirt Road. checked in Russian, Korean and German: ![image](https://user-images.githubusercontent.com/45708377/89615027-54547c00-d88e-11ea-88bf-bc4053dcbeff.png) But it works fine in English and what's more alarming in Gibberish Seems we have some troubles in localization, that we don't have in English #17590",1.0,"[0.9.0 staging-1708] Can take Dirt Road block in hands in non-English - Step to reproduce: - start client and server in any non-English language. - try to dig Dirt Road. checked in Russian, Korean and German: ![image](https://user-images.githubusercontent.com/45708377/89615027-54547c00-d88e-11ea-88bf-bc4053dcbeff.png) But it works fine in English and what's more alarming in Gibberish Seems we have some troubles in localization, that we don't have in English #17590",1, can take dirt road block in hands in non english step to reproduce start client and server in any non english language try to dig dirt road checked in russian korean and german but it works fine in english and what s more alarming in gibberish seems we have some troubles in localization that we don t have in english ,1 423521,12298063543.0,IssuesEvent,2020-05-11 09:52:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1538] - Crafting Recipes show more than maximum ingredients,Priority: Medium Status: Fixed,"Steps to reproduce: Craft a recipe with more items than needed in linked storage Expected behaviour: Supplied item number would show numbers up to the total required, but not in excess. Actual behaviour: The number of items supplied exceeds the number required. Screenshot - ""86 out of 40 Plant Fibers added"": ![image](https://user-images.githubusercontent.com/48172405/81015081-f4e16d00-8e55-11ea-960f-544cddd8d142.png) ",1.0,"[0.9.0 Staging-1538] - Crafting Recipes show more than maximum ingredients - Steps to reproduce: Craft a recipe with more items than needed in linked storage Expected behaviour: Supplied item number would show numbers up to the total required, but not in excess. Actual behaviour: The number of items supplied exceeds the number required. Screenshot - ""86 out of 40 Plant Fibers added"": ![image](https://user-images.githubusercontent.com/48172405/81015081-f4e16d00-8e55-11ea-960f-544cddd8d142.png) ",1, crafting recipes show more than maximum ingredients steps to reproduce craft a recipe with more items than needed in linked storage expected behaviour supplied item number would show numbers up to the total required but not in excess actual behaviour the number of items supplied exceeds the number required screenshot out of plant fibers added ,1 534567,15625178096.0,IssuesEvent,2021-03-21 06:46:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Add diagnostic system for detecting performance problems, start with animals",Priority: Medium Squad: Pumpkin Type: Task,"In the past performance problems with animals has hamstrung server performance and caused problems that took a long time to correct. Add a diagnostic system that can set off alarms when performance gets unacceptable in any worker thread. We can set times on each for what is 'out of bounds' in terms of timing. If it's detected taking longer than that, it will log a diagnostic warning, attaching a call-stack from during the lag. For reference, check out the Performance Plugin. The diagnostic system can be similar or a tab within that. ![image](https://user-images.githubusercontent.com/3536496/101266527-51ff1300-3704-11eb-8f64-8e837afc6677.png) ",1.0,"Add diagnostic system for detecting performance problems, start with animals - In the past performance problems with animals has hamstrung server performance and caused problems that took a long time to correct. Add a diagnostic system that can set off alarms when performance gets unacceptable in any worker thread. We can set times on each for what is 'out of bounds' in terms of timing. If it's detected taking longer than that, it will log a diagnostic warning, attaching a call-stack from during the lag. For reference, check out the Performance Plugin. The diagnostic system can be similar or a tab within that. ![image](https://user-images.githubusercontent.com/3536496/101266527-51ff1300-3704-11eb-8f64-8e837afc6677.png) ",1,add diagnostic system for detecting performance problems start with animals in the past performance problems with animals has hamstrung server performance and caused problems that took a long time to correct add a diagnostic system that can set off alarms when performance gets unacceptable in any worker thread we can set times on each for what is out of bounds in terms of timing if it s detected taking longer than that it will log a diagnostic warning attaching a call stack from during the lag for reference check out the performance plugin the diagnostic system can be similar or a tab within that ,1 249188,7953991409.0,IssuesEvent,2018-07-12 05:18:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chunk thread exception when disconnecting and reconnecting (7.6 staging),Medium Priority,"Made it freeze on 'Entering World' when I tried to reconnect. 221 of these exceptions in Unity>: MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.GameObject.GetComponent[T] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GameObjectBindings.gen.cs:38) ChunkRenderer+CombinedChunkGroup.Combine (UnityEngine.Rendering.ShadowCastingMode shadowCastMode) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:604) ChunkRenderer.UpdateChunkCombos (ChunkRender chunk, System.Collections.Generic.Dictionary`2[TKey,TValue] batchedInfos) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:751) ChunkRenderer.ApplyBuiltMesh () (at Assets/VoxelEngine/Core/ChunkRenderer.cs:939) ChunkRenderer+ChunkJobQueue.ProcessFinishedJob (ChunkRenderer job) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:399) StaticChunkUpdate.Update () (at Assets/VoxelEngine/Core/StaticChunkUpdate.cs:73) Other exceptions I had: NullReferenceException PooledObjectExtensions.ReturnToPool (UnityEngine.GameObject gameObject) (at Assets/VoxelEngine/Utils/PooledObjectExtensions.cs:20) PooledObjectExtensions.ReturnToPool (UnityEngine.GameObject gameObject) (at Assets/VoxelEngine/Utils/PooledObjectExtensions.cs:20) MapConfig.OnDisable () (at Assets/VoxelEngine/Core/MapConfig.cs:187) UnityEngine.Object:Destroy(Object) GenericClient`1:OnDisconnect() (at Assets/Scripts/Networking/GenericClient.cs:84) NetworkManager:OnDisconnected() (at Assets/Scripts/Networking/NetworkManager.cs:357) NetworkManager:Update() (at Assets/Scripts/Networking/NetworkManager.cs:401) And: NullReferenceException: Object reference not set to an instance of an object Player.get_NetObject () (at Assets/Scripts/Player/Player.cs:40) MinimapUI.OnDisable () (at Assets/UI/Scripts/MinimapUI/MinimapUI.cs:324) UnityEngine.Object:Destroy(Object) UI.UIManager:Destroy(GameObject) (at Assets/UI/Scripts/Manager/UIManager.cs:202) UI.UIManager:CloseAll() (at Assets/UI/Scripts/Manager/UIManager.cs:237) Player:OnDestroy() (at Assets/Scripts/Player/Player.cs:108)",1.0,"Chunk thread exception when disconnecting and reconnecting (7.6 staging) - Made it freeze on 'Entering World' when I tried to reconnect. 221 of these exceptions in Unity>: MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.GameObject.GetComponent[T] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GameObjectBindings.gen.cs:38) ChunkRenderer+CombinedChunkGroup.Combine (UnityEngine.Rendering.ShadowCastingMode shadowCastMode) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:604) ChunkRenderer.UpdateChunkCombos (ChunkRender chunk, System.Collections.Generic.Dictionary`2[TKey,TValue] batchedInfos) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:751) ChunkRenderer.ApplyBuiltMesh () (at Assets/VoxelEngine/Core/ChunkRenderer.cs:939) ChunkRenderer+ChunkJobQueue.ProcessFinishedJob (ChunkRenderer job) (at Assets/VoxelEngine/Core/ChunkRenderer.cs:399) StaticChunkUpdate.Update () (at Assets/VoxelEngine/Core/StaticChunkUpdate.cs:73) Other exceptions I had: NullReferenceException PooledObjectExtensions.ReturnToPool (UnityEngine.GameObject gameObject) (at Assets/VoxelEngine/Utils/PooledObjectExtensions.cs:20) PooledObjectExtensions.ReturnToPool (UnityEngine.GameObject gameObject) (at Assets/VoxelEngine/Utils/PooledObjectExtensions.cs:20) MapConfig.OnDisable () (at Assets/VoxelEngine/Core/MapConfig.cs:187) UnityEngine.Object:Destroy(Object) GenericClient`1:OnDisconnect() (at Assets/Scripts/Networking/GenericClient.cs:84) NetworkManager:OnDisconnected() (at Assets/Scripts/Networking/NetworkManager.cs:357) NetworkManager:Update() (at Assets/Scripts/Networking/NetworkManager.cs:401) And: NullReferenceException: Object reference not set to an instance of an object Player.get_NetObject () (at Assets/Scripts/Player/Player.cs:40) MinimapUI.OnDisable () (at Assets/UI/Scripts/MinimapUI/MinimapUI.cs:324) UnityEngine.Object:Destroy(Object) UI.UIManager:Destroy(GameObject) (at Assets/UI/Scripts/Manager/UIManager.cs:202) UI.UIManager:CloseAll() (at Assets/UI/Scripts/Manager/UIManager.cs:237) Player:OnDestroy() (at Assets/Scripts/Player/Player.cs:108)",1,chunk thread exception when disconnecting and reconnecting staging made it freeze on entering world when i tried to reconnect of these exceptions in unity missingreferenceexception the object of type gameobject has been destroyed but you are still trying to access it your script should either check if it is null or you should not destroy the object unityengine gameobject getcomponent at c buildslave unity build artifacts generated common runtime gameobjectbindings gen cs chunkrenderer combinedchunkgroup combine unityengine rendering shadowcastingmode shadowcastmode at assets voxelengine core chunkrenderer cs chunkrenderer updatechunkcombos chunkrender chunk system collections generic dictionary batchedinfos at assets voxelengine core chunkrenderer cs chunkrenderer applybuiltmesh at assets voxelengine core chunkrenderer cs chunkrenderer chunkjobqueue processfinishedjob chunkrenderer job at assets voxelengine core chunkrenderer cs staticchunkupdate update at assets voxelengine core staticchunkupdate cs other exceptions i had nullreferenceexception pooledobjectextensions returntopool unityengine gameobject gameobject at assets voxelengine utils pooledobjectextensions cs pooledobjectextensions returntopool unityengine gameobject gameobject at assets voxelengine utils pooledobjectextensions cs mapconfig ondisable at assets voxelengine core mapconfig cs unityengine object destroy object genericclient ondisconnect at assets scripts networking genericclient cs networkmanager ondisconnected at assets scripts networking networkmanager cs networkmanager update at assets scripts networking networkmanager cs and nullreferenceexception object reference not set to an instance of an object player get netobject at assets scripts player player cs minimapui ondisable at assets ui scripts minimapui minimapui cs unityengine object destroy object ui uimanager destroy gameobject at assets ui scripts manager uimanager cs ui uimanager closeall at assets ui scripts manager uimanager cs player ondestroy at assets scripts player player cs ,1 507984,14686249343.0,IssuesEvent,2021-01-01 14:00:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.9 beta release-136]Pipes as housing material,Category: Gameplay Category: Tech Priority: Medium,"Pipes can be used as a complete building material which should not be the case. It has been resurrected somewhere along the line. ![Screenshot_36.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/9ee53839-ebff-43af-aa12-481e82f3eefa) This should not be possible. When fixing this make sure it should somehow still be considered solid as if it does not count as construction materials it might cause conflicts with machinery that require pipes and being indoors ( stove , cement kiln etc ) while using the ""no gaps"" server setting since this requires a non ""windowed"" structure.",1.0,"[0.9.1.9 beta release-136]Pipes as housing material - Pipes can be used as a complete building material which should not be the case. It has been resurrected somewhere along the line. ![Screenshot_36.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/9ee53839-ebff-43af-aa12-481e82f3eefa) This should not be possible. When fixing this make sure it should somehow still be considered solid as if it does not count as construction materials it might cause conflicts with machinery that require pipes and being indoors ( stove , cement kiln etc ) while using the ""no gaps"" server setting since this requires a non ""windowed"" structure.",1, pipes as housing material pipes can be used as a complete building material which should not be the case it has been resurrected somewhere along the line this should not be possible when fixing this make sure it should somehow still be considered solid as if it does not count as construction materials it might cause conflicts with machinery that require pipes and being indoors stove cement kiln etc while using the no gaps server setting since this requires a non windowed structure ,1 449488,12969366950.0,IssuesEvent,2020-07-21 07:38:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1646] Ecopedia Selection,Category: UI Priority: Medium Status: Fixed Week Task,"- [ ] 1. Exception when selection is disappeared. Step to reproduce: - create a new world. - open ecopedia, select Economic Component in Category: ![image](https://user-images.githubusercontent.com/45708377/86913422-56a8a680-c127-11ea-9957-d30b30a0d3d0.png) - set ""show only discovered items"": ![image](https://user-images.githubusercontent.com/45708377/86913506-7049ee00-c127-11ea-9e07-a9f0661f6da9.png) - Economic component will disapeeared and I don't have any selected category. I also have exception in log file: ``` NullReferenceException: Object reference not set to an instance of an object. at EcopediaSelection.GetFirstSubpage (EcopediaPageView page) [0x00000] in <00000000000000000000000000000000>:0 at EcopediaSelection.SelectPage (IEcopediaTabView tabView) [0x00000] in <00000000000000000000000000000000>:0 at EcopediaUI.FilterUpdated () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at EcopediaSearchCache+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 ``` I assume selection should ve return to first component or to last available. - [ ] 2. Selected empty space. The same steps like for point 1: ![image](https://user-images.githubusercontent.com/45708377/86913701-b010d580-c127-11ea-8918-0ede1899cf5f.png) ",1.0,"[0.9.0 staging-1646] Ecopedia Selection - - [ ] 1. Exception when selection is disappeared. Step to reproduce: - create a new world. - open ecopedia, select Economic Component in Category: ![image](https://user-images.githubusercontent.com/45708377/86913422-56a8a680-c127-11ea-9957-d30b30a0d3d0.png) - set ""show only discovered items"": ![image](https://user-images.githubusercontent.com/45708377/86913506-7049ee00-c127-11ea-9e07-a9f0661f6da9.png) - Economic component will disapeeared and I don't have any selected category. I also have exception in log file: ``` NullReferenceException: Object reference not set to an instance of an object. at EcopediaSelection.GetFirstSubpage (EcopediaPageView page) [0x00000] in <00000000000000000000000000000000>:0 at EcopediaSelection.SelectPage (IEcopediaTabView tabView) [0x00000] in <00000000000000000000000000000000>:0 at EcopediaUI.FilterUpdated () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.LowLevel.PlayerLoopSystem+UpdateFunction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at EcopediaSearchCache+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 ``` I assume selection should ve return to first component or to last available. - [ ] 2. Selected empty space. The same steps like for point 1: ![image](https://user-images.githubusercontent.com/45708377/86913701-b010d580-c127-11ea-8918-0ede1899cf5f.png) ",1, ecopedia selection exception when selection is disappeared step to reproduce create a new world open ecopedia select economic component in category set show only discovered items economic component will disapeeared and i don t have any selected category i also have exception in log file nullreferenceexception object reference not set to an instance of an object at ecopediaselection getfirstsubpage ecopediapageview page in at ecopediaselection selectpage iecopediatabview tabview in at ecopediaui filterupdated in at unityengine lowlevel playerloopsystem updatefunction invoke in at ecopediasearchcache d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in i assume selection should ve return to first component or to last available selected empty space the same steps like for point ,1 394865,11660068795.0,IssuesEvent,2020-03-03 02:05:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Web issues,Category: Web Priority: Medium,"Purchasing flow seems busted if I try to register an account, then 'upgrade' from nothing: - [x] Registered new account, it should say somewhere that I dont own Eco. After purchasing, it didnt say I did own Eco. Should not show the icon if you dont own it. - [x] Upgraded account to 1 Eco license. Paypal returned me to the account page, and SLG didnt complete my purchase. Once I went back to the Upgrade page, then the 'complete purchase' button showed up. I think paypal is redirecting back to wrong address after purchase. - [x] Even after completing the purchase, I dont think I had the license applied to my account (it didnt say 'you own this tier' in the upgrade section. ![image](https://user-images.githubusercontent.com/3536496/75222400-053fe200-5759-11ea-86d4-04c7cae75d6b.png) - [x] All the icons are the same - [x] On hosted worlds, clicking this: ![image](https://user-images.githubusercontent.com/3536496/75222912-2ce37a00-575a-11ea-96f1-ea5f008d7d5b.png) took me here: ![image](https://user-images.githubusercontent.com/3536496/75222928-3371f180-575a-11ea-93bd-bed4ea951c5a.png) Clicking *that* took me back to the starting page. ",1.0,"Web issues - Purchasing flow seems busted if I try to register an account, then 'upgrade' from nothing: - [x] Registered new account, it should say somewhere that I dont own Eco. After purchasing, it didnt say I did own Eco. Should not show the icon if you dont own it. - [x] Upgraded account to 1 Eco license. Paypal returned me to the account page, and SLG didnt complete my purchase. Once I went back to the Upgrade page, then the 'complete purchase' button showed up. I think paypal is redirecting back to wrong address after purchase. - [x] Even after completing the purchase, I dont think I had the license applied to my account (it didnt say 'you own this tier' in the upgrade section. ![image](https://user-images.githubusercontent.com/3536496/75222400-053fe200-5759-11ea-86d4-04c7cae75d6b.png) - [x] All the icons are the same - [x] On hosted worlds, clicking this: ![image](https://user-images.githubusercontent.com/3536496/75222912-2ce37a00-575a-11ea-96f1-ea5f008d7d5b.png) took me here: ![image](https://user-images.githubusercontent.com/3536496/75222928-3371f180-575a-11ea-93bd-bed4ea951c5a.png) Clicking *that* took me back to the starting page. ",1,web issues purchasing flow seems busted if i try to register an account then upgrade from nothing registered new account it should say somewhere that i dont own eco after purchasing it didnt say i did own eco should not show the icon if you dont own it upgraded account to eco license paypal returned me to the account page and slg didnt complete my purchase once i went back to the upgrade page then the complete purchase button showed up i think paypal is redirecting back to wrong address after purchase even after completing the purchase i dont think i had the license applied to my account it didnt say you own this tier in the upgrade section all the icons are the same on hosted worlds clicking this took me here clicking that took me back to the starting page ,1 319893,9761958781.0,IssuesEvent,2019-06-05 10:02:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-17-n] The possibility to use another's Water Pump and Waste Filter,Medium Priority QA Staging,"Yellow - Anna's territory. Blue - my territory. ![image](https://user-images.githubusercontent.com/45708377/58947475-b00a0d80-8790-11e9-8f4a-db30492a387a.png) My pipes connecting the Water Pump and Oil Refinery are on the border. Anna's pipes connecting the Blast Furnace and Waste Filter are on the border too. If you connect your pipe to another's system, you can use it. I use Anna's Waste Filter, She use my Water Pump. But I have no right to use its territory. As she has no right to my territory. I think It's wrong behavior.",1.0,"[0.8.2.0 staging-17-n] The possibility to use another's Water Pump and Waste Filter - Yellow - Anna's territory. Blue - my territory. ![image](https://user-images.githubusercontent.com/45708377/58947475-b00a0d80-8790-11e9-8f4a-db30492a387a.png) My pipes connecting the Water Pump and Oil Refinery are on the border. Anna's pipes connecting the Blast Furnace and Waste Filter are on the border too. If you connect your pipe to another's system, you can use it. I use Anna's Waste Filter, She use my Water Pump. But I have no right to use its territory. As she has no right to my territory. I think It's wrong behavior.",1, the possibility to use another s water pump and waste filter yellow anna s territory blue my territory my pipes connecting the water pump and oil refinery are on the border anna s pipes connecting the blast furnace and waste filter are on the border too if you connect your pipe to another s system you can use it i use anna s waste filter she use my water pump but i have no right to use its territory as she has no right to my territory i think it s wrong behavior ,1 473080,13636343216.0,IssuesEvent,2020-09-25 05:35:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1757] Admin command /property unclaimabandoned does not remove land claims,Category: Gameplay Priority: Medium Status: Fixed,"When running ""/property unclaimabandoned 7"" I get the notification that 100+ land claims have been removed, but they are not actually removed in the game and are still visible on the map and on the bottom left when standing in the claim.",1.0,"[0.9.0 staging-1757] Admin command /property unclaimabandoned does not remove land claims - When running ""/property unclaimabandoned 7"" I get the notification that 100+ land claims have been removed, but they are not actually removed in the game and are still visible on the map and on the bottom left when standing in the claim.",1, admin command property unclaimabandoned does not remove land claims when running property unclaimabandoned i get the notification that land claims have been removed but they are not actually removed in the game and are still visible on the map and on the bottom left when standing in the claim ,1 691016,23680910338.0,IssuesEvent,2022-08-28 19:39:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2027] Overlapping Tutorial Dialogue Box ,Priority: Medium Status: Fixed Type: Bug Category: UI,"Build: 0.9.4 Staging-2027 ## Issue The tutorial dialogue box can overlap with other tutorial dialogue box. ### Reproduction Steps 1. Play through the tutorial until you reach the Build a House tutorial. 2. Complete the Meteor Tutorial. 3. Then complete the Claiming Tutorial. 4. Observe. Screenshot 1 ![image](https://user-images.githubusercontent.com/77248866/122658554-460b0800-d1a1-11eb-9c27-69fd541a8cb1.png) Screenshot 2 ![image](https://user-images.githubusercontent.com/77248866/122658556-54f1ba80-d1a1-11eb-8925-e954fe7453d8.png) Video Recording 1 https://user-images.githubusercontent.com/77248866/122658579-89657680-d1a1-11eb-8c87-fcfe7d45ee5c.mp4 Video Recording 2 https://user-images.githubusercontent.com/77248866/122658631-33dd9980-d1a2-11eb-9421-c786c9066111.mp4 Adding new information. Tested on 0.9.4 Staging-2028 Reproduction Steps 1. Complete the controls tutorial. 2. Complete the Start Camp tutorial. 3. Complete the Meteor Tutorial. 4. Complete the Sleep tutorial. 5. Observe. ![image](https://user-images.githubusercontent.com/77248866/122863543-83b09200-d355-11eb-9065-9a4d2d5589d8.png) ",1.0,"[0.9.4 Staging-2027] Overlapping Tutorial Dialogue Box - Build: 0.9.4 Staging-2027 ## Issue The tutorial dialogue box can overlap with other tutorial dialogue box. ### Reproduction Steps 1. Play through the tutorial until you reach the Build a House tutorial. 2. Complete the Meteor Tutorial. 3. Then complete the Claiming Tutorial. 4. Observe. Screenshot 1 ![image](https://user-images.githubusercontent.com/77248866/122658554-460b0800-d1a1-11eb-9c27-69fd541a8cb1.png) Screenshot 2 ![image](https://user-images.githubusercontent.com/77248866/122658556-54f1ba80-d1a1-11eb-8925-e954fe7453d8.png) Video Recording 1 https://user-images.githubusercontent.com/77248866/122658579-89657680-d1a1-11eb-8c87-fcfe7d45ee5c.mp4 Video Recording 2 https://user-images.githubusercontent.com/77248866/122658631-33dd9980-d1a2-11eb-9421-c786c9066111.mp4 Adding new information. Tested on 0.9.4 Staging-2028 Reproduction Steps 1. Complete the controls tutorial. 2. Complete the Start Camp tutorial. 3. Complete the Meteor Tutorial. 4. Complete the Sleep tutorial. 5. Observe. ![image](https://user-images.githubusercontent.com/77248866/122863543-83b09200-d355-11eb-9065-9a4d2d5589d8.png) ",1, overlapping tutorial dialogue box build staging issue the tutorial dialogue box can overlap with other tutorial dialogue box reproduction steps play through the tutorial until you reach the build a house tutorial complete the meteor tutorial then complete the claiming tutorial observe screenshot screenshot video recording video recording adding new information tested on staging reproduction steps complete the controls tutorial complete the start camp tutorial complete the meteor tutorial complete the sleep tutorial observe ,1 523464,15183054364.0,IssuesEvent,2021-02-15 07:28:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Something disabling tooltips on 'wages',Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Fixed,"Open government viewer in action bar -> population -> click 'everyone', mouse over wages: ![image](https://user-images.githubusercontent.com/3536496/104247827-53b3a900-541d-11eb-9f77-ba48b8d97de5.png) It doesnt show a tooltip. It has a component for it, but something disables it along the way: ![image](https://user-images.githubusercontent.com/3536496/104247777-41396f80-541d-11eb-8b37-30c0ccfc7682.png) Figure out whats disabling it and why, then fix",1.0,"Something disabling tooltips on 'wages' - Open government viewer in action bar -> population -> click 'everyone', mouse over wages: ![image](https://user-images.githubusercontent.com/3536496/104247827-53b3a900-541d-11eb-9f77-ba48b8d97de5.png) It doesnt show a tooltip. It has a component for it, but something disables it along the way: ![image](https://user-images.githubusercontent.com/3536496/104247777-41396f80-541d-11eb-8b37-30c0ccfc7682.png) Figure out whats disabling it and why, then fix",1,something disabling tooltips on wages open government viewer in action bar population click everyone mouse over wages it doesnt show a tooltip it has a component for it but something disables it along the way figure out whats disabling it and why then fix,1 552338,16238585410.0,IssuesEvent,2021-05-07 06:15:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1881] UI glitch with hidding window when open it during disconnect.,Category: UI Priority: Medium Squad: Otter Status: Reopen,"It is quite difficult to reproduce and record high-quality video (because one way to make my server laggy to use all CPU or RAM, but I can't record video if I don't have free resources). This can very easily happen on a live server. Servers that are online for a long time often have small disconnects. But it can be easy reproduce in debug. So Step to reproduce: - place workbench - start to debug to have disconnect icon: ![image](https://user-images.githubusercontent.com/45708377/102774149-7bbe6800-439b-11eb-95c3-7da8f6edd1fb.png) - try to open workbench (press 'E' 3-5 times): - you can't open it because you're disconnected now. - move away from the table (outside the radius on which this table can be opened): ![image](https://user-images.githubusercontent.com/45708377/102774232-a90b1600-439b-11eb-8895-5a1b0fb7d04f.png) - exit debug. Window will close very slow: https://drive.google.com/file/d/1R5N_8pgxKpPuPrI7cbCXCn6-ibLppR2o/view?usp=sharing - and I can't do anything with this window. Just wait until it will be hidden.",1.0,"[0.9.2 staging-1881] UI glitch with hidding window when open it during disconnect. - It is quite difficult to reproduce and record high-quality video (because one way to make my server laggy to use all CPU or RAM, but I can't record video if I don't have free resources). This can very easily happen on a live server. Servers that are online for a long time often have small disconnects. But it can be easy reproduce in debug. So Step to reproduce: - place workbench - start to debug to have disconnect icon: ![image](https://user-images.githubusercontent.com/45708377/102774149-7bbe6800-439b-11eb-95c3-7da8f6edd1fb.png) - try to open workbench (press 'E' 3-5 times): - you can't open it because you're disconnected now. - move away from the table (outside the radius on which this table can be opened): ![image](https://user-images.githubusercontent.com/45708377/102774232-a90b1600-439b-11eb-8895-5a1b0fb7d04f.png) - exit debug. Window will close very slow: https://drive.google.com/file/d/1R5N_8pgxKpPuPrI7cbCXCn6-ibLppR2o/view?usp=sharing - and I can't do anything with this window. Just wait until it will be hidden.",1, ui glitch with hidding window when open it during disconnect it is quite difficult to reproduce and record high quality video because one way to make my server laggy to use all cpu or ram but i can t record video if i don t have free resources this can very easily happen on a live server servers that are online for a long time often have small disconnects but it can be easy reproduce in debug so step to reproduce place workbench start to debug to have disconnect icon try to open workbench press e times you can t open it because you re disconnected now move away from the table outside the radius on which this table can be opened exit debug window will close very slow and i can t do anything with this window just wait until it will be hidden ,1 266853,8375920672.0,IssuesEvent,2018-10-05 18:01:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allworldobjects command missing lot of worldobjects.,Medium Priority,"e.g. electic planer, electric stamping press, and moooooore... Can you make this command autogenerate too?",1.0,"Allworldobjects command missing lot of worldobjects. - e.g. electic planer, electric stamping press, and moooooore... Can you make this command autogenerate too?",1,allworldobjects command missing lot of worldobjects e g electic planer electric stamping press and moooooore can you make this command autogenerate too ,1 576143,17079829472.0,IssuesEvent,2021-07-08 02:21:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2041] Fish killed with bow has unrealistic physics,Category: Gameplay Priority: Medium,"Build: 0.9.4 Staging-2041 ## Issue After killing a fish with a bow, bumping into them sends them off like a rocket ### Recording https://images.zenhubusercontent.com/47210472/c51755f8-cb18-4af5-b62f-3b380dac2aa0/eco_2021_07_01___16_17_49_02.mp4",1.0,"[0.9.4 Staging-2041] Fish killed with bow has unrealistic physics - Build: 0.9.4 Staging-2041 ## Issue After killing a fish with a bow, bumping into them sends them off like a rocket ### Recording https://images.zenhubusercontent.com/47210472/c51755f8-cb18-4af5-b62f-3b380dac2aa0/eco_2021_07_01___16_17_49_02.mp4",1, fish killed with bow has unrealistic physics build staging issue after killing a fish with a bow bumping into them sends them off like a rocket recording ,1 383130,11351045902.0,IssuesEvent,2020-01-24 10:17:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,KeyNotFoundException,Priority: Medium,"**==Sent from Eco Crash Server==** **Details:** Message:The given key was not present in the dictionary. Source:System.Collections.Immutable **Stack:** at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Gameplay.Objects.GarbageInventoryBlock.get_Inventory() at Eco.Gameplay.Objects.GarbageInventoryBlock.GetBSON(InteractionContext context) at Eco.Gameplay.Objects.GarbageInventoryBlock.OnActInteract(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info)",1.0,"KeyNotFoundException - **==Sent from Eco Crash Server==** **Details:** Message:The given key was not present in the dictionary. Source:System.Collections.Immutable **Stack:** at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Gameplay.Objects.GarbageInventoryBlock.get_Inventory() at Eco.Gameplay.Objects.GarbageInventoryBlock.GetBSON(InteractionContext context) at Eco.Gameplay.Objects.GarbageInventoryBlock.OnActInteract(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info)",1,keynotfoundexception sent from eco crash server details message the given key was not present in the dictionary source system collections immutable stack at system collections immutable immutabledictionary get item tkey key at eco gameplay objects garbageinventoryblock get inventory at eco gameplay objects garbageinventoryblock getbson interactioncontext context at eco gameplay objects garbageinventoryblock onactinteract interactioncontext context at eco gameplay interactions interactionextensions executeuntilsuccess ienumerable results at eco gameplay players player playerinteract interactioninfo info ,1 361101,10704336259.0,IssuesEvent,2019-10-24 11:30:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,sideways pipe ports are dumb 8.0,Medium Priority,"![image](https://user-images.githubusercontent.com/774628/49477278-44d78280-f7d1-11e8-8bd3-29c1fef11034.png) Previously we moved all chimneys to the top to help minimize sideways pipe port builder issues... we will need pipe port directional variations and an easy way to specify builder rules that change the rule block based on rotation",1.0,"sideways pipe ports are dumb 8.0 - ![image](https://user-images.githubusercontent.com/774628/49477278-44d78280-f7d1-11e8-8bd3-29c1fef11034.png) Previously we moved all chimneys to the top to help minimize sideways pipe port builder issues... we will need pipe port directional variations and an easy way to specify builder rules that change the rule block based on rotation",1,sideways pipe ports are dumb previously we moved all chimneys to the top to help minimize sideways pipe port builder issues we will need pipe port directional variations and an easy way to specify builder rules that change the rule block based on rotation,1 494065,14244446931.0,IssuesEvent,2020-11-19 06:56:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[Web] Black minimap highlight during comparing,Category: Elections Website Priority: Medium,"Step to reproduce: - press Compare Maps: ![image](https://user-images.githubusercontent.com/45708377/99631515-c8d1b600-2a4c-11eb-949e-6d389d8a16fb.png) ![image](https://user-images.githubusercontent.com/45708377/99631541-d38c4b00-2a4c-11eb-94f3-ba4d48581d58.png) - select any layer in left and right: ![image](https://user-images.githubusercontent.com/45708377/99631583-e272fd80-2a4c-11eb-82f4-a123fd44fbfd.png) - press Play: ![image](https://user-images.githubusercontent.com/45708377/99631783-3c73c300-2a4d-11eb-90c2-21900157ef30.png) - select 'Select Map Layer' in one of them, second map will have black highlight: ![image](https://user-images.githubusercontent.com/45708377/99631894-6c22cb00-2a4d-11eb-8107-3b383c310d71.png) ",1.0,"[Web] Black minimap highlight during comparing - Step to reproduce: - press Compare Maps: ![image](https://user-images.githubusercontent.com/45708377/99631515-c8d1b600-2a4c-11eb-949e-6d389d8a16fb.png) ![image](https://user-images.githubusercontent.com/45708377/99631541-d38c4b00-2a4c-11eb-94f3-ba4d48581d58.png) - select any layer in left and right: ![image](https://user-images.githubusercontent.com/45708377/99631583-e272fd80-2a4c-11eb-82f4-a123fd44fbfd.png) - press Play: ![image](https://user-images.githubusercontent.com/45708377/99631783-3c73c300-2a4d-11eb-90c2-21900157ef30.png) - select 'Select Map Layer' in one of them, second map will have black highlight: ![image](https://user-images.githubusercontent.com/45708377/99631894-6c22cb00-2a4d-11eb-8107-3b383c310d71.png) ",1, black minimap highlight during comparing step to reproduce press compare maps select any layer in left and right press play select select map layer in one of them second map will have black highlight ,1 294972,9056454034.0,IssuesEvent,2019-02-13 00:26:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.8 basalt should not appear on top!,Medium Priority Needs Triage,"So... how miner mine granite? gneiss? if he all covered by basalt, required modern tools to dig? ![default](https://user-images.githubusercontent.com/4980243/51432989-1a8f3680-1c52-11e9-8350-d07da2056305.png) if he comes, he must be sites, leaving the possibility for the passage deeper.",1.0,"0.8 basalt should not appear on top! - So... how miner mine granite? gneiss? if he all covered by basalt, required modern tools to dig? ![default](https://user-images.githubusercontent.com/4980243/51432989-1a8f3680-1c52-11e9-8350-d07da2056305.png) if he comes, he must be sites, leaving the possibility for the passage deeper.",1, basalt should not appear on top so how miner mine granite gneiss if he all covered by basalt required modern tools to dig if he comes he must be sites leaving the possibility for the passage deeper ,1 271914,8493832528.0,IssuesEvent,2018-10-28 16:00:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Minus skillpoints (-2.147.484.000),Medium Priority,"**Version:** 0.7.6.3 beta **Steps to Reproduce:** 1. Connect with the server 2. Play a bit 3. Having some trouble with the acces to a stockpile (it is public but nobody can use it not even the owner - still there but atm not the main problem) 4. Trying around with commands 5. giving it up and play on 6. realising that i can't skill anything.... **Expected behavior:** Some skillpoints or anything. And a changing amount of skillpoints, when I'm giving me some via command **Actual behavior:** Instead I have -2.147.484.000 skillpoints and can't change it",1.0,"USER ISSUE: Minus skillpoints (-2.147.484.000) - **Version:** 0.7.6.3 beta **Steps to Reproduce:** 1. Connect with the server 2. Play a bit 3. Having some trouble with the acces to a stockpile (it is public but nobody can use it not even the owner - still there but atm not the main problem) 4. Trying around with commands 5. giving it up and play on 6. realising that i can't skill anything.... **Expected behavior:** Some skillpoints or anything. And a changing amount of skillpoints, when I'm giving me some via command **Actual behavior:** Instead I have -2.147.484.000 skillpoints and can't change it",1,user issue minus skillpoints version beta steps to reproduce connect with the server play a bit having some trouble with the acces to a stockpile it is public but nobody can use it not even the owner still there but atm not the main problem trying around with commands giving it up and play on realising that i can t skill anything expected behavior some skillpoints or anything and a changing amount of skillpoints when i m giving me some via command actual behavior instead i have skillpoints and can t change it,1 558118,16526682293.0,IssuesEvent,2021-05-26 21:07:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Error when verifying login token: The operation has timed out.,Priority: Medium Squad: Lattice Mushroom,"`""[16:01:59.201] [40] [Error] [Eco] Error when verifying login token: The operation has timed out.""` from user slg201904 get error when using steam (linked to slg account) but not when using slg account (linked to steam) Confirmed their slg link works. And linked my steam to their slg account and was able to login. So can't repeat error. Could be steam auth connection. user is located in japan, idk if that could effect steam connection. Could be game related. @WeaselDog we need someone to advice when and why this error pops up ingame. also, not sure how to label this for game team?",1.0,"Error when verifying login token: The operation has timed out. - `""[16:01:59.201] [40] [Error] [Eco] Error when verifying login token: The operation has timed out.""` from user slg201904 get error when using steam (linked to slg account) but not when using slg account (linked to steam) Confirmed their slg link works. And linked my steam to their slg account and was able to login. So can't repeat error. Could be steam auth connection. user is located in japan, idk if that could effect steam connection. Could be game related. @WeaselDog we need someone to advice when and why this error pops up ingame. also, not sure how to label this for game team?",1,error when verifying login token the operation has timed out error when verifying login token the operation has timed out from user get error when using steam linked to slg account but not when using slg account linked to steam confirmed their slg link works and linked my steam to their slg account and was able to login so can t repeat error could be steam auth connection user is located in japan idk if that could effect steam connection could be game related weaseldog we need someone to advice when and why this error pops up ingame also not sure how to label this for game team ,1 454660,13105529095.0,IssuesEvent,2020-08-04 12:21:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 develop-21] Flying unreproducible crash,Category: Tech Priority: Medium Status: Investigate,"1) Play for some time 2) /test economics 3) Fly to a store Have this at some point ``` System.IndexOutOfRangeException: Index was outside the bounds of the array. at Eco.Shared.Utils.EnumerableExtensions.MinRange[T](IEnumerable`1 enumerable, Int32 n, IComparer`1 comparer) at Eco.Shared.Collections.BatchedSet`1.GetNextBatch() at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__70_1() ``` ",1.0,"[0.9.0 develop-21] Flying unreproducible crash - 1) Play for some time 2) /test economics 3) Fly to a store Have this at some point ``` System.IndexOutOfRangeException: Index was outside the bounds of the array. at Eco.Shared.Utils.EnumerableExtensions.MinRange[T](IEnumerable`1 enumerable, Int32 n, IComparer`1 comparer) at Eco.Shared.Collections.BatchedSet`1.GetNextBatch() at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__70_1() ``` ",1, flying unreproducible crash play for some time test economics fly to a store have this at some point system indexoutofrangeexception index was outside the bounds of the array at eco shared utils enumerableextensions minrange ienumerable enumerable n icomparer comparer at eco shared collections batchedset getnextbatch at eco plugins networking client update at eco plugins networking client b ,1 381822,11288679068.0,IssuesEvent,2020-01-16 08:29:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stuck in a pipe,Priority: Medium,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. go underwater 2. place a pipe in front and behind of you 3. go with your head to the height of the pipes 4. place a pipe in the place, where the 2 pipes would connect to each other (the block, where your head is) 5. your stuck **Expected behavior:** It should have glitched me out or would prevent me from placing the pipe in some way **Actual behavior:** Instead it let me place the pipe inside of my head",1.0,"USER ISSUE: Stuck in a pipe - **Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. go underwater 2. place a pipe in front and behind of you 3. go with your head to the height of the pipes 4. place a pipe in the place, where the 2 pipes would connect to each other (the block, where your head is) 5. your stuck **Expected behavior:** It should have glitched me out or would prevent me from placing the pipe in some way **Actual behavior:** Instead it let me place the pipe inside of my head",1,user issue stuck in a pipe version beta steps to reproduce go underwater place a pipe in front and behind of you go with your head to the height of the pipes place a pipe in the place where the pipes would connect to each other the block where your head is your stuck expected behavior it should have glitched me out or would prevent me from placing the pipe in some way actual behavior instead it let me place the pipe inside of my head,1 423435,12296121342.0,IssuesEvent,2020-05-11 06:11:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Steam Family Sharing lack of support should be communicated,Priority: Medium,Users who share with others then try to login to Steam should see a message that it's not supported for Steam. ,1.0,Steam Family Sharing lack of support should be communicated - Users who share with others then try to login to Steam should see a message that it's not supported for Steam. ,1,steam family sharing lack of support should be communicated users who share with others then try to login to steam should see a message that it s not supported for steam ,1 386063,11431201915.0,IssuesEvent,2020-02-04 11:38:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.0 staging-1383] ""Allow Laws to Prevent Login or Play = False"" doesn't work for First login.",Priority: Medium,"Step to reproduce: - set 'Allow Laws to Prevent Login or Play' = False: ![image](https://user-images.githubusercontent.com/45708377/73741395-341af780-475b-11ea-8dcc-417baaf0b01e.png) - create law for Play prevent: ![image](https://user-images.githubusercontent.com/45708377/73741418-4301aa00-475b-11ea-855e-6c20d5244dfb.png) - create law for First Login prevent: ![image](https://user-images.githubusercontent.com/45708377/73741447-5280f300-475b-11ea-996c-a1fcd2b749e7.png) - I can't play and have notification that this law doesn't work: ![image](https://user-images.githubusercontent.com/45708377/73741487-62003c00-475b-11ea-8720-dd71e824490c.png) - but it's many spam in chat. May be add this information to law tooltip with red color? ![image](https://user-images.githubusercontent.com/45708377/73741595-9aa01580-475b-11ea-9db6-8562cc6652e6.png) - another player can't connect First time. So this doesn't work for login. ![bandicam_2020-02-04_16-30-18-973](https://user-images.githubusercontent.com/45708377/73741721-db982a00-475b-11ea-9f72-fefcf0c77813.jpg) ",1.0,"[0.9.0 staging-1383] ""Allow Laws to Prevent Login or Play = False"" doesn't work for First login. - Step to reproduce: - set 'Allow Laws to Prevent Login or Play' = False: ![image](https://user-images.githubusercontent.com/45708377/73741395-341af780-475b-11ea-8dcc-417baaf0b01e.png) - create law for Play prevent: ![image](https://user-images.githubusercontent.com/45708377/73741418-4301aa00-475b-11ea-855e-6c20d5244dfb.png) - create law for First Login prevent: ![image](https://user-images.githubusercontent.com/45708377/73741447-5280f300-475b-11ea-996c-a1fcd2b749e7.png) - I can't play and have notification that this law doesn't work: ![image](https://user-images.githubusercontent.com/45708377/73741487-62003c00-475b-11ea-8720-dd71e824490c.png) - but it's many spam in chat. May be add this information to law tooltip with red color? ![image](https://user-images.githubusercontent.com/45708377/73741595-9aa01580-475b-11ea-9db6-8562cc6652e6.png) - another player can't connect First time. So this doesn't work for login. ![bandicam_2020-02-04_16-30-18-973](https://user-images.githubusercontent.com/45708377/73741721-db982a00-475b-11ea-9f72-fefcf0c77813.jpg) ",1, allow laws to prevent login or play false doesn t work for first login step to reproduce set allow laws to prevent login or play false create law for play prevent create law for first login prevent i can t play and have notification that this law doesn t work but it s many spam in chat may be add this information to law tooltip with red color another player can t connect first time so this doesn t work for login ,1 452204,13046802583.0,IssuesEvent,2020-07-29 09:36:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1693] Exceptions in civics ,Category: UI Priority: Medium,"1. Create a new world 2. Place capitol and ratify 3. Place capitol 4. Start to create a law, choose Chat Sent trigger. Have an error [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4993982/Player.log) ",1.0,"[0.9.0 staging-1693] Exceptions in civics - 1. Create a new world 2. Place capitol and ratify 3. Place capitol 4. Start to create a law, choose Chat Sent trigger. Have an error [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4993982/Player.log) ",1, exceptions in civics create a new world place capitol and ratify place capitol start to create a law choose chat sent trigger have an error ,1 249094,7953787845.0,IssuesEvent,2018-07-12 03:50:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[v0.7.2.2] Converting Map by every Server restart,Medium Priority,"Hello everybody, i would to ask about a Bug on my Server. Good day, I wanted to ask if there is a known bug so far as it comes to the fact that the server map is converted at each restart? Every time our server reboots the card is converted again, which also means that all plants are always 100% fully grown. Server Specs: Windows Server 2016 Standard I7-6700K 32 GB DDR4 RAM 2 x 256 NVMe SDDs Storage Greetz SkyfaR",1.0,"[v0.7.2.2] Converting Map by every Server restart - Hello everybody, i would to ask about a Bug on my Server. Good day, I wanted to ask if there is a known bug so far as it comes to the fact that the server map is converted at each restart? Every time our server reboots the card is converted again, which also means that all plants are always 100% fully grown. Server Specs: Windows Server 2016 Standard I7-6700K 32 GB DDR4 RAM 2 x 256 NVMe SDDs Storage Greetz SkyfaR",1, converting map by every server restart hello everybody i would to ask about a bug on my server good day i wanted to ask if there is a known bug so far as it comes to the fact that the server map is converted at each restart every time our server reboots the card is converted again which also means that all plants are always fully grown server specs windows server standard gb ram x nvme sdds storage greetz skyfar,1 249876,7964907005.0,IssuesEvent,2018-07-14 00:31:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Takes minutes to access chests or anything else with items in it,Medium Priority Optimization,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Just click any chest e.g. **Expected behavior:** It should appear directly **Actual behavior:** Im waiting 10 seconds at least",1.0,"USER ISSUE: Takes minutes to access chests or anything else with items in it - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Just click any chest e.g. **Expected behavior:** It should appear directly **Actual behavior:** Im waiting 10 seconds at least",1,user issue takes minutes to access chests or anything else with items in it version beta steps to reproduce just click any chest e g expected behavior it should appear directly actual behavior im waiting seconds at least,1 242430,7842122286.0,IssuesEvent,2018-06-18 21:59:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crash whith /level command,Medium Priority,"**Version:** 0.7.4.5 beta **Steps to Reproduce:** /level 3,3,ErroredBlockName **Expected behavior:** Message in the chat like ""ErroredBlockName is not a valid block"" **Actual behavior:** Server encountered an exception: Exception: ArgumentNullException Message:La valeur ne peut pas être null. Parameter name: key Source:mscorlib System.ArgumentNullException: La valeur ne peut pas être null. Parameter name: key at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.World.BlockManager.Create(Type blockType, Object[] args) at Eco.World.WorldChunkGrid.SetBlock(Type blockType, Vector3i worldPos, Object[] args) at Eco.Gameplay.WorldObjectDebugUtil.<>c__DisplayClass4_0.b__0(Vector3i pos) at Eco.Shared.Math.WorldRange.ForEachInc(Action`1 a) at Eco.Gameplay.WorldObjectDebugUtil.LevelTerrain(Vector2i size, Vector3i position, Type blockType, Player player) at Eco.Gameplay.Systems.Chat.AdminCommands.Level(User user, Int32 x, Int32 y, String blockType) ```
Log File(...previous log truncated...) calServer - Starting RoomPlugin... LocalServer - Loading Rooms... LocalServer - Starting ObjectivePlugin... LocalServer - Loading Objectives... LocalServer - Starting Legislation... LocalServer - Loading Laws... LocalServer - Starting WebServerPlugin... LocalServer - Starting HousingTierDefinition... LocalServer - Initializing LocalizationPlugin... LocalServer - Initializing WorldGeneratorPlugin... LocalServer - Initializing UserManager... LocalServer - Initializing MinimapManager... LocalServer - Initializing WorldObjectManager... LocalServer - Initializing RoomPlugin... LocalServer - Initializing HousingTierDefinition... LocalServer - Initializing WorldPlugin... LocalServer - Ticking... LocalServer - Compressing... LocalServer - Initializing WorldLayerManager... LocalServer - Initializing WebServerPlugin... LocalServer - Server Initialization finished in 12�328,8ms Connecting to local host. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [45:11] Connecting via Lidgren to localhost:3000 Connection complete. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoadingWorld -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at PostProcessingManager.UpdateHypoxia () [0x0002f] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at Eco.Shared.View.ISubscriberExtensions.SubscribeAndCall (Eco.Shared.View.ISubscriber s, System.String propname, System.Action changedCallback) [0x00008] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at PostProcessingManager.Start () [0x00081] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [45:42] Disconnected from server.Shutting down server (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Saving... LocalServer - Saving world... Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Finished in 125,5msDone
",1.0,"USER ISSUE: Crash whith /level command - **Version:** 0.7.4.5 beta **Steps to Reproduce:** /level 3,3,ErroredBlockName **Expected behavior:** Message in the chat like ""ErroredBlockName is not a valid block"" **Actual behavior:** Server encountered an exception: Exception: ArgumentNullException Message:La valeur ne peut pas être null. Parameter name: key Source:mscorlib System.ArgumentNullException: La valeur ne peut pas être null. Parameter name: key at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.World.BlockManager.Create(Type blockType, Object[] args) at Eco.World.WorldChunkGrid.SetBlock(Type blockType, Vector3i worldPos, Object[] args) at Eco.Gameplay.WorldObjectDebugUtil.<>c__DisplayClass4_0.b__0(Vector3i pos) at Eco.Shared.Math.WorldRange.ForEachInc(Action`1 a) at Eco.Gameplay.WorldObjectDebugUtil.LevelTerrain(Vector2i size, Vector3i position, Type blockType, Player player) at Eco.Gameplay.Systems.Chat.AdminCommands.Level(User user, Int32 x, Int32 y, String blockType) ```
Log File(...previous log truncated...) calServer - Starting RoomPlugin... LocalServer - Loading Rooms... LocalServer - Starting ObjectivePlugin... LocalServer - Loading Objectives... LocalServer - Starting Legislation... LocalServer - Loading Laws... LocalServer - Starting WebServerPlugin... LocalServer - Starting HousingTierDefinition... LocalServer - Initializing LocalizationPlugin... LocalServer - Initializing WorldGeneratorPlugin... LocalServer - Initializing UserManager... LocalServer - Initializing MinimapManager... LocalServer - Initializing WorldObjectManager... LocalServer - Initializing RoomPlugin... LocalServer - Initializing HousingTierDefinition... LocalServer - Initializing WorldPlugin... LocalServer - Ticking... LocalServer - Compressing... LocalServer - Initializing WorldLayerManager... LocalServer - Initializing WebServerPlugin... LocalServer - Server Initialization finished in 12�328,8ms Connecting to local host. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [45:11] Connecting via Lidgren to localhost:3000 Connection complete. (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoadingWorld -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at PostProcessingManager.UpdateHypoxia () [0x0002f] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at Eco.Shared.View.ISubscriberExtensions.SubscribeAndCall (Eco.Shared.View.ISubscriber s, System.String propname, System.Action changedCallback) [0x00008] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at PostProcessingManager.Start () [0x00081] in <2c9362ff3b6f4767b4b44352d17195ba>:0 (Filename: <2c9362ff3b6f4767b4b44352d17195ba> Line: 0) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [45:42] Disconnected from server.Shutting down server (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Saving... LocalServer - Saving world... Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LocalServer - Finished in 125,5msDone
",1,user issue crash whith level command version beta steps to reproduce level erroredblockname expected behavior message in the chat like erroredblockname is not a valid block actual behavior server encountered an exception exception argumentnullexception message la valeur ne peut pas être null parameter name key source mscorlib system argumentnullexception la valeur ne peut pas être null parameter name key at system throwhelper throwargumentnullexception exceptionargument argument at system collections generic dictionary findentry tkey key at system collections generic dictionary trygetvalue tkey key tvalue value at eco world blockmanager create type blocktype object args at eco world worldchunkgrid setblock type blocktype worldpos object args at eco gameplay worldobjectdebugutil c b pos at eco shared math worldrange foreachinc action a at eco gameplay worldobjectdebugutil levelterrain size position type blocktype player player at eco gameplay systems chat admincommands level user user x y string blocktype log file previous log truncated calserver starting roomplugin localserver loading rooms localserver starting objectiveplugin localserver loading objectives localserver starting legislation localserver loading laws localserver starting webserverplugin localserver starting housingtierdefinition localserver initializing localizationplugin localserver initializing worldgeneratorplugin localserver initializing usermanager localserver initializing minimapmanager localserver initializing worldobjectmanager localserver initializing roomplugin localserver initializing housingtierdefinition localserver initializing worldplugin localserver ticking localserver compressing localserver initializing worldlayermanager localserver initializing webserverplugin localserver server initialization finished in � connecting to local host filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line connecting via lidgren to localhost connection complete filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loadingworld connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line nullreferenceexception object reference not set to an instance of an object at postprocessingmanager updatehypoxia in at eco shared view isubscriberextensions subscribeandcall eco shared view isubscriber s system string propname system action changedcallback in at postprocessingmanager start in filename line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server shutting down server filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line localserver saving localserver saving world changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line localserver finished in ,1 375692,11132944272.0,IssuesEvent,2019-12-20 08:11:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Interaction Key UI sometimes displays impossible actions,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34740542-a07eaa96-f534-11e7-9517-23da0613cdf9.png) I cant pick up the chest with a deed. ",1.0,"Interaction Key UI sometimes displays impossible actions - ![image](https://user-images.githubusercontent.com/6262198/34740542-a07eaa96-f534-11e7-9517-23da0613cdf9.png) I cant pick up the chest with a deed. ",1,interaction key ui sometimes displays impossible actions i cant pick up the chest with a deed ,1 395716,11695379750.0,IssuesEvent,2020-03-06 07:21:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 Visual spam from work orders.,Priority: Medium Status: Fixed,"It's not cool. Every time you need to remove jobs from displaying, to prevent visual spam. ![20191203100003_1](https://user-images.githubusercontent.com/4980243/70027782-f4e1f600-15b3-11ea-85cb-72eda6f42468.jpg) ![20191203100035_1](https://user-images.githubusercontent.com/4980243/70027783-f4e1f600-15b3-11ea-90a1-ea27bff829aa.jpg) ![20191130092207_1](https://user-images.githubusercontent.com/4980243/70027786-f7445000-15b3-11ea-8e59-59703c088b70.jpg) In areas of high machine density, project icons cover the entire screen.",1.0,"0.9 Visual spam from work orders. - It's not cool. Every time you need to remove jobs from displaying, to prevent visual spam. ![20191203100003_1](https://user-images.githubusercontent.com/4980243/70027782-f4e1f600-15b3-11ea-85cb-72eda6f42468.jpg) ![20191203100035_1](https://user-images.githubusercontent.com/4980243/70027783-f4e1f600-15b3-11ea-90a1-ea27bff829aa.jpg) ![20191130092207_1](https://user-images.githubusercontent.com/4980243/70027786-f7445000-15b3-11ea-8e59-59703c088b70.jpg) In areas of high machine density, project icons cover the entire screen.",1, visual spam from work orders it s not cool every time you need to remove jobs from displaying to prevent visual spam in areas of high machine density project icons cover the entire screen ,1 525383,15252166440.0,IssuesEvent,2021-02-20 01:47:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Accounts] Add all links to download staging build.,Category: Accounts Category: Web Priority: Medium Squad: Lattice Mushroom,"I don't have links to download server 64bit and have link to download only Client 64bit. ![image](https://user-images.githubusercontent.com/45708377/102193316-02bb9e00-3ecd-11eb-8587-b67588829abf.png) Currently we have all variants in staging. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/19738#issuecomment-745151000_",1.0,"[Accounts] Add all links to download staging build. - I don't have links to download server 64bit and have link to download only Client 64bit. ![image](https://user-images.githubusercontent.com/45708377/102193316-02bb9e00-3ecd-11eb-8587-b67588829abf.png) Currently we have all variants in staging. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/19738#issuecomment-745151000_",1, add all links to download staging build i don t have links to download server and have link to download only client currently we have all variants in staging originally posted by slaykswood in ,1 309225,9465549313.0,IssuesEvent,2019-04-18 00:08:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Rouse bug: Frame rate degrades over time,Medium Priority Steam Report,"""As I mentioned the frame rate started out at 12-14, but it just degraded as I played. By the time I stopped it was 7-8 or worse. And this wasn't even looking at a lot of stuff. I would be staring off over the water at nothing and still the frame rate would be that bad. It felt like it was just the longer it had been running the slower it got, regardless of what I was doing.""",1.0,"Rouse bug: Frame rate degrades over time - ""As I mentioned the frame rate started out at 12-14, but it just degraded as I played. By the time I stopped it was 7-8 or worse. And this wasn't even looking at a lot of stuff. I would be staring off over the water at nothing and still the frame rate would be that bad. It felt like it was just the longer it had been running the slower it got, regardless of what I was doing.""",1,rouse bug frame rate degrades over time as i mentioned the frame rate started out at but it just degraded as i played by the time i stopped it was or worse and this wasn t even looking at a lot of stuff i would be staring off over the water at nothing and still the frame rate would be that bad it felt like it was just the longer it had been running the slower it got regardless of what i was doing ,1 478244,13775818396.0,IssuesEvent,2020-10-08 08:34:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-67] Triple notification with 'pick up' trigger,Category: UI Priority: Medium Status: Fixed,"Step to reproduce: - make law like this: ![image](https://user-images.githubusercontent.com/45708377/94549731-536f1380-025b-11eb-89ce-ad49cfa29582.png) - pick up workbench: ![image](https://user-images.githubusercontent.com/45708377/94549826-726da580-025b-11eb-9feb-7c86847d90d1.png) Money calculation is right",1.0,"[0.9.0 develop-67] Triple notification with 'pick up' trigger - Step to reproduce: - make law like this: ![image](https://user-images.githubusercontent.com/45708377/94549731-536f1380-025b-11eb-89ce-ad49cfa29582.png) - pick up workbench: ![image](https://user-images.githubusercontent.com/45708377/94549826-726da580-025b-11eb-9feb-7c86847d90d1.png) Money calculation is right",1, triple notification with pick up trigger step to reproduce make law like this pick up workbench money calculation is right,1 385351,11419215659.0,IssuesEvent,2020-02-03 07:21:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 stageing-1215] Change Top chat width with another UI,Priority: Medium Status: Fixed Status: Reopen,"Top UI should be remake. 1. Need to limit the number of orders at top UI ![image](https://user-images.githubusercontent.com/45708377/67931739-8df7a880-fbd3-11e9-8e23-df476a96916a.png) 2. If you change Chat width, then it should be centered relative to the screen, and not move right to left when adding orders or a tutorial. Start moving chat only when the Order UI starts to overlap chat. Step to reproduce: - Change Chat width to minimum (I asked in another issue, but almost all chat issues are already closed: Make minimum chat less) ![image](https://user-images.githubusercontent.com/45708377/67932359-d19ee200-fbd4-11e9-9656-23d97956cf3f.png) - add 2 new order at workbench. Chat will change, why? Nothing overlap it. ![image](https://user-images.githubusercontent.com/45708377/67932389-e11e2b00-fbd4-11e9-96da-bdc79c900c5d.png) It causes a strange effect with many orders. Orders began to move to the right side ![image](https://user-images.githubusercontent.com/45708377/67932572-34907900-fbd5-11e9-8b5e-bfd52f0cb97c.png) ",1.0,"[0.9.0 stageing-1215] Change Top chat width with another UI - Top UI should be remake. 1. Need to limit the number of orders at top UI ![image](https://user-images.githubusercontent.com/45708377/67931739-8df7a880-fbd3-11e9-8e23-df476a96916a.png) 2. If you change Chat width, then it should be centered relative to the screen, and not move right to left when adding orders or a tutorial. Start moving chat only when the Order UI starts to overlap chat. Step to reproduce: - Change Chat width to minimum (I asked in another issue, but almost all chat issues are already closed: Make minimum chat less) ![image](https://user-images.githubusercontent.com/45708377/67932359-d19ee200-fbd4-11e9-9656-23d97956cf3f.png) - add 2 new order at workbench. Chat will change, why? Nothing overlap it. ![image](https://user-images.githubusercontent.com/45708377/67932389-e11e2b00-fbd4-11e9-96da-bdc79c900c5d.png) It causes a strange effect with many orders. Orders began to move to the right side ![image](https://user-images.githubusercontent.com/45708377/67932572-34907900-fbd5-11e9-8b5e-bfd52f0cb97c.png) ",1, change top chat width with another ui top ui should be remake need to limit the number of orders at top ui if you change chat width then it should be centered relative to the screen and not move right to left when adding orders or a tutorial start moving chat only when the order ui starts to overlap chat step to reproduce change chat width to minimum i asked in another issue but almost all chat issues are already closed make minimum chat less add new order at workbench chat will change why nothing overlap it it causes a strange effect with many orders orders began to move to the right side ,1 252860,8047423799.0,IssuesEvent,2018-08-01 00:35:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hoes are not working properly,Medium Priority,"Via Forum member: http://ecoforum.strangeloopgames.com/topic/4550/hoes-funktionieren-nicht ""Hello, For me, the Hoes do not work: both the Wooden Hoe and the Iron Hoe appears (even if the block is marked in green) neither a symbol (as in the ax: right click to perform the action) still happens when clicking something. Every 10-20 clicks, the sound comes as if something had happened, but even after many more clicks, the Earth does not change."" ""I have already tried to modify the wooden hoe C# file, so that it doesn't check if theres a block above the current block, but that didn't help."" Running 7.3.3",1.0,"Hoes are not working properly - Via Forum member: http://ecoforum.strangeloopgames.com/topic/4550/hoes-funktionieren-nicht ""Hello, For me, the Hoes do not work: both the Wooden Hoe and the Iron Hoe appears (even if the block is marked in green) neither a symbol (as in the ax: right click to perform the action) still happens when clicking something. Every 10-20 clicks, the sound comes as if something had happened, but even after many more clicks, the Earth does not change."" ""I have already tried to modify the wooden hoe C# file, so that it doesn't check if theres a block above the current block, but that didn't help."" Running 7.3.3",1,hoes are not working properly via forum member hello for me the hoes do not work both the wooden hoe and the iron hoe appears even if the block is marked in green neither a symbol as in the ax right click to perform the action still happens when clicking something every clicks the sound comes as if something had happened but even after many more clicks the earth does not change i have already tried to modify the wooden hoe c file so that it doesn t check if theres a block above the current block but that didn t help running ,1 546330,16009296518.0,IssuesEvent,2021-04-20 08:34:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.1 release-204] Vehicles an interaction distance check failed (occupancy based). Fallback to default check.,Category: Tech Priority: Medium Squad: Pumpkin Type: Bug,"![image](https://user-images.githubusercontent.com/45708377/115060536-a60ad700-9ef0-11eb-9f3e-2a04b4ce5971.png) ",1.0,"[0.9.3.1 release-204] Vehicles an interaction distance check failed (occupancy based). Fallback to default check. - ![image](https://user-images.githubusercontent.com/45708377/115060536-a60ad700-9ef0-11eb-9f3e-2a04b4ce5971.png) ",1, vehicles an interaction distance check failed occupancy based fallback to default check ,1 472122,13616847664.0,IssuesEvent,2020-09-23 16:09:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0.2 beta develop-61] Law Trigger: Not Felled not functioning/reversed,Category: Laws Priority: Medium,"The sub trigger for Chop Tree - If ""Not Felled"" is not functioning properly as it does the same thing ""Felled"" does, ie registering action as true on actually cutting down the tree and not just chopping it. The trigger in action. - Cut down the tree - Cutting tree but it is NOT felled The Law Logic ![Screenshot_23.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/dda64aaa-99e9-45ab-80ed-16e93161eef2)",1.0,"[0.9.0.2 beta develop-61] Law Trigger: Not Felled not functioning/reversed - The sub trigger for Chop Tree - If ""Not Felled"" is not functioning properly as it does the same thing ""Felled"" does, ie registering action as true on actually cutting down the tree and not just chopping it. The trigger in action. - Cut down the tree - Cutting tree but it is NOT felled The Law Logic ![Screenshot_23.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/dda64aaa-99e9-45ab-80ed-16e93161eef2)",1, law trigger not felled not functioning reversed the sub trigger for chop tree if not felled is not functioning properly as it does the same thing felled does ie registering action as true on actually cutting down the tree and not just chopping it the trigger in action cut down the tree cutting tree but it is not felled the law logic ,1 502878,14569004031.0,IssuesEvent,2020-12-17 12:28:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Birds sound on title screen,Category: Audio Priority: Medium,"from #19476 ""Those bird sounds should seamlessly continue when the scene loads. It should also restart when the user disconnects and returns to title screen."" But this birds sound is too rich for the city. I think it's worth adding a slightly different birds sound there, more rare. But so that the сhanges is not very noticeable. ",1.0,"Birds sound on title screen - from #19476 ""Those bird sounds should seamlessly continue when the scene loads. It should also restart when the user disconnects and returns to title screen."" But this birds sound is too rich for the city. I think it's worth adding a slightly different birds sound there, more rare. But so that the сhanges is not very noticeable. ",1,birds sound on title screen from those bird sounds should seamlessly continue when the scene loads it should also restart when the user disconnects and returns to title screen but this birds sound is too rich for the city i think it s worth adding a slightly different birds sound there more rare but so that the сhanges is not very noticeable ,1 529438,15388607063.0,IssuesEvent,2021-03-03 10:58:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 release-139] Wrong Mining Expirience Calculation with pickaxe,Category: Balance Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"So, Now I gain exp per every hit + double for last hit. Should be only for last hit. If I mine Basalt with Stone Pickaxe I will gain: 0,1+0,1+0,1+0,1+0,1+0,1x2 = 0,7. If I mine Basalt with Modern Pickaxe I will gain: 0,1x2 = 0,2 I guess it's related with #19039 and #19033",1.0,"[0.9.2 release-139] Wrong Mining Expirience Calculation with pickaxe - So, Now I gain exp per every hit + double for last hit. Should be only for last hit. If I mine Basalt with Stone Pickaxe I will gain: 0,1+0,1+0,1+0,1+0,1+0,1x2 = 0,7. If I mine Basalt with Modern Pickaxe I will gain: 0,1x2 = 0,2 I guess it's related with #19039 and #19033",1, wrong mining expirience calculation with pickaxe so now i gain exp per every hit double for last hit should be only for last hit if i mine basalt with stone pickaxe i will gain if i mine basalt with modern pickaxe i will gain i guess it s related with and ,1 249175,7953960044.0,IssuesEvent,2018-07-12 05:05:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Inactivity""",Medium Priority,"Hello, I've a problem with ECO on my Server. I can connect correctly to the server, but on doing some action like: scrolling through the tool-bar, opening any inventory like a chest, or getting out of an vehicle - the server kicks me out and tells me the problem: ""Inactivity"". Other Players on my servers don't have this problem - they can play normally. This problem first appears after the update on 10.05.2018. Please help me - i really want to play your beautiful game :) Best regards Xenophon Following the bug-report: Inactivity. Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon HD 7800 Series (ID=0x6819) Vendor: ATI VRAM: 2028 MB Driver: 22.19.677.257 Begin MonoManager ReloadAssembly - Completed reload, in 0.068 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.180647 ms Setting up 4 worker threads for Enlighten. Thread -> id: 1e28 -> priority: 1 Thread -> id: 830 -> priority: 1 Thread -> id: cf0 -> priority: 1 Thread -> id: 51c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.1 beta Wednesday, May 09, 2018 8:53 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [52:42] Disconnected from server.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.GameObject].get_Item (System.String key) [0x00000] in :0 at Vehicle.Dismount (Int32 playerID) [0x00000] in :0 at Vehicle.OnDestroy () [0x00000] in :0 (Filename: Line: -1) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) [54:19] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) [58:27] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ",1.0,"""Inactivity"" - Hello, I've a problem with ECO on my Server. I can connect correctly to the server, but on doing some action like: scrolling through the tool-bar, opening any inventory like a chest, or getting out of an vehicle - the server kicks me out and tells me the problem: ""Inactivity"". Other Players on my servers don't have this problem - they can play normally. This problem first appears after the update on 10.05.2018. Please help me - i really want to play your beautiful game :) Best regards Xenophon Following the bug-report: Inactivity. Log File: Initialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon HD 7800 Series (ID=0x6819) Vendor: ATI VRAM: 2028 MB Driver: 22.19.677.257 Begin MonoManager ReloadAssembly - Completed reload, in 0.068 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.180647 ms Setting up 4 worker threads for Enlighten. Thread -> id: 1e28 -> priority: 1 Thread -> id: 830 -> priority: 1 Thread -> id: cf0 -> priority: 1 Thread -> id: 51c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.1 beta Wednesday, May 09, 2018 8:53 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library X:/Programme/Games/Steam/Steam-Installation/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [52:42] Disconnected from server.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.GameObject].get_Item (System.String key) [0x00000] in :0 at Vehicle.Dismount (Int32 playerID) [0x00000] in :0 at Vehicle.OnDestroy () [0x00000] in :0 (Filename: Line: -1) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) [54:19] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ""Core/PlayerClient/PoweredCartObject/PoweredCartObject(Clone)/Chassis/PoweredCart/Driving/MainCartMesh"" (Filename: Line: 0) [58:27] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ",1, inactivity hello i ve a problem with eco on my server i can connect correctly to the server but on doing some action like scrolling through the tool bar opening any inventory like a chest or getting out of an vehicle the server kicks me out and tells me the problem inactivity other players on my servers don t have this problem they can play normally this problem first appears after the update on please help me i really want to play your beautiful game best regards xenophon following the bug report inactivity log file initialize engine version gfxdevice creating device client threaded version renderer amd radeon hd series id vendor ati vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta wednesday may pm filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line fallback handler could not load library x programme games steam steam installation steamapps common eco eco data mono libc fallback handler could not load library x programme games steam steam installation steamapps common eco eco data mono libc fallback handler could not load library x programme games steam steam installation steamapps common eco eco data mono libc changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line boxcolliders does not support negative scale or size the effective box size has been forced positive and is likely to give unexpected collision geometry if you absolutely need to use negative scaling you can use the convex meshcollider scene hierarchy path core playerclient poweredcartobject poweredcartobject clone chassis poweredcart driving maincartmesh filename line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server keynotfoundexception the given key was not present in the dictionary at system collections generic dictionary get item system string key in at vehicle dismount playerid in at vehicle ondestroy in filename line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line boxcolliders does not support negative scale or size the effective box size has been forced positive and is likely to give unexpected collision geometry if you absolutely need to use negative scaling you can use the convex meshcollider scene hierarchy path core playerclient poweredcartobject poweredcartobject clone chassis poweredcart driving maincartmesh filename line disconnected from server changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line boxcolliders does not support negative scale or size the effective box size has been forced positive and is likely to give unexpected collision geometry if you absolutely need to use negative scaling you can use the convex meshcollider scene hierarchy path core playerclient poweredcartobject poweredcartobject clone chassis poweredcart driving maincartmesh filename line disconnected from server changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line ,1 505579,14641355041.0,IssuesEvent,2020-12-25 06:37:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Map tutorial needs updating,Category: Gameplay Priority: Medium Status: Reopen,"![image](https://user-images.githubusercontent.com/3536496/77976059-bf72be00-72b0-11ea-98b2-0952aabb8d4a.png) The first entry, 'Open the map', starts checked, because the map is always docked now. Change it to 'Open the full-screen map.' and have an error that points to the button to do that (using the arrow system other tutorials use). Configure the tutorial to require this step before the others complete (there should be support in there already for this). ",1.0,"Map tutorial needs updating - ![image](https://user-images.githubusercontent.com/3536496/77976059-bf72be00-72b0-11ea-98b2-0952aabb8d4a.png) The first entry, 'Open the map', starts checked, because the map is always docked now. Change it to 'Open the full-screen map.' and have an error that points to the button to do that (using the arrow system other tutorials use). Configure the tutorial to require this step before the others complete (there should be support in there already for this). ",1,map tutorial needs updating the first entry open the map starts checked because the map is always docked now change it to open the full screen map and have an error that points to the button to do that using the arrow system other tutorials use configure the tutorial to require this step before the others complete there should be support in there already for this ,1 463416,13265148975.0,IssuesEvent,2020-08-21 05:50:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-21] Sometimes can't connect to second server without restart client,Category: Tech Priority: Medium Status: Reopen,"Step to reproduce: - create a new world, start client, join to the new world first time: ![image](https://user-images.githubusercontent.com/45708377/89279623-45808600-d650-11ea-8dea-286f43c432b2.png) - press Save: ![image](https://user-images.githubusercontent.com/45708377/89279733-634deb00-d650-11ea-84e9-a1c5dfb40b13.png) - disconnect from the server: ![image](https://user-images.githubusercontent.com/45708377/89279755-6943cc00-d650-11ea-81f2-3bac1af90976.png) - try to join to another server: ![image](https://user-images.githubusercontent.com/45708377/89279797-752f8e00-d650-11ea-8bec-01b30ff155f1.png) - sometimes I can't join and have a lot of errors in log(look at the end): https://drive.google.com/file/d/15JyDH4nzf5uIDG3x83_uXOp37TXwn8ne/view?usp=sharing ",1.0,"[0.9.0 develop-21] Sometimes can't connect to second server without restart client - Step to reproduce: - create a new world, start client, join to the new world first time: ![image](https://user-images.githubusercontent.com/45708377/89279623-45808600-d650-11ea-8dea-286f43c432b2.png) - press Save: ![image](https://user-images.githubusercontent.com/45708377/89279733-634deb00-d650-11ea-84e9-a1c5dfb40b13.png) - disconnect from the server: ![image](https://user-images.githubusercontent.com/45708377/89279755-6943cc00-d650-11ea-81f2-3bac1af90976.png) - try to join to another server: ![image](https://user-images.githubusercontent.com/45708377/89279797-752f8e00-d650-11ea-8bec-01b30ff155f1.png) - sometimes I can't join and have a lot of errors in log(look at the end): https://drive.google.com/file/d/15JyDH4nzf5uIDG3x83_uXOp37TXwn8ne/view?usp=sharing ",1, sometimes can t connect to second server without restart client step to reproduce create a new world start client join to the new world first time press save disconnect from the server try to join to another server sometimes i can t join and have a lot of errors in log look at the end ,1 389862,11518264765.0,IssuesEvent,2020-02-14 10:09:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1402] Work party: empty OKbox,Priority: Medium,"1. Make three order 2. Start to create workparty 3. Press ""+"" in Work table, submit. You will see an empty OKbox ![bandicam 2020-02-14 15-07-35-989](https://user-images.githubusercontent.com/27898520/74521864-f2990200-4f3b-11ea-8539-2bb44cd58717.jpg) ",1.0,"[0.9.0 staging-1402] Work party: empty OKbox - 1. Make three order 2. Start to create workparty 3. Press ""+"" in Work table, submit. You will see an empty OKbox ![bandicam 2020-02-14 15-07-35-989](https://user-images.githubusercontent.com/27898520/74521864-f2990200-4f3b-11ea-8539-2bb44cd58717.jpg) ",1, work party empty okbox make three order start to create workparty press in work table submit you will see an empty okbox ,1 564888,16744264584.0,IssuesEvent,2021-06-11 13:44:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,DOTS: Get benefits of DOTS for trees,Priority: Medium Squad: Pumpkin,Investigate how we can use DOTS with trees instantiation and rendering.,1.0,DOTS: Get benefits of DOTS for trees - Investigate how we can use DOTS with trees instantiation and rendering.,1,dots get benefits of dots for trees investigate how we can use dots with trees instantiation and rendering ,1 501263,14524769150.0,IssuesEvent,2020-12-14 11:55:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.5 br-100] Strange map glitch when editing claim,Category: UI Priority: Medium Status: Fixed,"So I'm not sure exactly how this happened. I was editing a claim, trying to claim some land next to someone else, and I think I pressed some shortcut and I got this glitch: ![20201017222938_1](https://user-images.githubusercontent.com/964559/96393960-9abf3480-1175-11eb-8669-b1dd603ad5a4.jpg) The minimap centred itself on the map I was editing and I couldn't open the map back up, close it or do anything other than quit. Not exactly sure how to reproduce it.",1.0,"[0.9.0.5 br-100] Strange map glitch when editing claim - So I'm not sure exactly how this happened. I was editing a claim, trying to claim some land next to someone else, and I think I pressed some shortcut and I got this glitch: ![20201017222938_1](https://user-images.githubusercontent.com/964559/96393960-9abf3480-1175-11eb-8669-b1dd603ad5a4.jpg) The minimap centred itself on the map I was editing and I couldn't open the map back up, close it or do anything other than quit. Not exactly sure how to reproduce it.",1, strange map glitch when editing claim so i m not sure exactly how this happened i was editing a claim trying to claim some land next to someone else and i think i pressed some shortcut and i got this glitch the minimap centred itself on the map i was editing and i couldn t open the map back up close it or do anything other than quit not exactly sure how to reproduce it ,1 451002,13022802575.0,IssuesEvent,2020-07-27 08:56:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1424] transaction log lates on top of list,Priority: Medium,"As transactions with buy and sell is becomming more and more important in the game, it is essential to change the order of the transaction list. the newest have to be on top, as after two weeks with hundreds of transactions it is painfull to scoll down to the last entry just to check what happened in the last hours. PLEASE, assume it's just a change of DESC to ASC or the otherway around, but having tons for quality for live. ![image](https://user-images.githubusercontent.com/47274045/75292138-e8241580-5823-11ea-8fce-bfa64e3815ec.png) ",1.0,"[0.9.0 staging-1424] transaction log lates on top of list - As transactions with buy and sell is becomming more and more important in the game, it is essential to change the order of the transaction list. the newest have to be on top, as after two weeks with hundreds of transactions it is painfull to scoll down to the last entry just to check what happened in the last hours. PLEASE, assume it's just a change of DESC to ASC or the otherway around, but having tons for quality for live. ![image](https://user-images.githubusercontent.com/47274045/75292138-e8241580-5823-11ea-8fce-bfa64e3815ec.png) ",1, transaction log lates on top of list as transactions with buy and sell is becomming more and more important in the game it is essential to change the order of the transaction list the newest have to be on top as after two weeks with hundreds of transactions it is painfull to scoll down to the last entry just to check what happened in the last hours please assume it s just a change of desc to asc or the otherway around but having tons for quality for live ,1 245062,7880756793.0,IssuesEvent,2018-06-26 16:51:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: ECO Game shutsdown incorrectly,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Quit the game **Expected behavior:** Press play button in Steam Library to restart ECO **Actual behavior:** Says game is already running so you have to open task manager and close steam-shutdown steam bootstrap then g restart steam and go back to Library to restart game this has been the way I had to start game from beginning after pressing Quit",1.0,"USER ISSUE: ECO Game shutsdown incorrectly - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Quit the game **Expected behavior:** Press play button in Steam Library to restart ECO **Actual behavior:** Says game is already running so you have to open task manager and close steam-shutdown steam bootstrap then g restart steam and go back to Library to restart game this has been the way I had to start game from beginning after pressing Quit",1,user issue eco game shutsdown incorrectly version beta steps to reproduce quit the game expected behavior press play button in steam library to restart eco actual behavior says game is already running so you have to open task manager and close steam shutdown steam bootstrap then g restart steam and go back to library to restart game this has been the way i had to start game from beginning after pressing quit,1 384242,11385924684.0,IssuesEvent,2020-01-29 12:10:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1330] Animals. Balance, weight and some changes in recipes",Priority: Medium Status: Fixed,"Iadd separate issue because it always uses craft time from parent recipe. #14355 MountainGoat time seems wrong. ![image](https://user-images.githubusercontent.com/45708377/72044338-98fe4180-32c4-11ea-9a5a-fcbb066c244e.png) But I still have some suggestion: Take as basic Bison time = 6 minutes or 360 sec. I get 10 Raw Meat + 2 LeatherHide = 12 items per order => 1 item = 30 sec. So: Bighorn = (6+1)*30 = 210 sec or 3,5 min. Deer, Elk, MountainGoat = (5+1)*30 = 180 sec or 3 min. Fox, Wolf = (2+2)*30= 120 sec or 2 min. Hare, Otter, Turkey = (1+1)*30 = 60 sec or 1 min. It's look more logical. You can use You can also do a calculation like this for weight balancing. With max efficiency you create 50 Raw Meat from Bison and 10 Leather Hide. 10x0,5+50x0.1 = 10kg for Bison. Of course is too much when you 30 kg inventory, but we can can temporarily reduce this weight by 2(for best time) => 5kg. Or reduce LeatherHide and FurPelt weight to 0,1. Then Bison = 5,5 kg. Bighorn = 3,5 kg. Deer, Elk, MountainGoat = 3 kg. Fox, Wolf = 2 kg. Hare, Otter, Turkey = 1 kg. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/14323#issuecomment-572426228_",1.0,"[0.9.0 staging-1330] Animals. Balance, weight and some changes in recipes - Iadd separate issue because it always uses craft time from parent recipe. #14355 MountainGoat time seems wrong. ![image](https://user-images.githubusercontent.com/45708377/72044338-98fe4180-32c4-11ea-9a5a-fcbb066c244e.png) But I still have some suggestion: Take as basic Bison time = 6 minutes or 360 sec. I get 10 Raw Meat + 2 LeatherHide = 12 items per order => 1 item = 30 sec. So: Bighorn = (6+1)*30 = 210 sec or 3,5 min. Deer, Elk, MountainGoat = (5+1)*30 = 180 sec or 3 min. Fox, Wolf = (2+2)*30= 120 sec or 2 min. Hare, Otter, Turkey = (1+1)*30 = 60 sec or 1 min. It's look more logical. You can use You can also do a calculation like this for weight balancing. With max efficiency you create 50 Raw Meat from Bison and 10 Leather Hide. 10x0,5+50x0.1 = 10kg for Bison. Of course is too much when you 30 kg inventory, but we can can temporarily reduce this weight by 2(for best time) => 5kg. Or reduce LeatherHide and FurPelt weight to 0,1. Then Bison = 5,5 kg. Bighorn = 3,5 kg. Deer, Elk, MountainGoat = 3 kg. Fox, Wolf = 2 kg. Hare, Otter, Turkey = 1 kg. _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/14323#issuecomment-572426228_",1, animals balance weight and some changes in recipes iadd separate issue because it always uses craft time from parent recipe mountaingoat time seems wrong but i still have some suggestion take as basic bison time minutes or sec i get raw meat leatherhide items per order item sec so bighorn sec or min deer elk mountaingoat sec or min fox wolf sec or min hare otter turkey sec or min it s look more logical you can use you can also do a calculation like this for weight balancing with max efficiency you create raw meat from bison and leather hide for bison of course is too much when you kg inventory but we can can temporarily reduce this weight by for best time or reduce leatherhide and furpelt weight to then bison kg bighorn kg deer elk mountaingoat kg fox wolf kg hare otter turkey kg originally posted by slaykswood in ,1 307172,9414249250.0,IssuesEvent,2019-04-10 09:42:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: steam tractor - no module shortcut on toolbar,Medium Priority,"**Version:** 0.7.5.0 beta staging-bad4361f **Steps to Reproduce:** Steam tractor with modules not have right toolbar, but have working buttons on it (for plough - 1 enable\disable it) ![20180619232641_1](https://user-images.githubusercontent.com/4980243/41622740-33461dec-7419-11e8-9898-3b47624deb75.jpg) ",1.0,"USER ISSUE: steam tractor - no module shortcut on toolbar - **Version:** 0.7.5.0 beta staging-bad4361f **Steps to Reproduce:** Steam tractor with modules not have right toolbar, but have working buttons on it (for plough - 1 enable\disable it) ![20180619232641_1](https://user-images.githubusercontent.com/4980243/41622740-33461dec-7419-11e8-9898-3b47624deb75.jpg) ",1,user issue steam tractor no module shortcut on toolbar version beta staging steps to reproduce steam tractor with modules not have right toolbar but have working buttons on it for plough enable disable it ,1 444753,12820671845.0,IssuesEvent,2020-07-06 06:25:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.1-release preview] Fishing Pole. Fish behaves strangely on a hook.,Priority: Medium QA Status: Fixed,"1. Take Fishing Pole. 2. Throw the hook into the water. 3. When you catch a fish, she dances crazy on a hook. 4. This will continue until you pull out the fish. Also You can use Fishing Pole not only in water. https://drive.google.com/file/d/11d5jqHnvvhVwwAsaFcvAgxMRYDXJKOsP/view?usp=sharing",1.0,"[0.8.1.1-release preview] Fishing Pole. Fish behaves strangely on a hook. - 1. Take Fishing Pole. 2. Throw the hook into the water. 3. When you catch a fish, she dances crazy on a hook. 4. This will continue until you pull out the fish. Also You can use Fishing Pole not only in water. https://drive.google.com/file/d/11d5jqHnvvhVwwAsaFcvAgxMRYDXJKOsP/view?usp=sharing",1, fishing pole fish behaves strangely on a hook take fishing pole throw the hook into the water when you catch a fish she dances crazy on a hook this will continue until you pull out the fish also you can use fishing pole not only in water ,1 205190,7094550673.0,IssuesEvent,2018-01-13 04:50:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Choose Roles Tutorial (showing a mouse shape would look better as an arrow),Medium Priority,"**Version:** 0.6.4.0 alpha staging-9d99a945 **Steps to Reproduce:** Follow Tutorial **Expected behavior:** only because i know where the Skill menu is i know what to click **Actual behavior:** ![snap989](https://user-images.githubusercontent.com/29383891/34840628-80d3148c-f6fd-11e7-93ca-43f82bc24b3e.png) ",1.0,"USER ISSUE: Choose Roles Tutorial (showing a mouse shape would look better as an arrow) - **Version:** 0.6.4.0 alpha staging-9d99a945 **Steps to Reproduce:** Follow Tutorial **Expected behavior:** only because i know where the Skill menu is i know what to click **Actual behavior:** ![snap989](https://user-images.githubusercontent.com/29383891/34840628-80d3148c-f6fd-11e7-93ca-43f82bc24b3e.png) ",1,user issue choose roles tutorial showing a mouse shape would look better as an arrow version alpha staging steps to reproduce follow tutorial expected behavior only because i know where the skill menu is i know what to click actual behavior ,1 382971,11341068810.0,IssuesEvent,2020-01-23 08:28:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Web page feedback,Category: Web Priority: Medium,"**Elections** - [x] The table explaining the change is missing its header: ![image](https://user-images.githubusercontent.com/3536496/65350630-f9913380-db9a-11e9-93a0-88c27fe9ab78.png) You can see in swagger that the first row is there, its not being displayed for some reason. ![image](https://user-images.githubusercontent.com/3536496/65350623-f5651600-db9a-11e9-8ea9-fe0afe7c4b5c.png) - [x] This layout needs to be changed to make the election more clear: ![image](https://user-images.githubusercontent.com/3536496/65350667-1168b780-db9b-11e9-8ffc-d9ae1d8b8efc.png) IE, the first thing you should see is the Election title. ""Modify Constitutional Article"". This should be a big header at the top, showing you what youre looking at. Then you should see the details about what the election concerns. Show this table: ![image](https://user-images.githubusercontent.com/3536496/65351386-d10a3900-db9c-11e9-8a8e-337a046bc0cc.png) The table needs a better description at the top. I've added a PropertyTableHeader parameter that gets sent with the query, display that at the top (and make sure the first row displays, as described above). It will describe what exactly the table is. For bonus points, in elections that are showing a modification, highlight the entries in columns 3 and 4 that are different, as these are the important parts. You can do a string compare. Then the call-to-action, the voting buttons. 'Election Title, Yes or No buttons. ![image](https://user-images.githubusercontent.com/3536496/65350793-6278ab80-db9b-11e9-814d-a8a2f97787fd.png) And the final results displayed to the right as is currently. You can move the 'Election Info' (which is currently at the top of the page) to be a footnote in the results section, it shouldnt take top-billing like that. Then, the discussion at the bottom. - [x] Clicking 'View All Votes' put a popup in the top left. Can this be centered? - [x] When clicking the election process, add a header that describes what you're seeing to the table. ""These are the settings which determine how this election is run."" - [x] After voting once, I wasnt able to click 'update vote' to change it. - [x] If I've already voted, it should highlight which vote I made when I arrive at the page. Currently it doesn't highlight. Also, make the highlight more explicit, like a bright yellow selection + glow instead of a slightly different shade of green. - [x] The results with rounds should not be displayed for yes/no elections. It should just be a pie graph with numbers. ![image](https://user-images.githubusercontent.com/3536496/65355454-cfde0980-dba6-11e9-8621-fb7e7f73872e.png) **Title Elections** - [ ] I like that you grey-out options already selected here, but the color difference is so subtle I could barely tell. ![image](https://user-images.githubusercontent.com/3536496/65355361-9a392080-dba6-11e9-85b6-5f5a099cabc0.png) - [x] Compress this: ![image](https://user-images.githubusercontent.com/3536496/65355408-b341d180-dba6-11e9-876a-e58e62389891.png) - Dont display speech if it's blank. - Less margins - [x] Results is confusing: ![image](https://user-images.githubusercontent.com/3536496/65355472-dc626200-dba6-11e9-979e-15631fa236ae.png) Imagine you're a player that has never come across instant-runoff-voting before, this is going to be super confusing. Lets do this to make it easier: - Sort by the winners, in fact this is already delivered to you by the ordering of the ChoiceRanks field inside Results. - Add a description in tiny text under the table: This election is conducted with Instant Runoff Voting. This means that if a citizen's first choice candidate doesn't have enough votes to win, their vote goes instead to their second choice candidate, then third choice, and so on. This table shows each round of removal and how many votes each candidate has. For more info, see here - [x] Same as for bool elections, change the layout to make more sense. The top should say what the election is, and the 'election info' should be tucked away under results somewhere. It also needs to display the PositionForWinner table that's sent in the query: ![image](https://user-images.githubusercontent.com/3536496/65355742-7d511d00-dba7-11e9-8e7f-deda207503f3.png) ",1.0,"Web page feedback - **Elections** - [x] The table explaining the change is missing its header: ![image](https://user-images.githubusercontent.com/3536496/65350630-f9913380-db9a-11e9-93a0-88c27fe9ab78.png) You can see in swagger that the first row is there, its not being displayed for some reason. ![image](https://user-images.githubusercontent.com/3536496/65350623-f5651600-db9a-11e9-8ea9-fe0afe7c4b5c.png) - [x] This layout needs to be changed to make the election more clear: ![image](https://user-images.githubusercontent.com/3536496/65350667-1168b780-db9b-11e9-8ffc-d9ae1d8b8efc.png) IE, the first thing you should see is the Election title. ""Modify Constitutional Article"". This should be a big header at the top, showing you what youre looking at. Then you should see the details about what the election concerns. Show this table: ![image](https://user-images.githubusercontent.com/3536496/65351386-d10a3900-db9c-11e9-8a8e-337a046bc0cc.png) The table needs a better description at the top. I've added a PropertyTableHeader parameter that gets sent with the query, display that at the top (and make sure the first row displays, as described above). It will describe what exactly the table is. For bonus points, in elections that are showing a modification, highlight the entries in columns 3 and 4 that are different, as these are the important parts. You can do a string compare. Then the call-to-action, the voting buttons. 'Election Title, Yes or No buttons. ![image](https://user-images.githubusercontent.com/3536496/65350793-6278ab80-db9b-11e9-814d-a8a2f97787fd.png) And the final results displayed to the right as is currently. You can move the 'Election Info' (which is currently at the top of the page) to be a footnote in the results section, it shouldnt take top-billing like that. Then, the discussion at the bottom. - [x] Clicking 'View All Votes' put a popup in the top left. Can this be centered? - [x] When clicking the election process, add a header that describes what you're seeing to the table. ""These are the settings which determine how this election is run."" - [x] After voting once, I wasnt able to click 'update vote' to change it. - [x] If I've already voted, it should highlight which vote I made when I arrive at the page. Currently it doesn't highlight. Also, make the highlight more explicit, like a bright yellow selection + glow instead of a slightly different shade of green. - [x] The results with rounds should not be displayed for yes/no elections. It should just be a pie graph with numbers. ![image](https://user-images.githubusercontent.com/3536496/65355454-cfde0980-dba6-11e9-8621-fb7e7f73872e.png) **Title Elections** - [ ] I like that you grey-out options already selected here, but the color difference is so subtle I could barely tell. ![image](https://user-images.githubusercontent.com/3536496/65355361-9a392080-dba6-11e9-85b6-5f5a099cabc0.png) - [x] Compress this: ![image](https://user-images.githubusercontent.com/3536496/65355408-b341d180-dba6-11e9-876a-e58e62389891.png) - Dont display speech if it's blank. - Less margins - [x] Results is confusing: ![image](https://user-images.githubusercontent.com/3536496/65355472-dc626200-dba6-11e9-979e-15631fa236ae.png) Imagine you're a player that has never come across instant-runoff-voting before, this is going to be super confusing. Lets do this to make it easier: - Sort by the winners, in fact this is already delivered to you by the ordering of the ChoiceRanks field inside Results. - Add a description in tiny text under the table: This election is conducted with Instant Runoff Voting. This means that if a citizen's first choice candidate doesn't have enough votes to win, their vote goes instead to their second choice candidate, then third choice, and so on. This table shows each round of removal and how many votes each candidate has. For more info, see here - [x] Same as for bool elections, change the layout to make more sense. The top should say what the election is, and the 'election info' should be tucked away under results somewhere. It also needs to display the PositionForWinner table that's sent in the query: ![image](https://user-images.githubusercontent.com/3536496/65355742-7d511d00-dba7-11e9-8e7f-deda207503f3.png) ",1,web page feedback elections the table explaining the change is missing its header you can see in swagger that the first row is there its not being displayed for some reason this layout needs to be changed to make the election more clear ie the first thing you should see is the election title modify constitutional article this should be a big header at the top showing you what youre looking at then you should see the details about what the election concerns show this table the table needs a better description at the top i ve added a propertytableheader parameter that gets sent with the query display that at the top and make sure the first row displays as described above it will describe what exactly the table is for bonus points in elections that are showing a modification highlight the entries in columns and that are different as these are the important parts you can do a string compare then the call to action the voting buttons election title yes or no buttons and the final results displayed to the right as is currently you can move the election info which is currently at the top of the page to be a footnote in the results section it shouldnt take top billing like that then the discussion at the bottom clicking view all votes put a popup in the top left can this be centered when clicking the election process add a header that describes what you re seeing to the table these are the settings which determine how this election is run after voting once i wasnt able to click update vote to change it if i ve already voted it should highlight which vote i made when i arrive at the page currently it doesn t highlight also make the highlight more explicit like a bright yellow selection glow instead of a slightly different shade of green the results with rounds should not be displayed for yes no elections it should just be a pie graph with numbers title elections i like that you grey out options already selected here but the color difference is so subtle i could barely tell compress this dont display speech if it s blank less margins results is confusing imagine you re a player that has never come across instant runoff voting before this is going to be super confusing lets do this to make it easier sort by the winners in fact this is already delivered to you by the ordering of the choiceranks field inside results add a description in tiny text under the table this election is conducted with instant runoff voting this means that if a citizen s first choice candidate doesn t have enough votes to win their vote goes instead to their second choice candidate then third choice and so on this table shows each round of removal and how many votes each candidate has for more info see here same as for bool elections change the layout to make more sense the top should say what the election is and the election info should be tucked away under results somewhere it also needs to display the positionforwinner table that s sent in the query ,1 254725,8087312272.0,IssuesEvent,2018-08-09 00:57:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Oak Log Breakdown,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1.Chop down oak tree 2.Break down large logs **Expected behavior:** Split the logs into smaller sections **Actual behavior:** Will not split and does not consume calories even though the rest of the log broke down fine",1.0,"USER ISSUE: Oak Log Breakdown - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1.Chop down oak tree 2.Break down large logs **Expected behavior:** Split the logs into smaller sections **Actual behavior:** Will not split and does not consume calories even though the rest of the log broke down fine",1,user issue oak log breakdown version beta steps to reproduce chop down oak tree break down large logs expected behavior split the logs into smaller sections actual behavior will not split and does not consume calories even though the rest of the log broke down fine,1 379277,11218834514.0,IssuesEvent,2020-01-07 12:30:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1326] Not very smart ingredients intake,Medium Priority,"It should first take ingredients for non-tagged items, then for tagged. Because for some recipes it can glitch. Step to reproduce: - place Research table and stockpile. - put 5 Dendrology research paper I and 5 gathering research paper I. First should Dendrology: ![image](https://user-images.githubusercontent.com/45708377/71895253-99ca9280-3161-11ea-8251-32fbc8e52dd3.png) - open Research table: ![image](https://user-images.githubusercontent.com/45708377/71895393-02197400-3162-11ea-8272-843408e43749.png) I have ingredients for Basic Engineering Skill Book. - try to add order: ![image](https://user-images.githubusercontent.com/45708377/71895439-21180600-3162-11ea-9705-b30052d816ee.png) - it doesn't take any ingredients: ![image](https://user-images.githubusercontent.com/45708377/71895479-3b51e400-3162-11ea-9b00-2cb3af674c27.png) Because it want to add Dendrology research paper I as Tagged and non-Tagged item at same time. If you place first 5 gathering research paper I in stockpile: ![image](https://user-images.githubusercontent.com/45708377/71895574-7522ea80-3162-11ea-9afb-9951ad5888fd.png) It works fine: ![image](https://user-images.githubusercontent.com/45708377/71895597-83710680-3162-11ea-9842-e3a47fb1c9c6.png) ",1.0,"[0.9.0 staging-1326] Not very smart ingredients intake - It should first take ingredients for non-tagged items, then for tagged. Because for some recipes it can glitch. Step to reproduce: - place Research table and stockpile. - put 5 Dendrology research paper I and 5 gathering research paper I. First should Dendrology: ![image](https://user-images.githubusercontent.com/45708377/71895253-99ca9280-3161-11ea-8251-32fbc8e52dd3.png) - open Research table: ![image](https://user-images.githubusercontent.com/45708377/71895393-02197400-3162-11ea-8272-843408e43749.png) I have ingredients for Basic Engineering Skill Book. - try to add order: ![image](https://user-images.githubusercontent.com/45708377/71895439-21180600-3162-11ea-9705-b30052d816ee.png) - it doesn't take any ingredients: ![image](https://user-images.githubusercontent.com/45708377/71895479-3b51e400-3162-11ea-9b00-2cb3af674c27.png) Because it want to add Dendrology research paper I as Tagged and non-Tagged item at same time. If you place first 5 gathering research paper I in stockpile: ![image](https://user-images.githubusercontent.com/45708377/71895574-7522ea80-3162-11ea-9afb-9951ad5888fd.png) It works fine: ![image](https://user-images.githubusercontent.com/45708377/71895597-83710680-3162-11ea-9842-e3a47fb1c9c6.png) ",1, not very smart ingredients intake it should first take ingredients for non tagged items then for tagged because for some recipes it can glitch step to reproduce place research table and stockpile put dendrology research paper i and gathering research paper i first should dendrology open research table i have ingredients for basic engineering skill book try to add order it doesn t take any ingredients because it want to add dendrology research paper i as tagged and non tagged item at same time if you place first gathering research paper i in stockpile it works fine ,1 211806,7208094215.0,IssuesEvent,2018-02-07 01:09:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wooden Cart moves at an angle,Medium Priority,"Version: 0.7.0.3 beta Steps to Reproduce: Pull cart and walk. Expected behavior: Cart moves in direction player is looking. Actual behavior: https://media.giphy.com/media/l3diC0910uF2ymzFm/giphy.gif In the above gif, I'm just holding W. I've tapped A to make sure it's not a stuck key or anything like that. A game restart does not fix the issue. Others on the server do not have the issue, so I assume it's something with my client.",1.0,"Wooden Cart moves at an angle - Version: 0.7.0.3 beta Steps to Reproduce: Pull cart and walk. Expected behavior: Cart moves in direction player is looking. Actual behavior: https://media.giphy.com/media/l3diC0910uF2ymzFm/giphy.gif In the above gif, I'm just holding W. I've tapped A to make sure it's not a stuck key or anything like that. A game restart does not fix the issue. Others on the server do not have the issue, so I assume it's something with my client.",1,wooden cart moves at an angle version beta steps to reproduce pull cart and walk expected behavior cart moves in direction player is looking actual behavior in the above gif i m just holding w i ve tapped a to make sure it s not a stuck key or anything like that a game restart does not fix the issue others on the server do not have the issue so i assume it s something with my client ,1 307129,9414208083.0,IssuesEvent,2019-04-10 09:36:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Feature: preventing Admin Abuse,Community Manager Feature Medium Priority,"(Yes, i know - this is more suggestion, but i see too many crying posts about AA...) 1) All admin actions need to be stored in separate logfile. Commands, devtool using, etc. (It's help to server owners on servers with multiple administrators.) 2) ""Show admin actions"" server option. All admin actions stored in special chat channel, if enabled, this channel visible to everyone's. (if not enabled - channel visible to another admins\server owner). 3) Add a permission manager, for example by defining groups to which you can assign commands that are allowed to be executed by members of this group. Then make it possible to add players to those groups so they can only access the commands that they have been permitted to.",1.0,"Feature: preventing Admin Abuse - (Yes, i know - this is more suggestion, but i see too many crying posts about AA...) 1) All admin actions need to be stored in separate logfile. Commands, devtool using, etc. (It's help to server owners on servers with multiple administrators.) 2) ""Show admin actions"" server option. All admin actions stored in special chat channel, if enabled, this channel visible to everyone's. (if not enabled - channel visible to another admins\server owner). 3) Add a permission manager, for example by defining groups to which you can assign commands that are allowed to be executed by members of this group. Then make it possible to add players to those groups so they can only access the commands that they have been permitted to.",1,feature preventing admin abuse yes i know this is more suggestion but i see too many crying posts about aa all admin actions need to be stored in separate logfile commands devtool using etc it s help to server owners on servers with multiple administrators show admin actions server option all admin actions stored in special chat channel if enabled this channel visible to everyone s if not enabled channel visible to another admins server owner add a permission manager for example by defining groups to which you can assign commands that are allowed to be executed by members of this group then make it possible to add players to those groups so they can only access the commands that they have been permitted to ,1 411822,12032452562.0,IssuesEvent,2020-04-13 12:11:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Optimization: DataStore is using a lot of CPU time,Category: Optimization Priority: Medium Status: Fixed Status: Investigate Week Task,Alex has suggested this may be because the Registrars save the entire contents with any change.,1.0,Optimization: DataStore is using a lot of CPU time - Alex has suggested this may be because the Registrars save the entire contents with any change.,1,optimization datastore is using a lot of cpu time alex has suggested this may be because the registrars save the entire contents with any change ,1 427762,12398859178.0,IssuesEvent,2020-05-21 03:13:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: New Update and game wont start,Priority: Medium,"**Version:** 0.7.6.3 beta **Steps to Reproduce:** I created a new world. While loading this, the Comuter got frozen. Restatring the game, Error Message popped up **Expected behavior:** Play **Actual behavior:** The following error message popped up: ``` Connection Failed Failed to establish connection - no response from remote host ```",1.0,"USER ISSUE: New Update and game wont start - **Version:** 0.7.6.3 beta **Steps to Reproduce:** I created a new world. While loading this, the Comuter got frozen. Restatring the game, Error Message popped up **Expected behavior:** Play **Actual behavior:** The following error message popped up: ``` Connection Failed Failed to establish connection - no response from remote host ```",1,user issue new update and game wont start version beta steps to reproduce i created a new world while loading this the comuter got frozen restatring the game error message popped up expected behavior play actual behavior the following error message popped up connection failed failed to establish connection no response from remote host ,1 391649,11576601932.0,IssuesEvent,2020-02-21 12:19:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1418] Rooms: can't detect doubled ashlar doors,Priority: Medium,"Room with doubled composite doors is detected fine. But new ashlar doors don't want to wark in pair. ![bandicam 2020-02-21 16-57-18-281](https://user-images.githubusercontent.com/27898520/75034101-45d7fb00-54ce-11ea-9f96-a16eb5e36d5f.jpg) ![bandicam 2020-02-21 16-51-55-326](https://user-images.githubusercontent.com/27898520/75034102-46709180-54ce-11ea-8578-ad6e5ca449cd.jpg) ",1.0,"[0.9.0 staging-1418] Rooms: can't detect doubled ashlar doors - Room with doubled composite doors is detected fine. But new ashlar doors don't want to wark in pair. ![bandicam 2020-02-21 16-57-18-281](https://user-images.githubusercontent.com/27898520/75034101-45d7fb00-54ce-11ea-9f96-a16eb5e36d5f.jpg) ![bandicam 2020-02-21 16-51-55-326](https://user-images.githubusercontent.com/27898520/75034102-46709180-54ce-11ea-8578-ad6e5ca449cd.jpg) ",1, rooms can t detect doubled ashlar doors room with doubled composite doors is detected fine but new ashlar doors don t want to wark in pair ,1 397811,11733357939.0,IssuesEvent,2020-03-11 06:52:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1422] Work orders interactions,Priority: Medium Status: Fixed Status: Reopen,"System for adding the resources and calories to the table is kind of messy now. This long string is pretty heavy. ![bandicam 2020-02-24 16-49-29-221](https://user-images.githubusercontent.com/27898520/75150940-5b942d00-5727-11ea-9012-ad94686d9467.jpg) Was this change intentional by some reason? Previously logic was fine. Hint on the table always tells you what you will put in it. 1) If you need resources and have it in the hands - put resources 2) If you don't have resources. need calories - put resources 3) If you have resources, don't need them, need calories - put calories It was looking ggod with modificators (and hint, which depends on it) Now modificators inside a table (for Work button) and outside a table work differently. Inside a table Ctrl modificator will take all avaliable calories for a big order, @SlayksWood @seccombew @WeaselDog @mirasrael @D3nnis3n would be great to have your opinion ",1.0,"[0.9.0 staging-1422] Work orders interactions - System for adding the resources and calories to the table is kind of messy now. This long string is pretty heavy. ![bandicam 2020-02-24 16-49-29-221](https://user-images.githubusercontent.com/27898520/75150940-5b942d00-5727-11ea-9012-ad94686d9467.jpg) Was this change intentional by some reason? Previously logic was fine. Hint on the table always tells you what you will put in it. 1) If you need resources and have it in the hands - put resources 2) If you don't have resources. need calories - put resources 3) If you have resources, don't need them, need calories - put calories It was looking ggod with modificators (and hint, which depends on it) Now modificators inside a table (for Work button) and outside a table work differently. Inside a table Ctrl modificator will take all avaliable calories for a big order, @SlayksWood @seccombew @WeaselDog @mirasrael @D3nnis3n would be great to have your opinion ",1, work orders interactions system for adding the resources and calories to the table is kind of messy now this long string is pretty heavy was this change intentional by some reason previously logic was fine hint on the table always tells you what you will put in it if you need resources and have it in the hands put resources if you don t have resources need calories put resources if you have resources don t need them need calories put calories it was looking ggod with modificators and hint which depends on it now modificators inside a table for work button and outside a table work differently inside a table ctrl modificator will take all avaliable calories for a big order slaykswood seccombew weaseldog mirasrael would be great to have your opinion ,1 208700,7157554825.0,IssuesEvent,2018-01-26 20:18:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Jumping and Clambering Needs Tweaking,Medium Priority,"Version: 0.6.4.0 alpha staging-d2f49058 Cannot Clamber up any single dirt blocks you need to Jump. Jumping up double Dirt blocks is jump followed by a little jump. Cannot jump up double blocks of stone at all. Jumping out the water is awkward, if you dive under the water then attempt to get out it makes sounds as if hitting the surface as a solid from underneath and the only way to get out is to dig a block out from the side so it is almost level with the surface and then you can get out. Stairs are working fine with no sliding back down if you stop on them 👍 We need the allowing of just going up single blocks as hunting animals and chasing is a pain enough as it is without the extra hassle of jumping all the time",1.0,"USER ISSUE: Jumping and Clambering Needs Tweaking - Version: 0.6.4.0 alpha staging-d2f49058 Cannot Clamber up any single dirt blocks you need to Jump. Jumping up double Dirt blocks is jump followed by a little jump. Cannot jump up double blocks of stone at all. Jumping out the water is awkward, if you dive under the water then attempt to get out it makes sounds as if hitting the surface as a solid from underneath and the only way to get out is to dig a block out from the side so it is almost level with the surface and then you can get out. Stairs are working fine with no sliding back down if you stop on them 👍 We need the allowing of just going up single blocks as hunting animals and chasing is a pain enough as it is without the extra hassle of jumping all the time",1,user issue jumping and clambering needs tweaking version alpha staging cannot clamber up any single dirt blocks you need to jump jumping up double dirt blocks is jump followed by a little jump cannot jump up double blocks of stone at all jumping out the water is awkward if you dive under the water then attempt to get out it makes sounds as if hitting the surface as a solid from underneath and the only way to get out is to dig a block out from the side so it is almost level with the surface and then you can get out stairs are working fine with no sliding back down if you stop on them 👍 we need the allowing of just going up single blocks as hunting animals and chasing is a pain enough as it is without the extra hassle of jumping all the time,1 469695,13523702376.0,IssuesEvent,2020-09-15 10:21:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1686] Fishing line glitches in 3d person view for two players,Category: Gameplay Priority: Medium Status: Fixed,"- [x] 1. You can't see another player fishing line and bobber. - [x] 2. When another player is near you with fishing pole and you try to throw your fishing pole, then fishing line will appear from both fishing poles. https://drive.google.com/file/d/1NrOaRrgNNtx62ZJDnCthVMMoXCInGZOo/view?usp=sharing",1.0,"[0.9.0 staging-1686] Fishing line glitches in 3d person view for two players - - [x] 1. You can't see another player fishing line and bobber. - [x] 2. When another player is near you with fishing pole and you try to throw your fishing pole, then fishing line will appear from both fishing poles. https://drive.google.com/file/d/1NrOaRrgNNtx62ZJDnCthVMMoXCInGZOo/view?usp=sharing",1, fishing line glitches in person view for two players you can t see another player fishing line and bobber when another player is near you with fishing pole and you try to throw your fishing pole then fishing line will appear from both fishing poles ,1 238584,7781044224.0,IssuesEvent,2018-06-05 22:10:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Inactivity. boot from server,Medium Priority,"I can not interact with any objects, when I do I am booted from the server for Inactivity. I have restarted my computer and have re-downloaded the game to no avail. ",1.0,"Inactivity. boot from server - I can not interact with any objects, when I do I am booted from the server for Inactivity. I have restarted my computer and have re-downloaded the game to no avail. ",1,inactivity boot from server i can not interact with any objects when i do i am booted from the server for inactivity i have restarted my computer and have re downloaded the game to no avail ,1 264111,8305320633.0,IssuesEvent,2018-09-22 04:41:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,One string uses on 2 different position.,Localization Medium Priority,"Please fix it, they have different context, and require different translation. https://crowdin.com/translate/eco-by-strange-loop-games/3/en-ru#26533 ![20180413000506_1](https://user-images.githubusercontent.com/4980243/38704339-ae2a57f8-3eae-11e8-996e-a2f49d35f71e.jpg) ![20180413000503_1](https://user-images.githubusercontent.com/4980243/38704340-ae4ab7dc-3eae-11e8-8ea4-b805f5a07b01.jpg) @Nanders ",1.0,"One string uses on 2 different position. - Please fix it, they have different context, and require different translation. https://crowdin.com/translate/eco-by-strange-loop-games/3/en-ru#26533 ![20180413000506_1](https://user-images.githubusercontent.com/4980243/38704339-ae2a57f8-3eae-11e8-996e-a2f49d35f71e.jpg) ![20180413000503_1](https://user-images.githubusercontent.com/4980243/38704340-ae4ab7dc-3eae-11e8-8ea4-b805f5a07b01.jpg) @Nanders ",1,one string uses on different position please fix it they have different context and require different translation nanders ,1 509142,14713766568.0,IssuesEvent,2021-01-05 10:52:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.1.0 Whilst in the options menu shortcut keys still work ie Y or O,Category: UI Priority: Medium Status: Fixed Status: Reopen Type: Regression," Whilst in the options menu shortcut keys still work, when in the options no shortcut keys should function especially not Y or O which lag a fair bit on a popular server. ",1.0,"9.1.0 Whilst in the options menu shortcut keys still work ie Y or O - Whilst in the options menu shortcut keys still work, when in the options no shortcut keys should function especially not Y or O which lag a fair bit on a popular server. ",1, whilst in the options menu shortcut keys still work ie y or o whilst in the options menu shortcut keys still work when in the options no shortcut keys should function especially not y or o which lag a fair bit on a popular server ,1 306589,9396964875.0,IssuesEvent,2019-04-08 08:37:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stone falling from the sky.,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Send an excavator underwater. 2. Excavate underground. 3. Let the excavated stone pack in really tightly underground/underwater. 4. Keep pushing the excavator into the tight space being excavated. **Expected behavior:** Excavated stone underground and underwater should stay underground/underwater. **Actual behavior:** Above ground, stones start to fall from the sky. :)",1.0,"USER ISSUE: Stone falling from the sky. - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Send an excavator underwater. 2. Excavate underground. 3. Let the excavated stone pack in really tightly underground/underwater. 4. Keep pushing the excavator into the tight space being excavated. **Expected behavior:** Excavated stone underground and underwater should stay underground/underwater. **Actual behavior:** Above ground, stones start to fall from the sky. :)",1,user issue stone falling from the sky version beta steps to reproduce send an excavator underwater excavate underground let the excavated stone pack in really tightly underground underwater keep pushing the excavator into the tight space being excavated expected behavior excavated stone underground and underwater should stay underground underwater actual behavior above ground stones start to fall from the sky ,1 553215,16360032747.0,IssuesEvent,2021-05-14 08:01:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.1 Release-204]Cotton can grow on any soil with yield,Category: Balance Priority: Medium Squad: Redwood Status: Fixed Type: Bug,"Build: 0.9.3.1 Release-204 ## Issue Cotton apparently can grow on any soil. Furthermore, it reaches 100% maturity with yield. This is despite Soil Sampler saying 0% compatibility and inhospitable environment. Possibly related to #21415 ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/e5b071d0-c8ac-4d2c-aa04-46ac025d7ec5) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c507dbeb-c9e7-44c6-95ae-2dfe4c39cc77) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/63ca7a40-7d29-4dbd-8b86-ba678b7eae88) ",1.0,"[0.9.3.1 Release-204]Cotton can grow on any soil with yield - Build: 0.9.3.1 Release-204 ## Issue Cotton apparently can grow on any soil. Furthermore, it reaches 100% maturity with yield. This is despite Soil Sampler saying 0% compatibility and inhospitable environment. Possibly related to #21415 ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/e5b071d0-c8ac-4d2c-aa04-46ac025d7ec5) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/c507dbeb-c9e7-44c6-95ae-2dfe4c39cc77) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/63ca7a40-7d29-4dbd-8b86-ba678b7eae88) ",1, cotton can grow on any soil with yield build release issue cotton apparently can grow on any soil furthermore it reaches maturity with yield this is despite soil sampler saying compatibility and inhospitable environment possibly related to ,1 304327,9330771468.0,IssuesEvent,2019-03-28 08:02:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Wrong durability and nutrition calculation,Medium Priority Needs Triage,"**Expected result:** When you try to gather a granite block with a stone pickaxe you should use two hits. Every hit should consume 10 calories and 1 durability. After breaking a block, a pickaxe should lose 2 durability and calories should lose 20 points. **Test result:** A granite block was broken with two hits. But calories and durability was dropped down one time - after breaking a block. A pickaxe has lost 1 durability, nutrition - 10 points. ![Before_break_calories](https://user-images.githubusercontent.com/27898520/55140269-721db700-5159-11e9-9375-a5eb58e4d84f.jpg) ![after_break_calories](https://user-images.githubusercontent.com/27898520/55140272-7518a780-5159-11e9-86ee-00f4858e2087.jpg) ![before_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140283-83ff5a00-5159-11e9-8a82-2d738fead2ca.jpg) ![after_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140310-94173980-5159-11e9-80e6-ae0389903b92.jpg) ",1.0,"Wrong durability and nutrition calculation - **Expected result:** When you try to gather a granite block with a stone pickaxe you should use two hits. Every hit should consume 10 calories and 1 durability. After breaking a block, a pickaxe should lose 2 durability and calories should lose 20 points. **Test result:** A granite block was broken with two hits. But calories and durability was dropped down one time - after breaking a block. A pickaxe has lost 1 durability, nutrition - 10 points. ![Before_break_calories](https://user-images.githubusercontent.com/27898520/55140269-721db700-5159-11e9-9375-a5eb58e4d84f.jpg) ![after_break_calories](https://user-images.githubusercontent.com/27898520/55140272-7518a780-5159-11e9-86ee-00f4858e2087.jpg) ![before_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140283-83ff5a00-5159-11e9-8a82-2d738fead2ca.jpg) ![after_break_pickaxe](https://user-images.githubusercontent.com/27898520/55140310-94173980-5159-11e9-80e6-ae0389903b92.jpg) ",1,wrong durability and nutrition calculation expected result when you try to gather a granite block with a stone pickaxe you should use two hits every hit should consume calories and durability after breaking a block a pickaxe should lose durability and calories should lose points test result a granite block was broken with two hits but calories and durability was dropped down one time after breaking a block a pickaxe has lost durability nutrition points ,1 221932,7403808635.0,IssuesEvent,2018-03-20 00:54:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server crash when admin unclaimed plot with station on it,Medium Priority,"--BEGIN DUMP-- Dump Time 03/13/2018 17:03:43 Exception System.NullReferenceException: Object reference not set to an instance of an object. at C5.IntervalHeap1.checkHandle(IPriorityQueueHandle1 handle, Int32& cell, Boolean& isfirst) at C5.IntervalHeap1.Replace(IPriorityQueueHandle1 handle, T item) at Eco.Simulation.Simulation.UpdateElementInQueue(ITickable element) at Eco.Simulation.Agents.Animal.Kill(DeathType deathType) at Eco.Gameplay.Components.AnimalTrapComponent.LayerTick() at System.Action.Invoke() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP--",1.0,"Server crash when admin unclaimed plot with station on it - --BEGIN DUMP-- Dump Time 03/13/2018 17:03:43 Exception System.NullReferenceException: Object reference not set to an instance of an object. at C5.IntervalHeap1.checkHandle(IPriorityQueueHandle1 handle, Int32& cell, Boolean& isfirst) at C5.IntervalHeap1.Replace(IPriorityQueueHandle1 handle, T item) at Eco.Simulation.Simulation.UpdateElementInQueue(ITickable element) at Eco.Simulation.Agents.Animal.Kill(DeathType deathType) at Eco.Gameplay.Components.AnimalTrapComponent.LayerTick() at System.Action.Invoke() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP--",1,server crash when admin unclaimed plot with station on it begin dump dump time exception system nullreferenceexception object reference not set to an instance of an object at checkhandle handle cell boolean isfirst at replace handle t item at eco simulation simulation updateelementinqueue itickable element at eco simulation agents animal kill deathtype deathtype at eco gameplay components animaltrapcomponent layertick at system action invoke at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayersync tick at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayermanager tick at eco simulation worldlayers worldlayermanager trytick at eco simulation worldlayers worldlayermanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj end dump ,1 522456,15160130450.0,IssuesEvent,2021-02-12 06:16:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hidden background gui blocking clicks,Category: UI Priority: Medium Regression Squad: Mountain Goat Status: Fixed,"If you mouse over in the X area here: ![image](https://user-images.githubusercontent.com/3536496/104762777-c375ac80-5719-11eb-9ab9-cd671f138e20.png) The cursor will turn clickable. Its also blocking clicks to other UIs. I looked in the scene and found this is the object catching it: ![image](https://user-images.githubusercontent.com/3536496/104762844-e1431180-5719-11eb-89d5-b80b085ef12f.png) It seems to not have the chat errors disabled when theyre not visible. This is supposed to happen automatically when they fade out. ",1.0,"Hidden background gui blocking clicks - If you mouse over in the X area here: ![image](https://user-images.githubusercontent.com/3536496/104762777-c375ac80-5719-11eb-9ab9-cd671f138e20.png) The cursor will turn clickable. Its also blocking clicks to other UIs. I looked in the scene and found this is the object catching it: ![image](https://user-images.githubusercontent.com/3536496/104762844-e1431180-5719-11eb-89d5-b80b085ef12f.png) It seems to not have the chat errors disabled when theyre not visible. This is supposed to happen automatically when they fade out. ",1,hidden background gui blocking clicks if you mouse over in the x area here the cursor will turn clickable its also blocking clicks to other uis i looked in the scene and found this is the object catching it it seems to not have the chat errors disabled when theyre not visible this is supposed to happen automatically when they fade out ,1 411049,12013624731.0,IssuesEvent,2020-04-10 09:18:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1250] Ramp glitches.,Priority: Medium Status: Fixed Status: In Progress Status: Reopen,"1. You can't take more than 1 Ramp from ground (Dirt behavior). ![image](https://user-images.githubusercontent.com/45708377/68935248-5f6bf700-07a9-11ea-9f2d-11ae82d8b82d.png) But you still can take 10 Ramp from storages. 2. Hard or Can't place Ramp with some tools: - Hoe - you can't place Ramp on ground. But can place at construction blocks. But you can always place in 0.8.3 Can't: ![image](https://user-images.githubusercontent.com/45708377/68935736-1c5e5380-07aa-11ea-9ef8-8f7eea523da4.png) Can: ![image](https://user-images.githubusercontent.com/45708377/68935748-22eccb00-07aa-11ea-8748-e98665e9a2dc.png) - Road Tool, Dev tool, Soil Sampler. You can't place at all. But can place in 0.8.3 - Fishing Pole. You can't place and can't place in 0.8.3.",1.0,"[0.9.0 staging-1250] Ramp glitches. - 1. You can't take more than 1 Ramp from ground (Dirt behavior). ![image](https://user-images.githubusercontent.com/45708377/68935248-5f6bf700-07a9-11ea-9f2d-11ae82d8b82d.png) But you still can take 10 Ramp from storages. 2. Hard or Can't place Ramp with some tools: - Hoe - you can't place Ramp on ground. But can place at construction blocks. But you can always place in 0.8.3 Can't: ![image](https://user-images.githubusercontent.com/45708377/68935736-1c5e5380-07aa-11ea-9ef8-8f7eea523da4.png) Can: ![image](https://user-images.githubusercontent.com/45708377/68935748-22eccb00-07aa-11ea-8748-e98665e9a2dc.png) - Road Tool, Dev tool, Soil Sampler. You can't place at all. But can place in 0.8.3 - Fishing Pole. You can't place and can't place in 0.8.3.",1, ramp glitches you can t take more than ramp from ground dirt behavior but you still can take ramp from storages hard or can t place ramp with some tools hoe you can t place ramp on ground but can place at construction blocks but you can always place in can t can road tool dev tool soil sampler you can t place at all but can place in fishing pole you can t place and can t place in ,1 465047,13350478780.0,IssuesEvent,2020-08-30 08:16:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,TechTree Template changes takes two builds to apply,Category: DevOps Priority: Medium,"Its probably building the files from the templates in the wrong order, or no longer waiting till they finish. To repro, make a breaking change to a tech tree template, build, and watch it take two builds for any correction to apply. ",1.0,"TechTree Template changes takes two builds to apply - Its probably building the files from the templates in the wrong order, or no longer waiting till they finish. To repro, make a breaking change to a tech tree template, build, and watch it take two builds for any correction to apply. ",1,techtree template changes takes two builds to apply its probably building the files from the templates in the wrong order or no longer waiting till they finish to repro make a breaking change to a tech tree template build and watch it take two builds for any correction to apply ,1 397863,11734202770.0,IssuesEvent,2020-03-11 08:54:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 multiple recipes in one is still annoying,Priority: Medium Status: Fixed,"like previous version of butchery... #14248 just look. I have 4 charred meat and 8 charred mushrooms. ![изображение](https://user-images.githubusercontent.com/4980243/76212534-be062680-6219-11ea-8a9c-cfe811ef9037.png) game show me a lot of craftable stew's. ![изображение](https://user-images.githubusercontent.com/4980243/76212642-fb6ab400-6219-11ea-8d68-3192fe6fa0de.png) (43 in this case) Ok, let's try craft 10... ![изображение](https://user-images.githubusercontent.com/4980243/76212737-3371f700-621a-11ea-9f2f-5fd53f19ae5b.png) huh... i dont have ingridients... but what if i miss my ingridients quantity? lets select one. ![изображение](https://user-images.githubusercontent.com/4980243/76212765-3ff64f80-621a-11ea-9e8c-952def12c65e.png) No ingridients. ![изображение](https://user-images.githubusercontent.com/4980243/76212861-746a0b80-621a-11ea-9ab5-d37eaec66a0e.png) Annoying.",1.0,"0.9 multiple recipes in one is still annoying - like previous version of butchery... #14248 just look. I have 4 charred meat and 8 charred mushrooms. ![изображение](https://user-images.githubusercontent.com/4980243/76212534-be062680-6219-11ea-8a9c-cfe811ef9037.png) game show me a lot of craftable stew's. ![изображение](https://user-images.githubusercontent.com/4980243/76212642-fb6ab400-6219-11ea-8d68-3192fe6fa0de.png) (43 in this case) Ok, let's try craft 10... ![изображение](https://user-images.githubusercontent.com/4980243/76212737-3371f700-621a-11ea-9f2f-5fd53f19ae5b.png) huh... i dont have ingridients... but what if i miss my ingridients quantity? lets select one. ![изображение](https://user-images.githubusercontent.com/4980243/76212765-3ff64f80-621a-11ea-9e8c-952def12c65e.png) No ingridients. ![изображение](https://user-images.githubusercontent.com/4980243/76212861-746a0b80-621a-11ea-9ab5-d37eaec66a0e.png) Annoying.",1, multiple recipes in one is still annoying like previous version of butchery just look i have charred meat and charred mushrooms game show me a lot of craftable stew s in this case ok let s try craft huh i dont have ingridients but what if i miss my ingridients quantity lets select one no ingridients annoying ,1 208711,7157646241.0,IssuesEvent,2018-01-26 20:41:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Clambering not working on Stone blocks can only jump,Medium Priority,"**Version:** 0.6.4.0 alpha staging-d2f49058 cannot get up stone steps, even tried rubble steps, also turning clambering on and off, only way to get up them is by jumping",1.0,"USER ISSUE: Clambering not working on Stone blocks can only jump - **Version:** 0.6.4.0 alpha staging-d2f49058 cannot get up stone steps, even tried rubble steps, also turning clambering on and off, only way to get up them is by jumping",1,user issue clambering not working on stone blocks can only jump version alpha staging cannot get up stone steps even tried rubble steps also turning clambering on and off only way to get up them is by jumping,1 400965,11783623031.0,IssuesEvent,2020-03-17 06:12:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 work order timer issue,Priority: Medium Status: Fixed,"staging-1449 if you have multiple workorders, timers at workorders next at active, tick with active one. ![20200307210336_1](https://user-images.githubusercontent.com/4980243/76150065-4d46f900-60b7-11ea-8e37-9e81cde08ee0.jpg) ![20200307210347_1](https://user-images.githubusercontent.com/4980243/76150066-4f10bc80-60b7-11ea-989d-ab7790e2e536.jpg) ![20200307210351_1](https://user-images.githubusercontent.com/4980243/76150068-5041e980-60b7-11ea-87dc-dedf80cfe562.jpg) https://youtu.be/OJonLnscg5g",1.0,"0.9 work order timer issue - staging-1449 if you have multiple workorders, timers at workorders next at active, tick with active one. ![20200307210336_1](https://user-images.githubusercontent.com/4980243/76150065-4d46f900-60b7-11ea-8e37-9e81cde08ee0.jpg) ![20200307210347_1](https://user-images.githubusercontent.com/4980243/76150066-4f10bc80-60b7-11ea-989d-ab7790e2e536.jpg) ![20200307210351_1](https://user-images.githubusercontent.com/4980243/76150068-5041e980-60b7-11ea-87dc-dedf80cfe562.jpg) https://youtu.be/OJonLnscg5g",1, work order timer issue staging if you have multiple workorders timers at workorders next at active tick with active one ,1 249875,7964907003.0,IssuesEvent,2018-07-14 00:31:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: crafting bug,Medium Priority Optimization,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** crazy frame drops when opening workbench **Expected behavior:** should be faster **Actual behavior:** super slow",1.0,"USER ISSUE: crafting bug - **Version:** 0.7.2.3 beta **Steps to Reproduce:** crazy frame drops when opening workbench **Expected behavior:** should be faster **Actual behavior:** super slow",1,user issue crafting bug version beta steps to reproduce crazy frame drops when opening workbench expected behavior should be faster actual behavior super slow,1 376442,11147153037.0,IssuesEvent,2019-12-23 11:45:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wood Cart not requiring dirt roads 6.1.2,Medium Priority Verified,"The Wood Cart (normal one, not small) doesn't seem to have road efficiency penalties, it's showing as 100% on grass/dirt and other non road blocks.",1.0,"Wood Cart not requiring dirt roads 6.1.2 - The Wood Cart (normal one, not small) doesn't seem to have road efficiency penalties, it's showing as 100% on grass/dirt and other non road blocks.",1,wood cart not requiring dirt roads the wood cart normal one not small doesn t seem to have road efficiency penalties it s showing as on grass dirt and other non road blocks ,1 476092,13733545077.0,IssuesEvent,2020-10-05 07:16:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Determine pollution scaling properties for various sized worlds,Category: Balance Priority: Medium Status: Fixed Type: Feature,"Since we dont scale resource requirements for the 'trip to the laser', pollution create by players will thus be similar for similarly sized worlds. However, because plants and animals vary in number by world, they will drastically change the impact that pollution has. Make a system to balance plant and animal co2 input/output based on total populations at spawn. ",1.0,"Determine pollution scaling properties for various sized worlds - Since we dont scale resource requirements for the 'trip to the laser', pollution create by players will thus be similar for similarly sized worlds. However, because plants and animals vary in number by world, they will drastically change the impact that pollution has. Make a system to balance plant and animal co2 input/output based on total populations at spawn. ",1,determine pollution scaling properties for various sized worlds since we dont scale resource requirements for the trip to the laser pollution create by players will thus be similar for similarly sized worlds however because plants and animals vary in number by world they will drastically change the impact that pollution has make a system to balance plant and animal input output based on total populations at spawn ,1 372029,11008137583.0,IssuesEvent,2019-12-04 09:56:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Update available configs for hosted worlds,Fixed Medium Priority,"We recently hid a bunch of config options from hosted worlds: https://github.com/StrangeLoopGames/Eco/pull/5020 Need to unhide one of those. The Pause plugin, needs to display option for UnpauseAtFirstLogin Make sure your working on branch that has the new config updates (they dont seem to be in staging yet, but should be)",1.0,"Update available configs for hosted worlds - We recently hid a bunch of config options from hosted worlds: https://github.com/StrangeLoopGames/Eco/pull/5020 Need to unhide one of those. The Pause plugin, needs to display option for UnpauseAtFirstLogin Make sure your working on branch that has the new config updates (they dont seem to be in staging yet, but should be)",1,update available configs for hosted worlds we recently hid a bunch of config options from hosted worlds need to unhide one of those the pause plugin needs to display option for unpauseatfirstlogin make sure your working on branch that has the new config updates they dont seem to be in staging yet but should be ,1 439153,12678329018.0,IssuesEvent,2020-06-19 09:34:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Hosted Worlds: On start/update world, broadcast it's logs/console to a web-endpoint",Priority: Medium,"I don't know if we have any politic on this, but: User should know about process when he/she is restarting or updating Hosted World's server. We can place it somewhere on the world status page with a way to copy a log (like additional button to open log or kind of console view where we have 3 point loading picture). So, please: On start/update world, broadcast it's logs/console to a web-endpoint, which could be read by EcoAccounts website ",1.0,"Hosted Worlds: On start/update world, broadcast it's logs/console to a web-endpoint - I don't know if we have any politic on this, but: User should know about process when he/she is restarting or updating Hosted World's server. We can place it somewhere on the world status page with a way to copy a log (like additional button to open log or kind of console view where we have 3 point loading picture). So, please: On start/update world, broadcast it's logs/console to a web-endpoint, which could be read by EcoAccounts website ",1,hosted worlds on start update world broadcast it s logs console to a web endpoint i don t know if we have any politic on this but user should know about process when he she is restarting or updating hosted world s server we can place it somewhere on the world status page with a way to copy a log like additional button to open log or kind of console view where we have point loading picture so please on start update world broadcast it s logs console to a web endpoint which could be read by ecoaccounts website ,1 389762,11516933479.0,IssuesEvent,2020-02-14 06:55:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1400] Civics: no Citizen in titles requirements,Priority: Medium Status: Fixed,"I'm trying to create an elected title with requiremetns with hours played for candidated. But I can choose only specific person for checking. ![bandicam 2020-02-13 14-38-37-987](https://user-images.githubusercontent.com/27898520/74424453-cd40c100-4e73-11ea-8f13-36228fb99d1c.jpg) It can be done with demographic but this option in titles seems to be frustrating for players ",1.0,"[0.9.0 staging-1400] Civics: no Citizen in titles requirements - I'm trying to create an elected title with requiremetns with hours played for candidated. But I can choose only specific person for checking. ![bandicam 2020-02-13 14-38-37-987](https://user-images.githubusercontent.com/27898520/74424453-cd40c100-4e73-11ea-8f13-36228fb99d1c.jpg) It can be done with demographic but this option in titles seems to be frustrating for players ",1, civics no citizen in titles requirements i m trying to create an elected title with requiremetns with hours played for candidated but i can choose only specific person for checking it can be done with demographic but this option in titles seems to be frustrating for players ,1 432971,12500767629.0,IssuesEvent,2020-06-01 23:11:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Data and Graph sections improvement,Category: Web Priority: Medium,"These issues requires API and web changes altogether. - [x] Add sub-categories for all the player actions, same as the dropdowns in game. Use the LocCategory tag, which is used in game. - [ ] Revive the FrontPage query and make it better. This query will return a number of graphs that should be displayed by default when the user goes to an Eco server web page. We can make the graphs that are shown related to the three pillars: economy, ecosystem, and government. Some ideas for graphs we can have: - CO2, showing pollution sources and sinks, and effects: sea level and temperature rise - Economy, showing total transactions in the top 1 or 2 currencies per volume (Ie, GDP, might need to add new stats for tracking this), workparties completed, and total number of specialties for all users. - Government, showing number of laws, elected titles, office holders, elections, civic actions performed",1.0,"Data and Graph sections improvement - These issues requires API and web changes altogether. - [x] Add sub-categories for all the player actions, same as the dropdowns in game. Use the LocCategory tag, which is used in game. - [ ] Revive the FrontPage query and make it better. This query will return a number of graphs that should be displayed by default when the user goes to an Eco server web page. We can make the graphs that are shown related to the three pillars: economy, ecosystem, and government. Some ideas for graphs we can have: - CO2, showing pollution sources and sinks, and effects: sea level and temperature rise - Economy, showing total transactions in the top 1 or 2 currencies per volume (Ie, GDP, might need to add new stats for tracking this), workparties completed, and total number of specialties for all users. - Government, showing number of laws, elected titles, office holders, elections, civic actions performed",1,data and graph sections improvement these issues requires api and web changes altogether add sub categories for all the player actions same as the dropdowns in game use the loccategory tag which is used in game revive the frontpage query and make it better this query will return a number of graphs that should be displayed by default when the user goes to an eco server web page we can make the graphs that are shown related to the three pillars economy ecosystem and government some ideas for graphs we can have showing pollution sources and sinks and effects sea level and temperature rise economy showing total transactions in the top or currencies per volume ie gdp might need to add new stats for tracking this workparties completed and total number of specialties for all users government showing number of laws elected titles office holders elections civic actions performed,1 488641,14080375983.0,IssuesEvent,2020-11-04 16:03:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,github link and instructions missing,Category: Accounts Priority: Medium Status: Needs Information,I've linked my github but I don't see the location of the source code. Also I would like to notify you that the link of Instructions appears to be a dead link.,1.0,github link and instructions missing - I've linked my github but I don't see the location of the source code. Also I would like to notify you that the link of Instructions appears to be a dead link.,1,github link and instructions missing i ve linked my github but i don t see the location of the source code also i would like to notify you that the link of instructions appears to be a dead link ,1 239902,7800128437.0,IssuesEvent,2018-06-09 05:14:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.4.4] Shop prices decimal separator comma issue,Localization Medium Priority,"It seams the issue started in 7.4 (was definitely not an issue in 7.3.3) The game has always used dot as a decimal separator for both display and shop interface. For my region decimal separator is comma. And starting with 7.4.4 (which our server has migrated to) prices in the market window show a decimal separator of comma for me. However the shop interface does not let me type comma and typing a dot results in an effective price of 0 (displayed for other players and market) while shop window still shows me a correct value with a dot in it. I did try to change decimal separator in Windows 10 regional settings / Advanced (while not changing the region itself) and restarting the game with no success. It seams the game inherits the setting from somewhere else or keeps it cached in some way. That is how some people from Europe end up with a 0 price wares in their shops on the server. Edit: Changing number formatting to English (USA) solves the issue. But the bug should be fixed still as this is only a temporary bandaid solution",1.0,"[7.4.4] Shop prices decimal separator comma issue - It seams the issue started in 7.4 (was definitely not an issue in 7.3.3) The game has always used dot as a decimal separator for both display and shop interface. For my region decimal separator is comma. And starting with 7.4.4 (which our server has migrated to) prices in the market window show a decimal separator of comma for me. However the shop interface does not let me type comma and typing a dot results in an effective price of 0 (displayed for other players and market) while shop window still shows me a correct value with a dot in it. I did try to change decimal separator in Windows 10 regional settings / Advanced (while not changing the region itself) and restarting the game with no success. It seams the game inherits the setting from somewhere else or keeps it cached in some way. That is how some people from Europe end up with a 0 price wares in their shops on the server. Edit: Changing number formatting to English (USA) solves the issue. But the bug should be fixed still as this is only a temporary bandaid solution",1, shop prices decimal separator comma issue it seams the issue started in was definitely not an issue in the game has always used dot as a decimal separator for both display and shop interface for my region decimal separator is comma and starting with which our server has migrated to prices in the market window show a decimal separator of comma for me however the shop interface does not let me type comma and typing a dot results in an effective price of displayed for other players and market while shop window still shows me a correct value with a dot in it i did try to change decimal separator in windows regional settings advanced while not changing the region itself and restarting the game with no success it seams the game inherits the setting from somewhere else or keeps it cached in some way that is how some people from europe end up with a price wares in their shops on the server edit changing number formatting to english usa solves the issue but the bug should be fixed still as this is only a temporary bandaid solution,1 477505,13763667509.0,IssuesEvent,2020-10-07 10:53:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.0 beta develop-77] Civics: Amendments not displaying invalid state in ui,Category: Laws Priority: Medium,"Invalid amendments are not displaying their state in the amendments table ui properly compared to other civic objects such as laws. ![Screenshot_61.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0986dead-0c11-4714-8f18-9b5b160d85fa) ",1.0,"[0.9.1.0 beta develop-77] Civics: Amendments not displaying invalid state in ui - Invalid amendments are not displaying their state in the amendments table ui properly compared to other civic objects such as laws. ![Screenshot_61.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/0986dead-0c11-4714-8f18-9b5b160d85fa) ",1, civics amendments not displaying invalid state in ui invalid amendments are not displaying their state in the amendments table ui properly compared to other civic objects such as laws ,1 450226,12992232920.0,IssuesEvent,2020-07-23 06:20:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: No option to turn off head bobbing,Category: Usability Priority: Medium Status: Fixed,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** Play the game, head bobs on-screen, makes some people feel motion sickness **Expected behavior:** New option in settings ""Enable Head-bob"" and have a tick box. **Actual behavior:** Nothing :(",1.0,"USER ISSUE: No option to turn off head bobbing - **Version:** 0.7.1.0 beta **Steps to Reproduce:** Play the game, head bobs on-screen, makes some people feel motion sickness **Expected behavior:** New option in settings ""Enable Head-bob"" and have a tick box. **Actual behavior:** Nothing :(",1,user issue no option to turn off head bobbing version beta steps to reproduce play the game head bobs on screen makes some people feel motion sickness expected behavior new option in settings enable head bob and have a tick box actual behavior nothing ,1 317586,9666755998.0,IssuesEvent,2019-05-21 11:39:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[8.2.0 staging-11-d-2] Incorrect Rivet recipe,Medium Priority Regression,"8.2.0 staging-11-d-2: Rivet recipe and Steel rivets need Steel to craft. Rivet recipe require 3 times more steel. ![image](https://user-images.githubusercontent.com/45708377/58092579-24f81780-7bd5-11e9-9136-5faa0ddd7e67.png) 0.7.8.9: Rivet recipe needs Iron bar. ![image](https://user-images.githubusercontent.com/45708377/58092349-879ce380-7bd4-11e9-9153-e66e1a630cef.png) ",1.0,"[8.2.0 staging-11-d-2] Incorrect Rivet recipe - 8.2.0 staging-11-d-2: Rivet recipe and Steel rivets need Steel to craft. Rivet recipe require 3 times more steel. ![image](https://user-images.githubusercontent.com/45708377/58092579-24f81780-7bd5-11e9-9136-5faa0ddd7e67.png) 0.7.8.9: Rivet recipe needs Iron bar. ![image](https://user-images.githubusercontent.com/45708377/58092349-879ce380-7bd4-11e9-9153-e66e1a630cef.png) ",1, incorrect rivet recipe staging d rivet recipe and steel rivets need steel to craft rivet recipe require times more steel rivet recipe needs iron bar ,1 212286,7235363041.0,IssuesEvent,2018-02-13 00:18:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tortoises overwhelming,Medium Priority,"Tortoises growing uncontrollably into the horde, +200 per day. Same as this issue. https://github.com/StrangeLoopGames/EcoIssues/issues/4341 With addition. Looks like problem is here (in EcoSim.eco): ``` Tortoises ""SpeciesChangeRate"": 0.9, Hares ""SpeciesChangeRate"": 0.05, Elk ""SpeciesChangeRate"": 0.02, Bison ""SpeciesChangeRate"": 0.01, ``` And here: ``` ""Range"": { ""min"": 0.0, ""max"": 5.0 ``` Lines 8738 and 8745 Also: ``` ""FoodSources"": { ""$id"": ""332"", ""Eco.Simulation.Types.Species"": { ""$type"": ""System.Collections.Generic.List`1[[Eco.Simulation.Types.Species, Eco.Simulation]], mscorlib"", ""$values"": [] }, ""masterList"": { ""$id"": ""333"", ""$type"": ""Eco.Core.Utils.MasterListSurrogate`1[[Eco.Simulation.Types.Species, Eco.Simulation]], Eco.Core"", ""Master"": { ""$ref"": ""1"" } } }, ``` Looks like there no determined foodsources for Tortoises. Empty brackets. Line 4383 Same with Foxes. Line 2515 Wolves control both Hares and Elks. That's why Tortoises and Foxes raising constantly without any relationship jumps by food source. And Bisons don't eat too. It's cause there no predators against them for now and foxes not much completed? But somehow foodplants dying everywhere with low online of hunger players.",1.0,"Tortoises overwhelming - Tortoises growing uncontrollably into the horde, +200 per day. Same as this issue. https://github.com/StrangeLoopGames/EcoIssues/issues/4341 With addition. Looks like problem is here (in EcoSim.eco): ``` Tortoises ""SpeciesChangeRate"": 0.9, Hares ""SpeciesChangeRate"": 0.05, Elk ""SpeciesChangeRate"": 0.02, Bison ""SpeciesChangeRate"": 0.01, ``` And here: ``` ""Range"": { ""min"": 0.0, ""max"": 5.0 ``` Lines 8738 and 8745 Also: ``` ""FoodSources"": { ""$id"": ""332"", ""Eco.Simulation.Types.Species"": { ""$type"": ""System.Collections.Generic.List`1[[Eco.Simulation.Types.Species, Eco.Simulation]], mscorlib"", ""$values"": [] }, ""masterList"": { ""$id"": ""333"", ""$type"": ""Eco.Core.Utils.MasterListSurrogate`1[[Eco.Simulation.Types.Species, Eco.Simulation]], Eco.Core"", ""Master"": { ""$ref"": ""1"" } } }, ``` Looks like there no determined foodsources for Tortoises. Empty brackets. Line 4383 Same with Foxes. Line 2515 Wolves control both Hares and Elks. That's why Tortoises and Foxes raising constantly without any relationship jumps by food source. And Bisons don't eat too. It's cause there no predators against them for now and foxes not much completed? But somehow foodplants dying everywhere with low online of hunger players.",1,tortoises overwhelming tortoises growing uncontrollably into the horde per day same as this issue with addition looks like problem is here in ecosim eco tortoises specieschangerate hares specieschangerate elk specieschangerate bison specieschangerate and here range min max lines and also foodsources id eco simulation types species type system collections generic list mscorlib values masterlist id type eco core utils masterlistsurrogate eco core master ref looks like there no determined foodsources for tortoises empty brackets line same with foxes line wolves control both hares and elks that s why tortoises and foxes raising constantly without any relationship jumps by food source and bisons don t eat too it s cause there no predators against them for now and foxes not much completed but somehow foodplants dying everywhere with low online of hunger players ,1 219334,7335036194.0,IssuesEvent,2018-03-06 01:44:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,/pay command does not work with point values,Medium Priority,"Tried to do this: /pay Name,0.57,Dollar Said this: You do not have 57 Dollars. Expected: Transferred 0.57 Dollars.",1.0,"/pay command does not work with point values - Tried to do this: /pay Name,0.57,Dollar Said this: You do not have 57 Dollars. Expected: Transferred 0.57 Dollars.",1, pay command does not work with point values tried to do this pay name dollar said this you do not have dollars expected transferred dollars ,1 553987,16386695992.0,IssuesEvent,2021-05-17 11:25:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Collecting tax should display messages from evaluated gamevalue,Category: UI Priority: Medium Status: Fixed Type: Bug develop,"From this [PR](https://github.com/StrangeLoopGames/Eco/pull/7748), tax is being calculated with a formula, but its just displaying the end result here: ![image](https://user-images.githubusercontent.com/3536496/109849310-17731c80-7c06-11eb-88ed-9fd033f2bff0.png) It needs to pass in the message from the game value evaluation to DescribeParam: ![image](https://user-images.githubusercontent.com/3536496/109849673-7d5fa400-7c06-11eb-9b10-8996b04db082.png) Check how other game values display results: ![image](https://user-images.githubusercontent.com/3536496/109849918-c9aae400-7c06-11eb-8ee4-f9660fe0a8ff.png) Also make text formula use a similar format like ``` Collecting tax of 4 Johnk Credits (8 * plots / age in days) ``` Give all the legal actions and game values a scan to see if theres other cases to fix Check out DescribeNullSafe which is useful for this. ",1.0,"Collecting tax should display messages from evaluated gamevalue - From this [PR](https://github.com/StrangeLoopGames/Eco/pull/7748), tax is being calculated with a formula, but its just displaying the end result here: ![image](https://user-images.githubusercontent.com/3536496/109849310-17731c80-7c06-11eb-88ed-9fd033f2bff0.png) It needs to pass in the message from the game value evaluation to DescribeParam: ![image](https://user-images.githubusercontent.com/3536496/109849673-7d5fa400-7c06-11eb-9b10-8996b04db082.png) Check how other game values display results: ![image](https://user-images.githubusercontent.com/3536496/109849918-c9aae400-7c06-11eb-8ee4-f9660fe0a8ff.png) Also make text formula use a similar format like ``` Collecting tax of 4 Johnk Credits (8 * plots / age in days) ``` Give all the legal actions and game values a scan to see if theres other cases to fix Check out DescribeNullSafe which is useful for this. ",1,collecting tax should display messages from evaluated gamevalue from this tax is being calculated with a formula but its just displaying the end result here it needs to pass in the message from the game value evaluation to describeparam check how other game values display results also make text formula use a similar format like collecting tax of johnk credits plots age in days give all the legal actions and game values a scan to see if theres other cases to fix check out describenullsafe which is useful for this ,1 363289,10740871272.0,IssuesEvent,2019-10-29 19:03:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,District feedback,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/65642544-64c87480-dfa4-11e9-846f-85fec1b5bc47.png) - [x] Top bar is not attached to top of screen. Put it outside the border of the window, so its a separate bordered note above the minimap. Increase the size of the title 3x, so it's clear instructions. Center the text, and remove the deed icon which is on it for some reason. - [x] The settings panel on the right is all a-jumble. Let's fix this as follows: - The normal settings should be there as a pull-out menu when you click the cog, as usual. - The district settings should be a permanent panel on the left side of the window. This panel should display: 1. The name of the district map that is being created, and this should be editable. 2. A header over the list of contained districts that says 'Contained Districts' 3. The list of districts. 4. New District button. Make the button line up better with the other districts, right now its offset and unaligned: ![image](https://user-images.githubusercontent.com/3536496/65642751-dbfe0880-dfa4-11e9-88dc-e13a5390f062.png) At the bottom of the panel should be the apply and cancel buttons. - [x] While dragging, I should not be able to get tooltips. I was drawing over the player and a tooltip appeared and blocked what I was doing. - [x] In both 2d and 3d mode, the world cursor was not under my mouse cursor - [x] The coloring of the districts is too faint. There are three districts here but can barely see them: ![image](https://user-images.githubusercontent.com/3536496/65642916-3e570900-dfa5-11e9-8587-afaaf4348f55.png) (This is a general problem with overlays, I notice property is now so light you can barely see it too. Talk to Serg about this one). - [x] I made a bunch of changes, then tried to apply, but they didnt stick. When I opened the map again they were gone. This was performed without a constitution, but that shouldnt affect it, should still go through. ",1.0,"District feedback - ![image](https://user-images.githubusercontent.com/3536496/65642544-64c87480-dfa4-11e9-846f-85fec1b5bc47.png) - [x] Top bar is not attached to top of screen. Put it outside the border of the window, so its a separate bordered note above the minimap. Increase the size of the title 3x, so it's clear instructions. Center the text, and remove the deed icon which is on it for some reason. - [x] The settings panel on the right is all a-jumble. Let's fix this as follows: - The normal settings should be there as a pull-out menu when you click the cog, as usual. - The district settings should be a permanent panel on the left side of the window. This panel should display: 1. The name of the district map that is being created, and this should be editable. 2. A header over the list of contained districts that says 'Contained Districts' 3. The list of districts. 4. New District button. Make the button line up better with the other districts, right now its offset and unaligned: ![image](https://user-images.githubusercontent.com/3536496/65642751-dbfe0880-dfa4-11e9-88dc-e13a5390f062.png) At the bottom of the panel should be the apply and cancel buttons. - [x] While dragging, I should not be able to get tooltips. I was drawing over the player and a tooltip appeared and blocked what I was doing. - [x] In both 2d and 3d mode, the world cursor was not under my mouse cursor - [x] The coloring of the districts is too faint. There are three districts here but can barely see them: ![image](https://user-images.githubusercontent.com/3536496/65642916-3e570900-dfa5-11e9-8587-afaaf4348f55.png) (This is a general problem with overlays, I notice property is now so light you can barely see it too. Talk to Serg about this one). - [x] I made a bunch of changes, then tried to apply, but they didnt stick. When I opened the map again they were gone. This was performed without a constitution, but that shouldnt affect it, should still go through. ",1,district feedback top bar is not attached to top of screen put it outside the border of the window so its a separate bordered note above the minimap increase the size of the title so it s clear instructions center the text and remove the deed icon which is on it for some reason the settings panel on the right is all a jumble let s fix this as follows the normal settings should be there as a pull out menu when you click the cog as usual the district settings should be a permanent panel on the left side of the window this panel should display the name of the district map that is being created and this should be editable a header over the list of contained districts that says contained districts the list of districts new district button make the button line up better with the other districts right now its offset and unaligned at the bottom of the panel should be the apply and cancel buttons while dragging i should not be able to get tooltips i was drawing over the player and a tooltip appeared and blocked what i was doing in both and mode the world cursor was not under my mouse cursor the coloring of the districts is too faint there are three districts here but can barely see them this is a general problem with overlays i notice property is now so light you can barely see it too talk to serg about this one i made a bunch of changes then tried to apply but they didnt stick when i opened the map again they were gone this was performed without a constitution but that shouldnt affect it should still go through ,1 252051,8031175626.0,IssuesEvent,2018-07-27 23:05:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Picking up blocks looks funky for a second,Medium Priority Needs Triage,"Just after I dig a block, there's like panels of sky and builders swapping around at varied times for a second. Doesn't look very polished. https://i.gyazo.com/1012c0771eda884166d21e018dd6db32.mp4",1.0,"Picking up blocks looks funky for a second - Just after I dig a block, there's like panels of sky and builders swapping around at varied times for a second. Doesn't look very polished. https://i.gyazo.com/1012c0771eda884166d21e018dd6db32.mp4",1,picking up blocks looks funky for a second just after i dig a block there s like panels of sky and builders swapping around at varied times for a second doesn t look very polished ,1 416401,12145807770.0,IssuesEvent,2020-04-24 09:58:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Law - Missing Math Fuctions: MIN, MAX, FLOOR and CEILING",Priority: Medium Status: Fixed Week Task,"Version: Version: 9.0 staging-1515 ![image](https://user-images.githubusercontent.com/2676134/79692130-ca8f8d00-8263-11ea-80ed-12725228fe9b.png) We are missing some basic math functions in the law system. - Min - Max - Floor - Ceiling Floor and Ceiling only take one value, so maybe need to be different then arithmetic. Other possibly useful math functions: - Abs - Round (to two, one or zero decimals. rounding up or down)",1.0,"Law - Missing Math Fuctions: MIN, MAX, FLOOR and CEILING - Version: Version: 9.0 staging-1515 ![image](https://user-images.githubusercontent.com/2676134/79692130-ca8f8d00-8263-11ea-80ed-12725228fe9b.png) We are missing some basic math functions in the law system. - Min - Max - Floor - Ceiling Floor and Ceiling only take one value, so maybe need to be different then arithmetic. Other possibly useful math functions: - Abs - Round (to two, one or zero decimals. rounding up or down)",1,law missing math fuctions min max floor and ceiling version version staging we are missing some basic math functions in the law system min max floor ceiling floor and ceiling only take one value so maybe need to be different then arithmetic other possibly useful math functions abs round to two one or zero decimals rounding up or down ,1 335449,10153891162.0,IssuesEvent,2019-08-06 06:28:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Steam Trucks Fuel and Storage,Medium Priority,"**Version:** 0.7.7.2 beta **Steps to Reproduce:** 1. fill storage with items (bricks and roads noticably, but there are other items. maybe related to items produced by stone?) 2. use stone hammer (or any other tool) to hit the storage area **Expected behavior:** you pull items out of the STORAGE compartment **Actual behavior:** FUEL is pulled out of the FUEL compartment n **Do you have mods installed? Does issue happen when no mods are installed?:** FUEL is pulled out of the FUEL compartment ",1.0,"USER ISSUE: Steam Trucks Fuel and Storage - **Version:** 0.7.7.2 beta **Steps to Reproduce:** 1. fill storage with items (bricks and roads noticably, but there are other items. maybe related to items produced by stone?) 2. use stone hammer (or any other tool) to hit the storage area **Expected behavior:** you pull items out of the STORAGE compartment **Actual behavior:** FUEL is pulled out of the FUEL compartment n **Do you have mods installed? Does issue happen when no mods are installed?:** FUEL is pulled out of the FUEL compartment ",1,user issue steam trucks fuel and storage version beta steps to reproduce fill storage with items bricks and roads noticably but there are other items maybe related to items produced by stone use stone hammer or any other tool to hit the storage area expected behavior you pull items out of the storage compartment actual behavior fuel is pulled out of the fuel compartment n do you have mods installed does issue happen when no mods are installed fuel is pulled out of the fuel compartment ,1 249134,7953882304.0,IssuesEvent,2018-07-12 04:30:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: While tree cutting down,Medium Priority,"**Version:** 0.7.4.0 beta staging-b8e0bc58 **Steps to Reproduce:** Cutting a tree **Expected behavior:** **Actual behavior:** Server encountered an exception: Der Index war außerhalb des Arraybereichs. bei System.Collections.Generic.HashSet`1.AddIfNotPresent(T value) bei TreeEntity.CollideWithTerrain(Player player, Vector3i position)",1.0,"USER ISSUE: While tree cutting down - **Version:** 0.7.4.0 beta staging-b8e0bc58 **Steps to Reproduce:** Cutting a tree **Expected behavior:** **Actual behavior:** Server encountered an exception: Der Index war außerhalb des Arraybereichs. bei System.Collections.Generic.HashSet`1.AddIfNotPresent(T value) bei TreeEntity.CollideWithTerrain(Player player, Vector3i position)",1,user issue while tree cutting down version beta staging steps to reproduce cutting a tree expected behavior actual behavior server encountered an exception der index war außerhalb des arraybereichs bei system collections generic hashset addifnotpresent t value bei treeentity collidewithterrain player player position ,1 250222,7973670590.0,IssuesEvent,2018-07-17 00:31:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bugged wooden cart,Medium Priority Steam Report,"From Steam https://steamcommunity.com/app/382310/discussions/4/1694919808751923619/: ""So for w/e reason i pickedup my cart and i fell through the world and i ended up on a beach. I went to drag teh cart again this time it flug itself into teh ocean where after several attempts i could not get the deed out and therefore can not pick it up. I have to make a whole new one now. It might be nice if we could actually go towards teh bottom of the sea and stay for a sec or you know maybe grab the cart with out the deed in our inv.""",1.0,"Bugged wooden cart - From Steam https://steamcommunity.com/app/382310/discussions/4/1694919808751923619/: ""So for w/e reason i pickedup my cart and i fell through the world and i ended up on a beach. I went to drag teh cart again this time it flug itself into teh ocean where after several attempts i could not get the deed out and therefore can not pick it up. I have to make a whole new one now. It might be nice if we could actually go towards teh bottom of the sea and stay for a sec or you know maybe grab the cart with out the deed in our inv.""",1,bugged wooden cart from steam so for w e reason i pickedup my cart and i fell through the world and i ended up on a beach i went to drag teh cart again this time it flug itself into teh ocean where after several attempts i could not get the deed out and therefore can not pick it up i have to make a whole new one now it might be nice if we could actually go towards teh bottom of the sea and stay for a sec or you know maybe grab the cart with out the deed in our inv ,1 452059,13045478603.0,IssuesEvent,2020-07-29 07:20:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1659] System.NullReferenceException When select 'Plow Field' Clause,Category: Tech Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/87406942-2307c980-c5ca-11ea-8278-4957980d7a54.png) ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at QuantitySelection.set_Val (System.Single value) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection+<>c__DisplayClass40_0.b__0 () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.SyncWithView (Eco.Shared.View.View view, System.String propName, AuthComponentView owner) [0x00000] in <00000000000000000000000000000000>:0 at ViewExtensions.AutoSetupUI (Eco.Shared.View.View parentView, Eco.Shared.View.ISubscriptions subscriptions, UnityEngine.Transform autogenRoot, System.String propertyPath, System.Action OnChange, System.Boolean allowAutogen, UnityEngine.Transform root) [0x00000] in <00000000000000000000000000000000>:0 at ContractClauseUI.ViewInited () [0x00000] in <00000000000000000000000000000000>:0 at ViewBehavior.InitView (Eco.Shared.View.View parentView, Eco.Shared.View.View view, Eco.Shared.View.ViewMemberInfo propertyInfo, Eco.Shared.Serialization.BSONObject bsonParams, System.Int32 listIndex) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.CreateListEntry (System.Action`1[T] PostInit, System.Int32 index, Eco.Shared.View.View entryView, System.Boolean last) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.CreateNewEntries (System.Collections.Generic.IEnumerable`1[T] enumerable, System.Action`1[T] postInitAction) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.UpdateList (System.Action`1[T] PostInit) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() Unity.Entities.WithCodeAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object. at QuantitySelection.SetReadOnly (System.Boolean readOnly) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.Start () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4917719/Player.log) ",1.0,"[0.9.0 staging-1659] System.NullReferenceException When select 'Plow Field' Clause - ![image](https://user-images.githubusercontent.com/45708377/87406942-2307c980-c5ca-11ea-8278-4957980d7a54.png) ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at QuantitySelection.set_Val (System.Single value) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection+<>c__DisplayClass40_0.b__0 () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.SyncWithView (Eco.Shared.View.View view, System.String propName, AuthComponentView owner) [0x00000] in <00000000000000000000000000000000>:0 at ViewExtensions.AutoSetupUI (Eco.Shared.View.View parentView, Eco.Shared.View.ISubscriptions subscriptions, UnityEngine.Transform autogenRoot, System.String propertyPath, System.Action OnChange, System.Boolean allowAutogen, UnityEngine.Transform root) [0x00000] in <00000000000000000000000000000000>:0 at ContractClauseUI.ViewInited () [0x00000] in <00000000000000000000000000000000>:0 at ViewBehavior.InitView (Eco.Shared.View.View parentView, Eco.Shared.View.View view, Eco.Shared.View.ViewMemberInfo propertyInfo, Eco.Shared.Serialization.BSONObject bsonParams, System.Int32 listIndex) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.CreateListEntry (System.Action`1[T] PostInit, System.Int32 index, Eco.Shared.View.View entryView, System.Boolean last) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.CreateNewEntries (System.Collections.Generic.IEnumerable`1[T] enumerable, System.Action`1[T] postInitAction) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.UpdateList (System.Action`1[T] PostInit) [0x00000] in <00000000000000000000000000000000>:0 at UI.ViewUIContainer.ListChanged () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Eco.Shared.Utils.Log:WriteError(LocString) Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() Unity.Entities.WithCodeAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object. at QuantitySelection.SetReadOnly (System.Boolean readOnly) [0x00000] in <00000000000000000000000000000000>:0 at QuantitySelection.Start () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4917719/Player.log) ",1, system nullreferenceexception when select plow field clause exception in view notify system nullreferenceexception object reference not set to an instance of an object at quantityselection set val system single value in at quantityselection c b in at unity entities lambdasinglejobdescriptionconstructionmethods withcodeaction invoke in at quantityselection syncwithview eco shared view view view system string propname authcomponentview owner in at viewextensions autosetupui eco shared view view parentview eco shared view isubscriptions subscriptions unityengine transform autogenroot system string propertypath system action onchange system boolean allowautogen unityengine transform root in at contractclauseui viewinited in at viewbehavior initview eco shared view view parentview eco shared view view view eco shared view viewmemberinfo propertyinfo eco shared serialization bsonobject bsonparams system listindex in at ui viewuicontainer createlistentry system action postinit system index eco shared view view entryview system boolean last in at ui viewuicontainer createnewentries system collections generic ienumerable enumerable system action postinitaction in at ui viewuicontainer updatelist system action postinit in at ui viewuicontainer listchanged in at unity entities lambdasinglejobdescriptionconstructionmethods withcodeaction invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unity entities lambdasinglejobdescriptionconstructionmethods withcodeaction invoke in unityengine logger log logtype object unityengine debug logerror object eco shared utils log writeerror locstring eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update unity entities withcodeaction invoke filename c buildslave unity build runtime export debug debug bindings h line nullreferenceexception object reference not set to an instance of an object at quantityselection setreadonly system boolean readonly in at quantityselection start in ,1 452836,13060136425.0,IssuesEvent,2020-07-30 11:55:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Update 'hosted worlds' to be called 'cloud worlds',Category: UI Priority: Medium Status: Fixed Week Task,"![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/2bcf4416-8c70-4e8d-a446-b0d8d1188800) For example, title says HW Management. This should be CW Management (but imo user wont know what that is and should be Cloud World Management or something) @johnkslg thoughts? Also check other parts of the game for HW or Hosted World references.",1.0,"Update 'hosted worlds' to be called 'cloud worlds' - ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/2bcf4416-8c70-4e8d-a446-b0d8d1188800) For example, title says HW Management. This should be CW Management (but imo user wont know what that is and should be Cloud World Management or something) @johnkslg thoughts? Also check other parts of the game for HW or Hosted World references.",1,update hosted worlds to be called cloud worlds for example title says hw management this should be cw management but imo user wont know what that is and should be cloud world management or something johnkslg thoughts also check other parts of the game for hw or hosted world references ,1 419971,12230838697.0,IssuesEvent,2020-05-04 06:14:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chainsaw's place animation ,Priority: Medium Status: Fixed Week Task,"`ChainsawController` will be overriding `ToolInteraction`'s `HasPlaceAnimation` soon (due to https://github.com/StrangeLoopGames/EcoIssues/issues/15645). Remove the corresponding line when/if the animation will be added.",1.0,"Chainsaw's place animation - `ChainsawController` will be overriding `ToolInteraction`'s `HasPlaceAnimation` soon (due to https://github.com/StrangeLoopGames/EcoIssues/issues/15645). Remove the corresponding line when/if the animation will be added.",1,chainsaw s place animation chainsawcontroller will be overriding toolinteraction s hasplaceanimation soon due to remove the corresponding line when if the animation will be added ,1 364638,10771665838.0,IssuesEvent,2019-11-02 09:25:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Predators behavior,Medium Priority,"Generally, predators are really easy one to kill. 1) They see you in the distance and just stare at you, FROZEN. Just shoot them in the head. You know, Kirill is a beast with that bow and frozen predators. https://drive.google.com/file/d/174ob6AT-CG4wPF-jHGa_hw6gkhyphI3F/view?usp=sharing 2) They will run after shooting (if predator was sleeping he will stand up pretty slowly). But in your direction sometime (or run away but in veeery short distance), not biting, then some more short distance and then. Staring-frozen-shoot-dead. https://drive.google.com/file/d/1z9LHFF54YVkBaCDtG9SesU38T-KwRJG7/view?usp=sharing",1.0,"[master-preview] Predators behavior - Generally, predators are really easy one to kill. 1) They see you in the distance and just stare at you, FROZEN. Just shoot them in the head. You know, Kirill is a beast with that bow and frozen predators. https://drive.google.com/file/d/174ob6AT-CG4wPF-jHGa_hw6gkhyphI3F/view?usp=sharing 2) They will run after shooting (if predator was sleeping he will stand up pretty slowly). But in your direction sometime (or run away but in veeery short distance), not biting, then some more short distance and then. Staring-frozen-shoot-dead. https://drive.google.com/file/d/1z9LHFF54YVkBaCDtG9SesU38T-KwRJG7/view?usp=sharing",1, predators behavior generally predators are really easy one to kill they see you in the distance and just stare at you frozen just shoot them in the head you know kirill is a beast with that bow and frozen predators they will run after shooting if predator was sleeping he will stand up pretty slowly but in your direction sometime or run away but in veeery short distance not biting then some more short distance and then staring frozen shoot dead ,1 565707,16767973834.0,IssuesEvent,2021-06-14 11:23:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-2020] Missing Fishing pole in 3rd person view,Category: Gameplay Priority: Medium Regression Squad: Otter Type: Bug,"Step to reproduce; - be in 1st person view - select fishing pole: ![image](https://user-images.githubusercontent.com/45708377/121884415-8f7bd300-cd1b-11eb-8a71-f2d8acbc6879.png) - press F5: ![image](https://user-images.githubusercontent.com/45708377/121884424-93a7f080-cd1b-11eb-8db8-6e278444e67f.png) video: https://drive.google.com/file/d/1I1s8I0Iw3nDJJbX7u9wiIj5Fim5nsncc/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6647914/Player.log) ",1.0,"[0.9.4 staging-2020] Missing Fishing pole in 3rd person view - Step to reproduce; - be in 1st person view - select fishing pole: ![image](https://user-images.githubusercontent.com/45708377/121884415-8f7bd300-cd1b-11eb-8a71-f2d8acbc6879.png) - press F5: ![image](https://user-images.githubusercontent.com/45708377/121884424-93a7f080-cd1b-11eb-8db8-6e278444e67f.png) video: https://drive.google.com/file/d/1I1s8I0Iw3nDJJbX7u9wiIj5Fim5nsncc/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6647914/Player.log) ",1, missing fishing pole in person view step to reproduce be in person view select fishing pole press video ,1 462082,13240700191.0,IssuesEvent,2020-08-19 06:53:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-15] Filter glithes,Category: UI Priority: Medium Status: Fixed,"- [x] 1. When any element is selected, the width changes. It isn't happen always, but in many cases. Step to reproduce: - open filter in any object. I have width = 8 items: - select item. My width will change to 7 items: - [x] 2. Doesn't show all items until you choose any item. Seems it replace one item to another. Step to reproduce: - just open filter and see to items in it. In my case look at Acorn, it will replaced by Zonning Office in the end. But when you select any item it will be displayed right: ![2020 07 31 Filter glithes](https://user-images.githubusercontent.com/45708377/89012816-7775ad80-d31b-11ea-9f99-c438c49ace55.gif) ![image](https://user-images.githubusercontent.com/45708377/89012399-d8e94c80-d31a-11ea-8c9f-b95d4aba22c5.png) - [x] 3. maybe make min width a little more? ![image](https://user-images.githubusercontent.com/45708377/89013321-5bbed700-d31c-11ea-8acb-e28735a1a22e.png) ",1.0,"[0.9.0 develop-15] Filter glithes - - [x] 1. When any element is selected, the width changes. It isn't happen always, but in many cases. Step to reproduce: - open filter in any object. I have width = 8 items: - select item. My width will change to 7 items: - [x] 2. Doesn't show all items until you choose any item. Seems it replace one item to another. Step to reproduce: - just open filter and see to items in it. In my case look at Acorn, it will replaced by Zonning Office in the end. But when you select any item it will be displayed right: ![2020 07 31 Filter glithes](https://user-images.githubusercontent.com/45708377/89012816-7775ad80-d31b-11ea-9f99-c438c49ace55.gif) ![image](https://user-images.githubusercontent.com/45708377/89012399-d8e94c80-d31a-11ea-8c9f-b95d4aba22c5.png) - [x] 3. maybe make min width a little more? ![image](https://user-images.githubusercontent.com/45708377/89013321-5bbed700-d31c-11ea-8acb-e28735a1a22e.png) ",1, filter glithes when any element is selected the width changes it isn t happen always but in many cases step to reproduce open filter in any object i have width items select item my width will change to items doesn t show all items until you choose any item seems it replace one item to another step to reproduce just open filter and see to items in it in my case look at acorn it will replaced by zonning office in the end but when you select any item it will be displayed right maybe make min width a little more ,1 417724,12178178316.0,IssuesEvent,2020-04-28 08:35:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Master: if you carry placable block and select ""usable"" item, you see wrong hint",Priority: Medium Status: Fixed Status: Reopen Week Task,"log+tree seeds=""plant"" but real action is place log. ![изображение](https://user-images.githubusercontent.com/4980243/66472845-c275ba00-ea96-11e9-8357-ea4ab5a7fe08.png) ![изображение](https://user-images.githubusercontent.com/4980243/66472855-c86b9b00-ea96-11e9-9138-a884d8abc1ef.png) ",1.0,"Master: if you carry placable block and select ""usable"" item, you see wrong hint - log+tree seeds=""plant"" but real action is place log. ![изображение](https://user-images.githubusercontent.com/4980243/66472845-c275ba00-ea96-11e9-8357-ea4ab5a7fe08.png) ![изображение](https://user-images.githubusercontent.com/4980243/66472855-c86b9b00-ea96-11e9-9138-a884d8abc1ef.png) ",1,master if you carry placable block and select usable item you see wrong hint log tree seeds plant but real action is place log ,1 478229,13775578416.0,IssuesEvent,2020-10-08 08:13:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Escape menu polish,Category: UI Priority: Medium Status: Fixed,"Make fonts the same size for each category Blur game background with depth of field when escape open (transition to blur, make this a general feature that other UIs can use too) Remove debug-looking white boxes in controls menu ![image](https://user-images.githubusercontent.com/3536496/85630757-19bdb980-b629-11ea-89e0-5b76e4d8602e.png) Satisfactory for comparison: ![image](https://user-images.githubusercontent.com/3536496/85630742-11fe1500-b629-11ea-86a7-3184a10f1f7e.png) ",1.0,"Escape menu polish - Make fonts the same size for each category Blur game background with depth of field when escape open (transition to blur, make this a general feature that other UIs can use too) Remove debug-looking white boxes in controls menu ![image](https://user-images.githubusercontent.com/3536496/85630757-19bdb980-b629-11ea-89e0-5b76e4d8602e.png) Satisfactory for comparison: ![image](https://user-images.githubusercontent.com/3536496/85630742-11fe1500-b629-11ea-86a7-3184a10f1f7e.png) ",1,escape menu polish make fonts the same size for each category blur game background with depth of field when escape open transition to blur make this a general feature that other uis can use too remove debug looking white boxes in controls menu satisfactory for comparison ,1 460202,13206405853.0,IssuesEvent,2020-08-14 20:08:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CW: universal admins for support,Category: Cloud Worlds Category: Web Priority: Medium Type: Task,devops devs should have universal admin permissions on all cloud worlds. so they can handle cw support. ,1.0,CW: universal admins for support - devops devs should have universal admin permissions on all cloud worlds. so they can handle cw support. ,1,cw universal admins for support devops devs should have universal admin permissions on all cloud worlds so they can handle cw support ,1 454025,13093692310.0,IssuesEvent,2020-08-03 10:53:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1664] Invisible undeground animal,Category: Gameplay Priority: Medium Status: Fixed,"or just a traveling brain. I used /sim debuganimal to investigate animal behavior. But one time I have linked with coyote that was undeground. I tried to dig it with dev tool, but I can't, seems he is invisible too. Possible that the animal doesn't exist at all, but we have wrong extra calculation. Video: https://drive.google.com/file/d/1v3sng77BWHCM9XOO5yjv2ClLu_RtCuB1/view?usp=sharing",1.0,"[0.9.0 staging-1664] Invisible undeground animal - or just a traveling brain. I used /sim debuganimal to investigate animal behavior. But one time I have linked with coyote that was undeground. I tried to dig it with dev tool, but I can't, seems he is invisible too. Possible that the animal doesn't exist at all, but we have wrong extra calculation. Video: https://drive.google.com/file/d/1v3sng77BWHCM9XOO5yjv2ClLu_RtCuB1/view?usp=sharing",1, invisible undeground animal or just a traveling brain i used sim debuganimal to investigate animal behavior but one time i have linked with coyote that was undeground i tried to dig it with dev tool but i can t seems he is invisible too possible that the animal doesn t exist at all but we have wrong extra calculation video ,1 352386,10541436928.0,IssuesEvent,2019-10-02 10:46:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Bad Highlight of Powered Cart,Fixed Medium Priority QA Regression,"8.2.9: Only Highlight when look at front wheel ![image](https://user-images.githubusercontent.com/45708377/61789399-4b2c7480-ae1d-11e9-99be-d38785311693.png) ![image](https://user-images.githubusercontent.com/45708377/61789382-410a7600-ae1d-11e9-97cc-b3c433198e97.png) 8.2.1: ![bandicam_2019-07-24_15-13-28-321](https://user-images.githubusercontent.com/45708377/61789493-7c0ca980-ae1d-11e9-8fe9-58c2a2b37da8.jpg) ![bandicam_2019-07-24_15-13-25-975](https://user-images.githubusercontent.com/45708377/61789503-862ea800-ae1d-11e9-8081-de367b11e954.jpg) ",1.0,"[master-preview] Bad Highlight of Powered Cart - 8.2.9: Only Highlight when look at front wheel ![image](https://user-images.githubusercontent.com/45708377/61789399-4b2c7480-ae1d-11e9-99be-d38785311693.png) ![image](https://user-images.githubusercontent.com/45708377/61789382-410a7600-ae1d-11e9-97cc-b3c433198e97.png) 8.2.1: ![bandicam_2019-07-24_15-13-28-321](https://user-images.githubusercontent.com/45708377/61789493-7c0ca980-ae1d-11e9-8fe9-58c2a2b37da8.jpg) ![bandicam_2019-07-24_15-13-25-975](https://user-images.githubusercontent.com/45708377/61789503-862ea800-ae1d-11e9-8081-de367b11e954.jpg) ",1, bad highlight of powered cart only highlight when look at front wheel ,1 550640,16116913735.0,IssuesEvent,2021-04-28 08:33:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Industrial Elevator cant lift Excevator on dedicated Server,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,hey there so i just installed my elevator and now i cant get the elevator up with the excevator on it,1.0,Industrial Elevator cant lift Excevator on dedicated Server - hey there so i just installed my elevator and now i cant get the elevator up with the excevator on it,1,industrial elevator cant lift excevator on dedicated server hey there so i just installed my elevator and now i cant get the elevator up with the excevator on it,1 531110,15440985100.0,IssuesEvent,2021-03-08 04:52:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Implement custom Input Module (inherited from PointerInputModule) with OnPointerHoverChange support,Category: Optimization Priority: Medium Squad: Pumpkin,"It will let us to optimize containers and ensure proper highlight support without Refactor without attaching IPointerEnter/ExitHandler to every element. Instead container will receive event OnPointerHoverChange when game object under cursor changed (and pointer located inside of container). Then it may identify if newly hovered object is an container element and apply hover logic to it and apply exit logic to previous component. For big containers it will save lot of memory for every MouseEnterExitComponent attached to container element and also save CPU time for attaching these components and removing them when they no more required.",1.0,"Implement custom Input Module (inherited from PointerInputModule) with OnPointerHoverChange support - It will let us to optimize containers and ensure proper highlight support without Refactor without attaching IPointerEnter/ExitHandler to every element. Instead container will receive event OnPointerHoverChange when game object under cursor changed (and pointer located inside of container). Then it may identify if newly hovered object is an container element and apply hover logic to it and apply exit logic to previous component. For big containers it will save lot of memory for every MouseEnterExitComponent attached to container element and also save CPU time for attaching these components and removing them when they no more required.",1,implement custom input module inherited from pointerinputmodule with onpointerhoverchange support it will let us to optimize containers and ensure proper highlight support without refactor without attaching ipointerenter exithandler to every element instead container will receive event onpointerhoverchange when game object under cursor changed and pointer located inside of container then it may identify if newly hovered object is an container element and apply hover logic to it and apply exit logic to previous component for big containers it will save lot of memory for every mouseenterexitcomponent attached to container element and also save cpu time for attaching these components and removing them when they no more required ,1 575541,17034492972.0,IssuesEvent,2021-07-05 04:11:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2026] Deed name doesn't update,Category: UI Priority: Medium Regression Squad: Mountain Goat Type: Bug,"Editing deed name does not update in the Authorization UI until server restart ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/dc6e2982-c818-4e8d-8a54-5d186ca816e4) ",1.0,"[0.9.4 Staging-2026] Deed name doesn't update - Editing deed name does not update in the Authorization UI until server restart ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/dc6e2982-c818-4e8d-8a54-5d186ca816e4) ",1, deed name doesn t update editing deed name does not update in the authorization ui until server restart ,1 249115,7953833577.0,IssuesEvent,2018-07-12 04:09:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Room is complete but Tables are unusable in the room,Medium Priority,"The room is identical to another room I made, but this one doesn't allow me to build anything in it. ![screenshot 6](https://user-images.githubusercontent.com/37678140/37806203-2fdc8c12-2e15-11e8-9ff5-3e405adf55d7.png) ![screenshot 7](https://user-images.githubusercontent.com/37678140/37806204-2fe9d282-2e15-11e8-97f5-189074bacf3f.png) The 2 above screenshots are of the room which doesn't work. ![screenshot 8](https://user-images.githubusercontent.com/37678140/37806205-2ff6fb24-2e15-11e8-843d-8aa51e81cf6f.png) Proof that the table doesn't think it's in a room. ![screenshot 9](https://user-images.githubusercontent.com/37678140/37806206-30090062-2e15-11e8-91f4-e2ae6a980e48.png) ![screenshot 10](https://user-images.githubusercontent.com/37678140/37806207-3016f852-2e15-11e8-951f-7f9498e6e07f.png) The 2 above screenshots are of the room that allows me to use my tables and such.",1.0,"Room is complete but Tables are unusable in the room - The room is identical to another room I made, but this one doesn't allow me to build anything in it. ![screenshot 6](https://user-images.githubusercontent.com/37678140/37806203-2fdc8c12-2e15-11e8-9ff5-3e405adf55d7.png) ![screenshot 7](https://user-images.githubusercontent.com/37678140/37806204-2fe9d282-2e15-11e8-97f5-189074bacf3f.png) The 2 above screenshots are of the room which doesn't work. ![screenshot 8](https://user-images.githubusercontent.com/37678140/37806205-2ff6fb24-2e15-11e8-843d-8aa51e81cf6f.png) Proof that the table doesn't think it's in a room. ![screenshot 9](https://user-images.githubusercontent.com/37678140/37806206-30090062-2e15-11e8-91f4-e2ae6a980e48.png) ![screenshot 10](https://user-images.githubusercontent.com/37678140/37806207-3016f852-2e15-11e8-951f-7f9498e6e07f.png) The 2 above screenshots are of the room that allows me to use my tables and such.",1,room is complete but tables are unusable in the room the room is identical to another room i made but this one doesn t allow me to build anything in it the above screenshots are of the room which doesn t work proof that the table doesn t think it s in a room the above screenshots are of the room that allows me to use my tables and such ,1 552038,16193470598.0,IssuesEvent,2021-05-04 11:49:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1936] District Map Edit Window need localization,Category: Localization Priority: Medium Squad: Otter,"![2021-02-22 (4)](https://user-images.githubusercontent.com/26339332/108719780-10c31600-7531-11eb-845e-24646501f394.png) Click existing to erase them. Hold Left-control to temporarily switch viewed layer. Viewing map",1.0,"[0.9.3 staging-1936] District Map Edit Window need localization - ![2021-02-22 (4)](https://user-images.githubusercontent.com/26339332/108719780-10c31600-7531-11eb-845e-24646501f394.png) Click existing to erase them. Hold Left-control to temporarily switch viewed layer. Viewing map",1, district map edit window need localization click existing to erase them hold left control to temporarily switch viewed layer viewing map,1 205419,7097803274.0,IssuesEvent,2018-01-14 23:14:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fish Trap Not even in Water Catches Fish (maybe New Flying Fish?) 6.1.1,Medium Priority,"Spotted this mentioned in Discord so i thought i would see if this was Possible ![snap621](https://user-images.githubusercontent.com/29383891/33277200-b8525dbe-d38f-11e7-8d6f-34d0164e5a19.png) ",1.0,"Fish Trap Not even in Water Catches Fish (maybe New Flying Fish?) 6.1.1 - Spotted this mentioned in Discord so i thought i would see if this was Possible ![snap621](https://user-images.githubusercontent.com/29383891/33277200-b8525dbe-d38f-11e7-8d6f-34d0164e5a19.png) ",1,fish trap not even in water catches fish maybe new flying fish spotted this mentioned in discord so i thought i would see if this was possible ,1 369232,10894208509.0,IssuesEvent,2019-11-19 08:08:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1254] Hitting Stone wrong calculated,Medium Priority,"If I hit Limestone you need to hit it 2 times, but I pay only one durability. If I hit Large Rubble It's free for me: ![image](https://user-images.githubusercontent.com/45708377/69128125-c0067700-0abc-11ea-92a8-3ecb9e498020.png) Still have durability = 99 ![image](https://user-images.githubusercontent.com/45708377/69128190-d90f2800-0abc-11ea-9ca2-fe4934833291.png) ",1.0,"[0.9.0 staging-1254] Hitting Stone wrong calculated - If I hit Limestone you need to hit it 2 times, but I pay only one durability. If I hit Large Rubble It's free for me: ![image](https://user-images.githubusercontent.com/45708377/69128125-c0067700-0abc-11ea-92a8-3ecb9e498020.png) Still have durability = 99 ![image](https://user-images.githubusercontent.com/45708377/69128190-d90f2800-0abc-11ea-9ca2-fe4934833291.png) ",1, hitting stone wrong calculated if i hit limestone you need to hit it times but i pay only one durability if i hit large rubble it s free for me still have durability ,1 493359,14231337333.0,IssuesEvent,2020-11-18 09:25:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Account: Incorrect form behavior if you make a mistake when changing your password,Category: Web Priority: Medium Status: Fixed,"So I want to change password in my account page, press Edit Password: ![image](https://user-images.githubusercontent.com/45708377/91534351-0cb79200-e91a-11ea-8654-651f15febf65.png) - when I enter old password I can make mistake: ![image](https://user-images.githubusercontent.com/45708377/91534497-4be5e300-e91a-11ea-89de-ede5ac8fcec2.png) - press update. This form was closed and I have notification in right bottom corner: ![image](https://user-images.githubusercontent.com/45708377/91534593-7172ec80-e91a-11ea-94af-3d7b4e597c6b.png) This is incorrect behavior. First time I didn't see this error and I thought that I changed password. I should have this error here: ![image](https://user-images.githubusercontent.com/45708377/91534839-ea724400-e91a-11ea-9261-a0fd82c8a600.png) Also error say ""Current Password"" in form ""Old Password"" ",1.0,"Account: Incorrect form behavior if you make a mistake when changing your password - So I want to change password in my account page, press Edit Password: ![image](https://user-images.githubusercontent.com/45708377/91534351-0cb79200-e91a-11ea-8654-651f15febf65.png) - when I enter old password I can make mistake: ![image](https://user-images.githubusercontent.com/45708377/91534497-4be5e300-e91a-11ea-89de-ede5ac8fcec2.png) - press update. This form was closed and I have notification in right bottom corner: ![image](https://user-images.githubusercontent.com/45708377/91534593-7172ec80-e91a-11ea-94af-3d7b4e597c6b.png) This is incorrect behavior. First time I didn't see this error and I thought that I changed password. I should have this error here: ![image](https://user-images.githubusercontent.com/45708377/91534839-ea724400-e91a-11ea-9261-a0fd82c8a600.png) Also error say ""Current Password"" in form ""Old Password"" ",1,account incorrect form behavior if you make a mistake when changing your password so i want to change password in my account page press edit password when i enter old password i can make mistake press update this form was closed and i have notification in right bottom corner this is incorrect behavior first time i didn t see this error and i thought that i changed password i should have this error here also error say current password in form old password ,1 377213,11166040455.0,IssuesEvent,2019-12-27 11:41:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Suggestion] Chat: Focus when activating & up/down keys,Medium Priority,"When you open chat most likely you wanna type something in. Instead of moving your mouse on a 4K screen it would be much appreciated to be able to start typing. --- Chat is stored in Eco constantly. Just activate up/down (arrow) keys to scroll through (at least your own) chat commands/lines. Not only useful for every player but would save much time during testing, too.",1.0,"[Suggestion] Chat: Focus when activating & up/down keys - When you open chat most likely you wanna type something in. Instead of moving your mouse on a 4K screen it would be much appreciated to be able to start typing. --- Chat is stored in Eco constantly. Just activate up/down (arrow) keys to scroll through (at least your own) chat commands/lines. Not only useful for every player but would save much time during testing, too.",1, chat focus when activating up down keys when you open chat most likely you wanna type something in instead of moving your mouse on a screen it would be much appreciated to be able to start typing chat is stored in eco constantly just activate up down arrow keys to scroll through at least your own chat commands lines not only useful for every player but would save much time during testing too ,1 378861,11209972576.0,IssuesEvent,2020-01-06 11:56:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1292] Chat: eating history,Fixed Medium Priority,"1. Enter the game 2. Open the chat window 3. Type /gat 2 4. Try to find welcome messages https://drive.google.com/file/d/1Fb7tfUbgXAMcgOCjwgs4XXAuZ-ZvYXIx/view?usp=sharing",1.0,"[0.9.0 staging-1292] Chat: eating history - 1. Enter the game 2. Open the chat window 3. Type /gat 2 4. Try to find welcome messages https://drive.google.com/file/d/1Fb7tfUbgXAMcgOCjwgs4XXAuZ-ZvYXIx/view?usp=sharing",1, chat eating history enter the game open the chat window type gat try to find welcome messages ,1 205189,7094549948.0,IssuesEvent,2018-01-13 04:49:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tutorial prompt oriented a funky way,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34699876-ac0432dc-f494-11e7-845e-1258bbd9446c.png) If we're doing this, the mouse should be pointed 180 degrees the other way. I'd suggest simply an arrow though (or something similar), I don't think we need to hold the player's hand so much as to show them how to click on a button. ",1.0,"Tutorial prompt oriented a funky way - ![image](https://user-images.githubusercontent.com/6262198/34699876-ac0432dc-f494-11e7-845e-1258bbd9446c.png) If we're doing this, the mouse should be pointed 180 degrees the other way. I'd suggest simply an arrow though (or something similar), I don't think we need to hold the player's hand so much as to show them how to click on a button. ",1,tutorial prompt oriented a funky way if we re doing this the mouse should be pointed degrees the other way i d suggest simply an arrow though or something similar i don t think we need to hold the player s hand so much as to show them how to click on a button ,1 497372,14368782067.0,IssuesEvent,2020-12-01 08:53:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-118] Extra click to change currency or bank account,Category: UI Priority: Medium Status: Fixed Type: Regression,"In any UI cointract/ store/work party and etc. Step to reproduce: - place store, open credit tab: ![image](https://user-images.githubusercontent.com/45708377/99528245-126bc380-29af-11eb-9a49-0836b2106443.png) - click on slayks credit to change currency: ![image](https://user-images.githubusercontent.com/45708377/99528290-2283a300-29af-11eb-843c-a170492d7271.png) - select another currency: ![image](https://user-images.githubusercontent.com/45708377/99528325-2c0d0b00-29af-11eb-92af-9cf7f737b95e.png) - click on Test ClientBulls to change, first click - nothing happens, second click will open popup. Should be activated on the first click",1.0,"[0.9.2 develop-118] Extra click to change currency or bank account - In any UI cointract/ store/work party and etc. Step to reproduce: - place store, open credit tab: ![image](https://user-images.githubusercontent.com/45708377/99528245-126bc380-29af-11eb-9a49-0836b2106443.png) - click on slayks credit to change currency: ![image](https://user-images.githubusercontent.com/45708377/99528290-2283a300-29af-11eb-843c-a170492d7271.png) - select another currency: ![image](https://user-images.githubusercontent.com/45708377/99528325-2c0d0b00-29af-11eb-92af-9cf7f737b95e.png) - click on Test ClientBulls to change, first click - nothing happens, second click will open popup. Should be activated on the first click",1, extra click to change currency or bank account in any ui cointract store work party and etc step to reproduce place store open credit tab click on slayks credit to change currency select another currency click on test clientbulls to change first click nothing happens second click will open popup should be activated on the first click,1 426679,12377694424.0,IssuesEvent,2020-05-19 09:25:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1514] Audio: no sound from other player tool,Category: Audio Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"I can hear a sound from my tool (mining, cutting a tree) but I can't hear a sound, if someone else uses a tool. No cahisaw sound, no pickaxe sound, no axe sound, etc.",1.0,"[0.9 Staging-1514] Audio: no sound from other player tool - I can hear a sound from my tool (mining, cutting a tree) but I can't hear a sound, if someone else uses a tool. No cahisaw sound, no pickaxe sound, no axe sound, etc.",1, audio no sound from other player tool i can hear a sound from my tool mining cutting a tree but i can t hear a sound if someone else uses a tool no cahisaw sound no pickaxe sound no axe sound etc ,1 371600,10974473154.0,IssuesEvent,2019-11-29 09:13:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1278] Contract: Escrow doesn't give money back,Medium Priority,"1. Create contract ![bandicam 2019-11-29 12-21-33-435](https://user-images.githubusercontent.com/27898520/69857441-d2996100-12b1-11ea-9686-74fcd63e7d34.jpg) ![bandicam 2019-11-29 12-21-49-813](https://user-images.githubusercontent.com/27898520/69857461-dc22c900-12b1-11ea-8b7a-402304f96ab0.jpg) 2. Escrow has recieved money from the bank account ![bandicam 2019-11-29 12-22-16-819](https://user-images.githubusercontent.com/27898520/69857497-e9d84e80-12b1-11ea-90e2-61884e1ddeff.jpg) 3, Delete Contract ![bandicam 2019-11-29 12-22-47-499](https://user-images.githubusercontent.com/27898520/69857512-f3fa4d00-12b1-11ea-9ce1-cf92c270639a.jpg) 4. Escrow still holds money ![bandicam 2019-11-29 14-06-11-450](https://user-images.githubusercontent.com/27898520/69857565-0a080d80-12b2-11ea-827f-fcadb3474716.jpg) When contract is failed or deleted money should go back to the client.",1.0,"[0.9.0 staging-1278] Contract: Escrow doesn't give money back - 1. Create contract ![bandicam 2019-11-29 12-21-33-435](https://user-images.githubusercontent.com/27898520/69857441-d2996100-12b1-11ea-9686-74fcd63e7d34.jpg) ![bandicam 2019-11-29 12-21-49-813](https://user-images.githubusercontent.com/27898520/69857461-dc22c900-12b1-11ea-8b7a-402304f96ab0.jpg) 2. Escrow has recieved money from the bank account ![bandicam 2019-11-29 12-22-16-819](https://user-images.githubusercontent.com/27898520/69857497-e9d84e80-12b1-11ea-90e2-61884e1ddeff.jpg) 3, Delete Contract ![bandicam 2019-11-29 12-22-47-499](https://user-images.githubusercontent.com/27898520/69857512-f3fa4d00-12b1-11ea-9ce1-cf92c270639a.jpg) 4. Escrow still holds money ![bandicam 2019-11-29 14-06-11-450](https://user-images.githubusercontent.com/27898520/69857565-0a080d80-12b2-11ea-827f-fcadb3474716.jpg) When contract is failed or deleted money should go back to the client.",1, contract escrow doesn t give money back create contract escrow has recieved money from the bank account delete contract escrow still holds money when contract is failed or deleted money should go back to the client ,1 525468,15254201726.0,IssuesEvent,2021-02-20 10:59:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allow multiple residency,Category: Gameplay Priority: Medium Squad: Wild Turkey Status: Fixed Type: Task,"Residency currently gives users housing points, and theyre only allowed to be resident of a single property at a time. If they try to become a resident of a second one, they will be prompted to leave residency of the first. This is a problem because 'residency' is how we allow players to rent vehicles - they become a 'resident' on the vehicle deed. Currently, this means they'll have to leave their home residence in order to rent a vehicle. Change this to allow users to be residents on an unlimited number of properties, but they only get the housing points for the highest one. When a user becomes a resident somewhere, look at the housing value of the previous residency, and prompt them to remove themselves from it, but they're not required to do so. Do not prompt if either deed has no housing value (ie, its just a vehicle deed). ![image](https://user-images.githubusercontent.com/3536496/100679316-1939f500-3324-11eb-90ce-f35a4a7b29f1.png) ",1.0,"Allow multiple residency - Residency currently gives users housing points, and theyre only allowed to be resident of a single property at a time. If they try to become a resident of a second one, they will be prompted to leave residency of the first. This is a problem because 'residency' is how we allow players to rent vehicles - they become a 'resident' on the vehicle deed. Currently, this means they'll have to leave their home residence in order to rent a vehicle. Change this to allow users to be residents on an unlimited number of properties, but they only get the housing points for the highest one. When a user becomes a resident somewhere, look at the housing value of the previous residency, and prompt them to remove themselves from it, but they're not required to do so. Do not prompt if either deed has no housing value (ie, its just a vehicle deed). ![image](https://user-images.githubusercontent.com/3536496/100679316-1939f500-3324-11eb-90ce-f35a4a7b29f1.png) ",1,allow multiple residency residency currently gives users housing points and theyre only allowed to be resident of a single property at a time if they try to become a resident of a second one they will be prompted to leave residency of the first this is a problem because residency is how we allow players to rent vehicles they become a resident on the vehicle deed currently this means they ll have to leave their home residence in order to rent a vehicle change this to allow users to be residents on an unlimited number of properties but they only get the housing points for the highest one when a user becomes a resident somewhere look at the housing value of the previous residency and prompt them to remove themselves from it but they re not required to do so do not prompt if either deed has no housing value ie its just a vehicle deed ,1 522633,15164147480.0,IssuesEvent,2021-02-12 13:19:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta develop-111]Map Filter UX improvement: Adding folders/sorting for different layers by category,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Quality of Life,"Would like to see a massive quality of life improvement when using the map filters and looking at different layers. Right now for example when looking into Plants we have a list of 120+ items which is very annoying when interacting with the map this could get some very good improvements by categorizing further into sub folders. Plants Group ( not sure but maybe rename this into something more sciency? This category does not have functional overlays anyway at the moment) |>Trees ------ |>Population ------ |>Yield Potential |>Plants ------ |>Population ------ |>Yield Potential We also have Animals that are a bit unruly where we could split them into Population vs capacity to make it easier for players where we could also further separate this into Land based and Sea/Water based animals which would help the management when more animals are added. Animals |> Terrestrial Animals ------ |> Population ------ |> Capacity |> Aquatic Animals ------ |> Population ------ |> Capacity ",1.0,"[0.9.2.0 beta develop-111]Map Filter UX improvement: Adding folders/sorting for different layers by category - Would like to see a massive quality of life improvement when using the map filters and looking at different layers. Right now for example when looking into Plants we have a list of 120+ items which is very annoying when interacting with the map this could get some very good improvements by categorizing further into sub folders. Plants Group ( not sure but maybe rename this into something more sciency? This category does not have functional overlays anyway at the moment) |>Trees ------ |>Population ------ |>Yield Potential |>Plants ------ |>Population ------ |>Yield Potential We also have Animals that are a bit unruly where we could split them into Population vs capacity to make it easier for players where we could also further separate this into Land based and Sea/Water based animals which would help the management when more animals are added. Animals |> Terrestrial Animals ------ |> Population ------ |> Capacity |> Aquatic Animals ------ |> Population ------ |> Capacity ",1, map filter ux improvement adding folders sorting for different layers by category would like to see a massive quality of life improvement when using the map filters and looking at different layers right now for example when looking into plants we have a list of items which is very annoying when interacting with the map this could get some very good improvements by categorizing further into sub folders plants group not sure but maybe rename this into something more sciency this category does not have functional overlays anyway at the moment trees population yield potential plants population yield potential we also have animals that are a bit unruly where we could split them into population vs capacity to make it easier for players where we could also further separate this into land based and sea water based animals which would help the management when more animals are added animals terrestrial animals population capacity aquatic animals population capacity ,1 509620,14740553436.0,IssuesEvent,2021-01-07 09:16:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Bug with banlist / adding edit button,Category: Accounts Priority: Medium,"The banlist doesn't show the dates of the bans. The list should also provide for editing these bans, instead of just removing them.",1.0,"Bug with banlist / adding edit button - The banlist doesn't show the dates of the bans. The list should also provide for editing these bans, instead of just removing them.",1,bug with banlist adding edit button the banlist doesn t show the dates of the bans the list should also provide for editing these bans instead of just removing them ,1 238131,7775151880.0,IssuesEvent,2018-06-05 01:04:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Slow down DiscordBot spam in QA channel,Medium Priority,"Right now, discord spams every time any crash exception is logged. Need to get count working to remove the noise from the channel so that we can get useful information from the bot.",1.0,"Slow down DiscordBot spam in QA channel - Right now, discord spams every time any crash exception is logged. Need to get count working to remove the noise from the channel so that we can get useful information from the bot.",1,slow down discordbot spam in qa channel right now discord spams every time any crash exception is logged need to get count working to remove the noise from the channel so that we can get useful information from the bot ,1 377140,11165045631.0,IssuesEvent,2019-12-27 07:49:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Special character name spams chat and laws,Medium Priority,"Someone joined the server with a blank name or a name with some kind of special character and that person couldn't change his/her name so now the name spams in chat and laws. Every time someone types for example "" ... "" there's a bunch of player icons between the dots. Before you couldn't use special characters but now with steam you can join with for example Å Ä Ö and that really messes things up. Maybe it's time to make all the special characters visable so for example ÅÄÖ doesn't translate into something else. ![65d1d11d0d7e6db567562b672547e25a](https://user-images.githubusercontent.com/36330679/36062115-087aef52-0e66-11e8-8cd3-e51ec785a2e1.png) ",1.0,"Special character name spams chat and laws - Someone joined the server with a blank name or a name with some kind of special character and that person couldn't change his/her name so now the name spams in chat and laws. Every time someone types for example "" ... "" there's a bunch of player icons between the dots. Before you couldn't use special characters but now with steam you can join with for example Å Ä Ö and that really messes things up. Maybe it's time to make all the special characters visable so for example ÅÄÖ doesn't translate into something else. ![65d1d11d0d7e6db567562b672547e25a](https://user-images.githubusercontent.com/36330679/36062115-087aef52-0e66-11e8-8cd3-e51ec785a2e1.png) ",1,special character name spams chat and laws someone joined the server with a blank name or a name with some kind of special character and that person couldn t change his her name so now the name spams in chat and laws every time someone types for example there s a bunch of player icons between the dots before you couldn t use special characters but now with steam you can join with for example å ä ö and that really messes things up maybe it s time to make all the special characters visable so for example åäö doesn t translate into something else ,1 342278,10314721806.0,IssuesEvent,2019-08-30 04:56:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Civics: drafts for every draftable object shouldn't...,Medium Priority QA,".. be visible in dropdowns. I can be in process of creating Election Title and see this draft in Titles. ![bandicam 2019-08-29 17-53-36-969](https://user-images.githubusercontent.com/27898520/63941889-f7e5bb80-ca85-11e9-8835-c2650cd144c4.jpg) ",1.0,"[master-preview] Civics: drafts for every draftable object shouldn't... - .. be visible in dropdowns. I can be in process of creating Election Title and see this draft in Titles. ![bandicam 2019-08-29 17-53-36-969](https://user-images.githubusercontent.com/27898520/63941889-f7e5bb80-ca85-11e9-8835-c2650cd144c4.jpg) ",1, civics drafts for every draftable object shouldn t be visible in dropdowns i can be in process of creating election title and see this draft in titles ,1 534030,15607741552.0,IssuesEvent,2021-03-19 09:44:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1942] Make text and icon in actions closer,Category: UI Priority: Medium Regression Squad: Otter Type: Quality of Life,"#20504 ![image](https://user-images.githubusercontent.com/45708377/109460463-997e0c80-7a71-11eb-806e-cd3cb5591c35.png) ![image](https://user-images.githubusercontent.com/45708377/109460504-ac90dc80-7a71-11eb-913f-90712e65d6dc.png) Look very far apart _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/20504#issuecomment-787692809_",1.0,"[0.9.3 staging-1942] Make text and icon in actions closer - #20504 ![image](https://user-images.githubusercontent.com/45708377/109460463-997e0c80-7a71-11eb-806e-cd3cb5591c35.png) ![image](https://user-images.githubusercontent.com/45708377/109460504-ac90dc80-7a71-11eb-913f-90712e65d6dc.png) Look very far apart _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/20504#issuecomment-787692809_",1, make text and icon in actions closer look very far apart originally posted by slaykswood in ,1 389781,11517224352.0,IssuesEvent,2020-02-14 07:47:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1400] Can't add resources to project by RMB to crafttable with Power tab.,Priority: Medium Status: Fixed,"Step to reproduce: - place some crafttable with fuel (I check with Bloomery, Campfire and Kiln) and add order: ![image](https://user-images.githubusercontent.com/45708377/74415556-a8892100-4e54-11ea-8153-b420535e9741.png) - close UI. I see tooltip that I can add IronBar to project with RMB, but I can't: ![image](https://user-images.githubusercontent.com/45708377/74415539-a1621300-4e54-11ea-8290-07b902aa72fc.png) - I assume that this happens because it is trying to add to the fuel.",1.0,"[0.9.0 staging-1400] Can't add resources to project by RMB to crafttable with Power tab. - Step to reproduce: - place some crafttable with fuel (I check with Bloomery, Campfire and Kiln) and add order: ![image](https://user-images.githubusercontent.com/45708377/74415556-a8892100-4e54-11ea-8153-b420535e9741.png) - close UI. I see tooltip that I can add IronBar to project with RMB, but I can't: ![image](https://user-images.githubusercontent.com/45708377/74415539-a1621300-4e54-11ea-8290-07b902aa72fc.png) - I assume that this happens because it is trying to add to the fuel.",1, can t add resources to project by rmb to crafttable with power tab step to reproduce place some crafttable with fuel i check with bloomery campfire and kiln and add order close ui i see tooltip that i can add ironbar to project with rmb but i can t i assume that this happens because it is trying to add to the fuel ,1 458047,13167489819.0,IssuesEvent,2020-08-11 10:21:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Froth Floatation Cell - Water flow issue,Category: Gameplay Priority: Medium,"The unit stops/starts the process, status tab indicate a lack of water flow, water not needed. ![20200728201553_1](https://user-images.githubusercontent.com/38038590/88705165-72dca980-d10f-11ea-9ae1-4be4e661deaa.jpg) ![20200728201554_1](https://user-images.githubusercontent.com/38038590/88705167-72dca980-d10f-11ea-94c1-6a40f46993a4.jpg) Status tab just switches between those 2 attached screenshots, making the function of the machine slower by a factor of x10 ",1.0,"Froth Floatation Cell - Water flow issue - The unit stops/starts the process, status tab indicate a lack of water flow, water not needed. ![20200728201553_1](https://user-images.githubusercontent.com/38038590/88705165-72dca980-d10f-11ea-9ae1-4be4e661deaa.jpg) ![20200728201554_1](https://user-images.githubusercontent.com/38038590/88705167-72dca980-d10f-11ea-94c1-6a40f46993a4.jpg) Status tab just switches between those 2 attached screenshots, making the function of the machine slower by a factor of x10 ",1,froth floatation cell water flow issue the unit stops starts the process status tab indicate a lack of water flow water not needed status tab just switches between those attached screenshots making the function of the machine slower by a factor of ,1 528583,15370189347.0,IssuesEvent,2021-03-02 08:28:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1943] Not clear purchase and selling message at one time,Category: UI Priority: Medium,"Step to reproduce: - buy something for 5 credits and sell something for 2. Trade result: -3 ![image](https://user-images.githubusercontent.com/45708377/109619259-9ce4c700-7b49-11eb-983d-a1d70035d671.png) - You have this message: ![image](https://user-images.githubusercontent.com/45708377/109619300-ac641000-7b49-11eb-9863-f4b0cf485481.png) - buy something for 2 credits and sell so,ething for 5 credits. Trade result: +3 - but you still have the same message: ![image](https://user-images.githubusercontent.com/45708377/109619519-eaf9ca80-7b49-11eb-93d1-fc6ed8c2d922.png) So we need to add 'gained' (+) and 'spent' (-). Something like that: ![image](https://user-images.githubusercontent.com/45708377/109619909-593e8d00-7b4a-11eb-8097-9ef3f96de236.png) ",1.0,"[0.9.3 staging-1943] Not clear purchase and selling message at one time - Step to reproduce: - buy something for 5 credits and sell something for 2. Trade result: -3 ![image](https://user-images.githubusercontent.com/45708377/109619259-9ce4c700-7b49-11eb-983d-a1d70035d671.png) - You have this message: ![image](https://user-images.githubusercontent.com/45708377/109619300-ac641000-7b49-11eb-9863-f4b0cf485481.png) - buy something for 2 credits and sell so,ething for 5 credits. Trade result: +3 - but you still have the same message: ![image](https://user-images.githubusercontent.com/45708377/109619519-eaf9ca80-7b49-11eb-93d1-fc6ed8c2d922.png) So we need to add 'gained' (+) and 'spent' (-). Something like that: ![image](https://user-images.githubusercontent.com/45708377/109619909-593e8d00-7b4a-11eb-8097-9ef3f96de236.png) ",1, not clear purchase and selling message at one time step to reproduce buy something for credits and sell something for trade result you have this message buy something for credits and sell so ething for credits trade result but you still have the same message so we need to add gained and spent something like that ,1 404376,11856178269.0,IssuesEvent,2020-03-25 06:48:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco page feedback,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/75621569-05b10080-5bd1-11ea-9dc2-3fc0a8ec9ab8.png) - [x] Move the text to be after the banner, add a period after meteor. - [x] Change arc of progress to not be the meteor, but perhaps the globe icon. ![image](https://user-images.githubusercontent.com/3536496/75621658-e8306680-5bd1-11ea-9480-03e0d7e4256d.png) - [x] Housing overview should be first ![image](https://user-images.githubusercontent.com/3536496/75621674-1c0b8c00-5bd2-11ea-8e71-798f25649de0.png) - [x] Fix all place sin Ecopedia where it says 'insert x', ask Rob and Keegan for art as needed or create shots. ![image](https://user-images.githubusercontent.com/3536496/75621548-caaecd00-5bd0-11ea-8f3a-51604ca0a47b.png) - [x] Blank here ![image](https://user-images.githubusercontent.com/3536496/75621554-e4501480-5bd0-11ea-9f36-21cc2e25b26f.png) - [x] Enhancements need to be hooked up ![image](https://user-images.githubusercontent.com/3536496/75621557-edd97c80-5bd0-11ea-9488-8b79a24e6c67.png) - [x] Move development to the bottom after references",1.0,"Eco page feedback - ![image](https://user-images.githubusercontent.com/3536496/75621569-05b10080-5bd1-11ea-9dc2-3fc0a8ec9ab8.png) - [x] Move the text to be after the banner, add a period after meteor. - [x] Change arc of progress to not be the meteor, but perhaps the globe icon. ![image](https://user-images.githubusercontent.com/3536496/75621658-e8306680-5bd1-11ea-9480-03e0d7e4256d.png) - [x] Housing overview should be first ![image](https://user-images.githubusercontent.com/3536496/75621674-1c0b8c00-5bd2-11ea-8e71-798f25649de0.png) - [x] Fix all place sin Ecopedia where it says 'insert x', ask Rob and Keegan for art as needed or create shots. ![image](https://user-images.githubusercontent.com/3536496/75621548-caaecd00-5bd0-11ea-8f3a-51604ca0a47b.png) - [x] Blank here ![image](https://user-images.githubusercontent.com/3536496/75621554-e4501480-5bd0-11ea-9f36-21cc2e25b26f.png) - [x] Enhancements need to be hooked up ![image](https://user-images.githubusercontent.com/3536496/75621557-edd97c80-5bd0-11ea-9488-8b79a24e6c67.png) - [x] Move development to the bottom after references",1,eco page feedback move the text to be after the banner add a period after meteor change arc of progress to not be the meteor but perhaps the globe icon housing overview should be first fix all place sin ecopedia where it says insert x ask rob and keegan for art as needed or create shots blank here enhancements need to be hooked up move development to the bottom after references,1 251703,8025935358.0,IssuesEvent,2018-07-27 00:42:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CreosoteBush layer problem,Medium Priority,"In the past we had a problem with the Wheat layer. I think it's exactly the same with CreosoteBush layer: ![image](https://user-images.githubusercontent.com/29807119/36072040-ff280666-0f18-11e8-80aa-2babd4201d7c.png) ![image](https://user-images.githubusercontent.com/29807119/36072155-fb0fade8-0f1a-11e8-9efe-7ecb3fa6d19e.png) If i am right can you fix it?",1.0,"CreosoteBush layer problem - In the past we had a problem with the Wheat layer. I think it's exactly the same with CreosoteBush layer: ![image](https://user-images.githubusercontent.com/29807119/36072040-ff280666-0f18-11e8-80aa-2babd4201d7c.png) ![image](https://user-images.githubusercontent.com/29807119/36072155-fb0fade8-0f1a-11e8-9efe-7ecb3fa6d19e.png) If i am right can you fix it?",1,creosotebush layer problem in the past we had a problem with the wheat layer i think it s exactly the same with creosotebush layer if i am right can you fix it ,1 399189,11744314171.0,IssuesEvent,2020-03-12 07:23:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1455] Marker information in WorkParty is wrong upgrade when you delete order.,Priority: Medium Status: Fixed,"Step to reproduce: - create Work Party with Hewn Chair, Distribution Station and Contract Board. - add some resources and labor and cancel 2 projects: ![image](https://user-images.githubusercontent.com/45708377/76306746-8316f800-62d8-11ea-913e-356af6113b3b.png) - For Hewn chair I need 30 NaturalFiber and 10 Hewnlog, but marker info said that I need 30NaturalFibers and 5 HewnLog, 5 WoodBoard (this 2 Items we didn't add to Distribution station project). Also I only need labor for Hewn Chair project, but it said that I need labor for cancelled projects too: ![image](https://user-images.githubusercontent.com/45708377/76308462-e6eef000-62db-11ea-9005-cfee4c2a163c.png) ",1.0,"[0.9.0 staging-1455] Marker information in WorkParty is wrong upgrade when you delete order. - Step to reproduce: - create Work Party with Hewn Chair, Distribution Station and Contract Board. - add some resources and labor and cancel 2 projects: ![image](https://user-images.githubusercontent.com/45708377/76306746-8316f800-62d8-11ea-913e-356af6113b3b.png) - For Hewn chair I need 30 NaturalFiber and 10 Hewnlog, but marker info said that I need 30NaturalFibers and 5 HewnLog, 5 WoodBoard (this 2 Items we didn't add to Distribution station project). Also I only need labor for Hewn Chair project, but it said that I need labor for cancelled projects too: ![image](https://user-images.githubusercontent.com/45708377/76308462-e6eef000-62db-11ea-9005-cfee4c2a163c.png) ",1, marker information in workparty is wrong upgrade when you delete order step to reproduce create work party with hewn chair distribution station and contract board add some resources and labor and cancel projects for hewn chair i need naturalfiber and hewnlog but marker info said that i need and hewnlog woodboard this items we didn t add to distribution station project also i only need labor for hewn chair project but it said that i need labor for cancelled projects too ,1 450974,13022207753.0,IssuesEvent,2020-07-27 07:55:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED,Category: Tech Priority: Medium,"**Version:** 0.8.3.3 beta **Steps to Reproduce:** Try to login **Expected behavior:** Should login, as older versions do no problem **Actual behavior:** Doesn't login. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods. This is similar to this issue: https://github.com/StrangeLoopGames/EcoIssues/issues/14579 Except that the certificate that is supposed to be deleted there does not exist on my computer at all. Additionally, I am still able to login to v0.7.3.3.3 so the assumption that this cannot be fixed on your end is false, since it's a bug introduced at some point since that version. Even if this is something that the user can fix on their end, it's still a very bad thing to happen as the average non-tech savvy user won't really know what to do here. I'll check every version going back until I figure out where it starts and report back. In the meantime, here's a screenshot of the error: and this is the text copied to clipboard when I click ""copy text and log"" > Failed to login > > Unknown Error > > Log File: > Initialize engine version: 2019.2.17f1 (8e603399ca02) > [XR] Discovering subsystems at path C:/EcoPC_v0.8.3.3-beta/Eco_Data/UnitySubsystems > GfxDevice: creating device client; threaded=1 > Direct3D: > Version: Direct3D 11.0 [level 11.1] > Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) > Vendor: > VRAM: 6097 MB > Driver: 26.21.14.3064 > Initializing input. > > Input initialized. > > Initialized touch support. > > UnloadTime: 0.381673 ms > Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED > > > (Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799) > > Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED > > > (Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799) > > ",1.0,"USER ISSUE: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED - **Version:** 0.8.3.3 beta **Steps to Reproduce:** Try to login **Expected behavior:** Should login, as older versions do no problem **Actual behavior:** Doesn't login. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods. This is similar to this issue: https://github.com/StrangeLoopGames/EcoIssues/issues/14579 Except that the certificate that is supposed to be deleted there does not exist on my computer at all. Additionally, I am still able to login to v0.7.3.3.3 so the assumption that this cannot be fixed on your end is false, since it's a bug introduced at some point since that version. Even if this is something that the user can fix on their end, it's still a very bad thing to happen as the average non-tech savvy user won't really know what to do here. I'll check every version going back until I figure out where it starts and report back. In the meantime, here's a screenshot of the error: and this is the text copied to clipboard when I click ""copy text and log"" > Failed to login > > Unknown Error > > Log File: > Initialize engine version: 2019.2.17f1 (8e603399ca02) > [XR] Discovering subsystems at path C:/EcoPC_v0.8.3.3-beta/Eco_Data/UnitySubsystems > GfxDevice: creating device client; threaded=1 > Direct3D: > Version: Direct3D 11.0 [level 11.1] > Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) > Vendor: > VRAM: 6097 MB > Driver: 26.21.14.3064 > Initializing input. > > Input initialized. > > Initialized touch support. > > UnloadTime: 0.381673 ms > Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED > > > (Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799) > > Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED > > > (Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799) > > ",1,user issue cert verify failed unitytls flag not trusted version beta steps to reproduce try to login expected behavior should login as older versions do no problem actual behavior doesn t login do you have mods installed does issue happen when no mods are installed no mods this is similar to this issue except that the certificate that is supposed to be deleted there does not exist on my computer at all additionally i am still able to login to so the assumption that this cannot be fixed on your end is false since it s a bug introduced at some point since that version even if this is something that the user can fix on their end it s still a very bad thing to happen as the average non tech savvy user won t really know what to do here i ll check every version going back until i figure out where it starts and report back in the meantime here s a screenshot of the error and this is the text copied to clipboard when i click copy text and log failed to login unknown error log file initialize engine version discovering subsystems at path c ecopc beta eco data unitysubsystems gfxdevice creating device client threaded version renderer nvidia geforce gtx ti id vendor vram mb driver initializing input input initialized initialized touch support unloadtime ms curl error cert verify failed unitytls flag not trusted filename c buildslave unity build modules unitywebrequest implementations transportcurl cpp line curl error cert verify failed unitytls flag not trusted filename c buildslave unity build modules unitywebrequest implementations transportcurl cpp line ,1 335035,10148073303.0,IssuesEvent,2019-08-05 12:17:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[7.5.1] Contract 'Build Road' : Width, currency and payment will not be saved on close",Medium Priority,"I created a contract with a Bild Road clause. Set the road width to 2 and at the payment clause set some currency and a payment value of 3.000. Close the Dialog by clicking X. ![image](https://user-images.githubusercontent.com/22961978/42414580-075af2c0-8238-11e8-9255-aae38e24d7dc.png) When I reopen the contract dialog the width configuration, the currency and the payment are gone (and being reset to the default) ![image](https://user-images.githubusercontent.com/22961978/42414585-0e6bf514-8238-11e8-8838-cc1cdac62da7.png) ",1.0,"[7.5.1] Contract 'Build Road' : Width, currency and payment will not be saved on close - I created a contract with a Bild Road clause. Set the road width to 2 and at the payment clause set some currency and a payment value of 3.000. Close the Dialog by clicking X. ![image](https://user-images.githubusercontent.com/22961978/42414580-075af2c0-8238-11e8-9255-aae38e24d7dc.png) When I reopen the contract dialog the width configuration, the currency and the payment are gone (and being reset to the default) ![image](https://user-images.githubusercontent.com/22961978/42414585-0e6bf514-8238-11e8-8838-cc1cdac62da7.png) ",1, contract build road width currency and payment will not be saved on close i created a contract with a bild road clause set the road width to and at the payment clause set some currency and a payment value of close the dialog by clicking x when i reopen the contract dialog the width configuration the currency and the payment are gone and being reset to the default ,1 316025,9635003326.0,IssuesEvent,2019-05-15 23:07:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 Staging -6] Skid Controls,Fixed Medium Priority,"The Skid has confused Controls. The R/F is Arm Up/down and ScrollWheel rotates the Scoop But the Controls ingame are different ![grafik](https://user-images.githubusercontent.com/37456949/57635899-6884cd00-75a8-11e9-8d5d-d4b92684bea6.png) But should be StrangeLoopGames/Eco#4341 like the Photo https://github.com/StrangeLoopGames/EcoIssues/issues/12158 The Skid interface is displaced ![grafik](https://user-images.githubusercontent.com/37456949/57635918-763a5280-75a8-11e9-800f-dbdc2e495b2f.png) And Scroll wheel is misspelled in Skid and Excavator",1.0,"[0.8.2 Staging -6] Skid Controls - The Skid has confused Controls. The R/F is Arm Up/down and ScrollWheel rotates the Scoop But the Controls ingame are different ![grafik](https://user-images.githubusercontent.com/37456949/57635899-6884cd00-75a8-11e9-8d5d-d4b92684bea6.png) But should be StrangeLoopGames/Eco#4341 like the Photo https://github.com/StrangeLoopGames/EcoIssues/issues/12158 The Skid interface is displaced ![grafik](https://user-images.githubusercontent.com/37456949/57635918-763a5280-75a8-11e9-800f-dbdc2e495b2f.png) And Scroll wheel is misspelled in Skid and Excavator",1, skid controls the skid has confused controls the r f is arm up down and scrollwheel rotates the scoop but the controls ingame are different but should be strangeloopgames eco like the photo the skid interface is displaced and scroll wheel is misspelled in skid and excavator,1 225554,7488385255.0,IssuesEvent,2018-04-06 00:55:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Worldmarkers perform strangely (not at world border),Medium Priority,"![cabinwierdness](https://user-images.githubusercontent.com/6262198/35828159-65f729bc-0a73-11e8-95c9-cc7f193694d8.gif) Makes them useless for navigation",1.0,"Worldmarkers perform strangely (not at world border) - ![cabinwierdness](https://user-images.githubusercontent.com/6262198/35828159-65f729bc-0a73-11e8-95c9-cc7f193694d8.gif) Makes them useless for navigation",1,worldmarkers perform strangely not at world border makes them useless for navigation,1 337512,10218863632.0,IssuesEvent,2019-08-15 17:02:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,master: something wrong with commands,Fixed Medium Priority,"/allworldobjects - ""not found"" /forcegive - ""not found"" as i see, it happens as result of moving some command to sublevel. But /help is not fixed. ![изображение](https://user-images.githubusercontent.com/4980243/62740368-50560a00-ba40-11e9-912a-d7fb57a31793.png) Or maybe i dont understand the logic... In this case - need to remove / from subsection help. (/allworldobjects looks as ""fine"" command) ",1.0,"master: something wrong with commands - /allworldobjects - ""not found"" /forcegive - ""not found"" as i see, it happens as result of moving some command to sublevel. But /help is not fixed. ![изображение](https://user-images.githubusercontent.com/4980243/62740368-50560a00-ba40-11e9-912a-d7fb57a31793.png) Or maybe i dont understand the logic... In this case - need to remove / from subsection help. (/allworldobjects looks as ""fine"" command) ",1,master something wrong with commands allworldobjects not found forcegive not found as i see it happens as result of moving some command to sublevel but help is not fixed or maybe i dont understand the logic in this case need to remove from subsection help allworldobjects looks as fine command ,1 424979,12333397745.0,IssuesEvent,2020-05-14 08:30:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Translator and string extractor broken,Category: Localization Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"Our string extractor stopped working on latest translation sync last week. Seems like smth broken with assembly parsing ... Need to fix this cause it stops us from translation sync",1.0,"Translator and string extractor broken - Our string extractor stopped working on latest translation sync last week. Seems like smth broken with assembly parsing ... Need to fix this cause it stops us from translation sync",1,translator and string extractor broken our string extractor stopped working on latest translation sync last week seems like smth broken with assembly parsing need to fix this cause it stops us from translation sync,1 207815,7134081260.0,IssuesEvent,2018-01-22 19:37:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't connect to my server.,Medium Priority,"Issues happening on GreenLeaf Main. [ClientUpdateException TargetInvocationException 01220331.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1652857/ClientUpdateException.TargetInvocationException.01220331.zip) Server is running 6.4.1 as well as the client, and I seem to be the only one having this issue on Phlo (account name). On another note, I wanted to ask you if modders will get a ""heads up"" before Beta releases as the current update messed with all my models and nothing works. ""Heads up"" means a modkit that has been tested on the future update.",1.0,"Can't connect to my server. - Issues happening on GreenLeaf Main. [ClientUpdateException TargetInvocationException 01220331.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1652857/ClientUpdateException.TargetInvocationException.01220331.zip) Server is running 6.4.1 as well as the client, and I seem to be the only one having this issue on Phlo (account name). On another note, I wanted to ask you if modders will get a ""heads up"" before Beta releases as the current update messed with all my models and nothing works. ""Heads up"" means a modkit that has been tested on the future update.",1,can t connect to my server issues happening on greenleaf main server is running as well as the client and i seem to be the only one having this issue on phlo account name on another note i wanted to ask you if modders will get a heads up before beta releases as the current update messed with all my models and nothing works heads up means a modkit that has been tested on the future update ,1 650788,21417192468.0,IssuesEvent,2022-04-22 12:08:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chatting does not prevent the web interface being invoked,Priority: Medium,"Ending a sentence with an l or a g causes the game to minimise and the appropriate web interface to open. This should not happen.",1.0,"Chatting does not prevent the web interface being invoked - Ending a sentence with an l or a g causes the game to minimise and the appropriate web interface to open. This should not happen.",1,chatting does not prevent the web interface being invoked ending a sentence with an l or a g causes the game to minimise and the appropriate web interface to open this should not happen ,1 412686,12054510131.0,IssuesEvent,2020-04-15 11:17:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make dropdowns that give more options more obvious to use,Priority: Medium,"As it's been complicated for me, and i don't think i'm especially dumb, i feel this could affect quite some players too: ![clear](https://user-images.githubusercontent.com/25908592/68979651-63763400-07fe-11ea-859b-45f6d7397169.png) The dropdown markers could be hard to understand in the current form, you can easily oversee them, there is a lot of them under each other and you can easily mix them. They should at least get a tooltip like ""Extended Options"", if not better visibility or a better design idea in general. ",1.0,"Make dropdowns that give more options more obvious to use - As it's been complicated for me, and i don't think i'm especially dumb, i feel this could affect quite some players too: ![clear](https://user-images.githubusercontent.com/25908592/68979651-63763400-07fe-11ea-859b-45f6d7397169.png) The dropdown markers could be hard to understand in the current form, you can easily oversee them, there is a lot of them under each other and you can easily mix them. They should at least get a tooltip like ""Extended Options"", if not better visibility or a better design idea in general. ",1,make dropdowns that give more options more obvious to use as it s been complicated for me and i don t think i m especially dumb i feel this could affect quite some players too the dropdown markers could be hard to understand in the current form you can easily oversee them there is a lot of them under each other and you can easily mix them they should at least get a tooltip like extended options if not better visibility or a better design idea in general ,1 440243,12696486934.0,IssuesEvent,2020-06-22 10:07:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1559] Civics: can use a bank account when should not ,Priority: Medium Status: Fixed Week Task,"1. Create an Elected Title ![bandicam 2020-05-21 15-12-11-200](https://user-images.githubusercontent.com/27898520/82551611-f317e900-9b79-11ea-9b27-158ce4083325.jpg) 2. Occupy it ![bandicam 2020-05-21 15-15-50-814](https://user-images.githubusercontent.com/27898520/82551642-0034d800-9b7a-11ea-9329-80450588d8a2.jpg) 3. Create a bank accout and assign the Title as a manager. Remove yourself too. ![bandicam 2020-05-21 15-16-15-803](https://user-images.githubusercontent.com/27898520/82551718-2a869580-9b7a-11ea-9497-2003765757e1.jpg) 4. Place a contract board and choose the created bank account ![bandicam 2020-05-21 15-16-46-480](https://user-images.githubusercontent.com/27898520/82551798-5275f900-9b7a-11ea-8118-221fe226603d.jpg) 5. Delete this contract 6. Resign from office 7. Check, if you still have this bank account. You should not ![bandicam 2020-05-21 15-17-26-758](https://user-images.githubusercontent.com/27898520/82551832-628dd880-9b7a-11ea-90bd-ae2ef47bb77d.jpg) 8. Go to a contract board and try to create a conttract with created bank account ![bandicam 2020-05-21 15-17-44-479](https://user-images.githubusercontent.com/27898520/82551876-7b968980-9b7a-11ea-8ed7-b1ae6c4d0367.jpg) You still see it, but you should not. ",1.0,"[0.9.0 Staging-1559] Civics: can use a bank account when should not - 1. Create an Elected Title ![bandicam 2020-05-21 15-12-11-200](https://user-images.githubusercontent.com/27898520/82551611-f317e900-9b79-11ea-9b27-158ce4083325.jpg) 2. Occupy it ![bandicam 2020-05-21 15-15-50-814](https://user-images.githubusercontent.com/27898520/82551642-0034d800-9b7a-11ea-9329-80450588d8a2.jpg) 3. Create a bank accout and assign the Title as a manager. Remove yourself too. ![bandicam 2020-05-21 15-16-15-803](https://user-images.githubusercontent.com/27898520/82551718-2a869580-9b7a-11ea-9497-2003765757e1.jpg) 4. Place a contract board and choose the created bank account ![bandicam 2020-05-21 15-16-46-480](https://user-images.githubusercontent.com/27898520/82551798-5275f900-9b7a-11ea-8118-221fe226603d.jpg) 5. Delete this contract 6. Resign from office 7. Check, if you still have this bank account. You should not ![bandicam 2020-05-21 15-17-26-758](https://user-images.githubusercontent.com/27898520/82551832-628dd880-9b7a-11ea-90bd-ae2ef47bb77d.jpg) 8. Go to a contract board and try to create a conttract with created bank account ![bandicam 2020-05-21 15-17-44-479](https://user-images.githubusercontent.com/27898520/82551876-7b968980-9b7a-11ea-8ed7-b1ae6c4d0367.jpg) You still see it, but you should not. ",1, civics can use a bank account when should not create an elected title occupy it create a bank accout and assign the title as a manager remove yourself too place a contract board and choose the created bank account delete this contract resign from office check if you still have this bank account you should not go to a contract board and try to create a conttract with created bank account you still see it but you should not ,1 505584,14641607223.0,IssuesEvent,2020-12-25 07:39:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1885] Otters go through solid blocks,Category: Gameplay Priority: Medium,"Step to reproduce: - find otter in water. - Build a platform over the otter (I build brick platform) - Otter in next tick will go to surface by Air and through Brick. Video: https://drive.google.com/file/d/1IJgx8UITIitK0s5Y3JbvL4DdkWeBkLzj/view?usp=sharing",1.0,"[0.9.2 staging-1885] Otters go through solid blocks - Step to reproduce: - find otter in water. - Build a platform over the otter (I build brick platform) - Otter in next tick will go to surface by Air and through Brick. Video: https://drive.google.com/file/d/1IJgx8UITIitK0s5Y3JbvL4DdkWeBkLzj/view?usp=sharing",1, otters go through solid blocks step to reproduce find otter in water build a platform over the otter i build brick platform otter in next tick will go to surface by air and through brick video ,1 203678,7072454947.0,IssuesEvent,2018-01-09 00:39:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Interact Key UI contrast on mouse click buttons is unreadable,Medium Priority,"Light blue highlighting is not sufficient to read what button to use to interact with. ![image](https://user-images.githubusercontent.com/6262198/34699485-6ca8bee8-f492-11e7-8bfe-44ba39de5fe6.png) Recommend something higher contrast",1.0,"Interact Key UI contrast on mouse click buttons is unreadable - Light blue highlighting is not sufficient to read what button to use to interact with. ![image](https://user-images.githubusercontent.com/6262198/34699485-6ca8bee8-f492-11e7-8bfe-44ba39de5fe6.png) Recommend something higher contrast",1,interact key ui contrast on mouse click buttons is unreadable light blue highlighting is not sufficient to read what button to use to interact with recommend something higher contrast,1 211383,7200713965.0,IssuesEvent,2018-02-05 19:58:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,admin= not passing player name to admin config,Medium Priority,"setting the command line for first start with -admin- does not seem to write that name to the User.eco config. It will make the person an admin but unless that command is used on all subsequent startups as its not saved in the users.eco the admin is not remembered. This is a problem on at least hosted servers as the command line can be set to use this when the owner starts the server via a designated command line, however if the server crashes and auto starts it does not retriend that custom command line and as the admin was not written to the config file the admin is not set.",1.0,"admin= not passing player name to admin config - setting the command line for first start with -admin- does not seem to write that name to the User.eco config. It will make the person an admin but unless that command is used on all subsequent startups as its not saved in the users.eco the admin is not remembered. This is a problem on at least hosted servers as the command line can be set to use this when the owner starts the server via a designated command line, however if the server crashes and auto starts it does not retriend that custom command line and as the admin was not written to the config file the admin is not set.",1,admin not passing player name to admin config setting the command line for first start with admin does not seem to write that name to the user eco config it will make the person an admin but unless that command is used on all subsequent startups as its not saved in the users eco the admin is not remembered this is a problem on at least hosted servers as the command line can be set to use this when the owner starts the server via a designated command line however if the server crashes and auto starts it does not retriend that custom command line and as the admin was not written to the config file the admin is not set ,1 381949,11298585974.0,IssuesEvent,2020-01-17 09:20:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1341] Audio: Pickaxe new sound,Category: Audio Priority: Medium,"1. We have different sounds for breaking a stone and part-stone (yellow part). It sounds like trying-to-brake rubble part. But why? Process and material is the same (we had this issue in the 8.3 too) https://drive.google.com/file/d/1LZXDdyuXa7RgfsZVcLmT7yMIfaJnSZx5/view?usp=sharing 2. For rubble the sound is quite... too metallic. It was smoother in 8.3 https://drive.google.com/file/d/10ZNH3g2XlogDHaSkfYnN_DyYXLHmmqCs/view?usp=sharing 3. For a rock the sound is strange (I think its because it has two parts. One is metal-stone. and one is more muffle - from stone). Or its like old sound + new sound in 8.3 it was like just muffle one https://drive.google.com/file/d/1PJ-6RGyy5eN8BNp5fEEpXiEOkg-3jcTV/view?usp=sharing ",1.0,"[0.9.0 staging-1341] Audio: Pickaxe new sound - 1. We have different sounds for breaking a stone and part-stone (yellow part). It sounds like trying-to-brake rubble part. But why? Process and material is the same (we had this issue in the 8.3 too) https://drive.google.com/file/d/1LZXDdyuXa7RgfsZVcLmT7yMIfaJnSZx5/view?usp=sharing 2. For rubble the sound is quite... too metallic. It was smoother in 8.3 https://drive.google.com/file/d/10ZNH3g2XlogDHaSkfYnN_DyYXLHmmqCs/view?usp=sharing 3. For a rock the sound is strange (I think its because it has two parts. One is metal-stone. and one is more muffle - from stone). Or its like old sound + new sound in 8.3 it was like just muffle one https://drive.google.com/file/d/1PJ-6RGyy5eN8BNp5fEEpXiEOkg-3jcTV/view?usp=sharing ",1, audio pickaxe new sound we have different sounds for breaking a stone and part stone yellow part it sounds like trying to brake rubble part but why process and material is the same we had this issue in the too for rubble the sound is quite too metallic it was smoother in for a rock the sound is strange i think its because it has two parts one is metal stone and one is more muffle from stone or its like old sound new sound in it was like just muffle one ,1 258979,8181553470.0,IssuesEvent,2018-08-28 23:42:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: ""cant select modern shovels while carrying Garbage""",Medium Priority,"**Version:** 0.7.6.0 beta staging-4c7f4650 You grab garbage by showel, then showel swith to another tool... ![20180707063114_1](https://user-images.githubusercontent.com/4980243/42406494-825c4366-81b1-11e8-8f5c-f5ecae6a0e52.jpg) ",1.0,"USER ISSUE: ""cant select modern shovels while carrying Garbage"" - **Version:** 0.7.6.0 beta staging-4c7f4650 You grab garbage by showel, then showel swith to another tool... ![20180707063114_1](https://user-images.githubusercontent.com/4980243/42406494-825c4366-81b1-11e8-8f5c-f5ecae6a0e52.jpg) ",1,user issue cant select modern shovels while carrying garbage version beta staging you grab garbage by showel then showel swith to another tool ,1 193148,6881981493.0,IssuesEvent,2017-11-21 01:09:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,trees acting weird,Medium Priority,Chopped down a tree it fell to the ground and disappeared but it left all the wood pulp. So i chopped down another it fell down cut it up picked up 10 wood took them home came back and nothing but wood pulp rest of tree missing,1.0,trees acting weird - Chopped down a tree it fell to the ground and disappeared but it left all the wood pulp. So i chopped down another it fell down cut it up picked up 10 wood took them home came back and nothing but wood pulp rest of tree missing,1,trees acting weird chopped down a tree it fell to the ground and disappeared but it left all the wood pulp so i chopped down another it fell down cut it up picked up wood took them home came back and nothing but wood pulp rest of tree missing,1 522436,15159705658.0,IssuesEvent,2021-02-12 05:07:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Skid Steer ""dump"" mechanic causes occasional issues",Category: Gameplay Priority: Medium,"When you are using the skid steer (v 0.9.2.4) and you are dumping out material that has been picked up, if you hold the dump key and don't move it can begin placing the resource under the vehicle and therefore cause odd movement of the vehicle. 1) Pick up some resource with the skid steer 2) Try to continuously dump resource 3) Note that eventually dumping causes resource to appear below the vehicle thus moving the vehicle around video: https://youtu.be/NYs60SefY0Y slgid: slg188711 (primarily a steam user, fyi, I don't know how Steam/SLG accounts are linked so not sure if the icon will credit appropriately in both places) PS: sorry about the bag ticket, I had searched ""bag"" and not ""backpack"".",1.0,"Skid Steer ""dump"" mechanic causes occasional issues - When you are using the skid steer (v 0.9.2.4) and you are dumping out material that has been picked up, if you hold the dump key and don't move it can begin placing the resource under the vehicle and therefore cause odd movement of the vehicle. 1) Pick up some resource with the skid steer 2) Try to continuously dump resource 3) Note that eventually dumping causes resource to appear below the vehicle thus moving the vehicle around video: https://youtu.be/NYs60SefY0Y slgid: slg188711 (primarily a steam user, fyi, I don't know how Steam/SLG accounts are linked so not sure if the icon will credit appropriately in both places) PS: sorry about the bag ticket, I had searched ""bag"" and not ""backpack"".",1,skid steer dump mechanic causes occasional issues when you are using the skid steer v and you are dumping out material that has been picked up if you hold the dump key and don t move it can begin placing the resource under the vehicle and therefore cause odd movement of the vehicle pick up some resource with the skid steer try to continuously dump resource note that eventually dumping causes resource to appear below the vehicle thus moving the vehicle around video slgid primarily a steam user fyi i don t know how steam slg accounts are linked so not sure if the icon will credit appropriately in both places ps sorry about the bag ticket i had searched bag and not backpack ,1 491669,14168889715.0,IssuesEvent,2020-11-12 12:25:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Viewing district problems,Category: UI Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/97812478-69933980-1c36-11eb-98d6-043b6a51d0b1.png) Clicking the district name brought this up - Should be non-editable - Text is wrong at top ",1.0,"Viewing district problems - ![image](https://user-images.githubusercontent.com/3536496/97812478-69933980-1c36-11eb-98d6-043b6a51d0b1.png) Clicking the district name brought this up - Should be non-editable - Text is wrong at top ",1,viewing district problems clicking the district name brought this up should be non editable text is wrong at top ,1 282264,8704857875.0,IssuesEvent,2018-12-05 20:38:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Weird water physics (bug?),Medium Priority,"Sometimes whenever I go into the water, I am unable to dive unless I exit the water and go back in. Other times I cannot leave the water for some time, it refuses to climb up even 1 block shores unless I completely stop moving for a few seconds. Typically happens if I jump ontop of something in the water, or dive into the water from some distance. Has also happened jumping ontop of a truck that flung into the water.",1.0,"Weird water physics (bug?) - Sometimes whenever I go into the water, I am unable to dive unless I exit the water and go back in. Other times I cannot leave the water for some time, it refuses to climb up even 1 block shores unless I completely stop moving for a few seconds. Typically happens if I jump ontop of something in the water, or dive into the water from some distance. Has also happened jumping ontop of a truck that flung into the water.",1,weird water physics bug sometimes whenever i go into the water i am unable to dive unless i exit the water and go back in other times i cannot leave the water for some time it refuses to climb up even block shores unless i completely stop moving for a few seconds typically happens if i jump ontop of something in the water or dive into the water from some distance has also happened jumping ontop of a truck that flung into the water ,1 400941,11783298835.0,IssuesEvent,2020-03-17 05:05:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1447] Soil UI: upgrade,Priority: Medium Status: Fixed,"So, as we know some information in the soil window seems to be wrong. Need to show the reliable one. In this axemple - cedar should die. But it won't, as this moisture parameter is not exactly the right one. ![bandicam 2020-03-05 12-23-14-467](https://user-images.githubusercontent.com/27898520/76056853-6c4f6900-5f99-11ea-980a-87b0cf1a0c0c.jpg) ",1.0,"[0.9.0 staging-1447] Soil UI: upgrade - So, as we know some information in the soil window seems to be wrong. Need to show the reliable one. In this axemple - cedar should die. But it won't, as this moisture parameter is not exactly the right one. ![bandicam 2020-03-05 12-23-14-467](https://user-images.githubusercontent.com/27898520/76056853-6c4f6900-5f99-11ea-980a-87b0cf1a0c0c.jpg) ",1, soil ui upgrade so as we know some information in the soil window seems to be wrong need to show the reliable one in this axemple cedar should die but it won t as this moisture parameter is not exactly the right one ,1 424984,12333565905.0,IssuesEvent,2020-05-14 08:46:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[STATE: 1278] Make Building great for thin Blocks,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"Left only code tasks here (Mike) - [x] Rebind the block choosing key from Shift to F for people upgrading from 8.3.0 - they still get Shift. - [x] There is a minor issue with the devtool: When hitting e to pick dirt, then hit e to pick a building material it resets the building form selection. This is obviously low priority, but for creative builds it should be fixed nontheless. They look good. - [x] Another issue with the devtool is that it doesn't seem to support the multi-block placement options of the hammer despite them being available. On choosing the first point to place it just ""blinks"", then doesn't allow to place blocks via moving the cursor, not even the first one. Only the ""single block"" placement option works. Should be fixed for creative building. (https://1drv.ms/u/s!Ah1HP-nsGmcYjJMDizviLfd66C4S2w?e=Cs6nTy) - [x] Block targeting is too easy to slip to the next tile accidentally (sides or up).",1.0,"[STATE: 1278] Make Building great for thin Blocks - Left only code tasks here (Mike) - [x] Rebind the block choosing key from Shift to F for people upgrading from 8.3.0 - they still get Shift. - [x] There is a minor issue with the devtool: When hitting e to pick dirt, then hit e to pick a building material it resets the building form selection. This is obviously low priority, but for creative builds it should be fixed nontheless. They look good. - [x] Another issue with the devtool is that it doesn't seem to support the multi-block placement options of the hammer despite them being available. On choosing the first point to place it just ""blinks"", then doesn't allow to place blocks via moving the cursor, not even the first one. Only the ""single block"" placement option works. Should be fixed for creative building. (https://1drv.ms/u/s!Ah1HP-nsGmcYjJMDizviLfd66C4S2w?e=Cs6nTy) - [x] Block targeting is too easy to slip to the next tile accidentally (sides or up).",1, make building great for thin blocks left only code tasks here mike rebind the block choosing key from shift to f for people upgrading from they still get shift there is a minor issue with the devtool when hitting e to pick dirt then hit e to pick a building material it resets the building form selection this is obviously low priority but for creative builds it should be fixed nontheless they look good another issue with the devtool is that it doesn t seem to support the multi block placement options of the hammer despite them being available on choosing the first point to place it just blinks then doesn t allow to place blocks via moving the cursor not even the first one only the single block placement option works should be fixed for creative building block targeting is too easy to slip to the next tile accidentally sides or up ,1 464348,13311048576.0,IssuesEvent,2020-08-26 07:39:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1740] Exceptions in Real Estate Desk.,Category: Tech Priority: Medium,"This exceptions don't happen every time, but I repeated them a several times. - [ ] 1. Exception in view notify when unclaimimg property for sale Step to reproduce: - claim a new property: ![image](https://user-images.githubusercontent.com/45708377/91269882-7e5bd880-e780-11ea-910a-714f69eed2a4.png) - add it to sale list in Real Estate Desk: ![image](https://user-images.githubusercontent.com/45708377/91269973-9d5a6a80-e780-11ea-9a72-d8e335474d3a.png) - unclaim this property. I have excepion: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - [ ] 2. Exception when player buy property in Real Estate Desk. Step to reproduce: - first player spawn Real Estate Desk - second player add deed sales and select his bank account - third player buy second player Deed - first player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.BuyableDeedRow.UpdateIsOwner () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5128268/Player.log) ",1.0,"[0.9.0 staging-1740] Exceptions in Real Estate Desk. - This exceptions don't happen every time, but I repeated them a several times. - [ ] 1. Exception in view notify when unclaimimg property for sale Step to reproduce: - claim a new property: ![image](https://user-images.githubusercontent.com/45708377/91269882-7e5bd880-e780-11ea-910a-714f69eed2a4.png) - add it to sale list in Real Estate Desk: ![image](https://user-images.githubusercontent.com/45708377/91269973-9d5a6a80-e780-11ea-9a72-d8e335474d3a.png) - unclaim this property. I have excepion: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - [ ] 2. Exception when player buy property in Real Estate Desk. Step to reproduce: - first player spawn Real Estate Desk - second player add deed sales and select his bank account - third player buy second player Deed - first player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.BuyableDeedRow.UpdateIsOwner () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5128268/Player.log) ",1, exceptions in real estate desk this exceptions don t happen every time but i repeated them a several times exception in view notify when unclaimimg property for sale step to reproduce claim a new property add it to sale list in real estate desk unclaim this property i have excepion exception in view notify system nullreferenceexception object reference not set to an instance of an object at assets ui scripts property editabledeedrow updateownables in at unityengine font fonttexturerebuildcallback invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in exception when player buy property in real estate desk step to reproduce first player spawn real estate desk second player add deed sales and select his bank account third player buy second player deed first player has exception exception in view notify system nullreferenceexception object reference not set to an instance of an object at assets ui scripts property buyabledeedrow updateisowner in at unityengine font fonttexturerebuildcallback invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in ,1 314386,9596193032.0,IssuesEvent,2019-05-09 17:58:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Many repeated code blocks in User Management,Medium Priority,"Didnt get to review this, but there are many functions in UserManager that have very similar code. Refactor these function to avoid copy-pasted code. Ban Whitelist Admin RemoveAdmin I would make each of these functions instead pass an Action or Func into a helper function. ",1.0,"Many repeated code blocks in User Management - Didnt get to review this, but there are many functions in UserManager that have very similar code. Refactor these function to avoid copy-pasted code. Ban Whitelist Admin RemoveAdmin I would make each of these functions instead pass an Action or Func into a helper function. ",1,many repeated code blocks in user management didnt get to review this but there are many functions in usermanager that have very similar code refactor these function to avoid copy pasted code ban whitelist admin removeadmin i would make each of these functions instead pass an action or func into a helper function ,1 415718,12133415746.0,IssuesEvent,2020-04-23 08:59:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1514] Work party marker splits and overlaps again,Priority: Medium Status: Fixed Week Task,"1. Overlap ![image](https://user-images.githubusercontent.com/45708377/79436747-f1d32980-7fd9-11ea-9e90-cf881152a770.png) 2. Resources and Labor split to 2 different markers: ![image](https://user-images.githubusercontent.com/45708377/79437010-437bb400-7fda-11ea-8c5c-951accee25b4.png) ",1.0,"[0.9.0 staging-1514] Work party marker splits and overlaps again - 1. Overlap ![image](https://user-images.githubusercontent.com/45708377/79436747-f1d32980-7fd9-11ea-9e90-cf881152a770.png) 2. Resources and Labor split to 2 different markers: ![image](https://user-images.githubusercontent.com/45708377/79437010-437bb400-7fda-11ea-8c5c-951accee25b4.png) ",1, work party marker splits and overlaps again overlap resources and labor split to different markers ,1 378852,11209816719.0,IssuesEvent,2020-01-06 11:29:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1249] Empty work notification,Fixed Medium Priority Reopen,"Perhaps It's noted not only adding a contract, but also deleting contract after its completion. Step to reproduce: - no work notification. ![image](https://user-images.githubusercontent.com/45708377/68851421-fb80fa00-06e6-11ea-9911-88c55694f54f.png) - take contract. Have 1 notification: ![image](https://user-images.githubusercontent.com/45708377/68851504-210e0380-06e7-11ea-9df5-14bfcd2ba656.png) - read notification to reset ""1"" to ""0"" - complete contract. I have 1 notification: ![image](https://user-images.githubusercontent.com/45708377/68851680-5fa3be00-06e7-11ea-9613-abd0dab691c5.png) - but it's empty.Empty notifications constantly appear when working with contracts. Sometimes It appear when another player accepts your work, or takes your contract. ![2019 11 14 Empty work notification](https://user-images.githubusercontent.com/45708377/68851981-fc665b80-06e7-11ea-973c-c494a482553e.gif) ",1.0,"[0.9.0 staging-1249] Empty work notification - Perhaps It's noted not only adding a contract, but also deleting contract after its completion. Step to reproduce: - no work notification. ![image](https://user-images.githubusercontent.com/45708377/68851421-fb80fa00-06e6-11ea-9911-88c55694f54f.png) - take contract. Have 1 notification: ![image](https://user-images.githubusercontent.com/45708377/68851504-210e0380-06e7-11ea-9df5-14bfcd2ba656.png) - read notification to reset ""1"" to ""0"" - complete contract. I have 1 notification: ![image](https://user-images.githubusercontent.com/45708377/68851680-5fa3be00-06e7-11ea-9613-abd0dab691c5.png) - but it's empty.Empty notifications constantly appear when working with contracts. Sometimes It appear when another player accepts your work, or takes your contract. ![2019 11 14 Empty work notification](https://user-images.githubusercontent.com/45708377/68851981-fc665b80-06e7-11ea-973c-c494a482553e.gif) ",1, empty work notification perhaps it s noted not only adding a contract but also deleting contract after its completion step to reproduce no work notification take contract have notification read notification to reset to complete contract i have notification but it s empty empty notifications constantly appear when working with contracts sometimes it appear when another player accepts your work or takes your contract ,1 531280,15444044535.0,IssuesEvent,2021-03-08 09:54:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hard to not miss private chat message,Category: UI Needs Task Plan Priority: Medium Squad: Mountain Goat Type: Quality of Life,"Maybe it can make a little ""beep"" or something? Communcation is vital in ECO, yet you have only that one chat window, that probably most people not watch.",1.0,"Hard to not miss private chat message - Maybe it can make a little ""beep"" or something? Communcation is vital in ECO, yet you have only that one chat window, that probably most people not watch.",1,hard to not miss private chat message maybe it can make a little beep or something communcation is vital in eco yet you have only that one chat window that probably most people not watch ,1 251707,8025948321.0,IssuesEvent,2018-07-27 00:47:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cast iron stove tiers,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Make a cast iron stove, find out that it need tier 3 materials and a more modern stove only needs tier 2 **Expected behavior:** It should be the other way around **Actual behavior:** ...",1.0,"USER ISSUE: Cast iron stove tiers - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Make a cast iron stove, find out that it need tier 3 materials and a more modern stove only needs tier 2 **Expected behavior:** It should be the other way around **Actual behavior:** ...",1,user issue cast iron stove tiers version beta steps to reproduce make a cast iron stove find out that it need tier materials and a more modern stove only needs tier expected behavior it should be the other way around actual behavior ,1 247246,7915688990.0,IssuesEvent,2018-07-04 00:59:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Russians blocking Eco,Medium Priority,"**Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** Launch game. Try to add server to favorites, try to see servers in server browser, try to connect to friend trough steam **Expected behavior:** Succeed. **Actual behavior:** Nothing. Work only singleplayer. p.s. On 0.7.3.3 all works fine. Adding to favorites, server browser, connect to friend. Return to 0.7.3.3 on all these users, fix this issue... Back to 0.7.4? Bug here, again. Cleaning settings in %appdata%, clean reinstall, disabling antivirus software\firewall is not helped. https://ecoauth.strangeloopgames.com/game/serverlist - available. (52.38.104.243) I have six Russian users with identical issue... If you need additional info - say me what you need.",1.0,"Russians blocking Eco - **Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** Launch game. Try to add server to favorites, try to see servers in server browser, try to connect to friend trough steam **Expected behavior:** Succeed. **Actual behavior:** Nothing. Work only singleplayer. p.s. On 0.7.3.3 all works fine. Adding to favorites, server browser, connect to friend. Return to 0.7.3.3 on all these users, fix this issue... Back to 0.7.4? Bug here, again. Cleaning settings in %appdata%, clean reinstall, disabling antivirus software\firewall is not helped. https://ecoauth.strangeloopgames.com/game/serverlist - available. (52.38.104.243) I have six Russian users with identical issue... If you need additional info - say me what you need.",1,russians blocking eco version beta staging steps to reproduce launch game try to add server to favorites try to see servers in server browser try to connect to friend trough steam expected behavior succeed actual behavior nothing work only singleplayer p s on all works fine adding to favorites server browser connect to friend return to on all these users fix this issue back to bug here again cleaning settings in appdata clean reinstall disabling antivirus software firewall is not helped available i have six russian users with identical issue if you need additional info say me what you need ,1 487492,14047488387.0,IssuesEvent,2020-11-02 07:15:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 staging-1823] Mortared Sandstone/Limestone/Granite Doors don't work,Category: Gameplay Priority: Medium Status: Fixed Type: Regression,"- [x] I can place a several these doors in one place: ![image](https://user-images.githubusercontent.com/45708377/97281973-31af7f00-184f-11eb-9fdd-2588bb6f5d6e.png) - [x] Double doors don't work. Seems It was fixed but we have it again.",1.0,"[0.9.1 staging-1823] Mortared Sandstone/Limestone/Granite Doors don't work - - [x] I can place a several these doors in one place: ![image](https://user-images.githubusercontent.com/45708377/97281973-31af7f00-184f-11eb-9fdd-2588bb6f5d6e.png) - [x] Double doors don't work. Seems It was fixed but we have it again.",1, mortared sandstone limestone granite doors don t work i can place a several these doors in one place double doors don t work seems it was fixed but we have it again ,1 417522,12166891206.0,IssuesEvent,2020-04-27 09:58:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make the labor icon in craft tables be the type of the skilled labor required,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/79280556-77819880-7e65-11ea-8b80-a41ea4470b41.png) Right now its a generic hammer, it should match the skill of the labor required. Ask @serpopov if help needed",1.0,"Make the labor icon in craft tables be the type of the skilled labor required - ![image](https://user-images.githubusercontent.com/3536496/79280556-77819880-7e65-11ea-8b80-a41ea4470b41.png) Right now its a generic hammer, it should match the skill of the labor required. Ask @serpopov if help needed",1,make the labor icon in craft tables be the type of the skilled labor required right now its a generic hammer it should match the skill of the labor required ask serpopov if help needed,1 424394,12310309642.0,IssuesEvent,2020-05-12 10:23:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Several Problems with own world on 9.0,Priority: Medium Status: Fixed Status: Investigate Week Task,"I started my own server using the 9.0 beta version. I am using the current version (newest update). I did not use Eco Server but Eco itself. Everything worked fine so far, so it was/is possible to play 9.0 beta on your own world. A few days ago (29. or 30. of april) some problems appeared. ### Problems: 1. Hotkeys (like b, c, o... /next to the minimap) don't work anymore You can still use your mouse to click on the icons. (All icons show 1 as a hotkey) 2. If you want to harvest stone, you can only pick up the small stones (if broken into 3 pieces). The big one has no hitbox and can't be broken into small ones. 3. The skill menu is broken. Only self-improvement is available 4. If you dig dirt with your shovel, your can't see any dirt on your shovel. And you can keep on digging until you have 10 dirt in your inventory. ### I tried to fix it several times. Those are my tries: 1. Waiting for an update -> same problems 2. Repair via Steam -> same problems 3. Playing on the official 9.0 test server -> no problems 4. Starting a new own world -> same problems 5. Uninstall Eco and re-install again -> same problems 6. Uninstall Eco, delete all Eco folders, re-install again -> same problems 7. Sending my world files to a friend. He hosted my world and I joined. -> NO PROBLEMS 8. After some time he send those files back. I hosted the world. -> same problems 9. Uninstall Eco, re-install again, Using the new files of my world I got from my friend -> same problems ### My files: [log_200502104436.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568879/log_200502104436.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568895/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568896/Player-prev.log) ",1.0,"Several Problems with own world on 9.0 - I started my own server using the 9.0 beta version. I am using the current version (newest update). I did not use Eco Server but Eco itself. Everything worked fine so far, so it was/is possible to play 9.0 beta on your own world. A few days ago (29. or 30. of april) some problems appeared. ### Problems: 1. Hotkeys (like b, c, o... /next to the minimap) don't work anymore You can still use your mouse to click on the icons. (All icons show 1 as a hotkey) 2. If you want to harvest stone, you can only pick up the small stones (if broken into 3 pieces). The big one has no hitbox and can't be broken into small ones. 3. The skill menu is broken. Only self-improvement is available 4. If you dig dirt with your shovel, your can't see any dirt on your shovel. And you can keep on digging until you have 10 dirt in your inventory. ### I tried to fix it several times. Those are my tries: 1. Waiting for an update -> same problems 2. Repair via Steam -> same problems 3. Playing on the official 9.0 test server -> no problems 4. Starting a new own world -> same problems 5. Uninstall Eco and re-install again -> same problems 6. Uninstall Eco, delete all Eco folders, re-install again -> same problems 7. Sending my world files to a friend. He hosted my world and I joined. -> NO PROBLEMS 8. After some time he send those files back. I hosted the world. -> same problems 9. Uninstall Eco, re-install again, Using the new files of my world I got from my friend -> same problems ### My files: [log_200502104436.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568879/log_200502104436.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568895/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4568896/Player-prev.log) ",1,several problems with own world on i started my own server using the beta version i am using the current version newest update i did not use eco server but eco itself everything worked fine so far so it was is possible to play beta on your own world a few days ago or of april some problems appeared problems hotkeys like b c o next to the minimap don t work anymore you can still use your mouse to click on the icons all icons show as a hotkey if you want to harvest stone you can only pick up the small stones if broken into pieces the big one has no hitbox and can t be broken into small ones the skill menu is broken only self improvement is available if you dig dirt with your shovel your can t see any dirt on your shovel and you can keep on digging until you have dirt in your inventory i tried to fix it several times those are my tries waiting for an update same problems repair via steam same problems playing on the official test server no problems starting a new own world same problems uninstall eco and re install again same problems uninstall eco delete all eco folders re install again same problems sending my world files to a friend he hosted my world and i joined no problems after some time he send those files back i hosted the world same problems uninstall eco re install again using the new files of my world i got from my friend same problems my files ,1 472614,13628094968.0,IssuesEvent,2020-09-24 13:29:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.2 beta release-71] Uppercase names,Category: UI Priority: Medium Status: Fixed,"When defining a name to contract board, work parties, contracts, storage chests, stockpiles and some other places the edit text displays as ""uppercase"", after saving the edition the text is shown as we type, the problem is that we cannot see the difference between uppercase and lowercase during editing. ![During Edit](https://user-images.githubusercontent.com/2486599/93551881-69203700-f945-11ea-99d1-d681dc7d3d72.jpg) ![After edit](https://user-images.githubusercontent.com/2486599/93551878-6887a080-f945-11ea-9103-0e81c0da2323.jpg) ![On aiming](https://user-images.githubusercontent.com/2486599/93551883-69b8cd80-f945-11ea-9661-08f7007212c3.jpg) ![On hover](https://user-images.githubusercontent.com/2486599/93551884-69b8cd80-f945-11ea-9960-5cf129b09a3a.jpg) ",1.0,"[0.9.0.2 beta release-71] Uppercase names - When defining a name to contract board, work parties, contracts, storage chests, stockpiles and some other places the edit text displays as ""uppercase"", after saving the edition the text is shown as we type, the problem is that we cannot see the difference between uppercase and lowercase during editing. ![During Edit](https://user-images.githubusercontent.com/2486599/93551881-69203700-f945-11ea-99d1-d681dc7d3d72.jpg) ![After edit](https://user-images.githubusercontent.com/2486599/93551878-6887a080-f945-11ea-9103-0e81c0da2323.jpg) ![On aiming](https://user-images.githubusercontent.com/2486599/93551883-69b8cd80-f945-11ea-9661-08f7007212c3.jpg) ![On hover](https://user-images.githubusercontent.com/2486599/93551884-69b8cd80-f945-11ea-9960-5cf129b09a3a.jpg) ",1, uppercase names when defining a name to contract board work parties contracts storage chests stockpiles and some other places the edit text displays as uppercase after saving the edition the text is shown as we type the problem is that we cannot see the difference between uppercase and lowercase during editing ,1 523574,15185486632.0,IssuesEvent,2021-02-15 11:00:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Modkit]Missing parts in some files causing issues with partial classes,Category: Modkit Category: Tech Priority: Medium Squad: Otter Status: Fixed," [log_201211052656.log](https://github.com/StrangeLoopGames/EcoIssues/files/5681510/log_201211052656.log) World Objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them. [ComputerLab.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5681512/ComputerLab.zip) ",1.0,"[Modkit]Missing parts in some files causing issues with partial classes - [log_201211052656.log](https://github.com/StrangeLoopGames/EcoIssues/files/5681510/log_201211052656.log) World Objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them. [ComputerLab.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5681512/ComputerLab.zip) ",1, missing parts in some files causing issues with partial classes world objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them ,1 433224,12503901000.0,IssuesEvent,2020-06-02 08:06:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9-1519 Some tabs lost icons,Priority: Medium Status: Fixed Status: Reopen Week Task,"pump pipes and power ![изображение](https://user-images.githubusercontent.com/4980243/79752796-8365d280-831d-11ea-8fba-bafe1f334c95.png) filter power and storage ![изображение](https://user-images.githubusercontent.com/4980243/79752766-7c3ec480-831d-11ea-811c-204a93f68c7a.png) blast furnace pipes ![изображение](https://user-images.githubusercontent.com/4980243/79752826-91b3ee80-831d-11ea-95ae-bc35519eddc0.png) ",1.0,"0.9-1519 Some tabs lost icons - pump pipes and power ![изображение](https://user-images.githubusercontent.com/4980243/79752796-8365d280-831d-11ea-8fba-bafe1f334c95.png) filter power and storage ![изображение](https://user-images.githubusercontent.com/4980243/79752766-7c3ec480-831d-11ea-811c-204a93f68c7a.png) blast furnace pipes ![изображение](https://user-images.githubusercontent.com/4980243/79752826-91b3ee80-831d-11ea-95ae-bc35519eddc0.png) ",1, some tabs lost icons pump pipes and power filter power and storage blast furnace pipes ,1 412315,12041286603.0,IssuesEvent,2020-04-14 08:34:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1512] Can't edit district map after another player.,Priority: Medium,"Step to reproduce: - ratify capitol and place zoning office: - first player press Draft district Map - first player exit from editing mode. - second player want to edit this map, but he can't because there is still first player in edit mode, but he already exited from it: ![image](https://user-images.githubusercontent.com/45708377/79203521-d6ceb100-7e43-11ea-8733-9f0f19f6a8aa.png) - try to wait some time, nothing changes.",1.0,"[0.9.0 staging-1512] Can't edit district map after another player. - Step to reproduce: - ratify capitol and place zoning office: - first player press Draft district Map - first player exit from editing mode. - second player want to edit this map, but he can't because there is still first player in edit mode, but he already exited from it: ![image](https://user-images.githubusercontent.com/45708377/79203521-d6ceb100-7e43-11ea-8733-9f0f19f6a8aa.png) - try to wait some time, nothing changes.",1, can t edit district map after another player step to reproduce ratify capitol and place zoning office first player press draft district map first player exit from editing mode second player want to edit this map but he can t because there is still first player in edit mode but he already exited from it try to wait some time nothing changes ,1 177681,6586431021.0,IssuesEvent,2017-09-13 17:14:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Pipes blocking table?,Medium Priority,"This table's work orders have stopped, but the status tab says it is okay. I'm guessing that it's blocked because the tank on it's pipes tab is full, but this isn't displayed in the UI anywhere, and the state is very confusing. This needs a status entry or something ![image](https://user-images.githubusercontent.com/23460210/26955314-dbac13a6-4c6a-11e7-8ae3-86c567fbc509.png) ![image](https://user-images.githubusercontent.com/23460210/26955315-de24ecde-4c6a-11e7-9ac3-87d09b5d1e53.png) ",1.0,"Pipes blocking table? - This table's work orders have stopped, but the status tab says it is okay. I'm guessing that it's blocked because the tank on it's pipes tab is full, but this isn't displayed in the UI anywhere, and the state is very confusing. This needs a status entry or something ![image](https://user-images.githubusercontent.com/23460210/26955314-dbac13a6-4c6a-11e7-8ae3-86c567fbc509.png) ![image](https://user-images.githubusercontent.com/23460210/26955315-de24ecde-4c6a-11e7-9ac3-87d09b5d1e53.png) ",1,pipes blocking table this table s work orders have stopped but the status tab says it is okay i m guessing that it s blocked because the tank on it s pipes tab is full but this isn t displayed in the ui anywhere and the state is very confusing this needs a status entry or something ,1 316808,9657597109.0,IssuesEvent,2019-05-20 08:58:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.8.2.0 staging-4] Overlap text in the store window,Fixed Medium Priority QA Staging Verified,"When you open the store window first time Text overlay occurs. ![image](https://user-images.githubusercontent.com/45708377/57432392-689a6b00-723e-11e9-802c-279f18c30d89.png) If you resize window it will be ok. ![image](https://user-images.githubusercontent.com/45708377/57432648-1574e800-723f-11e9-9bed-5c4537c0b509.png) ",1.0,"[0.8.2.0 staging-4] Overlap text in the store window - When you open the store window first time Text overlay occurs. ![image](https://user-images.githubusercontent.com/45708377/57432392-689a6b00-723e-11e9-802c-279f18c30d89.png) If you resize window it will be ok. ![image](https://user-images.githubusercontent.com/45708377/57432648-1574e800-723f-11e9-9bed-5c4537c0b509.png) ",1, overlap text in the store window when you open the store window first time text overlay occurs if you resize window it will be ok ,1 236627,7751470860.0,IssuesEvent,2018-05-30 17:09:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Building horizontally in the sky (e.g. bridges) is too hard / dexterity based,Medium Priority Suggestion,"Currently: In order to build a block next to the one you stand on, you need to go very close to the edge (actually you are already over the edge). Problem: It is not fun to build that way. Especially building long bridges is a dexterity based game-play where you constantly just ""tip"" the keys to not fall down. Doing that for a lengthy bridge is exhausting. Suggestion: 1) Minecraft has solved this issue by adding a specific functionality. When you hold SHIFT (sneaking) while moving against the edge of a block that has no block beside it, then you will move as far out as safely possible, without falling down. Once you would fall off the current block, your are blocked to enter the next field. 2) But in a game like ECO, where we get cool machines, maybe a tool that actually places blocks in a row right in front of you would be a cool way to approach bridge building.",1.0,"Building horizontally in the sky (e.g. bridges) is too hard / dexterity based - Currently: In order to build a block next to the one you stand on, you need to go very close to the edge (actually you are already over the edge). Problem: It is not fun to build that way. Especially building long bridges is a dexterity based game-play where you constantly just ""tip"" the keys to not fall down. Doing that for a lengthy bridge is exhausting. Suggestion: 1) Minecraft has solved this issue by adding a specific functionality. When you hold SHIFT (sneaking) while moving against the edge of a block that has no block beside it, then you will move as far out as safely possible, without falling down. Once you would fall off the current block, your are blocked to enter the next field. 2) But in a game like ECO, where we get cool machines, maybe a tool that actually places blocks in a row right in front of you would be a cool way to approach bridge building.",1,building horizontally in the sky e g bridges is too hard dexterity based currently in order to build a block next to the one you stand on you need to go very close to the edge actually you are already over the edge problem it is not fun to build that way especially building long bridges is a dexterity based game play where you constantly just tip the keys to not fall down doing that for a lengthy bridge is exhausting suggestion minecraft has solved this issue by adding a specific functionality when you hold shift sneaking while moving against the edge of a block that has no block beside it then you will move as far out as safely possible without falling down once you would fall off the current block your are blocked to enter the next field but in a game like eco where we get cool machines maybe a tool that actually places blocks in a row right in front of you would be a cool way to approach bridge building ,1 375127,11100293170.0,IssuesEvent,2019-12-16 18:52:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Water Plants should be able to require more water blocks above them,Feature Medium Priority,"![image](https://user-images.githubusercontent.com/14983165/70933769-6462d700-1ff1-11ea-9507-bfd92aae4937.png) Plants like waterweed and kelp are designed to be ~2 or even 3 meters tall under the water, and constantly poke out of the water because they aren't yet able to detect if there is enough water above them. They should check every now and then, and die if they do not have enough water above them. Both of these plants should require 2 water blocks above them, thus they need 3 total meters high of water. ![image](https://user-images.githubusercontent.com/14983165/70934159-2914d800-1ff2-11ea-8a9b-64533f41a955.png) ![image](https://user-images.githubusercontent.com/14983165/70933976-c3c0e700-1ff1-11ea-9256-4b1d3685d6eb.png) ",1.0,"Water Plants should be able to require more water blocks above them - ![image](https://user-images.githubusercontent.com/14983165/70933769-6462d700-1ff1-11ea-9507-bfd92aae4937.png) Plants like waterweed and kelp are designed to be ~2 or even 3 meters tall under the water, and constantly poke out of the water because they aren't yet able to detect if there is enough water above them. They should check every now and then, and die if they do not have enough water above them. Both of these plants should require 2 water blocks above them, thus they need 3 total meters high of water. ![image](https://user-images.githubusercontent.com/14983165/70934159-2914d800-1ff2-11ea-8a9b-64533f41a955.png) ![image](https://user-images.githubusercontent.com/14983165/70933976-c3c0e700-1ff1-11ea-9256-4b1d3685d6eb.png) ",1,water plants should be able to require more water blocks above them plants like waterweed and kelp are designed to be or even meters tall under the water and constantly poke out of the water because they aren t yet able to detect if there is enough water above them they should check every now and then and die if they do not have enough water above them both of these plants should require water blocks above them thus they need total meters high of water ,1 360427,10688510815.0,IssuesEvent,2019-10-22 18:23:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: Labor freezes if no space to place product,Medium Priority,"And no auto-start after you collect it. You need detach storage with resources and attach it back, only after it project runs. Place workbench and stockpile. Fill stockpile to full (resources, logs) Start hewn logs project. After complete first part, project stopped and waiting user to collect product. After collecting product, project still stay at pause.",1.0,"Master: Labor freezes if no space to place product - And no auto-start after you collect it. You need detach storage with resources and attach it back, only after it project runs. Place workbench and stockpile. Fill stockpile to full (resources, logs) Start hewn logs project. After complete first part, project stopped and waiting user to collect product. After collecting product, project still stay at pause.",1,master labor freezes if no space to place product and no auto start after you collect it you need detach storage with resources and attach it back only after it project runs place workbench and stockpile fill stockpile to full resources logs start hewn logs project after complete first part project stopped and waiting user to collect product after collecting product project still stay at pause ,1 388243,11485071747.0,IssuesEvent,2020-02-11 06:22:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, [Staging 1380] Researching flaws,Priority: Medium,"- [x] Impossible to create Farming Skill Book because it needs Farming skill to create Agricultural Research Paper Advance **Version:** 0.9.0.0 beta staging-1380 I am a Mason so wanted to just unblock masonry stuff Found out this problem as my next skill book i wanted to make was Bricklaying or Glassworking which needs for some unknown reason **Agriculture Research Paper Advance** what has farming to do with Brick or glass? (but i understand that you need more players to work together to supply each other) ![snap6147](https://user-images.githubusercontent.com/29383891/73598902-82e74800-4535-11ea-9b94-606a27a8351c.png) ![snap6149](https://user-images.githubusercontent.com/29383891/73598904-8da1dd00-4535-11ea-86c6-bfda08a42a3f.png) now to create this **Agriculture Research Paper Advance** ![snap6150](https://user-images.githubusercontent.com/29383891/73598861-300d9080-4535-11ea-8151-8d88a32b6819.png) Which as you can see is Crafted at a **Farmers Table** ![snap6146](https://user-images.githubusercontent.com/29383891/73599024-f63d8980-4536-11ea-841a-3afbe6637109.png) now to craft a **Farmers Table** at a workbench i Need Farming Skill ![snap6145](https://user-images.githubusercontent.com/29383891/73599056-2553fb00-4537-11ea-85c8-bac3fe297306.png) **BUT** to get Farming Skill i need to craft a Farming Skill Book ![snap6148](https://user-images.githubusercontent.com/29383891/73599066-3c92e880-4537-11ea-8458-9ebf4132b5fc.png) and That Needs **Agriculture Research Paper Advance** which Needs Farming Skill to craft",1.0," [Staging 1380] Researching flaws - - [x] Impossible to create Farming Skill Book because it needs Farming skill to create Agricultural Research Paper Advance **Version:** 0.9.0.0 beta staging-1380 I am a Mason so wanted to just unblock masonry stuff Found out this problem as my next skill book i wanted to make was Bricklaying or Glassworking which needs for some unknown reason **Agriculture Research Paper Advance** what has farming to do with Brick or glass? (but i understand that you need more players to work together to supply each other) ![snap6147](https://user-images.githubusercontent.com/29383891/73598902-82e74800-4535-11ea-9b94-606a27a8351c.png) ![snap6149](https://user-images.githubusercontent.com/29383891/73598904-8da1dd00-4535-11ea-86c6-bfda08a42a3f.png) now to create this **Agriculture Research Paper Advance** ![snap6150](https://user-images.githubusercontent.com/29383891/73598861-300d9080-4535-11ea-8151-8d88a32b6819.png) Which as you can see is Crafted at a **Farmers Table** ![snap6146](https://user-images.githubusercontent.com/29383891/73599024-f63d8980-4536-11ea-841a-3afbe6637109.png) now to craft a **Farmers Table** at a workbench i Need Farming Skill ![snap6145](https://user-images.githubusercontent.com/29383891/73599056-2553fb00-4537-11ea-85c8-bac3fe297306.png) **BUT** to get Farming Skill i need to craft a Farming Skill Book ![snap6148](https://user-images.githubusercontent.com/29383891/73599066-3c92e880-4537-11ea-8458-9ebf4132b5fc.png) and That Needs **Agriculture Research Paper Advance** which Needs Farming Skill to craft",1, researching flaws impossible to create farming skill book because it needs farming skill to create agricultural research paper advance version beta staging i am a mason so wanted to just unblock masonry stuff found out this problem as my next skill book i wanted to make was bricklaying or glassworking which needs for some unknown reason agriculture research paper advance what has farming to do with brick or glass but i understand that you need more players to work together to supply each other now to create this agriculture research paper advance which as you can see is crafted at a farmers table now to craft a farmers table at a workbench i need farming skill but to get farming skill i need to craft a farming skill book and that needs agriculture research paper advance which needs farming skill to craft,1 236269,7748178740.0,IssuesEvent,2018-05-30 07:26:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,World markers should occlude other world markers,Medium Priority Suggestion,"![image](https://user-images.githubusercontent.com/6262198/39487604-9fc43d8e-4d34-11e8-882f-f144e1d0625d.png) After accepting only two contracts. I imagine this would be problematic with even a small number of markers.",1.0,"World markers should occlude other world markers - ![image](https://user-images.githubusercontent.com/6262198/39487604-9fc43d8e-4d34-11e8-882f-f144e1d0625d.png) After accepting only two contracts. I imagine this would be problematic with even a small number of markers.",1,world markers should occlude other world markers after accepting only two contracts i imagine this would be problematic with even a small number of markers ,1 336468,10192109475.0,IssuesEvent,2019-08-12 10:11:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE:Disappearing Lift,Medium Priority,"**Version:** 0.7.6.3 beta **Steps to Reproduce:** No cause found only random Just used the elevator in multiplayer **Expected behavior:** The elevator should stay in its vertical tunnel under the engine **Actual behavior:** It disappears und moves through the world and I can only see the cables but my friend can still see and use it. After a reconnect its often fixed. ![screenshot 1](https://user-images.githubusercontent.com/19553792/43518648-020586ce-958d-11e8-9232-43240399281d.jpg) ![screenshot 2](https://user-images.githubusercontent.com/19553792/43518649-0223247c-958d-11e8-873d-571b736beaf5.jpg)",1.0,"USER ISSUE:Disappearing Lift - **Version:** 0.7.6.3 beta **Steps to Reproduce:** No cause found only random Just used the elevator in multiplayer **Expected behavior:** The elevator should stay in its vertical tunnel under the engine **Actual behavior:** It disappears und moves through the world and I can only see the cables but my friend can still see and use it. After a reconnect its often fixed. ![screenshot 1](https://user-images.githubusercontent.com/19553792/43518648-020586ce-958d-11e8-9232-43240399281d.jpg) ![screenshot 2](https://user-images.githubusercontent.com/19553792/43518649-0223247c-958d-11e8-873d-571b736beaf5.jpg)",1,user issue disappearing lift version beta steps to reproduce no cause found only random just used the elevator in multiplayer expected behavior the elevator should stay in its vertical tunnel under the engine actual behavior it disappears und moves through the world and i can only see the cables but my friend can still see and use it after a reconnect its often fixed ,1 390850,11564709538.0,IssuesEvent,2020-02-20 09:11:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1399] ""Report a Bug"" window always opens.",Priority: Medium Status: Fixed,"I have 3 variants: OK, Copy text and log and report a bug. ""Report a Bug"" window should open when I press report a bug, but it opens when I press OK and Copy too: ![image](https://user-images.githubusercontent.com/45708377/74309671-58d72680-4d7c-11ea-9b93-e92668467035.png) ",1.0,"[0.9.0 staging-1399] ""Report a Bug"" window always opens. - I have 3 variants: OK, Copy text and log and report a bug. ""Report a Bug"" window should open when I press report a bug, but it opens when I press OK and Copy too: ![image](https://user-images.githubusercontent.com/45708377/74309671-58d72680-4d7c-11ea-9b93-e92668467035.png) ",1, report a bug window always opens i have variants ok copy text and log and report a bug report a bug window should open when i press report a bug but it opens when i press ok and copy too ,1 476116,13733962618.0,IssuesEvent,2020-10-05 07:58:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-17-n] Waste Filter doesn't block craft,Category: Gameplay Priority: Medium Type: Regression,"Step to reproduce: - spawn system like: ![image](https://user-images.githubusercontent.com/45708377/58953436-29106180-879f-11e9-9b2e-9dca094bf0ec.png) - don't add electric power for Waste Filter ![image](https://user-images.githubusercontent.com/45708377/58953462-3fb6b880-879f-11e9-8b7f-b088252f757e.png) - Waste Filter doesn't block craft if it's needed only Power ![image](https://user-images.githubusercontent.com/45708377/58953371-f1091e80-879e-11e9-815a-425be7e96393.png) - Sewage doesn't appear. ![image](https://user-images.githubusercontent.com/45708377/58953595-a0de8c00-879f-11e9-8f4d-e6ae499a7c4b.png)",1.0,"[0.8.2.0 staging-17-n] Waste Filter doesn't block craft - Step to reproduce: - spawn system like: ![image](https://user-images.githubusercontent.com/45708377/58953436-29106180-879f-11e9-9b2e-9dca094bf0ec.png) - don't add electric power for Waste Filter ![image](https://user-images.githubusercontent.com/45708377/58953462-3fb6b880-879f-11e9-8b7f-b088252f757e.png) - Waste Filter doesn't block craft if it's needed only Power ![image](https://user-images.githubusercontent.com/45708377/58953371-f1091e80-879e-11e9-815a-425be7e96393.png) - Sewage doesn't appear. ![image](https://user-images.githubusercontent.com/45708377/58953595-a0de8c00-879f-11e9-8f4d-e6ae499a7c4b.png)",1, waste filter doesn t block craft step to reproduce spawn system like don t add electric power for waste filter waste filter doesn t block craft if it s needed only power sewage doesn t appear ,1 376447,11147168600.0,IssuesEvent,2019-12-23 11:48:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Carrying slot label should be at bottom of frame, so as not to confuse it with control names. ",Medium Priority Verified,"![image](https://user-images.githubusercontent.com/6262198/35751974-1dc2b244-080f-11e8-98cb-5c6802df42a2.png) ",1.0,"Carrying slot label should be at bottom of frame, so as not to confuse it with control names. - ![image](https://user-images.githubusercontent.com/6262198/35751974-1dc2b244-080f-11e8-98cb-5c6802df42a2.png) ",1,carrying slot label should be at bottom of frame so as not to confuse it with control names ,1 691080,23682257144.0,IssuesEvent,2022-08-29 00:01:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2026] Modern Rock Drill uses different animation upon switching,Priority: Medium Status: Fixed Type: Bug Category: Gameplay,"Build: 0.9.4 Staging-2026 ## Issue The issue was first discovered in 0.9.4 Staging-2008 and still persist in 2026. The Modern Rock Drill uses a different kind of animation when switching to it. This issue also affects the functionality of the tool in 3rd person view. Comparison: 0.9.3.5 Release-231 vs 0.9.4 Staging-2008 & 2026 In release, drilling stops after one run of prospecting but it loops in Staging. In release, the animation is not affected when switching to Modern Rock Drill but not for Staging. https://user-images.githubusercontent.com/77248866/120846696-15be4980-c5a5-11eb-892b-361747a2cea3.mp4 ### Reproduction Steps 1. Obtain Modern Rock Drill. 2. In the first-person view, select the Modern Rock Drill tool and activate it with the left mouse button. 3. While activated, switch to 3rd person view. 4. Observe. https://user-images.githubusercontent.com/77248866/122579136-30092480-d087-11eb-96c1-c295e1b205a0.mp4 ",1.0,"[0.9.4 Staging-2026] Modern Rock Drill uses different animation upon switching - Build: 0.9.4 Staging-2026 ## Issue The issue was first discovered in 0.9.4 Staging-2008 and still persist in 2026. The Modern Rock Drill uses a different kind of animation when switching to it. This issue also affects the functionality of the tool in 3rd person view. Comparison: 0.9.3.5 Release-231 vs 0.9.4 Staging-2008 & 2026 In release, drilling stops after one run of prospecting but it loops in Staging. In release, the animation is not affected when switching to Modern Rock Drill but not for Staging. https://user-images.githubusercontent.com/77248866/120846696-15be4980-c5a5-11eb-892b-361747a2cea3.mp4 ### Reproduction Steps 1. Obtain Modern Rock Drill. 2. In the first-person view, select the Modern Rock Drill tool and activate it with the left mouse button. 3. While activated, switch to 3rd person view. 4. Observe. https://user-images.githubusercontent.com/77248866/122579136-30092480-d087-11eb-96c1-c295e1b205a0.mp4 ",1, modern rock drill uses different animation upon switching build staging issue the issue was first discovered in staging and still persist in the modern rock drill uses a different kind of animation when switching to it this issue also affects the functionality of the tool in person view comparison release vs staging in release drilling stops after one run of prospecting but it loops in staging in release the animation is not affected when switching to modern rock drill but not for staging reproduction steps obtain modern rock drill in the first person view select the modern rock drill tool and activate it with the left mouse button while activated switch to person view observe ,1 378874,11210120592.0,IssuesEvent,2020-01-06 12:21:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Vibrancy bug,Medium Priority Verified,"**Version:** 0.7.2.4 beta **Steps to Reproduce:** opend the options menu and clicked the vibrancy option a couple of times and it screwed up my mouse controls **Expected behavior:** just changed the graphics **Actual behavior:** messed up my mouse controls whenever i left click it brings me into tab mode and when i right click it dose nothing. cant even quit the game properly",1.0,"USER ISSUE: Vibrancy bug - **Version:** 0.7.2.4 beta **Steps to Reproduce:** opend the options menu and clicked the vibrancy option a couple of times and it screwed up my mouse controls **Expected behavior:** just changed the graphics **Actual behavior:** messed up my mouse controls whenever i left click it brings me into tab mode and when i right click it dose nothing. cant even quit the game properly",1,user issue vibrancy bug version beta steps to reproduce opend the options menu and clicked the vibrancy option a couple of times and it screwed up my mouse controls expected behavior just changed the graphics actual behavior messed up my mouse controls whenever i left click it brings me into tab mode and when i right click it dose nothing cant even quit the game properly,1 525436,15253383380.0,IssuesEvent,2021-02-20 07:29:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1896] Wrong switch position in store,Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"Step to reproduce: - place store with wrong status (for example without owner): ![image](https://user-images.githubusercontent.com/45708377/104153100-81372d00-53f2-11eb-9943-3a2d53b79c8a.png) - switch have wrong position. It should be: ![image](https://user-images.githubusercontent.com/45708377/104153163-ab88ea80-53f2-11eb-8522-d5d51c57e580.png) The same problem will happen if you unclaim store. Switch should be changed to off: ![image](https://user-images.githubusercontent.com/45708377/104153324-1df9ca80-53f3-11eb-88b9-9cea09ba7449.png) Store was not closed, click on it and you will see: ![image](https://user-images.githubusercontent.com/45708377/104153234-decb7980-53f2-11eb-9dc8-bd6b0c90c327.png) ",1.0,"[0.9.2 staging-1896] Wrong switch position in store - Step to reproduce: - place store with wrong status (for example without owner): ![image](https://user-images.githubusercontent.com/45708377/104153100-81372d00-53f2-11eb-9943-3a2d53b79c8a.png) - switch have wrong position. It should be: ![image](https://user-images.githubusercontent.com/45708377/104153163-ab88ea80-53f2-11eb-8522-d5d51c57e580.png) The same problem will happen if you unclaim store. Switch should be changed to off: ![image](https://user-images.githubusercontent.com/45708377/104153324-1df9ca80-53f3-11eb-88b9-9cea09ba7449.png) Store was not closed, click on it and you will see: ![image](https://user-images.githubusercontent.com/45708377/104153234-decb7980-53f2-11eb-9dc8-bd6b0c90c327.png) ",1, wrong switch position in store step to reproduce place store with wrong status for example without owner switch have wrong position it should be the same problem will happen if you unclaim store switch should be changed to off store was not closed click on it and you will see ,1 462090,13240793705.0,IssuesEvent,2020-08-19 07:04:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1729] NullReferenceException open/close chat.,Category: Tech Priority: Medium,"Step to reproduce: - press 'C' several times. ``` NullReferenceException: Object reference not set to an instance of an object. at DropDownToggle.ResetValue () [0x00000] in <00000000000000000000000000000000>:0 at DropDownToggle.AwakeReusableInstance () [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Pooling.PoolAwareBehavior.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.ActionbarStackUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Toggle(String, BSONObject, UILayer) UI.UIManager:Toggle(String, UILayer) UI.ActionbarStackUI:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at DropDownToggle.ResetValue () [0x00000] in <00000000000000000000000000000000>:0 at DropDownToggle.ReleaseInstance (System.Boolean destroy) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5088534/Player.log) ",1.0,"[0.9.0 staging-1729] NullReferenceException open/close chat. - Step to reproduce: - press 'C' several times. ``` NullReferenceException: Object reference not set to an instance of an object. at DropDownToggle.ResetValue () [0x00000] in <00000000000000000000000000000000>:0 at DropDownToggle.AwakeReusableInstance () [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Pooling.PoolAwareBehavior.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.ActionbarStackUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Toggle(String, BSONObject, UILayer) UI.UIManager:Toggle(String, UILayer) UI.ActionbarStackUI:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at DropDownToggle.ResetValue () [0x00000] in <00000000000000000000000000000000>:0 at DropDownToggle.ReleaseInstance (System.Boolean destroy) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5088534/Player.log) ",1, nullreferenceexception open close chat step to reproduce press c several times nullreferenceexception object reference not set to an instance of an object at dropdowntoggle resetvalue in at dropdowntoggle awakereusableinstance in at ecoengine pooling poolawarebehavior awake in at unityengine object instantiate t original in at ui uimanager open system string guiname eco shared serialization bsonobject bson ui uilayer layer in at ui uimanager toggle system string guiname eco shared serialization bsonobject bson ui uilayer layer in at ui uimanager toggle system string guiname ui uilayer layer in at ui actionbarstackui update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object unityengine object instantiate t ui uimanager open string bsonobject uilayer ui uimanager toggle string bsonobject uilayer ui uimanager toggle string uilayer ui actionbarstackui update filename currently not available on line nullreferenceexception object reference not set to an instance of an object at dropdowntoggle resetvalue in at dropdowntoggle releaseinstance system boolean destroy in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 434151,12514948884.0,IssuesEvent,2020-06-03 06:40:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Remove Temporal Anti-aliasing option,Category: Usability Priority: Medium Status: Fixed Week Task,"It sucks, but because it's last people just crank the slider to the end and it gets selected.",1.0,"Remove Temporal Anti-aliasing option - It sucks, but because it's last people just crank the slider to the end and it gets selected.",1,remove temporal anti aliasing option it sucks but because it s last people just crank the slider to the end and it gets selected ,1 417547,12167231767.0,IssuesEvent,2020-04-27 10:33:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging - 1480] Vehicle bugged after crash.,Priority: Medium Status: Fixed,"**Version:** 9.0 **Steps to reproduce:** Unknown. I crashed and then restarted my game see ticket #15272 **Expected behavior:** Expected to be able to drive my vehicle **Actual behavior:** When pressing E to drive it opens the inventory no matter what angle I approach the vehicle from or how I interact it, even when the drive hint is displayed **Providing Log files:** ![20200324094239_1](https://user-images.githubusercontent.com/1329717/77438882-5c66c000-6db4-11ea-9cf3-2fd6c9a80633.jpg) ",1.0,"[0.9.0 Staging - 1480] Vehicle bugged after crash. - **Version:** 9.0 **Steps to reproduce:** Unknown. I crashed and then restarted my game see ticket #15272 **Expected behavior:** Expected to be able to drive my vehicle **Actual behavior:** When pressing E to drive it opens the inventory no matter what angle I approach the vehicle from or how I interact it, even when the drive hint is displayed **Providing Log files:** ![20200324094239_1](https://user-images.githubusercontent.com/1329717/77438882-5c66c000-6db4-11ea-9cf3-2fd6c9a80633.jpg) ",1, vehicle bugged after crash version steps to reproduce unknown i crashed and then restarted my game see ticket expected behavior expected to be able to drive my vehicle actual behavior when pressing e to drive it opens the inventory no matter what angle i approach the vehicle from or how i interact it even when the drive hint is displayed providing log files ,1 523175,15174192906.0,IssuesEvent,2021-02-13 17:22:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Changing Render Scale fucks up minimap,Priority: Medium Squad: Wild Turkey Status: Fixed,"**Version:** 0.7.3.0 beta **Steps to Reproduce:** 1. open map 2. change renderscale 3. after a few time change again 4. observe coordinates glitching away or planet rendering getting stuck **Expected behavior:** 1. not get stuck :P **Actual behavior:** ",1.0,"USER ISSUE: Changing Render Scale fucks up minimap - **Version:** 0.7.3.0 beta **Steps to Reproduce:** 1. open map 2. change renderscale 3. after a few time change again 4. observe coordinates glitching away or planet rendering getting stuck **Expected behavior:** 1. not get stuck :P **Actual behavior:** ",1,user issue changing render scale fucks up minimap version beta steps to reproduce open map change renderscale after a few time change again observe coordinates glitching away or planet rendering getting stuck expected behavior not get stuck p actual behavior ,1 505504,14634782357.0,IssuesEvent,2020-12-24 06:30:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-112] Change Ramp when reduce height,Category: Gameplay Priority: Medium,"https://github.com/StrangeLoopGames/Eco/pull/6974 to build not only from bottom to top, but also from top to bottom ![image](https://user-images.githubusercontent.com/45708377/99066925-d73a5080-25ba-11eb-806c-f29787d742e7.png) ",1.0,"[0.9.2 develop-112] Change Ramp when reduce height - https://github.com/StrangeLoopGames/Eco/pull/6974 to build not only from bottom to top, but also from top to bottom ![image](https://user-images.githubusercontent.com/45708377/99066925-d73a5080-25ba-11eb-806c-f29787d742e7.png) ",1, change ramp when reduce height to build not only from bottom to top but also from top to bottom ,1 328632,9997779955.0,IssuesEvent,2019-07-12 06:06:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-16-n] Skid steer doesn't dig without move,Medium Priority QA Staging,"Step to reproduce: - drive Skid Steer - move to wall of Dirt so the scoop touches the dirt ![image](https://user-images.githubusercontent.com/45708377/58798953-b1123200-860c-11e9-8db4-90e1205b5de2.png) - hold LMB - nothing happens. Step to reproduce for start to dig: - keep from Dirt on little distance ![image](https://user-images.githubusercontent.com/45708377/58799020-d737d200-860c-11e9-9c62-1f046f0d0b20.png) - hold LMB - move to Dirt - you start digging. But if you catch a frieze and don't dig it, you will have to do this “parasitic” movement",1.0,"[0.8.2.0 staging-16-n] Skid steer doesn't dig without move - Step to reproduce: - drive Skid Steer - move to wall of Dirt so the scoop touches the dirt ![image](https://user-images.githubusercontent.com/45708377/58798953-b1123200-860c-11e9-8db4-90e1205b5de2.png) - hold LMB - nothing happens. Step to reproduce for start to dig: - keep from Dirt on little distance ![image](https://user-images.githubusercontent.com/45708377/58799020-d737d200-860c-11e9-9c62-1f046f0d0b20.png) - hold LMB - move to Dirt - you start digging. But if you catch a frieze and don't dig it, you will have to do this “parasitic” movement",1, skid steer doesn t dig without move step to reproduce drive skid steer move to wall of dirt so the scoop touches the dirt hold lmb nothing happens step to reproduce for start to dig keep from dirt on little distance hold lmb move to dirt you start digging but if you catch a frieze and don t dig it you will have to do this “parasitic” movement,1 526484,15293975595.0,IssuesEvent,2021-02-24 01:26:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-192/0.9.3 Staging-1937]Large Corrugated Steel Door is intangible,Category: Gameplay Priority: Medium Type: Bug,"Tested on both 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can pass through a closed Large Corrugated Steel Door. Repro: 1. Place a Large Corrugated Steel Door. 2. Make sure it's closed. 3. Passthrough it and observe. Video Repro: https://images.zenhubusercontent.com/42199084/88a8e91c-d4af-4b5b-816b-27d5c133c5e2/2021_02_24_09_24.mp4",1.0,"[0.9.4 Develop-192/0.9.3 Staging-1937]Large Corrugated Steel Door is intangible - Tested on both 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can pass through a closed Large Corrugated Steel Door. Repro: 1. Place a Large Corrugated Steel Door. 2. Make sure it's closed. 3. Passthrough it and observe. Video Repro: https://images.zenhubusercontent.com/42199084/88a8e91c-d4af-4b5b-816b-27d5c133c5e2/2021_02_24_09_24.mp4",1, large corrugated steel door is intangible tested on both develop and staging issue players can pass through a closed large corrugated steel door repro place a large corrugated steel door make sure it s closed passthrough it and observe video repro ,1 221116,7373978198.0,IssuesEvent,2018-03-13 18:51:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Client froze while looking into cache of blocks,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/34966037-9db8eec4-fa0d-11e7-8b5d-1655c45d9b27.png) https://media.discordapp.net/attachments/265945766785187850/402613183459753987/unknown.png Was digging and placing dirt when it happened. I'm able to stop unity in the debugger and see that its failing to return from that function. Happened in the editor. ",1.0,"Client froze while looking into cache of blocks - ![image](https://user-images.githubusercontent.com/3536496/34966037-9db8eec4-fa0d-11e7-8b5d-1655c45d9b27.png) https://media.discordapp.net/attachments/265945766785187850/402613183459753987/unknown.png Was digging and placing dirt when it happened. I'm able to stop unity in the debugger and see that its failing to return from that function. Happened in the editor. ",1,client froze while looking into cache of blocks was digging and placing dirt when it happened i m able to stop unity in the debugger and see that its failing to return from that function happened in the editor ,1 249076,7953741255.0,IssuesEvent,2018-07-12 03:30:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Main Menu: Continue doesn't refresh,Medium Priority,"Specifically the continue button, Since on this screen there is only a single server to check, can this menu be checking the server every few seconds? More over, I would like it to display the current state of the server, whether online or offline, and if it's offline, I want to know if it has come back online, at the moment we have to close the game and re-open for it to refresh, or log out and back in.",1.0,"Main Menu: Continue doesn't refresh - Specifically the continue button, Since on this screen there is only a single server to check, can this menu be checking the server every few seconds? More over, I would like it to display the current state of the server, whether online or offline, and if it's offline, I want to know if it has come back online, at the moment we have to close the game and re-open for it to refresh, or log out and back in.",1,main menu continue doesn t refresh specifically the continue button since on this screen there is only a single server to check can this menu be checking the server every few seconds more over i would like it to display the current state of the server whether online or offline and if it s offline i want to know if it has come back online at the moment we have to close the game and re open for it to refresh or log out and back in ,1 372715,11019651953.0,IssuesEvent,2019-12-05 13:09:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1189] Not grants a tool for taking a profession,Medium Priority Reopen,"I should get Iron Axe, Iron Pickaxe, Bow, Iron Scythe when I take Logging, Mining, Hunting, Farmer. ![image](https://user-images.githubusercontent.com/45708377/67746587-c9f60680-fa37-11e9-8c9e-4a8c564d963f.png) ",1.0,"[0.9.0 staging-1189] Not grants a tool for taking a profession - I should get Iron Axe, Iron Pickaxe, Bow, Iron Scythe when I take Logging, Mining, Hunting, Farmer. ![image](https://user-images.githubusercontent.com/45708377/67746587-c9f60680-fa37-11e9-8c9e-4a8c564d963f.png) ",1, not grants a tool for taking a profession i should get iron axe iron pickaxe bow iron scythe when i take logging mining hunting farmer ,1 564447,16726095911.0,IssuesEvent,2021-06-10 13:10:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4.0 beta staging-2015] Using certain skill commands causes a game freeze.,Category: Gameplay Priority: Medium Type: Bug,"Reproduce: 1. Enter command /skill all 2. Enter command /point (Observe that the numbers go above the existing skills) 3. Attempt to view the skill panel by pressing Z",1.0,"[0.9.4.0 beta staging-2015] Using certain skill commands causes a game freeze. - Reproduce: 1. Enter command /skill all 2. Enter command /point (Observe that the numbers go above the existing skills) 3. Attempt to view the skill panel by pressing Z",1, using certain skill commands causes a game freeze reproduce enter command skill all enter command point observe that the numbers go above the existing skills attempt to view the skill panel by pressing z,1 280285,8679697433.0,IssuesEvent,2018-12-01 01:38:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Brick block next to stone lets you see through the world,Art Medium Priority,"If you place a brick block next to a natural stone in the world (as in the screenshot) you can see through the world. Not a big issue but I think it still should be fixed. ![20180822231352_1](https://user-images.githubusercontent.com/41338825/44491518-d0ce0000-a661-11e8-8cf3-a4de58d2cbbe.jpg) ",1.0,"Brick block next to stone lets you see through the world - If you place a brick block next to a natural stone in the world (as in the screenshot) you can see through the world. Not a big issue but I think it still should be fixed. ![20180822231352_1](https://user-images.githubusercontent.com/41338825/44491518-d0ce0000-a661-11e8-8cf3-a4de58d2cbbe.jpg) ",1,brick block next to stone lets you see through the world if you place a brick block next to a natural stone in the world as in the screenshot you can see through the world not a big issue but i think it still should be fixed ,1 249087,7953765727.0,IssuesEvent,2018-07-12 03:40:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stockpile not there but accessible through linked storages,Medium Priority,"i have three stockpiles side by side, but after connecting to the server the third is never there. i can use the items which that stockpile was holding like i put them manually there. through the linked storages i have still access and everything feels fine. the stockpile sometimes spawns if i use the workbench, but not always. i dont know what exactly triggers the spawning, it feels a bit random. unfortunately i dont know how to reproduce this in some simple steps, but if you want i can give you the eco-file? *edit* the stockpile spawns if the inventory is changed through the linked storage.",1.0,"Stockpile not there but accessible through linked storages - i have three stockpiles side by side, but after connecting to the server the third is never there. i can use the items which that stockpile was holding like i put them manually there. through the linked storages i have still access and everything feels fine. the stockpile sometimes spawns if i use the workbench, but not always. i dont know what exactly triggers the spawning, it feels a bit random. unfortunately i dont know how to reproduce this in some simple steps, but if you want i can give you the eco-file? *edit* the stockpile spawns if the inventory is changed through the linked storage.",1,stockpile not there but accessible through linked storages i have three stockpiles side by side but after connecting to the server the third is never there i can use the items which that stockpile was holding like i put them manually there through the linked storages i have still access and everything feels fine the stockpile sometimes spawns if i use the workbench but not always i dont know what exactly triggers the spawning it feels a bit random unfortunately i dont know how to reproduce this in some simple steps but if you want i can give you the eco file edit the stockpile spawns if the inventory is changed through the linked storage ,1 222076,7422854088.0,IssuesEvent,2018-03-23 01:46:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Only latest waypoint shown on map,Medium Priority,"**Version:** 0.7.2.4 beta **Steps to Reproduce:** Drop multiple waypoints **Expected behavior:** Each waypoint should be shown on the map **Actual behavior:** Only the latest waypoint dropped is shown on map World files: https://www.dropbox.com/s/ni4whemdfrmzo5s/World%20Files.rar?dl=0 ![2252f02a5a](https://user-images.githubusercontent.com/8947997/37435577-3d2e4dda-27ba-11e8-8191-5278c9706262.jpg)",1.0,"USER ISSUE: Only latest waypoint shown on map - **Version:** 0.7.2.4 beta **Steps to Reproduce:** Drop multiple waypoints **Expected behavior:** Each waypoint should be shown on the map **Actual behavior:** Only the latest waypoint dropped is shown on map World files: https://www.dropbox.com/s/ni4whemdfrmzo5s/World%20Files.rar?dl=0 ![2252f02a5a](https://user-images.githubusercontent.com/8947997/37435577-3d2e4dda-27ba-11e8-8191-5278c9706262.jpg)",1,user issue only latest waypoint shown on map version beta steps to reproduce drop multiple waypoints expected behavior each waypoint should be shown on the map actual behavior only the latest waypoint dropped is shown on map world files ,1 236654,7751775021.0,IssuesEvent,2018-05-30 18:09:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Aqueducts are not discoverable,Medium Priority Suggestion,"Aqueducts being a form of brick is pretty odd in general, imo, but the biggest problem is that they are not discoverable. You can't search for them or link to them; you don't see them in any recipe lists; etc.",1.0,"Aqueducts are not discoverable - Aqueducts being a form of brick is pretty odd in general, imo, but the biggest problem is that they are not discoverable. You can't search for them or link to them; you don't see them in any recipe lists; etc.",1,aqueducts are not discoverable aqueducts being a form of brick is pretty odd in general imo but the biggest problem is that they are not discoverable you can t search for them or link to them you don t see them in any recipe lists etc ,1 418719,12202703184.0,IssuesEvent,2020-04-30 09:22:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1308] Default world generation,Priority: Medium Status: Fixed Type: Regression,"We need to have it properly generated with builds and be actual. It seems to be old and have some issues for now - no trees with start from client - wrong yield potential the old one #11062",1.0,"[0.9.0 staging-1308] Default world generation - We need to have it properly generated with builds and be actual. It seems to be old and have some issues for now - no trees with start from client - wrong yield potential the old one #11062",1, default world generation we need to have it properly generated with builds and be actual it seems to be old and have some issues for now no trees with start from client wrong yield potential the old one ,1 390798,11563744505.0,IssuesEvent,2020-02-20 06:58:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Speaking icon missing sprite,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/74107980-0dc5d500-4b2a-11ea-8dcf-bef4ee2c66ed.png) Got this exception: Wwise: Voice Starvation UnityEngine.Debug:LogError(Object) AkCallbackManager:PostCallbacks() (at Assets/Wwise/Deployment/API/Handwritten/Common/AkCallbackManager.cs:336) AkSoundEngineController:LateUpdate() (at Assets/Wwise/Deployment/Components/AkSoundEngineController.cs:71) AkInitializer:LateUpdate() (at Assets/Wwise/Deployment/Components/AkInitializer.cs:90) ",1.0,"Speaking icon missing sprite - ![image](https://user-images.githubusercontent.com/3536496/74107980-0dc5d500-4b2a-11ea-8dcf-bef4ee2c66ed.png) Got this exception: Wwise: Voice Starvation UnityEngine.Debug:LogError(Object) AkCallbackManager:PostCallbacks() (at Assets/Wwise/Deployment/API/Handwritten/Common/AkCallbackManager.cs:336) AkSoundEngineController:LateUpdate() (at Assets/Wwise/Deployment/Components/AkSoundEngineController.cs:71) AkInitializer:LateUpdate() (at Assets/Wwise/Deployment/Components/AkInitializer.cs:90) ",1,speaking icon missing sprite got this exception wwise voice starvation unityengine debug logerror object akcallbackmanager postcallbacks at assets wwise deployment api handwritten common akcallbackmanager cs aksoundenginecontroller lateupdate at assets wwise deployment components aksoundenginecontroller cs akinitializer lateupdate at assets wwise deployment components akinitializer cs ,1 307173,9414249867.0,IssuesEvent,2019-04-10 09:42:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Robotic Assembly Line - bad collision,Medium Priority,"**Version:** 0.7.5.0 beta staging-bad4361f Robotic Assembly Line have really bad collision :( ![20180619232617_1](https://user-images.githubusercontent.com/4980243/41622504-73c71f0c-7418-11e8-8a48-b680775e6bf5.jpg) ![20180619232522_1](https://user-images.githubusercontent.com/4980243/41622505-73e7cfea-7418-11e8-8d9e-083190ce57c6.jpg) ![20180619232547_1](https://user-images.githubusercontent.com/4980243/41622506-740c185a-7418-11e8-8445-5a6df1a07e1c.jpg) ![20180619232552_1](https://user-images.githubusercontent.com/4980243/41622507-742d7d10-7418-11e8-8c53-ef55e63fc82b.jpg) ![20180619233033_1](https://user-images.githubusercontent.com/4980243/41622624-d95fe4a2-7418-11e8-8552-7ae34cbfb058.jpg) ![20180619233042_1](https://user-images.githubusercontent.com/4980243/41622625-d98d5e14-7418-11e8-8203-fed525469986.jpg) ![20180619233054_1](https://user-images.githubusercontent.com/4980243/41622627-da503a38-7418-11e8-9bd5-fe9cc838500d.jpg) ",1.0,"USER ISSUE: Robotic Assembly Line - bad collision - **Version:** 0.7.5.0 beta staging-bad4361f Robotic Assembly Line have really bad collision :( ![20180619232617_1](https://user-images.githubusercontent.com/4980243/41622504-73c71f0c-7418-11e8-8a48-b680775e6bf5.jpg) ![20180619232522_1](https://user-images.githubusercontent.com/4980243/41622505-73e7cfea-7418-11e8-8d9e-083190ce57c6.jpg) ![20180619232547_1](https://user-images.githubusercontent.com/4980243/41622506-740c185a-7418-11e8-8445-5a6df1a07e1c.jpg) ![20180619232552_1](https://user-images.githubusercontent.com/4980243/41622507-742d7d10-7418-11e8-8c53-ef55e63fc82b.jpg) ![20180619233033_1](https://user-images.githubusercontent.com/4980243/41622624-d95fe4a2-7418-11e8-8552-7ae34cbfb058.jpg) ![20180619233042_1](https://user-images.githubusercontent.com/4980243/41622625-d98d5e14-7418-11e8-8203-fed525469986.jpg) ![20180619233054_1](https://user-images.githubusercontent.com/4980243/41622627-da503a38-7418-11e8-9bd5-fe9cc838500d.jpg) ",1,user issue robotic assembly line bad collision version beta staging robotic assembly line have really bad collision ,1 432388,12492149561.0,IssuesEvent,2020-06-01 06:26:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Icons for Upgrade Modules,Category: Art Priority: Medium,"These are items (no meshes related to them at least not for 9.0) that get plugged into crafting world objects to increase their effectiveness by decreasing the cost and crafting time of crafting things on that world object. There are three sets of them, each with 4 tiers of power. Each of the three sets will apply to a different set of crafting tables. The tier power is a simple increase in efficiency corresponding to the number tier, so a 'Basic Upgrade Module 1' will decrease cost and time to craft by 10%, and a 'Basic Upgrade Module 2' will be 20%, etc. Each of these modules will be created by a different profession, but not locked to that type of profession's tables-- this represents cross-pollination of improving technology, where a stone part might be of use for a farmer, or a wooden machine part might be more useful for a smith). Thus, ideally the icons are created to show machine parts of different materials highlighted, based on the professions that make them, which is shown here. Here is the list of these base 12 modules: - [x] Basic Upgrade Module 1 - Masonry 2 (a stone machine part) - [x] Basic Upgrade Module 2 - Carpentry 4 (a wooden machine part) - [x] Basic Upgrade Module 3 - Basic Engineer 5 (a more complex set of machine parts) - [x] Basic Upgrade Module 4 - Carpentry 6 (a more impressive wooden machine part) __ - [x] Advanced Upgrade Module 1 - Smelting 2 (an iron or steel machine part) - [x] Advanced Upgrade Module 2 - Glass Working 4 (A machine part with glass gauge or something) - [x] Advanced Upgrade Module 3 - Pottery 5 (a ceramic machine part) - [x] Advanced Upgrade Module 4 - Mechanics 6 (a more complex set of machine parts) __ - [x] Modern Upgrade Module 1 - Advanced Smelting 2 (a metal modern machine part) - [x] Modern Upgrade Module 2 - Composites 4 (a wooden modern machine part) - [x] Modern Upgrade Module 3 - Industry 5 (a set of modern machine parts) - [x] Modern Upgrade Module 4 - Electric 6 (an electronic machine part) _____________________ We also need one icon to be used in the world object component list UI that symbolizes all upgrade modules. - [ ] Upgrade Module Component UI Icon",1.0,"Icons for Upgrade Modules - These are items (no meshes related to them at least not for 9.0) that get plugged into crafting world objects to increase their effectiveness by decreasing the cost and crafting time of crafting things on that world object. There are three sets of them, each with 4 tiers of power. Each of the three sets will apply to a different set of crafting tables. The tier power is a simple increase in efficiency corresponding to the number tier, so a 'Basic Upgrade Module 1' will decrease cost and time to craft by 10%, and a 'Basic Upgrade Module 2' will be 20%, etc. Each of these modules will be created by a different profession, but not locked to that type of profession's tables-- this represents cross-pollination of improving technology, where a stone part might be of use for a farmer, or a wooden machine part might be more useful for a smith). Thus, ideally the icons are created to show machine parts of different materials highlighted, based on the professions that make them, which is shown here. Here is the list of these base 12 modules: - [x] Basic Upgrade Module 1 - Masonry 2 (a stone machine part) - [x] Basic Upgrade Module 2 - Carpentry 4 (a wooden machine part) - [x] Basic Upgrade Module 3 - Basic Engineer 5 (a more complex set of machine parts) - [x] Basic Upgrade Module 4 - Carpentry 6 (a more impressive wooden machine part) __ - [x] Advanced Upgrade Module 1 - Smelting 2 (an iron or steel machine part) - [x] Advanced Upgrade Module 2 - Glass Working 4 (A machine part with glass gauge or something) - [x] Advanced Upgrade Module 3 - Pottery 5 (a ceramic machine part) - [x] Advanced Upgrade Module 4 - Mechanics 6 (a more complex set of machine parts) __ - [x] Modern Upgrade Module 1 - Advanced Smelting 2 (a metal modern machine part) - [x] Modern Upgrade Module 2 - Composites 4 (a wooden modern machine part) - [x] Modern Upgrade Module 3 - Industry 5 (a set of modern machine parts) - [x] Modern Upgrade Module 4 - Electric 6 (an electronic machine part) _____________________ We also need one icon to be used in the world object component list UI that symbolizes all upgrade modules. - [ ] Upgrade Module Component UI Icon",1,icons for upgrade modules these are items no meshes related to them at least not for that get plugged into crafting world objects to increase their effectiveness by decreasing the cost and crafting time of crafting things on that world object there are three sets of them each with tiers of power each of the three sets will apply to a different set of crafting tables the tier power is a simple increase in efficiency corresponding to the number tier so a basic upgrade module will decrease cost and time to craft by and a basic upgrade module will be etc each of these modules will be created by a different profession but not locked to that type of profession s tables this represents cross pollination of improving technology where a stone part might be of use for a farmer or a wooden machine part might be more useful for a smith thus ideally the icons are created to show machine parts of different materials highlighted based on the professions that make them which is shown here here is the list of these base modules basic upgrade module masonry a stone machine part basic upgrade module carpentry a wooden machine part basic upgrade module basic engineer a more complex set of machine parts basic upgrade module carpentry a more impressive wooden machine part advanced upgrade module smelting an iron or steel machine part advanced upgrade module glass working a machine part with glass gauge or something advanced upgrade module pottery a ceramic machine part advanced upgrade module mechanics a more complex set of machine parts modern upgrade module advanced smelting a metal modern machine part modern upgrade module composites a wooden modern machine part modern upgrade module industry a set of modern machine parts modern upgrade module electric an electronic machine part we also need one icon to be used in the world object component list ui that symbolizes all upgrade modules upgrade module component ui icon,1 443008,12754384439.0,IssuesEvent,2020-06-28 05:04:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Reinforced Concrete is too inexpensive,Category: Balance Priority: Medium,"After changes to the Reinforced Concrete recipe, it is far too inexpensive in terms of Steel Bars. **Cost with no upgrades:** Rebar: 2 Steel Bar Reinforced Concrete: 1/4 Rebar = 0.5 Steel Bar **Cost with level 3 upgrades:** Rebar: 2 Steel bar * 60% = 1.4 Steel Bar Reinforced Concrete: 1/4 Rebar * 60% = 0.21 Steel Bar **Cost with max upgrades:** Rebar: 2 Steel Bar * 50% = 1 Steel Bar Reinforced Concrete: 1/4 Rebar * 50% = 0.125 Steel Bar **Other Tier 3 & Tier 4 costs with max upgrades as reference:** Ashlar Stone: 1 Steel Bar * 50% = 0.5 Steel Bar Corrugated Steel: 2 Steel Bar & 50% = 1 Steel Bar Framed Glass: 2 Steel Bar * 50% = 1 Steel Bar Flat Steel: 4 Steel Bar & 50% = 2 Steel Bar ",1.0,"Reinforced Concrete is too inexpensive - After changes to the Reinforced Concrete recipe, it is far too inexpensive in terms of Steel Bars. **Cost with no upgrades:** Rebar: 2 Steel Bar Reinforced Concrete: 1/4 Rebar = 0.5 Steel Bar **Cost with level 3 upgrades:** Rebar: 2 Steel bar * 60% = 1.4 Steel Bar Reinforced Concrete: 1/4 Rebar * 60% = 0.21 Steel Bar **Cost with max upgrades:** Rebar: 2 Steel Bar * 50% = 1 Steel Bar Reinforced Concrete: 1/4 Rebar * 50% = 0.125 Steel Bar **Other Tier 3 & Tier 4 costs with max upgrades as reference:** Ashlar Stone: 1 Steel Bar * 50% = 0.5 Steel Bar Corrugated Steel: 2 Steel Bar & 50% = 1 Steel Bar Framed Glass: 2 Steel Bar * 50% = 1 Steel Bar Flat Steel: 4 Steel Bar & 50% = 2 Steel Bar ",1,reinforced concrete is too inexpensive after changes to the reinforced concrete recipe it is far too inexpensive in terms of steel bars cost with no upgrades rebar steel bar reinforced concrete rebar steel bar cost with level upgrades rebar steel bar steel bar reinforced concrete rebar steel bar cost with max upgrades rebar steel bar steel bar reinforced concrete rebar steel bar other tier tier costs with max upgrades as reference ashlar stone steel bar steel bar corrugated steel steel bar steel bar framed glass steel bar steel bar flat steel steel bar steel bar ,1 415781,12134338898.0,IssuesEvent,2020-04-23 10:32:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1521] Problems with moving items in inventory.,Priority: Medium Status: Fixed Week Task,"1. Can't drag and drop stack from carried/toolbar/backpack to sttorage. It moves only 1 item: ![image](https://user-images.githubusercontent.com/45708377/79981996-41b86180-84ae-11ea-92f1-99b18745336c.png) 2. Unable to swap items in non-full storage: ![2020 04 22 Inventorybug1](https://user-images.githubusercontent.com/45708377/79982046-5563c800-84ae-11ea-9d57-7e24cf55078f.gif) 3. Can't place items from storage in free right slot: ![image](https://user-images.githubusercontent.com/45708377/79982172-8f34ce80-84ae-11ea-9786-18ef756ca2a5.png) 4. Unable to swap items in different stockpiles: ![image](https://user-images.githubusercontent.com/45708377/79983664-c5734d80-84b0-11ea-91e8-30bd0f371b19.png) move 20 Oak log to 5 Dirt. ![image](https://user-images.githubusercontent.com/45708377/79983747-d623c380-84b0-11ea-9b20-64d554f11753.png) Can't check this issue #15080",1.0,"[0.9.0 staging-1521] Problems with moving items in inventory. - 1. Can't drag and drop stack from carried/toolbar/backpack to sttorage. It moves only 1 item: ![image](https://user-images.githubusercontent.com/45708377/79981996-41b86180-84ae-11ea-92f1-99b18745336c.png) 2. Unable to swap items in non-full storage: ![2020 04 22 Inventorybug1](https://user-images.githubusercontent.com/45708377/79982046-5563c800-84ae-11ea-9d57-7e24cf55078f.gif) 3. Can't place items from storage in free right slot: ![image](https://user-images.githubusercontent.com/45708377/79982172-8f34ce80-84ae-11ea-9786-18ef756ca2a5.png) 4. Unable to swap items in different stockpiles: ![image](https://user-images.githubusercontent.com/45708377/79983664-c5734d80-84b0-11ea-91e8-30bd0f371b19.png) move 20 Oak log to 5 Dirt. ![image](https://user-images.githubusercontent.com/45708377/79983747-d623c380-84b0-11ea-9b20-64d554f11753.png) Can't check this issue #15080",1, problems with moving items in inventory can t drag and drop stack from carried toolbar backpack to sttorage it moves only item unable to swap items in non full storage can t place items from storage in free right slot unable to swap items in different stockpiles move oak log to dirt can t check this issue ,1 450217,12992202365.0,IssuesEvent,2020-07-23 06:15:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9.0 staging-1605 disconnect icon,Category: Tech Priority: Medium Status: Fixed Status: Needs Information,"version 0.9.0 staging-1605 I get allot of disconnecting icon in areas that terrain has changed even with 3 ppl online including myself,if i travel to an area that is not ""modified"" i don't get the icon.When the disconnect icon appears world stops loading [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4790208/Player.log) ",1.0,"0.9.0 staging-1605 disconnect icon - version 0.9.0 staging-1605 I get allot of disconnecting icon in areas that terrain has changed even with 3 ppl online including myself,if i travel to an area that is not ""modified"" i don't get the icon.When the disconnect icon appears world stops loading [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4790208/Player.log) ",1, staging disconnect icon version staging i get allot of disconnecting icon in areas that terrain has changed even with ppl online including myself if i travel to an area that is not modified i don t get the icon when the disconnect icon appears world stops loading ,1 561190,16612892809.0,IssuesEvent,2021-06-02 13:36:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.1.9 Usernames are affected by bloom - Accessibility issue,Category: Tech Priority: Medium Squad: Otter Status: Fixed Type: Usability,"Usernames are affected by bloom which can cauuse some visibility/accessibility issues for those with eyesight issues ![image](https://user-images.githubusercontent.com/61889138/104374656-154fe400-551a-11eb-9929-bbcbd1197a2f.png) ",1.0,"9.1.9 Usernames are affected by bloom - Accessibility issue - Usernames are affected by bloom which can cauuse some visibility/accessibility issues for those with eyesight issues ![image](https://user-images.githubusercontent.com/61889138/104374656-154fe400-551a-11eb-9929-bbcbd1197a2f.png) ",1, usernames are affected by bloom accessibility issue usernames are affected by bloom which can cauuse some visibility accessibility issues for those with eyesight issues ,1 521820,15116677160.0,IssuesEvent,2021-02-09 07:11:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 develop-180] Fishing Pole controls issue,Category: Gameplay Priority: Medium Type: Bug,"- [ ] 1. Work in tab mode. Steps: - select fishing pole in active cell. - open any UI (ESC menu). Use LBM to change something in settings, fishing pole will be used too. - [ ] 2. Doesn't work with second binding. Steps: - open Esc Menu -> controls. - add second binding to Use Tool: ![image](https://user-images.githubusercontent.com/45708377/107326901-468de680-6abd-11eb-89cd-2c70a3670fb8.png) - try to use fishing pole with this binding. You can't, but another tools are usable. - [ ] 3. Sometimes after casting the pole, reel starts to twist itself - [ ] 4. Fishing looks strange: when the fish bite, the bobber will teleport. I can't pull the fish. It is located in one place. But if I pull, I'll pull it out (it just disappears and an item will be added to me): https://drive.google.com/file/d/1mwUJXCcJ8RM1qufPTuL-Ggp8GjsQNut1/view?usp=sharing",1.0,"[0.9.3 develop-180] Fishing Pole controls issue - - [ ] 1. Work in tab mode. Steps: - select fishing pole in active cell. - open any UI (ESC menu). Use LBM to change something in settings, fishing pole will be used too. - [ ] 2. Doesn't work with second binding. Steps: - open Esc Menu -> controls. - add second binding to Use Tool: ![image](https://user-images.githubusercontent.com/45708377/107326901-468de680-6abd-11eb-89cd-2c70a3670fb8.png) - try to use fishing pole with this binding. You can't, but another tools are usable. - [ ] 3. Sometimes after casting the pole, reel starts to twist itself - [ ] 4. Fishing looks strange: when the fish bite, the bobber will teleport. I can't pull the fish. It is located in one place. But if I pull, I'll pull it out (it just disappears and an item will be added to me): https://drive.google.com/file/d/1mwUJXCcJ8RM1qufPTuL-Ggp8GjsQNut1/view?usp=sharing",1, fishing pole controls issue work in tab mode steps select fishing pole in active cell open any ui esc menu use lbm to change something in settings fishing pole will be used too doesn t work with second binding steps open esc menu controls add second binding to use tool try to use fishing pole with this binding you can t but another tools are usable sometimes after casting the pole reel starts to twist itself fishing looks strange when the fish bite the bobber will teleport i can t pull the fish it is located in one place but if i pull i ll pull it out it just disappears and an item will be added to me ,1 391461,11574079886.0,IssuesEvent,2020-02-21 06:08:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1418] Dev tool remove restriction for carried items,Priority: Medium,"Step to reproduce: - take dev tool. RMB at it: ![image](https://user-images.githubusercontent.com/45708377/75008330-d68be800-5488-11ea-8efe-5f031baf7fb2.png) - select several blocks: ![image](https://user-images.githubusercontent.com/45708377/75008349-e0ade680-5488-11ea-8ce3-8ad2df8e3aa2.png) - submit - take pickaxe and start mine and pick up stones. I have stones at my toolbar: ![image](https://user-images.githubusercontent.com/45708377/75008506-400bf680-5489-11ea-916c-16f3f11096c8.png) - Also can break weight if you add more than you can carry blocks at toolbar (for example add all composite blocks) ![image](https://user-images.githubusercontent.com/45708377/75008590-7d708400-5489-11ea-9c6e-83d33cadbac0.png) ",1.0,"[0.9.0 staging-1418] Dev tool remove restriction for carried items - Step to reproduce: - take dev tool. RMB at it: ![image](https://user-images.githubusercontent.com/45708377/75008330-d68be800-5488-11ea-8efe-5f031baf7fb2.png) - select several blocks: ![image](https://user-images.githubusercontent.com/45708377/75008349-e0ade680-5488-11ea-8ce3-8ad2df8e3aa2.png) - submit - take pickaxe and start mine and pick up stones. I have stones at my toolbar: ![image](https://user-images.githubusercontent.com/45708377/75008506-400bf680-5489-11ea-916c-16f3f11096c8.png) - Also can break weight if you add more than you can carry blocks at toolbar (for example add all composite blocks) ![image](https://user-images.githubusercontent.com/45708377/75008590-7d708400-5489-11ea-9c6e-83d33cadbac0.png) ",1, dev tool remove restriction for carried items step to reproduce take dev tool rmb at it select several blocks submit take pickaxe and start mine and pick up stones i have stones at my toolbar also can break weight if you add more than you can carry blocks at toolbar for example add all composite blocks ,1 432400,12492219867.0,IssuesEvent,2020-06-01 06:37:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1569] New map: the langloliers are eating world in 3d with zooming in,Priority: Medium Status: Fixed Week Task,"Open the new minimap in 3D and zoom in ![bandicam 2020-05-28 12-30-34-953.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/3d1aaa05-b8bc-4d08-bab8-87eb42f3fac2) Should be like this ![bandicam 2020-05-28 12-30-48-733.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/14535a72-8194-4727-9a30-a54017b83e2a)",1.0,"[0.9.0 staging-1569] New map: the langloliers are eating world in 3d with zooming in - Open the new minimap in 3D and zoom in ![bandicam 2020-05-28 12-30-34-953.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/3d1aaa05-b8bc-4d08-bab8-87eb42f3fac2) Should be like this ![bandicam 2020-05-28 12-30-48-733.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/14535a72-8194-4727-9a30-a54017b83e2a)",1, new map the langloliers are eating world in with zooming in open the new minimap in and zoom in should be like this ,1 475039,13686233632.0,IssuesEvent,2020-09-30 08:24:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.2 beta develop-57] Reset to default user prompt,Category: UI Priority: Medium Status: Fixed,"Need a popup verification on user action ""Reset to default"" ""Are you sure?"" ""Yes / No"" It is a very volatile button right now where it just resets when accidentally clicking it and forces users to spend a lot of unnecessary time on readjusting their sliders/settings.",1.0,"[0.9.0.2 beta develop-57] Reset to default user prompt - Need a popup verification on user action ""Reset to default"" ""Are you sure?"" ""Yes / No"" It is a very volatile button right now where it just resets when accidentally clicking it and forces users to spend a lot of unnecessary time on readjusting their sliders/settings.",1, reset to default user prompt need a popup verification on user action reset to default are you sure yes no it is a very volatile button right now where it just resets when accidentally clicking it and forces users to spend a lot of unnecessary time on readjusting their sliders settings ,1 348512,10449405397.0,IssuesEvent,2019-09-19 08:21:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] Hoe flaws,Medium Priority,"1. For all tools ""users remaining"" is now х2 consumption for one action. 2. It doesn't check cultivated Dirt. For example: - I have 68 Users remaining at iron hoe. I need to cultivate one Dirt. ![image](https://user-images.githubusercontent.com/45708377/65225934-a94c9f80-dace-11e9-873e-9e72186cbfb5.png) - cultivate Dirt. I have 50 users remaining. The tool cultivate already cultivated Dirts. ![image](https://user-images.githubusercontent.com/45708377/65226059-e44ed300-dace-11e9-9997-099067ef47a8.png) If you change nearest blocks to non-Dirt Block it will consume for one cultivation. ",1.0,"[master-preview] Hoe flaws - 1. For all tools ""users remaining"" is now х2 consumption for one action. 2. It doesn't check cultivated Dirt. For example: - I have 68 Users remaining at iron hoe. I need to cultivate one Dirt. ![image](https://user-images.githubusercontent.com/45708377/65225934-a94c9f80-dace-11e9-873e-9e72186cbfb5.png) - cultivate Dirt. I have 50 users remaining. The tool cultivate already cultivated Dirts. ![image](https://user-images.githubusercontent.com/45708377/65226059-e44ed300-dace-11e9-9997-099067ef47a8.png) If you change nearest blocks to non-Dirt Block it will consume for one cultivation. ",1, hoe flaws for all tools users remaining is now consumption for one action it doesn t check cultivated dirt for example i have users remaining at iron hoe i need to cultivate one dirt cultivate dirt i have users remaining the tool cultivate already cultivated dirts if you change nearest blocks to non dirt block it will consume for one cultivation ,1 214958,7285040702.0,IssuesEvent,2018-02-23 01:39:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,SERVER ISSUE: ClientNetworkException,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** ``` --BEGIN DUMP-- Dump Time 02/17/2018 20:50:27 Exception System.Exception: Caught exception invoking RPC SetTag on ChatManager! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Systems.Chat.ChatManager.SetTag(ChatTagSetting chatTagSetting, Int32 playerID) at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__55_0() --END DUMP-- ``` **Expected behavior:** **Actual behavior:** ",1.0,"SERVER ISSUE: ClientNetworkException - **Version:** 0.7.1.2 beta **Steps to Reproduce:** ``` --BEGIN DUMP-- Dump Time 02/17/2018 20:50:27 Exception System.Exception: Caught exception invoking RPC SetTag on ChatManager! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Systems.Chat.ChatManager.SetTag(ChatTagSetting chatTagSetting, Int32 playerID) at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__55_0() --END DUMP-- ``` **Expected behavior:** **Actual behavior:** ",1,server issue clientnetworkexception version beta steps to reproduce begin dump dump time exception system exception caught exception invoking rpc settag on chatmanager object reference not set to an instance of an object stack at eco gameplay systems chat chatmanager settag chattagsetting chattagsetting playerid at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco shared networking rpcmanager handlereceiverpc inetclient client bsonobject bson at eco shared networking netport processbuffer at eco shared networking netport update at eco plugins networking clients client b end dump expected behavior actual behavior ,1 444896,12822793192.0,IssuesEvent,2020-07-06 10:27:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1630] Filter scrolling issues,Category: UI Priority: Medium Status: Fixed Week Task,"1) Scroll is cutting the last row ![bandicam 2020-06-26 10-34-16-126](https://user-images.githubusercontent.com/27898520/85825616-1e56af00-b79c-11ea-8a67-b2822ce1c95e.jpg) 2) We don't need scroll if everyhing is on screen ![bandicam 2020-06-26 10-56-41-602](https://user-images.githubusercontent.com/27898520/85825660-362e3300-b79c-11ea-8c99-350816bbd383.jpg) ",1.0,"[0.9.0 staging-1630] Filter scrolling issues - 1) Scroll is cutting the last row ![bandicam 2020-06-26 10-34-16-126](https://user-images.githubusercontent.com/27898520/85825616-1e56af00-b79c-11ea-8a67-b2822ce1c95e.jpg) 2) We don't need scroll if everyhing is on screen ![bandicam 2020-06-26 10-56-41-602](https://user-images.githubusercontent.com/27898520/85825660-362e3300-b79c-11ea-8c99-350816bbd383.jpg) ",1, filter scrolling issues scroll is cutting the last row we don t need scroll if everyhing is on screen ,1 252024,8030817838.0,IssuesEvent,2018-07-27 21:11:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fish do not grow,Medium Priority,"Hello, Fish do not grow since 7.3.1 also in 7.3.2 When i start an new server with nothing on it all the fish are dying without coming back! ![fishsss](https://user-images.githubusercontent.com/17210563/38450513-22f8e19c-3a1f-11e8-82f0-0f9a70849562.PNG) ",1.0,"Fish do not grow - Hello, Fish do not grow since 7.3.1 also in 7.3.2 When i start an new server with nothing on it all the fish are dying without coming back! ![fishsss](https://user-images.githubusercontent.com/17210563/38450513-22f8e19c-3a1f-11e8-82f0-0f9a70849562.PNG) ",1,fish do not grow hello fish do not grow since also in when i start an new server with nothing on it all the fish are dying without coming back ,1 259133,8188178415.0,IssuesEvent,2018-08-30 00:16:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Clientside desync when harvesting/planting,Medium Priority,"When you harvest/plant a lot plants in a short amount of time often there seems to be some kind of desync with the server to happen. Steps to reproduce: - Harvest a big field as fast as you can do OR plant a big field as fast as you can do - Often it takes up to 10-20 seconds until the plants vanish / seedlings appear. When they ""update"" they all do at the same time Basically this sounds like the client isn't getting an update from the server in time and then somewhen it get's a blockupdate and updates all blocks in an area around the player. BUT: As the client correctly recognizes that a plant is already harvested (you can plant a new one after harvesting even if the plant is still rendered) or that you already planted a plant on a field (gives an error that the space is already occupied even if the seedling isn't rendered yet) i think it's a pure client issue. Somehow the client is knowing the correct block state but isn't rendering it correctly for a while. Additionally it rarely happens that this ""desync"" stays and you need to relog to force it being rendered correctly.",1.0,"Clientside desync when harvesting/planting - When you harvest/plant a lot plants in a short amount of time often there seems to be some kind of desync with the server to happen. Steps to reproduce: - Harvest a big field as fast as you can do OR plant a big field as fast as you can do - Often it takes up to 10-20 seconds until the plants vanish / seedlings appear. When they ""update"" they all do at the same time Basically this sounds like the client isn't getting an update from the server in time and then somewhen it get's a blockupdate and updates all blocks in an area around the player. BUT: As the client correctly recognizes that a plant is already harvested (you can plant a new one after harvesting even if the plant is still rendered) or that you already planted a plant on a field (gives an error that the space is already occupied even if the seedling isn't rendered yet) i think it's a pure client issue. Somehow the client is knowing the correct block state but isn't rendering it correctly for a while. Additionally it rarely happens that this ""desync"" stays and you need to relog to force it being rendered correctly.",1,clientside desync when harvesting planting when you harvest plant a lot plants in a short amount of time often there seems to be some kind of desync with the server to happen steps to reproduce harvest a big field as fast as you can do or plant a big field as fast as you can do often it takes up to seconds until the plants vanish seedlings appear when they update they all do at the same time basically this sounds like the client isn t getting an update from the server in time and then somewhen it get s a blockupdate and updates all blocks in an area around the player but as the client correctly recognizes that a plant is already harvested you can plant a new one after harvesting even if the plant is still rendered or that you already planted a plant on a field gives an error that the space is already occupied even if the seedling isn t rendered yet i think it s a pure client issue somehow the client is knowing the correct block state but isn t rendering it correctly for a while additionally it rarely happens that this desync stays and you need to relog to force it being rendered correctly ,1 529323,15386480540.0,IssuesEvent,2021-03-03 08:16:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.8 beta release-130]Civics: When an election fails to determine a win or loss it does not apply civic trigger win/lose election on citizen,Category: Laws Priority: Medium Squad: Mountain Goat Status: Fixed,"As title says, when an election fails ( White tiger for example here, only 4% out of minimum 10% voted on a elected title ) the user participating in the election did not trigger a ""lost election"" civics trigger, which causes issues with laws. Need to make sure regardless of what happens to an election, edits or deleting etc or just losing it via weird ways always triggers ""lost election"".",1.0,"[0.9.1.8 beta release-130]Civics: When an election fails to determine a win or loss it does not apply civic trigger win/lose election on citizen - As title says, when an election fails ( White tiger for example here, only 4% out of minimum 10% voted on a elected title ) the user participating in the election did not trigger a ""lost election"" civics trigger, which causes issues with laws. Need to make sure regardless of what happens to an election, edits or deleting etc or just losing it via weird ways always triggers ""lost election"".",1, civics when an election fails to determine a win or loss it does not apply civic trigger win lose election on citizen as title says when an election fails white tiger for example here only out of minimum voted on a elected title the user participating in the election did not trigger a lost election civics trigger which causes issues with laws need to make sure regardless of what happens to an election edits or deleting etc or just losing it via weird ways always triggers lost election ,1 567655,16889005524.0,IssuesEvent,2021-06-23 06:47:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-282] Missing shadowplacement for logs and rubbles,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Fixed Type: Bug,"maybe something else. Step to reproduce: - /give sandstone, you have shadowplacement ![image](https://user-images.githubusercontent.com/45708377/117783232-07516c00-b24b-11eb-997a-608fb5e53eb8.png) - place and pick up it, shadowplacement is missing: ![image](https://user-images.githubusercontent.com/45708377/117783286-11736a80-b24b-11eb-9dca-79cf84f60061.png) So it's missing every time when you pick up rubbles/logs.",1.0,"[0.9.4 develop-282] Missing shadowplacement for logs and rubbles - maybe something else. Step to reproduce: - /give sandstone, you have shadowplacement ![image](https://user-images.githubusercontent.com/45708377/117783232-07516c00-b24b-11eb-997a-608fb5e53eb8.png) - place and pick up it, shadowplacement is missing: ![image](https://user-images.githubusercontent.com/45708377/117783286-11736a80-b24b-11eb-9dca-79cf84f60061.png) So it's missing every time when you pick up rubbles/logs.",1, missing shadowplacement for logs and rubbles maybe something else step to reproduce give sandstone you have shadowplacement place and pick up it shadowplacement is missing so it s missing every time when you pick up rubbles logs ,1 541766,15833477668.0,IssuesEvent,2021-04-06 15:41:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Amounts not calculating correctly,Category: Web Priority: Medium,"user 197995 Amount Paid: ![image](https://user-images.githubusercontent.com/25908592/113738378-21a1a280-96ff-11eb-8337-c5cbfef71be2.png) Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738417-29f9dd80-96ff-11eb-975b-baec821d63b5.png) Fixing Amount Paid manually: ![image](https://user-images.githubusercontent.com/25908592/113738457-341bdc00-96ff-11eb-8ec4-970e3bb536ce.png) Breaks Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738479-3b42ea00-96ff-11eb-93fc-749085d093ce.png) ",1.0,"Amounts not calculating correctly - user 197995 Amount Paid: ![image](https://user-images.githubusercontent.com/25908592/113738378-21a1a280-96ff-11eb-8337-c5cbfef71be2.png) Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738417-29f9dd80-96ff-11eb-975b-baec821d63b5.png) Fixing Amount Paid manually: ![image](https://user-images.githubusercontent.com/25908592/113738457-341bdc00-96ff-11eb-8ec4-970e3bb536ce.png) Breaks Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738479-3b42ea00-96ff-11eb-93fc-749085d093ce.png) ",1,amounts not calculating correctly user amount paid transactions fixing amount paid manually breaks transactions ,1 249158,7953932781.0,IssuesEvent,2018-07-12 04:53:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Beta 0.7.3.3 - Performance issue | Low FPS,Medium Priority,"If it can help for future reference or for statistics, I'll give you my GPU, CPU and RAM specs, plus my current settings of the game. The following specs and game settings make the game run between 15 and 25 FPS (with minimap CLOSED). GPU: Graphics Chipset [AMD Radeon HD 7700 Series] | Memory Size [2048 MB] | Memory Clock [1125 MHz] CPU: Intel Core i7-3770K @ 3.50GHz RAM: 16 GB Game Settings: - Shadow Quality: Fastest - Foliage Quality: ~40% - Render Scale: 100% - Brightness: 100% - Field of View: 59 - View Distance: 76 - Interface Scale: 76% Advanced Game Settings: - Resolution: 1920 x 1080 | Fullscreen - VSync: TRUE | 1 syncs/frame - Atmosphere Scattering: FALSE - Fog: FALSE - Realtime Reflection: TRUE - Sunshafts: TRUE - Vibrance: TRUE - Ambient Occlusion: TRUE - Bloom: TRUE - Global Illumination: FALSE - Show Interact Cursor: FALSE - Underwater Distortion: TRUE Other Information: - Minimap is turn off in game. If you need more information on computer specs or game settings, even if you need some screenshots, I'll be happy to give you those details. At the end, if the low FPS is not a common issue for the previous specs and settings, let me know so I can troubleshoot on my side.",1.0,"Beta 0.7.3.3 - Performance issue | Low FPS - If it can help for future reference or for statistics, I'll give you my GPU, CPU and RAM specs, plus my current settings of the game. The following specs and game settings make the game run between 15 and 25 FPS (with minimap CLOSED). GPU: Graphics Chipset [AMD Radeon HD 7700 Series] | Memory Size [2048 MB] | Memory Clock [1125 MHz] CPU: Intel Core i7-3770K @ 3.50GHz RAM: 16 GB Game Settings: - Shadow Quality: Fastest - Foliage Quality: ~40% - Render Scale: 100% - Brightness: 100% - Field of View: 59 - View Distance: 76 - Interface Scale: 76% Advanced Game Settings: - Resolution: 1920 x 1080 | Fullscreen - VSync: TRUE | 1 syncs/frame - Atmosphere Scattering: FALSE - Fog: FALSE - Realtime Reflection: TRUE - Sunshafts: TRUE - Vibrance: TRUE - Ambient Occlusion: TRUE - Bloom: TRUE - Global Illumination: FALSE - Show Interact Cursor: FALSE - Underwater Distortion: TRUE Other Information: - Minimap is turn off in game. If you need more information on computer specs or game settings, even if you need some screenshots, I'll be happy to give you those details. At the end, if the low FPS is not a common issue for the previous specs and settings, let me know so I can troubleshoot on my side.",1,beta performance issue low fps if it can help for future reference or for statistics i ll give you my gpu cpu and ram specs plus my current settings of the game the following specs and game settings make the game run between and fps with minimap closed gpu graphics chipset memory size memory clock cpu intel core ram gb game settings shadow quality fastest foliage quality render scale brightness field of view view distance interface scale advanced game settings resolution x fullscreen vsync true syncs frame atmosphere scattering false fog false realtime reflection true sunshafts true vibrance true ambient occlusion true bloom true global illumination false show interact cursor false underwater distortion true other information minimap is turn off in game if you need more information on computer specs or game settings even if you need some screenshots i ll be happy to give you those details at the end if the low fps is not a common issue for the previous specs and settings let me know so i can troubleshoot on my side ,1 220661,7369719448.0,IssuesEvent,2018-03-13 04:32:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Grassland Gathering doesn't improve Tomato Yield,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Skill Grassland Gatherer 2. Pick Tomatoes **Expected behavior:** Tomato yield should improve by one **Actual behavior:** It doesnt, only seed yield improves",1.0,"USER ISSUE: Grassland Gathering doesn't improve Tomato Yield - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Skill Grassland Gatherer 2. Pick Tomatoes **Expected behavior:** Tomato yield should improve by one **Actual behavior:** It doesnt, only seed yield improves",1,user issue grassland gathering doesn t improve tomato yield version beta steps to reproduce skill grassland gatherer pick tomatoes expected behavior tomato yield should improve by one actual behavior it doesnt only seed yield improves,1 284846,8751359559.0,IssuesEvent,2018-12-13 22:04:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Hammer Hewn Logs Building blocks pointing at wrong skill,Medium Priority,"**Version:** 0.7.0.0 beta staging-73643fd0 ![snap1393](https://user-images.githubusercontent.com/29383891/35486376-09613904-0465-11e8-8985-9950d7bdc4b3.png) When you click on **Hewn Log Construction** it highlights **Wood Construction** as can be seen above ![snap1394](https://user-images.githubusercontent.com/29383891/35486384-24d7e1ba-0465-11e8-9388-79421fa48954.png) but it should be looking at this so (which if you learn actually adds stuff to the hammer) So the Tooltip is correct also the skill to learn but the link is wrong",1.0,"USER ISSUE: Hammer Hewn Logs Building blocks pointing at wrong skill - **Version:** 0.7.0.0 beta staging-73643fd0 ![snap1393](https://user-images.githubusercontent.com/29383891/35486376-09613904-0465-11e8-8985-9950d7bdc4b3.png) When you click on **Hewn Log Construction** it highlights **Wood Construction** as can be seen above ![snap1394](https://user-images.githubusercontent.com/29383891/35486384-24d7e1ba-0465-11e8-9388-79421fa48954.png) but it should be looking at this so (which if you learn actually adds stuff to the hammer) So the Tooltip is correct also the skill to learn but the link is wrong",1,user issue hammer hewn logs building blocks pointing at wrong skill version beta staging when you click on hewn log construction it highlights wood construction as can be seen above but it should be looking at this so which if you learn actually adds stuff to the hammer so the tooltip is correct also the skill to learn but the link is wrong,1 427904,12400624347.0,IssuesEvent,2020-05-21 08:14:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Error: Demographic Citizen would reference itself with this new definition.,Category: Laws Priority: Medium Status: Investigate,"Trying to redefine the Citizen demographic on the official Sea Otter server. ![image](https://user-images.githubusercontent.com/2676134/59147076-53f4f280-89f7-11e9-8327-d52b421a8f1a.png) The website is extremely slow to create the law, and when i am done crafting it I get this nonsense error message. ``` Error: Demographic Citizen would reference itself with this new definition. ``` Related: #9859 I guess this issue is gonna be resolved in v0.9.0.0, but figured I'd report it just in case. It could also just be the official Sea Otter server having issues. @D3nnis3n maybe you can pull a copy of the Sea Otter server save, so we can see if it can be reproduced.",1.0,"Error: Demographic Citizen would reference itself with this new definition. - Trying to redefine the Citizen demographic on the official Sea Otter server. ![image](https://user-images.githubusercontent.com/2676134/59147076-53f4f280-89f7-11e9-8327-d52b421a8f1a.png) The website is extremely slow to create the law, and when i am done crafting it I get this nonsense error message. ``` Error: Demographic Citizen would reference itself with this new definition. ``` Related: #9859 I guess this issue is gonna be resolved in v0.9.0.0, but figured I'd report it just in case. It could also just be the official Sea Otter server having issues. @D3nnis3n maybe you can pull a copy of the Sea Otter server save, so we can see if it can be reproduced.",1,error demographic citizen would reference itself with this new definition trying to redefine the citizen demographic on the official sea otter server the website is extremely slow to create the law and when i am done crafting it i get this nonsense error message error demographic citizen would reference itself with this new definition related i guess this issue is gonna be resolved in but figured i d report it just in case it could also just be the official sea otter server having issues maybe you can pull a copy of the sea otter server save so we can see if it can be reproduced ,1 691111,23682968615.0,IssuesEvent,2022-08-29 01:35:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Clicking number selectors rapidly will make them act funny,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/32575557-3b0edd38-c489-11e7-8385-e796968219b0.png) If you get two clicks in, say from 0 to 2, the server will send the update to 1, changing it back to 1 visually temporarily before setting to 2.",1.0,"Clicking number selectors rapidly will make them act funny - ![image](https://user-images.githubusercontent.com/3536496/32575557-3b0edd38-c489-11e7-8385-e796968219b0.png) If you get two clicks in, say from 0 to 2, the server will send the update to 1, changing it back to 1 visually temporarily before setting to 2.",1,clicking number selectors rapidly will make them act funny if you get two clicks in say from to the server will send the update to changing it back to visually temporarily before setting to ,1 254711,8087251696.0,IssuesEvent,2018-08-09 00:33:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stuck in Map ,Medium Priority,"Hey i am Stuck in the planet or something, i can´t do anything anymore. Is it possible to respawn on you map? Please please help me ![eco 2018-05-11 02-02-56-08](https://user-images.githubusercontent.com/39164584/39900176-46bcaaee-54c0-11e8-9c41-b6cd41958e37.jpg) ",1.0,"Stuck in Map - Hey i am Stuck in the planet or something, i can´t do anything anymore. Is it possible to respawn on you map? Please please help me ![eco 2018-05-11 02-02-56-08](https://user-images.githubusercontent.com/39164584/39900176-46bcaaee-54c0-11e8-9c41-b6cd41958e37.jpg) ",1,stuck in map hey i am stuck in the planet or something i can´t do anything anymore is it possible to respawn on you map please please help me ,1 236699,7752105866.0,IssuesEvent,2018-05-30 19:11:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Admin powers,Feature Medium Priority Suggestion,"Admins and mods need more power over servers. There is no way to easily remove unwanted/bugged out carts without having the deeds. (ie player banned for griefing left hundreds of carts on the server and cant remove them) also a way to mass unclaim land also with carts there is no way to claim ownership of a deed thats not yours.",1.0,"Admin powers - Admins and mods need more power over servers. There is no way to easily remove unwanted/bugged out carts without having the deeds. (ie player banned for griefing left hundreds of carts on the server and cant remove them) also a way to mass unclaim land also with carts there is no way to claim ownership of a deed thats not yours.",1,admin powers admins and mods need more power over servers there is no way to easily remove unwanted bugged out carts without having the deeds ie player banned for griefing left hundreds of carts on the server and cant remove them also a way to mass unclaim land also with carts there is no way to claim ownership of a deed thats not yours ,1 249183,7953971580.0,IssuesEvent,2018-07-12 05:10:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Serializer crash on OccupancyInitItem,Medium Priority,"The serializer was trying to serialize OccupancyInitItem, as an instance, event though that class is not [Serialized]. This happened after adding a few thousand store entries with /spawneconomy System.NullReferenceException HResult=0x80004003 Message=Object reference not set to an instance of an object. Source=Eco.Core StackTrace: at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeMembers(BinaryWriter writer, Object instance) in C:\Eco\Server\Eco.Core\Serialization\Serializers\ClassSerializer.cs:line 277 > Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 277 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Components.TradeOffer>.Encode(System.IO.BinaryWriter writer, object instance) Line 48 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Objects.WorldObjectComponent>.Encode(System.IO.BinaryWriter writer, object instance) Line 48 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.SimpleSerializer.Serialize(object obj) Line 435 C# Eco.Core!Eco.Core.Serialization.CurrentSerializer.Serialize(object obj) Line 43 C# Eco.Core!Eco.Core.Serialization.EcoSerializer.Serialize(object obj) Line 62 C# Eco.Core!Eco.Core.Serialization.ZipBlob.Persist(object obj) Line 58 C# Eco.Core!Eco.Core.Serialization.ISerializationUtil.Save(Eco.Core.Serialization.IStorage storage) Line 15 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObject.SaveIfDirty() Line 83 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObjectManager.SaveSome() Line 331 C# Eco.Core!Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(System.Action func) Line 28 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObjectManager.Run() Line 300 C# EcoServer.exe!Eco.Server.PluginManager.StartPlugins.AnonymousMethod__0(object x) Line 229 C# mscorlib.dll!System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx) Line 954 C# mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx) Line 902 C# mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) Line 891 C# mscorlib.dll!System.Threading.ThreadHelper.ThreadStart(object obj) Line 93 C# ",1.0,"Serializer crash on OccupancyInitItem - The serializer was trying to serialize OccupancyInitItem, as an instance, event though that class is not [Serialized]. This happened after adding a few thousand store entries with /spawneconomy System.NullReferenceException HResult=0x80004003 Message=Object reference not set to an instance of an object. Source=Eco.Core StackTrace: at Eco.Core.Serialization.Serializers.ClassSerializer`1.EncodeMembers(BinaryWriter writer, Object instance) in C:\Eco\Server\Eco.Core\Serialization\Serializers\ClassSerializer.cs:line 277 > Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 277 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Components.TradeOffer>.Encode(System.IO.BinaryWriter writer, object instance) Line 48 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.Serializers.EnumerableSerializer, Eco.Gameplay.Objects.WorldObjectComponent>.Encode(System.IO.BinaryWriter writer, object instance) Line 48 C# Eco.Core!Eco.Core.Serialization.Serializers.ClassSerializer.EncodeMembers(System.IO.BinaryWriter writer, object instance) Line 278 C# Eco.Core!Eco.Core.Serialization.Serializers.ObjectSerializer.Encode(System.IO.BinaryWriter writer, object instance) Line 72 C# Eco.Core!Eco.Core.Serialization.SimpleSerializer.Serialize(object obj) Line 435 C# Eco.Core!Eco.Core.Serialization.CurrentSerializer.Serialize(object obj) Line 43 C# Eco.Core!Eco.Core.Serialization.EcoSerializer.Serialize(object obj) Line 62 C# Eco.Core!Eco.Core.Serialization.ZipBlob.Persist(object obj) Line 58 C# Eco.Core!Eco.Core.Serialization.ISerializationUtil.Save(Eco.Core.Serialization.IStorage storage) Line 15 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObject.SaveIfDirty() Line 83 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObjectManager.SaveSome() Line 331 C# Eco.Core!Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(System.Action func) Line 28 C# Eco.Gameplay!Eco.Gameplay.Objects.WorldObjectManager.Run() Line 300 C# EcoServer.exe!Eco.Server.PluginManager.StartPlugins.AnonymousMethod__0(object x) Line 229 C# mscorlib.dll!System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx) Line 954 C# mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state, bool preserveSyncCtx) Line 902 C# mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) Line 891 C# mscorlib.dll!System.Threading.ThreadHelper.ThreadStart(object obj) Line 93 C# ",1,serializer crash on occupancyinititem the serializer was trying to serialize occupancyinititem as an instance event though that class is not this happened after adding a few thousand store entries with spawneconomy system nullreferenceexception hresult message object reference not set to an instance of an object source eco core stacktrace at eco core serialization serializers classserializer encodemembers binarywriter writer object instance in c eco server eco core serialization serializers classserializer cs line eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization serializers enumerableserializer eco gameplay components tradeoffer encode system io binarywriter writer object instance line c eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization serializers enumerableserializer eco gameplay objects worldobjectcomponent encode system io binarywriter writer object instance line c eco core eco core serialization serializers classserializer encodemembers system io binarywriter writer object instance line c eco core eco core serialization serializers objectserializer encode system io binarywriter writer object instance line c eco core eco core serialization simpleserializer serialize object obj line c eco core eco core serialization currentserializer serialize object obj line c eco core eco core serialization ecoserializer serialize object obj line c eco core eco core serialization zipblob persist object obj line c eco core eco core serialization iserializationutil save eco core serialization istorage storage line c eco gameplay eco gameplay objects worldobject saveifdirty line c eco gameplay eco gameplay objects worldobjectmanager savesome line c eco core eco core plugins ticktimeutil timesubprocess system action func line c eco gameplay eco gameplay objects worldobjectmanager run line c ecoserver exe eco server pluginmanager startplugins anonymousmethod object x line c mscorlib dll system threading executioncontext runinternal system threading executioncontext executioncontext system threading contextcallback callback object state bool preservesyncctx line c mscorlib dll system threading executioncontext run system threading executioncontext executioncontext system threading contextcallback callback object state bool preservesyncctx line c mscorlib dll system threading executioncontext run system threading executioncontext executioncontext system threading contextcallback callback object state line c mscorlib dll system threading threadhelper threadstart object obj line c ,1 497677,14382956714.0,IssuesEvent,2020-12-02 08:24:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Avatars blocked by plants again,Category: Gameplay Priority: Medium Type: Regression,"![image](https://user-images.githubusercontent.com/3536496/98875384-fb6a2600-2430-11eb-9f95-67c583f16687.png) I added code to fix this while back here: https://github.com/StrangeLoopGames/Eco/pull/5867 Figure out why it stopped working and repair please!",1.0,"Avatars blocked by plants again - ![image](https://user-images.githubusercontent.com/3536496/98875384-fb6a2600-2430-11eb-9f95-67c583f16687.png) I added code to fix this while back here: https://github.com/StrangeLoopGames/Eco/pull/5867 Figure out why it stopped working and repair please!",1,avatars blocked by plants again i added code to fix this while back here figure out why it stopped working and repair please ,1 323777,9878868803.0,IssuesEvent,2019-06-24 08:42:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.4 release-preview] Horn of BighornSheep is collide with other objects,Medium Priority QA,"In version 8.1 removed the ability to interact with animals driving vehicles, and also animals don't interact with the player's avatar. This applies to all animals except horns BighornSheep. 1. They interact with vehicles ![2019 06 24 Horns interact with vehicles](https://user-images.githubusercontent.com/45708377/60004033-87c94c80-9674-11e9-9519-3f3a3c9b3dbe.gif) 2. They interact with player ![2019 06 24 Horns interact with player](https://user-images.githubusercontent.com/45708377/60004162-c7903400-9674-11e9-93b4-f1d655e21130.gif) 3. They can repel arrow (It's my favorite activity). ![2019 06 24 Horns repel arrow](https://user-images.githubusercontent.com/45708377/60004297-01f9d100-9675-11e9-8c40-8a24609249e6.gif) ",1.0,"[0.8.2.4 release-preview] Horn of BighornSheep is collide with other objects - In version 8.1 removed the ability to interact with animals driving vehicles, and also animals don't interact with the player's avatar. This applies to all animals except horns BighornSheep. 1. They interact with vehicles ![2019 06 24 Horns interact with vehicles](https://user-images.githubusercontent.com/45708377/60004033-87c94c80-9674-11e9-9519-3f3a3c9b3dbe.gif) 2. They interact with player ![2019 06 24 Horns interact with player](https://user-images.githubusercontent.com/45708377/60004162-c7903400-9674-11e9-93b4-f1d655e21130.gif) 3. They can repel arrow (It's my favorite activity). ![2019 06 24 Horns repel arrow](https://user-images.githubusercontent.com/45708377/60004297-01f9d100-9675-11e9-8c40-8a24609249e6.gif) ",1, horn of bighornsheep is collide with other objects in version removed the ability to interact with animals driving vehicles and also animals don t interact with the player s avatar this applies to all animals except horns bighornsheep they interact with vehicles they interact with player they can repel arrow it s my favorite activity ,1 453963,13092621230.0,IssuesEvent,2020-08-03 08:55:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Hosted World - Main menu in game, to join hosted world, image display bug",Category: Cloud Worlds Category: Web Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/7343272/48690256-a2898f00-eb82-11e8-9af3-1f2d3f115a8d.png) If world name is very long, The world icon might become very large.",1.0,"Hosted World - Main menu in game, to join hosted world, image display bug - ![image](https://user-images.githubusercontent.com/7343272/48690256-a2898f00-eb82-11e8-9af3-1f2d3f115a8d.png) If world name is very long, The world icon might become very large.",1,hosted world main menu in game to join hosted world image display bug if world name is very long the world icon might become very large ,1 659901,21944769009.0,IssuesEvent,2022-05-23 22:29:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Swap over STOVE auth check to new endpoint,Priority: Medium Category: Tech Squad: Pumpkin,"STOVE are deprecating the current endpoint, need to move to the new v3 check ownership endpoint.",1.0,"Swap over STOVE auth check to new endpoint - STOVE are deprecating the current endpoint, need to move to the new v3 check ownership endpoint.",1,swap over stove auth check to new endpoint stove are deprecating the current endpoint need to move to the new check ownership endpoint ,1 492640,14216738474.0,IssuesEvent,2020-11-17 09:24:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1.5 release-119]Work marker exceptions: shuffle work orders causes issues.,Category: UI Priority: Medium,"Reproduction 1. Setup work table, link storage and add required materials ( i used workbench and crafting boards so hewn logs but this works for all objects). 2. Setup a craft order queue of a few items, exit craft bench then add all labor using ctrl/alt right click. 3.Open craft UI and drag any item infront of the current queued item when it reaches 0 on a craft cycle. Now it will leave a permanent marker that is linked to a destroyed object and will not disappear until reconnecting and during this time cause exceptions every time you open map or interact with it. This seems to be an issue where it is not destroying the map object when the crafting reference is removed. ![Screenshot_101.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/4e20fa8b-ace6-4c27-9ad9-2ab5f9cf0067) ![Screenshot_102.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/8597c8c7-4090-46ac-aa6b-f94bba1ca553) This issue might also be related to #19112",1.0,"[0.9.1.5 release-119]Work marker exceptions: shuffle work orders causes issues. - Reproduction 1. Setup work table, link storage and add required materials ( i used workbench and crafting boards so hewn logs but this works for all objects). 2. Setup a craft order queue of a few items, exit craft bench then add all labor using ctrl/alt right click. 3.Open craft UI and drag any item infront of the current queued item when it reaches 0 on a craft cycle. Now it will leave a permanent marker that is linked to a destroyed object and will not disappear until reconnecting and during this time cause exceptions every time you open map or interact with it. This seems to be an issue where it is not destroying the map object when the crafting reference is removed. ![Screenshot_101.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/4e20fa8b-ace6-4c27-9ad9-2ab5f9cf0067) ![Screenshot_102.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/8597c8c7-4090-46ac-aa6b-f94bba1ca553) This issue might also be related to #19112",1, work marker exceptions shuffle work orders causes issues reproduction setup work table link storage and add required materials i used workbench and crafting boards so hewn logs but this works for all objects setup a craft order queue of a few items exit craft bench then add all labor using ctrl alt right click open craft ui and drag any item infront of the current queued item when it reaches on a craft cycle now it will leave a permanent marker that is linked to a destroyed object and will not disappear until reconnecting and during this time cause exceptions every time you open map or interact with it this seems to be an issue where it is not destroying the map object when the crafting reference is removed this issue might also be related to ,1 221145,7374190187.0,IssuesEvent,2018-03-13 19:32:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"You get to pick it up but not set it down, Stockpiles",Medium Priority,"So the stockpile allows the excavator to pull out of it like it is regular soil but won't allow you to place it. ![20180311031125_1](https://user-images.githubusercontent.com/22648457/37252193-54fd803a-24da-11e8-9746-21d05ea77a1a.jpg) ",1.0,"You get to pick it up but not set it down, Stockpiles - So the stockpile allows the excavator to pull out of it like it is regular soil but won't allow you to place it. ![20180311031125_1](https://user-images.githubusercontent.com/22648457/37252193-54fd803a-24da-11e8-9746-21d05ea77a1a.jpg) ",1,you get to pick it up but not set it down stockpiles so the stockpile allows the excavator to pull out of it like it is regular soil but won t allow you to place it ,1 249116,7953834538.0,IssuesEvent,2018-07-12 04:09:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,System.IO.IOException: ,Medium Priority,"--BEGIN DUMP-- Dump Time 03/24/2018 19:44:14 Exception System.IO.IOException: Der Vorgang ist bei einer Datei mit einem geöffneten Bereich, der einem Benutzer zugeordnet ist, nicht anwendbar. bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) bei System.IO.FileStream.SetLengthCore(Int64 value) bei Ionic.Zip.ZipEntry.Write(Stream s) bei Ionic.Zip.ZipFile.Save() bei Eco.Core.Serialization.DataStore.ProcessQueue() bei Eco.Core.Serialization.DataStore.b__29_0() bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ",1.0,"System.IO.IOException: - --BEGIN DUMP-- Dump Time 03/24/2018 19:44:14 Exception System.IO.IOException: Der Vorgang ist bei einer Datei mit einem geöffneten Bereich, der einem Benutzer zugeordnet ist, nicht anwendbar. bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) bei System.IO.FileStream.SetLengthCore(Int64 value) bei Ionic.Zip.ZipEntry.Write(Stream s) bei Ionic.Zip.ZipFile.Save() bei Eco.Core.Serialization.DataStore.ProcessQueue() bei Eco.Core.Serialization.DataStore.b__29_0() bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ",1,system io ioexception begin dump dump time exception system io ioexception der vorgang ist bei einer datei mit einem geöffneten bereich der einem benutzer zugeordnet ist nicht anwendbar bei system io error winioerror errorcode string maybefullpath bei system io filestream setlengthcore value bei ionic zip zipentry write stream s bei ionic zip zipfile save bei eco core serialization datastore processqueue bei eco core serialization datastore b bei system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx bei system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx bei system threading executioncontext run executioncontext executioncontext contextcallback callback object state bei system threading threadhelper threadstart end dump ,1 407845,11938060345.0,IssuesEvent,2020-04-02 13:13:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1355] Web graph: need fix for Bars info,Category: Web Priority: Medium Week Task,"1. Pick some species from the Data in graph 2. Click bars ![bandicam 2020-01-23 18-08-36-787](https://user-images.githubusercontent.com/27898520/72987051-62b7da80-3e0b-11ea-94de-261553c46188.jpg) It won't show you the info ![bandicam 2020-01-23 18-08-36-787](https://user-images.githubusercontent.com/27898520/72987241-cc37e900-3e0b-11ea-86b0-c40a508e5e18.jpg) 3. Move slider a little. At some point it will shoe tehe info. And then empty again. ![bandicam 2020-01-23 18-12-58-686](https://user-images.githubusercontent.com/27898520/72987348-02756880-3e0c-11ea-908d-8ad7ca5662ae.jpg) Lines for comparison ![bandicam 2020-01-23 18-15-01-629](https://user-images.githubusercontent.com/27898520/72987487-508a6c00-3e0c-11ea-8088-850fb96b33fe.jpg) ",1.0,"[0.9.0 staging-1355] Web graph: need fix for Bars info - 1. Pick some species from the Data in graph 2. Click bars ![bandicam 2020-01-23 18-08-36-787](https://user-images.githubusercontent.com/27898520/72987051-62b7da80-3e0b-11ea-94de-261553c46188.jpg) It won't show you the info ![bandicam 2020-01-23 18-08-36-787](https://user-images.githubusercontent.com/27898520/72987241-cc37e900-3e0b-11ea-86b0-c40a508e5e18.jpg) 3. Move slider a little. At some point it will shoe tehe info. And then empty again. ![bandicam 2020-01-23 18-12-58-686](https://user-images.githubusercontent.com/27898520/72987348-02756880-3e0c-11ea-908d-8ad7ca5662ae.jpg) Lines for comparison ![bandicam 2020-01-23 18-15-01-629](https://user-images.githubusercontent.com/27898520/72987487-508a6c00-3e0c-11ea-8088-850fb96b33fe.jpg) ",1, web graph need fix for bars info pick some species from the data in graph click bars it won t show you the info move slider a little at some point it will shoe tehe info and then empty again lines for comparison ,1 489190,14102362197.0,IssuesEvent,2020-11-06 08:38:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Linux CPU Overusage,OS: Linux Priority: Medium Status: Investigate,"Hi, I'm trying to run my ECO server 0.8.3.0 on Debian Linux under Mono, version 5.20.1.34 But after player count gets more 15, it starts to lag dramatically. Several seconds lag, unable to make a single action, and disconnects make the game unplayable. The server is quite powerful: Intel Core i7-7700, 64 Gb RAM, 512 SSD. When I looking into CPU stat I see over 300% load. Is the issue caused by Mono, or the game engine itself?",1.0,"Linux CPU Overusage - Hi, I'm trying to run my ECO server 0.8.3.0 on Debian Linux under Mono, version 5.20.1.34 But after player count gets more 15, it starts to lag dramatically. Several seconds lag, unable to make a single action, and disconnects make the game unplayable. The server is quite powerful: Intel Core i7-7700, 64 Gb RAM, 512 SSD. When I looking into CPU stat I see over 300% load. Is the issue caused by Mono, or the game engine itself?",1,linux cpu overusage hi i m trying to run my eco server on debian linux under mono version but after player count gets more it starts to lag dramatically several seconds lag unable to make a single action and disconnects make the game unplayable the server is quite powerful intel core gb ram ssd when i looking into cpu stat i see over load is the issue caused by mono or the game engine itself ,1 376448,11147172170.0,IssuesEvent,2019-12-23 11:49:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Getting confusing Put and Take options when carrying building Materials when looking at different Tables,Medium Priority Verified,"**Version:** 0.6.4.0 alpha staging-ca25d17a **Steps to Reproduce:** pickup any type of block then look at a table ![snap1094](https://user-images.githubusercontent.com/29383891/34995738-4e083912-facf-11e7-95fc-193b4be15864.png) ![snap1095](https://user-images.githubusercontent.com/29383891/34995739-4e2164a0-facf-11e7-8b62-76ec32aec3a1.png) ![snap1096](https://user-images.githubusercontent.com/29383891/34995740-4e37e270-facf-11e7-9ce5-6f606ba4fd39.png) ![snap1097](https://user-images.githubusercontent.com/29383891/34995741-4e51453a-facf-11e7-8103-73849a40494a.png) ![snap1098](https://user-images.githubusercontent.com/29383891/34995742-4e6eba66-facf-11e7-93f1-37cad6db8013.png) ",1.0,"USER ISSUE: Getting confusing Put and Take options when carrying building Materials when looking at different Tables - **Version:** 0.6.4.0 alpha staging-ca25d17a **Steps to Reproduce:** pickup any type of block then look at a table ![snap1094](https://user-images.githubusercontent.com/29383891/34995738-4e083912-facf-11e7-95fc-193b4be15864.png) ![snap1095](https://user-images.githubusercontent.com/29383891/34995739-4e2164a0-facf-11e7-8b62-76ec32aec3a1.png) ![snap1096](https://user-images.githubusercontent.com/29383891/34995740-4e37e270-facf-11e7-9ce5-6f606ba4fd39.png) ![snap1097](https://user-images.githubusercontent.com/29383891/34995741-4e51453a-facf-11e7-8103-73849a40494a.png) ![snap1098](https://user-images.githubusercontent.com/29383891/34995742-4e6eba66-facf-11e7-93f1-37cad6db8013.png) ",1,user issue getting confusing put and take options when carrying building materials when looking at different tables version alpha staging steps to reproduce pickup any type of block then look at a table ,1 404514,11858581801.0,IssuesEvent,2020-03-25 11:44:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Construction Posts Map Marker,Priority: Medium Status: Fixed,"This is not really a bug, but probably could be seen as one - anyway, just move it if you don't like it here, it's a small thing. I would like the Construction Posts Marker also to be visible with ""Misc"" activated, instead of only with ""economy"". Reason: We do rearely use it for economy, but we do use it to block off roads in upgrade, marking closed roads as of there people work with excavators and disturbing could couse some issues like blocking or flipping over cars. So we close roads when something major is done. The map icon enables everyone to see if a road is closed in before driving there or using this road, so they can plan ahead. Using construction posts for this, especially as of the map icon, seems very useful and makes sense.",1.0,"Construction Posts Map Marker - This is not really a bug, but probably could be seen as one - anyway, just move it if you don't like it here, it's a small thing. I would like the Construction Posts Marker also to be visible with ""Misc"" activated, instead of only with ""economy"". Reason: We do rearely use it for economy, but we do use it to block off roads in upgrade, marking closed roads as of there people work with excavators and disturbing could couse some issues like blocking or flipping over cars. So we close roads when something major is done. The map icon enables everyone to see if a road is closed in before driving there or using this road, so they can plan ahead. Using construction posts for this, especially as of the map icon, seems very useful and makes sense.",1,construction posts map marker this is not really a bug but probably could be seen as one anyway just move it if you don t like it here it s a small thing i would like the construction posts marker also to be visible with misc activated instead of only with economy reason we do rearely use it for economy but we do use it to block off roads in upgrade marking closed roads as of there people work with excavators and disturbing could couse some issues like blocking or flipping over cars so we close roads when something major is done the map icon enables everyone to see if a road is closed in before driving there or using this road so they can plan ahead using construction posts for this especially as of the map icon seems very useful and makes sense ,1 542538,15862270503.0,IssuesEvent,2021-04-08 11:23:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tutorial said i completed house but house is not completed,Category: Gameplay Priority: Medium Squad: Otter Status: Reopen,"\ **Version:** 0.9.0.0 beta staging-1722 **Steps to Reproduce:** Build floor of hewn log, build walls of hewn log, build roof of cobbled stone, roof is not completed. Hole in top of room still. There is one room block on each wall. Wondering if this is what prompted the tutorial to move on to the next step before i actually completed the house **Expected behavior:** Tutorial should have moved on from build a home after i completed the roof **Actual behavior:** Tutorial moved on before i comopleted the roof. **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Tutorial said i completed house but house is not completed - \ **Version:** 0.9.0.0 beta staging-1722 **Steps to Reproduce:** Build floor of hewn log, build walls of hewn log, build roof of cobbled stone, roof is not completed. Hole in top of room still. There is one room block on each wall. Wondering if this is what prompted the tutorial to move on to the next step before i actually completed the house **Expected behavior:** Tutorial should have moved on from build a home after i completed the roof **Actual behavior:** Tutorial moved on before i comopleted the roof. **Do you have mods installed? Does the issue happen when no mods are installed?:** No mods. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue tutorial said i completed house but house is not completed version beta staging steps to reproduce build floor of hewn log build walls of hewn log build roof of cobbled stone roof is not completed hole in top of room still there is one room block on each wall wondering if this is what prompted the tutorial to move on to the next step before i actually completed the house expected behavior tutorial should have moved on from build a home after i completed the roof actual behavior tutorial moved on before i comopleted the roof do you have mods installed does the issue happen when no mods are installed no mods please provide log files instruction is here ,1 208927,7163083995.0,IssuesEvent,2018-01-29 05:08:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[6.4] Console is not opening until server comes online,Medium Priority,"John asked me to post this as apparently it is not the behavior wanted: The Console does not open up on desktop until after the world generation/server load is compete and the port opens to make game available. Once the game is online the console will also load but it sort of removed a major tool for system admins to know what the server is doing/what state it is in other then just by watching CPU behavior in the task manager, especially at this time when we are having many different issues trying to get the servers to load.",1.0,"[6.4] Console is not opening until server comes online - John asked me to post this as apparently it is not the behavior wanted: The Console does not open up on desktop until after the world generation/server load is compete and the port opens to make game available. Once the game is online the console will also load but it sort of removed a major tool for system admins to know what the server is doing/what state it is in other then just by watching CPU behavior in the task manager, especially at this time when we are having many different issues trying to get the servers to load.",1, console is not opening until server comes online john asked me to post this as apparently it is not the behavior wanted the console does not open up on desktop until after the world generation server load is compete and the port opens to make game available once the game is online the console will also load but it sort of removed a major tool for system admins to know what the server is doing what state it is in other then just by watching cpu behavior in the task manager especially at this time when we are having many different issues trying to get the servers to load ,1 352833,10546387121.0,IssuesEvent,2019-10-02 21:21:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add autoselect basic form,Medium Priority QA,"We have autoselect fill type - Point, but haven't autoselect basic form. It was Floor Block in 8.3.0. ![image](https://user-images.githubusercontent.com/45708377/64943402-4f509d80-d874-11e9-9167-fd96a004170a.png) ",1.0,"Add autoselect basic form - We have autoselect fill type - Point, but haven't autoselect basic form. It was Floor Block in 8.3.0. ![image](https://user-images.githubusercontent.com/45708377/64943402-4f509d80-d874-11e9-9167-fd96a004170a.png) ",1,add autoselect basic form we have autoselect fill type point but haven t autoselect basic form it was floor block in ,1 417558,12167349189.0,IssuesEvent,2020-04-27 10:45:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1510] ""Show only discovered items"" button in ECOpedia doesn't work",Priority: Medium Status: Fixed Week Task,"Seems it works only with Election processes. create new world: ![image](https://user-images.githubusercontent.com/45708377/79106249-cf8fa080-7d7a-11ea-957e-91c4e88c2ae9.png) ![image](https://user-images.githubusercontent.com/45708377/79106265-d4545480-7d7a-11ea-9f14-cbd7a02bec21.png) ",1.0,"[0.9.0 staging-1510] ""Show only discovered items"" button in ECOpedia doesn't work - Seems it works only with Election processes. create new world: ![image](https://user-images.githubusercontent.com/45708377/79106249-cf8fa080-7d7a-11ea-957e-91c4e88c2ae9.png) ![image](https://user-images.githubusercontent.com/45708377/79106265-d4545480-7d7a-11ea-9f14-cbd7a02bec21.png) ",1, show only discovered items button in ecopedia doesn t work seems it works only with election processes create new world ,1 376841,11157335787.0,IssuesEvent,2019-12-25 12:07:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bakery Oven doesn't pollute,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1.Connect Factory and Cement Kiln to iron pipe 2.Extend iron pipe up 3.Connect Bakery Oven ot it 4.Extend the iron pipe further up **Expected behavior:** The smoke shoud come aut of the end of the pipe **Actual behavior:** Instet it comes aut of the Bakery oven and the end of the pipe ![eco rauch 1](https://user-images.githubusercontent.com/22293838/37793815-fe408d34-2e0f-11e8-8338-7906610dd5a8.PNG) ![eco rauch 2](https://user-images.githubusercontent.com/22293838/37793828-0c8b9fc8-2e10-11e8-9f41-6fa43665b61a.PNG) ",1.0,"Bakery Oven doesn't pollute - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1.Connect Factory and Cement Kiln to iron pipe 2.Extend iron pipe up 3.Connect Bakery Oven ot it 4.Extend the iron pipe further up **Expected behavior:** The smoke shoud come aut of the end of the pipe **Actual behavior:** Instet it comes aut of the Bakery oven and the end of the pipe ![eco rauch 1](https://user-images.githubusercontent.com/22293838/37793815-fe408d34-2e0f-11e8-8338-7906610dd5a8.PNG) ![eco rauch 2](https://user-images.githubusercontent.com/22293838/37793828-0c8b9fc8-2e10-11e8-9f41-6fa43665b61a.PNG) ",1,bakery oven doesn t pollute version beta steps to reproduce connect factory and cement kiln to iron pipe extend iron pipe up connect bakery oven ot it extend the iron pipe further up expected behavior the smoke shoud come aut of the end of the pipe actual behavior instet it comes aut of the bakery oven and the end of the pipe ,1 445621,12833850504.0,IssuesEvent,2020-07-07 10:00:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Client failing to auto-reconnect after server restart,Category: Tech Priority: Medium Status: Investigate Week Task,"This used to work: client would detect disconnected server has returned, it would disconnect and reconnect. Now it gets stuck here: ![image](https://user-images.githubusercontent.com/3536496/86494597-abfd4600-bd2a-11ea-99df-70306efb87d5.png) Medium pri because this is important for development iteration ",1.0,"Client failing to auto-reconnect after server restart - This used to work: client would detect disconnected server has returned, it would disconnect and reconnect. Now it gets stuck here: ![image](https://user-images.githubusercontent.com/3536496/86494597-abfd4600-bd2a-11ea-99df-70306efb87d5.png) Medium pri because this is important for development iteration ",1,client failing to auto reconnect after server restart this used to work client would detect disconnected server has returned it would disconnect and reconnect now it gets stuck here medium pri because this is important for development iteration ,1 249184,7953973720.0,IssuesEvent,2018-07-12 05:11:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stockpile eat items,Medium Priority,"**Version:** 0.7.4.5 beta I've searched from a duplicate, but not sure if it's the same problem. Maybe related to #7785 or #5895 **Steps to Reproduce:** Build one of the 2 stockpiles in the screen below with the exact same amount of items, the place where you put the items is not important from the test I've made. ![image](https://user-images.githubusercontent.com/5023261/40426896-8105d67c-5e9c-11e8-93f7-e81b789f1701.png) The first stockpile eat hewn log. The second stockpile eat dirt. After more experimenting, I've found what seems to cause the problem, the stockpile sometime don't sort the block correctly, and when trying to sort, if the block that can't be placed anywhere already exist in the stockpile it's disappeared (I.e If I try to put log instead of hewn log here, the log disappear) ![image](https://user-images.githubusercontent.com/5023261/40428840-7f4d8910-5ea1-11e8-84ff-b5d111daa221.png)
Log File(...previous log truncated...) ngine.Component.GetComponentInParent (System.Type t) [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UnityEngine.Component.GetComponentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 [16:16] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_gameObject (UnityEngine.Component) at UI.BaseUI.Close () [0x00005] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at SplitStackUI.StackChanged () [0x00016] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: Stockpile eat items - **Version:** 0.7.4.5 beta I've searched from a duplicate, but not sure if it's the same problem. Maybe related to #7785 or #5895 **Steps to Reproduce:** Build one of the 2 stockpiles in the screen below with the exact same amount of items, the place where you put the items is not important from the test I've made. ![image](https://user-images.githubusercontent.com/5023261/40426896-8105d67c-5e9c-11e8-93f7-e81b789f1701.png) The first stockpile eat hewn log. The second stockpile eat dirt. After more experimenting, I've found what seems to cause the problem, the stockpile sometime don't sort the block correctly, and when trying to sort, if the block that can't be placed anywhere already exist in the stockpile it's disappeared (I.e If I try to put log instead of hewn log here, the log disappear) ![image](https://user-images.githubusercontent.com/5023261/40428840-7f4d8910-5ea1-11e8-84ff-b5d111daa221.png)
Log File(...previous log truncated...) ngine.Component.GetComponentInParent (System.Type t) [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UnityEngine.Component.GetComponentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at UI.ItemCollectionUI.OnChange () [0x00000] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 [16:16] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_gameObject (UnityEngine.Component) at UI.BaseUI.Close () [0x00005] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at SplitStackUI.StackChanged () [0x00016] in <2c9362ff3b6f4767b4b44352d17195ba>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <522b50c462ea4e44bfad45c74e5ed0ae>:0 Can not play a disabled audio source (Filename: Line: 707)
",1,user issue stockpile eat items version beta i ve searched from a duplicate but not sure if it s the same problem maybe related to or steps to reproduce build one of the stockpiles in the screen below with the exact same amount of items the place where you put the items is not important from the test i ve made the first stockpile eat hewn log the second stockpile eat dirt after more experimenting i ve found what seems to cause the problem the stockpile sometime don t sort the block correctly and when trying to sort if the block that can t be placed anywhere already exist in the stockpile it s disappeared i e if i try to put log instead of hewn log here the log disappear log file previous log truncated ngine component getcomponentinparent system type t in at unityengine component getcomponentinparent in at ui baseitemui onchange in at ui itemcollectionui onchange in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in end of inner exception stack trace at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at eco shared view subscriber invoke in at eco shared view view notifychanged system string propname in exception in view notify system reflection targetinvocationexception exception has been thrown by the target of an invocation system nullreferenceexception at wrapper managed to native unityengine component get gameobject unityengine component at ui baseui close in at splitstackui stackchanged in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in end of inner exception stack trace at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at eco shared view subscriber invoke in at eco shared view view notifychanged system string propname in can not play a disabled audio source filename line ,1 451455,13036078477.0,IssuesEvent,2020-07-28 11:34:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1686] Account: strange error for old password reset links,Category: Web Priority: Medium,"If I'm using old link for the password reset I will have this fascinating but not vary useful error ![bandicam 2020-07-28 16-31-52-503](https://user-images.githubusercontent.com/27898520/88660400-10c07c00-d0f0-11ea-81ff-09d957b4684f.jpg) We need to tell here that Link was invalid due to time limit or something like that",1.0,"[0.9.0 staging-1686] Account: strange error for old password reset links - If I'm using old link for the password reset I will have this fascinating but not vary useful error ![bandicam 2020-07-28 16-31-52-503](https://user-images.githubusercontent.com/27898520/88660400-10c07c00-d0f0-11ea-81ff-09d957b4684f.jpg) We need to tell here that Link was invalid due to time limit or something like that",1, account strange error for old password reset links if i m using old link for the password reset i will have this fascinating but not vary useful error we need to tell here that link was invalid due to time limit or something like that,1 497953,14397886146.0,IssuesEvent,2020-12-03 08:51:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Predators behavior improvements,Category: Gameplay Priority: Medium Status: Fixed,Pathfinding and routes improvements for predators (alertness behavior),1.0,Predators behavior improvements - Pathfinding and routes improvements for predators (alertness behavior),1,predators behavior improvements pathfinding and routes improvements for predators alertness behavior ,1 254618,8080871065.0,IssuesEvent,2018-08-08 00:01:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cursor still remained on screen after interacting with Escape Menu,Medium Priority,"Open Escape Menu => press escape to close => cursor will remain, but you're controlling as if you're looking.",1.0,"Cursor still remained on screen after interacting with Escape Menu - Open Escape Menu => press escape to close => cursor will remain, but you're controlling as if you're looking.",1,cursor still remained on screen after interacting with escape menu open escape menu press escape to close cursor will remain but you re controlling as if you re looking ,1 527933,15356501112.0,IssuesEvent,2021-03-01 12:31:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3 Staging-1941] Crafting should respect decimal value, otherwise remove it and set whole number value.",Category: Gameplay Category: UI Priority: Medium Status: Won't Fix,"Tested on 0.9.3 Staging-1941. Issue: In-game, there are certain items that can be crafted using their respective crafting table. However, the game does not respect or follow the value materials needed to craft the items. For example, crafting paper requires 0.5 Cellulose Fiber. This means players can craft 2 pcs of paper with 1 pc of Cellulose Fiber. However, upon crafting, the game consumes 1 pc of Cellular Fiber if set to craft 1 pc of Paper and does not respect decimal value. Repro: 1. Find an item that only requires less than 1 pc of the required material to craft. Example, Paper. 2. Observe the crafting tooltip and craft the item. 3. Observe the consumed materials and the crafted item. Result: Crafting paper consumes 1 Cellulose Fiber despite the game stating that it only needs 0.5 Cellulose Fiber. Note: 1. Player can craft up to 2 pcs of paper with 1 pc of cellulose Fiber. However, crafting 1 consumes 1 Cellulose Fiber. The game should respect the decimal value all throughout. Screenshot: ![paper.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/81a0cc77-8274-4b24-8e00-c2507a566940) Video Repro: https://images.zenhubusercontent.com/47210472/c1217817-0c04-405b-9888-0a56df385d03/2021_03_01_03_15_trim.mp4 Suggestion: If setting the game to respect decimal value all throughout might be too complex for its worth. I recommend following the same structure set for other craftable materials such as making it as a default/standard that players will receive 2 papers per craft instead of 35 labor and 1 Cellulose Fiber instead of one pc of paper per craft that consumes the same amount. Note: The craftable item Paper is a good example here. There are many more craftable items that use a decimal material value in-game such as ![desk.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/08243471-ee32-4690-b69e-6750e4af0e6b) and more.",1.0,"[0.9.3 Staging-1941] Crafting should respect decimal value, otherwise remove it and set whole number value. - Tested on 0.9.3 Staging-1941. Issue: In-game, there are certain items that can be crafted using their respective crafting table. However, the game does not respect or follow the value materials needed to craft the items. For example, crafting paper requires 0.5 Cellulose Fiber. This means players can craft 2 pcs of paper with 1 pc of Cellulose Fiber. However, upon crafting, the game consumes 1 pc of Cellular Fiber if set to craft 1 pc of Paper and does not respect decimal value. Repro: 1. Find an item that only requires less than 1 pc of the required material to craft. Example, Paper. 2. Observe the crafting tooltip and craft the item. 3. Observe the consumed materials and the crafted item. Result: Crafting paper consumes 1 Cellulose Fiber despite the game stating that it only needs 0.5 Cellulose Fiber. Note: 1. Player can craft up to 2 pcs of paper with 1 pc of cellulose Fiber. However, crafting 1 consumes 1 Cellulose Fiber. The game should respect the decimal value all throughout. Screenshot: ![paper.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/81a0cc77-8274-4b24-8e00-c2507a566940) Video Repro: https://images.zenhubusercontent.com/47210472/c1217817-0c04-405b-9888-0a56df385d03/2021_03_01_03_15_trim.mp4 Suggestion: If setting the game to respect decimal value all throughout might be too complex for its worth. I recommend following the same structure set for other craftable materials such as making it as a default/standard that players will receive 2 papers per craft instead of 35 labor and 1 Cellulose Fiber instead of one pc of paper per craft that consumes the same amount. Note: The craftable item Paper is a good example here. There are many more craftable items that use a decimal material value in-game such as ![desk.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/08243471-ee32-4690-b69e-6750e4af0e6b) and more.",1, crafting should respect decimal value otherwise remove it and set whole number value tested on staging issue in game there are certain items that can be crafted using their respective crafting table however the game does not respect or follow the value materials needed to craft the items for example crafting paper requires cellulose fiber this means players can craft pcs of paper with pc of cellulose fiber however upon crafting the game consumes pc of cellular fiber if set to craft pc of paper and does not respect decimal value repro find an item that only requires less than pc of the required material to craft example paper observe the crafting tooltip and craft the item observe the consumed materials and the crafted item result crafting paper consumes cellulose fiber despite the game stating that it only needs cellulose fiber note player can craft up to pcs of paper with pc of cellulose fiber however crafting consumes cellulose fiber the game should respect the decimal value all throughout screenshot video repro suggestion if setting the game to respect decimal value all throughout might be too complex for its worth i recommend following the same structure set for other craftable materials such as making it as a default standard that players will receive papers per craft instead of labor and cellulose fiber instead of one pc of paper per craft that consumes the same amount note the craftable item paper is a good example here there are many more craftable items that use a decimal material value in game such as and more ,1 420024,12231662603.0,IssuesEvent,2020-05-04 08:14:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1515] Updates to market mess up viewer ordering,Priority: Medium Status: Fixed Week Task,"Using the market viewer on a busy server can be a bit problematic. It seems that whenever someone updates their store everyone's market viewer will reset to default view, messing up any sorting you might've done on it, possibly also scrolling and other things. 1) Version 0.9.0 staging-1515 2) Steps to reproduce - Open up the market viewer - Order items by price, by item type, etc. to change away from the default sorting - Someone else should update the market - Your market viewer will reset to defaults - sorting, etc. 3) Expected behaviour Your market viewer should retain your sorting, filtering, position, etc. as best as it can when the market gets updated. 4) Actual behaviour Market viewer resets to defaults when the market is updated.",1.0,"[0.9.0 staging-1515] Updates to market mess up viewer ordering - Using the market viewer on a busy server can be a bit problematic. It seems that whenever someone updates their store everyone's market viewer will reset to default view, messing up any sorting you might've done on it, possibly also scrolling and other things. 1) Version 0.9.0 staging-1515 2) Steps to reproduce - Open up the market viewer - Order items by price, by item type, etc. to change away from the default sorting - Someone else should update the market - Your market viewer will reset to defaults - sorting, etc. 3) Expected behaviour Your market viewer should retain your sorting, filtering, position, etc. as best as it can when the market gets updated. 4) Actual behaviour Market viewer resets to defaults when the market is updated.",1, updates to market mess up viewer ordering using the market viewer on a busy server can be a bit problematic it seems that whenever someone updates their store everyone s market viewer will reset to default view messing up any sorting you might ve done on it possibly also scrolling and other things version staging steps to reproduce open up the market viewer order items by price by item type etc to change away from the default sorting someone else should update the market your market viewer will reset to defaults sorting etc expected behaviour your market viewer should retain your sorting filtering position etc as best as it can when the market gets updated actual behaviour market viewer resets to defaults when the market is updated ,1 281306,8693571570.0,IssuesEvent,2018-12-04 10:08:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.4 Can't r-click deposit coal to stone brazier,Medium Priority Steam Report,"From Steam https://steamcommunity.com/app/382310/discussions/4/1694919808755637900/: On 7.4 staging, I'm unable to deposit coal that I'm carrying with an r-click. After putting some in the brazier with E button, I tried to add one more that I was carrying and this turns the brazier on and off now.",1.0,"7.4 Can't r-click deposit coal to stone brazier - From Steam https://steamcommunity.com/app/382310/discussions/4/1694919808755637900/: On 7.4 staging, I'm unable to deposit coal that I'm carrying with an r-click. After putting some in the brazier with E button, I tried to add one more that I was carrying and this turns the brazier on and off now.",1, can t r click deposit coal to stone brazier from steam on staging i m unable to deposit coal that i m carrying with an r click after putting some in the brazier with e button i tried to add one more that i was carrying and this turns the brazier on and off now ,1 412400,12042121905.0,IssuesEvent,2020-04-14 10:00:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1504] Attempting to click 'Vote' closes game immediately without errors,Priority: Medium Status: Investigate Week Task,"1. Version 0.9 Staging-1504 2. Steps to reproduce. Press (L) to open Government page with an active Elections, click Vote: ![image](https://user-images.githubusercontent.com/54982803/79009164-d342dd80-7b56-11ea-80eb-9465a25720d7.png) 3. Expected behavior. Opens server webpage to allow voting 4. Actual behavior. Game closes, no error, pop-ups or warnings 5. Providing Log files. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4462577/Player.log) [Player-prev.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4462578/Player-prev.zip) 6. Notes Click open graphs presents the pop-up ""open in webpage?"" response as expected. Not applicable to all players",1.0,"[0.9 Staging-1504] Attempting to click 'Vote' closes game immediately without errors - 1. Version 0.9 Staging-1504 2. Steps to reproduce. Press (L) to open Government page with an active Elections, click Vote: ![image](https://user-images.githubusercontent.com/54982803/79009164-d342dd80-7b56-11ea-80eb-9465a25720d7.png) 3. Expected behavior. Opens server webpage to allow voting 4. Actual behavior. Game closes, no error, pop-ups or warnings 5. Providing Log files. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4462577/Player.log) [Player-prev.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4462578/Player-prev.zip) 6. Notes Click open graphs presents the pop-up ""open in webpage?"" response as expected. Not applicable to all players",1, attempting to click vote closes game immediately without errors version staging steps to reproduce press l to open government page with an active elections click vote expected behavior opens server webpage to allow voting actual behavior game closes no error pop ups or warnings providing log files notes click open graphs presents the pop up open in webpage response as expected not applicable to all players,1 412254,12037249657.0,IssuesEvent,2020-04-13 21:25:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco Tree dev features,Category: Web Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/77865858-49555500-71e5-11ea-8a7f-718f1cffa304.png) I'd like to expand the role of the dev icons here and make it part of our daily updates. The idea is that we make this a center for public development and personal connection between the team and community. - [x] Jeff: add HTML code and styles for all the improvements of Tooltip, so Denys would just filled them with logic afterwards. Like `status`, `title`, `bio` and `email` links. - [x] Denys: Add the ability to set a 'status' for each developer of what they're working on, with the date that the status was applied. Display this status in the tooltip. - [x] Denys: Display a title for each dev (mentioned this before but would like to do it). Programmer, designer, artist, QA. - [x] Jeff: Have two links in the tooltip that can be clicked, bio and email (not all devs have slg email, some signed up to wordpress with their private email. we dont want to publish private emails, so create new user field for email. should be optional). - [x] Denys: Have an easy way for the team to set their status. They will be doing this everyday, so make sure it's easy. Ideally they can just open a page, click the node they're working on, and type a short status. Bonus: - [ ] Have 'recent updates' for each user, that links to the last few posts they made in the eco tree somewhere. ",1.0,"Eco Tree dev features - ![image](https://user-images.githubusercontent.com/3536496/77865858-49555500-71e5-11ea-8a7f-718f1cffa304.png) I'd like to expand the role of the dev icons here and make it part of our daily updates. The idea is that we make this a center for public development and personal connection between the team and community. - [x] Jeff: add HTML code and styles for all the improvements of Tooltip, so Denys would just filled them with logic afterwards. Like `status`, `title`, `bio` and `email` links. - [x] Denys: Add the ability to set a 'status' for each developer of what they're working on, with the date that the status was applied. Display this status in the tooltip. - [x] Denys: Display a title for each dev (mentioned this before but would like to do it). Programmer, designer, artist, QA. - [x] Jeff: Have two links in the tooltip that can be clicked, bio and email (not all devs have slg email, some signed up to wordpress with their private email. we dont want to publish private emails, so create new user field for email. should be optional). - [x] Denys: Have an easy way for the team to set their status. They will be doing this everyday, so make sure it's easy. Ideally they can just open a page, click the node they're working on, and type a short status. Bonus: - [ ] Have 'recent updates' for each user, that links to the last few posts they made in the eco tree somewhere. ",1,eco tree dev features i d like to expand the role of the dev icons here and make it part of our daily updates the idea is that we make this a center for public development and personal connection between the team and community jeff add html code and styles for all the improvements of tooltip so denys would just filled them with logic afterwards like status title bio and email links denys add the ability to set a status for each developer of what they re working on with the date that the status was applied display this status in the tooltip denys display a title for each dev mentioned this before but would like to do it programmer designer artist qa jeff have two links in the tooltip that can be clicked bio and email not all devs have slg email some signed up to wordpress with their private email we dont want to publish private emails so create new user field for email should be optional denys have an easy way for the team to set their status they will be doing this everyday so make sure it s easy ideally they can just open a page click the node they re working on and type a short status bonus have recent updates for each user that links to the last few posts they made in the eco tree somewhere ,1 502030,14538531009.0,IssuesEvent,2020-12-15 10:35:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.0 beta staging-1872]Incorrect Wealth calculation,Category: Gameplay Priority: Medium,"Civics system is not calculating wealth properly, it is counting wealth of both managers and users, it should only count managers of an account ![Screenshot_43.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/8273a0ad-132b-47c6-b6f9-082fd4f6e41c) ![Screenshot_44.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/aa58e9c4-c0d8-4848-b6f7-ff9c47b314a5)",1.0,"[0.9.2.0 beta staging-1872]Incorrect Wealth calculation - Civics system is not calculating wealth properly, it is counting wealth of both managers and users, it should only count managers of an account ![Screenshot_43.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/8273a0ad-132b-47c6-b6f9-082fd4f6e41c) ![Screenshot_44.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/aa58e9c4-c0d8-4848-b6f7-ff9c47b314a5)",1, incorrect wealth calculation civics system is not calculating wealth properly it is counting wealth of both managers and users it should only count managers of an account ,1 511542,14876095693.0,IssuesEvent,2021-01-20 00:07:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.0 beta staging-1906]Voter no longer eligable for election process canceled but passed election,Category: Laws Priority: Medium,"Mishka ran for office, voting permission was set to only if residency holder inside and i was resident, now i cast my vote and it registered. I then moved residency from the area and i was no longer eligible to vote which updated the election to automatically fail BUT my vote was already cast so it was still counted. If an election fails it should fail. As per this image this election realized it should fail and states that it did, but it in fact did not and assigned mishka to the elected title. ![Screenshot_38](https://user-images.githubusercontent.com/24981362/105108991-d2fb4980-5abb-11eb-9cc8-15c361bca2a0.jpg) ",1.0,"[0.9.2.0 beta staging-1906]Voter no longer eligable for election process canceled but passed election - Mishka ran for office, voting permission was set to only if residency holder inside and i was resident, now i cast my vote and it registered. I then moved residency from the area and i was no longer eligible to vote which updated the election to automatically fail BUT my vote was already cast so it was still counted. If an election fails it should fail. As per this image this election realized it should fail and states that it did, but it in fact did not and assigned mishka to the elected title. ![Screenshot_38](https://user-images.githubusercontent.com/24981362/105108991-d2fb4980-5abb-11eb-9cc8-15c361bca2a0.jpg) ",1, voter no longer eligable for election process canceled but passed election mishka ran for office voting permission was set to only if residency holder inside and i was resident now i cast my vote and it registered i then moved residency from the area and i was no longer eligible to vote which updated the election to automatically fail but my vote was already cast so it was still counted if an election fails it should fail as per this image this election realized it should fail and states that it did but it in fact did not and assigned mishka to the elected title ,1 352832,10546387109.0,IssuesEvent,2019-10-02 21:21:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Forms are not always loading,Fixed Medium Priority QA,"- Enter the game - Take brick and hammer - Reload - Open form UI ![bandicam 2019-09-17 15-33-57-849](https://user-images.githubusercontent.com/27898520/65037313-cf573000-d966-11e9-82b1-d0aa029fced8.jpg) ",1.0,"[master-preview] Forms are not always loading - - Enter the game - Take brick and hammer - Reload - Open form UI ![bandicam 2019-09-17 15-33-57-849](https://user-images.githubusercontent.com/27898520/65037313-cf573000-d966-11e9-82b1-d0aa029fced8.jpg) ",1, forms are not always loading enter the game take brick and hammer reload open form ui ,1 249091,7953784285.0,IssuesEvent,2018-07-12 03:48:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crash when place stone atop of storage,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** I have 6 stockpiles in my world, 4 of them right next to each other and next to my mine where i store tailings. since i need a lot of space for tailing deposit. I started to put stones on top of the stockpile when suddenly the stones stopped to be placed and instead vanished. a second later the game crashed **Expected behavior:** place the stone bits in front of me **Actual behavior:** decreased the stone count, vanished the stone and then the game crashed.",1.0,"USER ISSUE: Crash when place stone atop of storage - **Version:** 0.7.1.2 beta **Steps to Reproduce:** I have 6 stockpiles in my world, 4 of them right next to each other and next to my mine where i store tailings. since i need a lot of space for tailing deposit. I started to put stones on top of the stockpile when suddenly the stones stopped to be placed and instead vanished. a second later the game crashed **Expected behavior:** place the stone bits in front of me **Actual behavior:** decreased the stone count, vanished the stone and then the game crashed.",1,user issue crash when place stone atop of storage version beta steps to reproduce i have stockpiles in my world of them right next to each other and next to my mine where i store tailings since i need a lot of space for tailing deposit i started to put stones on top of the stockpile when suddenly the stones stopped to be placed and instead vanished a second later the game crashed expected behavior place the stone bits in front of me actual behavior decreased the stone count vanished the stone and then the game crashed ,1 229439,7574735192.0,IssuesEvent,2018-04-23 22:01:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[SERVER ISSUE 7.3.3] Exception System.IO.IOException,Medium Priority,"``` --BEGIN DUMP-- Dump Time 04/19/2018 07:39:47 Exception System.IO.IOException: The process cannot access the file because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalMove(String sourceFileName, String destFileName, Boolean checkHost) at Ionic.Zip.ZipFile.Save() at Eco.Core.Serialization.DataStore.ProcessQueue() at Eco.Core.Serialization.DataStore.b__25_0() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ```",1.0,"[SERVER ISSUE 7.3.3] Exception System.IO.IOException - ``` --BEGIN DUMP-- Dump Time 04/19/2018 07:39:47 Exception System.IO.IOException: The process cannot access the file because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalMove(String sourceFileName, String destFileName, Boolean checkHost) at Ionic.Zip.ZipFile.Save() at Eco.Core.Serialization.DataStore.ProcessQueue() at Eco.Core.Serialization.DataStore.b__25_0() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ```",1, exception system io ioexception begin dump dump time exception system io ioexception the process cannot access the file because it is being used by another process at system io error winioerror errorcode string maybefullpath at system io file internalmove string sourcefilename string destfilename boolean checkhost at ionic zip zipfile save at eco core serialization datastore processqueue at eco core serialization datastore b at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart end dump ,1 378104,11196213333.0,IssuesEvent,2020-01-03 09:27:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1322] Ecopedis: icons troubles,Medium Priority,"Separated from the ols issue #14013 [] Work with Rob to get all missing icons in ecopedia [] Need different icon for rooms and housing here. Make sure no duplicate icons. [] Duplicate icons, and contract board icon is bad and needs redoing. Use different icon for transport too, a truck or cart [] Add icons for missing types in laws ",1.0,"[0.9.0 staging-1322] Ecopedis: icons troubles - Separated from the ols issue #14013 [] Work with Rob to get all missing icons in ecopedia [] Need different icon for rooms and housing here. Make sure no duplicate icons. [] Duplicate icons, and contract board icon is bad and needs redoing. Use different icon for transport too, a truck or cart [] Add icons for missing types in laws ",1, ecopedis icons troubles separated from the ols issue work with rob to get all missing icons in ecopedia need different icon for rooms and housing here make sure no duplicate icons duplicate icons and contract board icon is bad and needs redoing use different icon for transport too a truck or cart add icons for missing types in laws ,1 465130,13357068679.0,IssuesEvent,2020-08-31 09:12:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1746] Toroise is spawned in the Ice Biome ,Category: Gameplay Priority: Medium,"It's in еру Ice Biome and it looks like it is home for this tortoise. Save https://drive.google.com/drive/folders/1Sp3O4ko1mb1kqQxc1iuoMBbobTAQpcnw?usp=sharing (542,117,528)",1.0,"[0.9.0 staging-1746] Toroise is spawned in the Ice Biome - It's in еру Ice Biome and it looks like it is home for this tortoise. Save https://drive.google.com/drive/folders/1Sp3O4ko1mb1kqQxc1iuoMBbobTAQpcnw?usp=sharing (542,117,528)",1, toroise is spawned in the ice biome it s in еру ice biome and it looks like it is home for this tortoise save ,1 392332,11590297692.0,IssuesEvent,2020-02-24 06:12:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1421] Wrong highlight for AoE machetes and scythes at odd height,Priority: Medium,"Height 67: ![image](https://user-images.githubusercontent.com/45708377/75131715-5f9f5b00-56e5-11ea-9a4d-9dad53ff1e00.png) Height 68: ![image](https://user-images.githubusercontent.com/45708377/75131748-7b0a6600-56e5-11ea-8e57-336070d0cc9d.png) Height 71: ![image](https://user-images.githubusercontent.com/45708377/75131764-88275500-56e5-11ea-8b16-b804de34beec.png) Height 72: ![image](https://user-images.githubusercontent.com/45708377/75131844-be64d480-56e5-11ea-8456-813905ef6fb8.png) Also highlight doesn't always disappear: ![image](https://user-images.githubusercontent.com/45708377/75131825-ac833180-56e5-11ea-8412-8f90453c61db.png) ",1.0,"[0.9.0 staging-1421] Wrong highlight for AoE machetes and scythes at odd height - Height 67: ![image](https://user-images.githubusercontent.com/45708377/75131715-5f9f5b00-56e5-11ea-9a4d-9dad53ff1e00.png) Height 68: ![image](https://user-images.githubusercontent.com/45708377/75131748-7b0a6600-56e5-11ea-8e57-336070d0cc9d.png) Height 71: ![image](https://user-images.githubusercontent.com/45708377/75131764-88275500-56e5-11ea-8b16-b804de34beec.png) Height 72: ![image](https://user-images.githubusercontent.com/45708377/75131844-be64d480-56e5-11ea-8456-813905ef6fb8.png) Also highlight doesn't always disappear: ![image](https://user-images.githubusercontent.com/45708377/75131825-ac833180-56e5-11ea-8412-8f90453c61db.png) ",1, wrong highlight for aoe machetes and scythes at odd height height height height height also highlight doesn t always disappear ,1 462168,13242286807.0,IssuesEvent,2020-08-19 09:31:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Setup shared animation controller,Category: Tech Priority: Medium Status: Fixed,"Currently, every animal has its own animation controller, meaning any change to an animal's animation control needs to duplicated literally dozens of times. Unity offers a solution for this with Animator Overrides: https://docs.unity3d.com/Manual/AnimatorOverrideController.html Setup a single root animation controller which contains all the things animals can do, and is then overriden for the various animals with the correct animations plugged in. Some animations will of course not be used in the overrides, if an animal is not amphibious for example those animations will just be left blank. Then, setup all the overrides with the animations available to them. Lots of animations not being used. For creating the root animation controller, check out the wolf for an example of land walking to start with, it has the best rotation setup right now. Let me know if there are code changes needed for this, I'd like to keep close tabs on this one.",1.0,"Setup shared animation controller - Currently, every animal has its own animation controller, meaning any change to an animal's animation control needs to duplicated literally dozens of times. Unity offers a solution for this with Animator Overrides: https://docs.unity3d.com/Manual/AnimatorOverrideController.html Setup a single root animation controller which contains all the things animals can do, and is then overriden for the various animals with the correct animations plugged in. Some animations will of course not be used in the overrides, if an animal is not amphibious for example those animations will just be left blank. Then, setup all the overrides with the animations available to them. Lots of animations not being used. For creating the root animation controller, check out the wolf for an example of land walking to start with, it has the best rotation setup right now. Let me know if there are code changes needed for this, I'd like to keep close tabs on this one.",1,setup shared animation controller currently every animal has its own animation controller meaning any change to an animal s animation control needs to duplicated literally dozens of times unity offers a solution for this with animator overrides setup a single root animation controller which contains all the things animals can do and is then overriden for the various animals with the correct animations plugged in some animations will of course not be used in the overrides if an animal is not amphibious for example those animations will just be left blank then setup all the overrides with the animations available to them lots of animations not being used for creating the root animation controller check out the wolf for an example of land walking to start with it has the best rotation setup right now let me know if there are code changes needed for this i d like to keep close tabs on this one ,1 500560,14502143752.0,IssuesEvent,2020-12-11 20:34:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[Modkit]Missing parts in some files causing issues with partial classes,Category: Modkit Category: Tech Priority: Medium,"World Objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them. ",1.0,"[Modkit]Missing parts in some files causing issues with partial classes - World Objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them. ",1, missing parts in some files causing issues with partial classes world objects files and upgrade modules that i have found so far are missing parts of their partial declarations causing the new split mod system to not function for them ,1 451669,13039968557.0,IssuesEvent,2020-07-28 17:39:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Actual Sand in the Desert,Category: Art Priority: Medium Type: Feature,"We should rather have actual sand in the desert instead of colored dirt, given it's a freaking desert. People have to grind stone all day or remove one of the nice beaches to get their sand, despite living in a desert that should be full of it.",1.0,"Actual Sand in the Desert - We should rather have actual sand in the desert instead of colored dirt, given it's a freaking desert. People have to grind stone all day or remove one of the nice beaches to get their sand, despite living in a desert that should be full of it.",1,actual sand in the desert we should rather have actual sand in the desert instead of colored dirt given it s a freaking desert people have to grind stone all day or remove one of the nice beaches to get their sand despite living in a desert that should be full of it ,1 486991,14017531805.0,IssuesEvent,2020-10-29 15:45:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.1.0 beta staging-1827]Elevator call post: Deconstruct clearance usage is limited to buttons, not the entire object.",Category: Gameplay Priority: Medium,"Can only deconstruct with hammer by directly hitting clickable buttons not the entire object. ![Screenshot_26.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/89dd6081-9dea-4342-84df-1c874fbb704d) Changes to art from #18707 is the culprit as it was previously only the buttons and nothing else so it needs to be adjusted to its size.",1.0,"[0.9.1.0 beta staging-1827]Elevator call post: Deconstruct clearance usage is limited to buttons, not the entire object. - Can only deconstruct with hammer by directly hitting clickable buttons not the entire object. ![Screenshot_26.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/89dd6081-9dea-4342-84df-1c874fbb704d) Changes to art from #18707 is the culprit as it was previously only the buttons and nothing else so it needs to be adjusted to its size.",1, elevator call post deconstruct clearance usage is limited to buttons not the entire object can only deconstruct with hammer by directly hitting clickable buttons not the entire object changes to art from is the culprit as it was previously only the buttons and nothing else so it needs to be adjusted to its size ,1 236653,7751773313.0,IssuesEvent,2018-05-30 18:08:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,(Suggestion) Weed Pulling,Medium Priority Suggestion,"Currently, in order to remove grass that has grown into my field, I have to dig the dirt up, place it back down, and then re-till it. Perhaps grass can be removed from fields using a tool without having to excavate the dirt that it's grown on.",1.0,"(Suggestion) Weed Pulling - Currently, in order to remove grass that has grown into my field, I have to dig the dirt up, place it back down, and then re-till it. Perhaps grass can be removed from fields using a tool without having to excavate the dirt that it's grown on.",1, suggestion weed pulling currently in order to remove grass that has grown into my field i have to dig the dirt up place it back down and then re till it perhaps grass can be removed from fields using a tool without having to excavate the dirt that it s grown on ,1 372560,11016896874.0,IssuesEvent,2019-12-05 06:56:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Real Estate Desk Confusal with authed people,Fixed Medium Priority,"![desk](https://user-images.githubusercontent.com/25908592/62373859-f7b3d800-b53a-11e9-976d-1020ab890b6e.png) This happens when: - The deed owner is not yourself, but you are authed. - You place the real estate desk on it. For the owner now automatically your account is set for sales, not his. - This leads to the above error when trying to buy something.",1.0,"Real Estate Desk Confusal with authed people - ![desk](https://user-images.githubusercontent.com/25908592/62373859-f7b3d800-b53a-11e9-976d-1020ab890b6e.png) This happens when: - The deed owner is not yourself, but you are authed. - You place the real estate desk on it. For the owner now automatically your account is set for sales, not his. - This leads to the above error when trying to buy something.",1,real estate desk confusal with authed people this happens when the deed owner is not yourself but you are authed you place the real estate desk on it for the owner now automatically your account is set for sales not his this leads to the above error when trying to buy something ,1 461458,13230605424.0,IssuesEvent,2020-08-18 10:06:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1686] Notifications: icons are slow after closing a window,Category: UI Priority: Medium Status: Not reproduced,"1. Make some notifications 2. Open a notification window ![bandicam 2020-07-28 14-57-28-647](https://user-images.githubusercontent.com/27898520/88659302-42d0de80-d0ee-11ea-929b-23baf539dcbe.jpg) 3. Close a notification window ![bandicam 2020-07-28 14-57-29-466](https://user-images.githubusercontent.com/27898520/88659321-49f7ec80-d0ee-11ea-99b0-cc1604afe272.jpg) Icons will stay on screen for a sec ",1.0,"[0.9.0 staging-1686] Notifications: icons are slow after closing a window - 1. Make some notifications 2. Open a notification window ![bandicam 2020-07-28 14-57-28-647](https://user-images.githubusercontent.com/27898520/88659302-42d0de80-d0ee-11ea-929b-23baf539dcbe.jpg) 3. Close a notification window ![bandicam 2020-07-28 14-57-29-466](https://user-images.githubusercontent.com/27898520/88659321-49f7ec80-d0ee-11ea-99b0-cc1604afe272.jpg) Icons will stay on screen for a sec ",1, notifications icons are slow after closing a window make some notifications open a notification window close a notification window icons will stay on screen for a sec ,1 552273,16236463536.0,IssuesEvent,2021-05-07 01:46:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0] Need Item Icon for Cotton Fiber,Category: Art Priority: Medium Squad: Saguaro Type: Feature,"With current progression, the farmer takes the cotton boll and separates it into cotton thread and cotton seed. What should happen, the farmer separates boll into cotton fiber and cotton seed, then sells fiber to a tailor to make thread. To make this happen, we need to have a sprite for cotton fiber. ",1.0,"[0.9.3.0] Need Item Icon for Cotton Fiber - With current progression, the farmer takes the cotton boll and separates it into cotton thread and cotton seed. What should happen, the farmer separates boll into cotton fiber and cotton seed, then sells fiber to a tailor to make thread. To make this happen, we need to have a sprite for cotton fiber. ",1, need item icon for cotton fiber with current progression the farmer takes the cotton boll and separates it into cotton thread and cotton seed what should happen the farmer separates boll into cotton fiber and cotton seed then sells fiber to a tailor to make thread to make this happen we need to have a sprite for cotton fiber ,1 483354,13923403703.0,IssuesEvent,2020-10-21 14:23:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Face Remover Needs more Optimization,Category: Optimization Priority: Medium,"When you put 3 types of floor block (Corrugated Steel; Brick; Flat Steel) near the wall, they seem to shine through. As far as I know this bug isn't only in this version. ![image](https://user-images.githubusercontent.com/45708377/55278138-87d9da80-5319-11e9-837e-95d2ae85e6e8.png) ",1.0,"Face Remover Needs more Optimization - When you put 3 types of floor block (Corrugated Steel; Brick; Flat Steel) near the wall, they seem to shine through. As far as I know this bug isn't only in this version. ![image](https://user-images.githubusercontent.com/45708377/55278138-87d9da80-5319-11e9-837e-95d2ae85e6e8.png) ",1,face remover needs more optimization when you put types of floor block corrugated steel brick flat steel near the wall they seem to shine through as far as i know this bug isn t only in this version ,1 324359,9888407922.0,IssuesEvent,2019-06-25 11:29:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.4 release-preview] Incorrect update of house value in house with 2 and more rooms,Medium Priority QA,"Step to reproduce: Very simplistic First behavior - have house with 2 rooms ![image](https://user-images.githubusercontent.com/45708377/60088688-bd8b3580-9747-11e9-8d8d-32911636d220.png) - unite house to one room: I have house value as two rooms. It doesn't happen always that way. ![image](https://user-images.githubusercontent.com/45708377/60094075-bd913280-9753-11e9-8f44-2049bd731ca2.png) Second behavior - have house with two rooms - unite house to one room: I have one bedroom ![image](https://user-images.githubusercontent.com/45708377/60094310-6475ce80-9754-11e9-83cd-7c7206835585.png) - separaing house to two rooms: I have one bedroom with table and bed (should be 2 rooms). It happen because room work incorrect. #12105. ![image](https://user-images.githubusercontent.com/45708377/60094354-76577180-9754-11e9-9aff-d2ef8ad59202.png) - repair room. Bedroom value is not updated ![image](https://user-images.githubusercontent.com/45708377/60094451-c7fffc00-9754-11e9-9430-b2b674eb5472.png) For a better check, a four-room house with a common crosshair is suitable. But I can't describe the behavior of the rooms and the house. Every time I have the slightest change, in one sequence, everything happens differently. But calculating the house value with a bug with room calculation are very annoying during the construction and renovation of the room. ",1.0,"[0.8.2.4 release-preview] Incorrect update of house value in house with 2 and more rooms - Step to reproduce: Very simplistic First behavior - have house with 2 rooms ![image](https://user-images.githubusercontent.com/45708377/60088688-bd8b3580-9747-11e9-8d8d-32911636d220.png) - unite house to one room: I have house value as two rooms. It doesn't happen always that way. ![image](https://user-images.githubusercontent.com/45708377/60094075-bd913280-9753-11e9-8f44-2049bd731ca2.png) Second behavior - have house with two rooms - unite house to one room: I have one bedroom ![image](https://user-images.githubusercontent.com/45708377/60094310-6475ce80-9754-11e9-83cd-7c7206835585.png) - separaing house to two rooms: I have one bedroom with table and bed (should be 2 rooms). It happen because room work incorrect. #12105. ![image](https://user-images.githubusercontent.com/45708377/60094354-76577180-9754-11e9-9aff-d2ef8ad59202.png) - repair room. Bedroom value is not updated ![image](https://user-images.githubusercontent.com/45708377/60094451-c7fffc00-9754-11e9-9430-b2b674eb5472.png) For a better check, a four-room house with a common crosshair is suitable. But I can't describe the behavior of the rooms and the house. Every time I have the slightest change, in one sequence, everything happens differently. But calculating the house value with a bug with room calculation are very annoying during the construction and renovation of the room. ",1, incorrect update of house value in house with and more rooms step to reproduce very simplistic first behavior have house with rooms unite house to one room i have house value as two rooms it doesn t happen always that way second behavior have house with two rooms unite house to one room i have one bedroom separaing house to two rooms i have one bedroom with table and bed should be rooms it happen because room work incorrect repair room bedroom value is not updated for a better check a four room house with a common crosshair is suitable but i can t describe the behavior of the rooms and the house every time i have the slightest change in one sequence everything happens differently but calculating the house value with a bug with room calculation are very annoying during the construction and renovation of the room ,1 230817,7614238603.0,IssuesEvent,2018-05-02 01:33:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract UI inserts extra whitespace,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39455817-6af95b04-4c97-11e8-9ef0-ebf1efeb56eb.png) (Different from other bugs, this window allows the content to fit, but still breaks)",1.0,"Contract UI inserts extra whitespace - ![image](https://user-images.githubusercontent.com/6262198/39455817-6af95b04-4c97-11e8-9ef0-ebf1efeb56eb.png) (Different from other bugs, this window allows the content to fit, but still breaks)",1,contract ui inserts extra whitespace different from other bugs this window allows the content to fit but still breaks ,1 307114,9414201391.0,IssuesEvent,2019-04-10 09:35:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Demografic improvement,Community Manager Medium Priority,"Please add more info about it. In ""demografic description"" - list of users. ![default](https://user-images.githubusercontent.com/4980243/48661217-a8e31280-ea7f-11e8-9566-cd6cb0049841.png) In ""user description"" - list of applied demografics. ![default](https://user-images.githubusercontent.com/4980243/48661227-c6b07780-ea7f-11e8-9a61-f5eccb1972c9.png) Additionally, you can add windowed interface, like economy viewer with scrolling and searching. Thx!",1.0,"Demografic improvement - Please add more info about it. In ""demografic description"" - list of users. ![default](https://user-images.githubusercontent.com/4980243/48661217-a8e31280-ea7f-11e8-9566-cd6cb0049841.png) In ""user description"" - list of applied demografics. ![default](https://user-images.githubusercontent.com/4980243/48661227-c6b07780-ea7f-11e8-9a61-f5eccb1972c9.png) Additionally, you can add windowed interface, like economy viewer with scrolling and searching. Thx!",1,demografic improvement please add more info about it in demografic description list of users in user description list of applied demografics additionally you can add windowed interface like economy viewer with scrolling and searching thx ,1 371407,10966206254.0,IssuesEvent,2019-11-28 06:14:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1248] Work Party/Order panel,Medium Priority,"1. Shadow? ![image](https://user-images.githubusercontent.com/45708377/68756110-a11a6780-061a-11ea-8b67-83e2d4c227f9.png) 2. Can hide it when empty? ![image](https://user-images.githubusercontent.com/45708377/68756207-cb6c2500-061a-11ea-9cc7-80adc3ff47d2.png) 3. Move or extend to the right side so it doesn't start from the air. ![image](https://user-images.githubusercontent.com/45708377/68756273-eb034d80-061a-11ea-8b16-0bf8adc2f990.png) ",1.0,"[0.9.0 staging-1248] Work Party/Order panel - 1. Shadow? ![image](https://user-images.githubusercontent.com/45708377/68756110-a11a6780-061a-11ea-8b67-83e2d4c227f9.png) 2. Can hide it when empty? ![image](https://user-images.githubusercontent.com/45708377/68756207-cb6c2500-061a-11ea-9cc7-80adc3ff47d2.png) 3. Move or extend to the right side so it doesn't start from the air. ![image](https://user-images.githubusercontent.com/45708377/68756273-eb034d80-061a-11ea-8b16-0bf8adc2f990.png) ",1, work party order panel shadow can hide it when empty move or extend to the right side so it doesn t start from the air ,1 557566,16511829475.0,IssuesEvent,2021-05-26 05:44:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-277] Minimap is always shown 3D after relog.,Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Fixed Type: Bug,"Step to reproduce: - connect to server, open minimap, Settings, set Camera mode to 2D: ![image](https://user-images.githubusercontent.com/45708377/116983021-407d5f80-acd2-11eb-959f-13afae314646.png) - restart client and connect to server. Minimap is 3D, but you can see that it's still set 2D mode. ![image](https://user-images.githubusercontent.com/45708377/116982970-2ba0cc00-acd2-11eb-8283-0f40071457ae.png) ",1.0,"[0.9.4 develop-277] Minimap is always shown 3D after relog. - Step to reproduce: - connect to server, open minimap, Settings, set Camera mode to 2D: ![image](https://user-images.githubusercontent.com/45708377/116983021-407d5f80-acd2-11eb-959f-13afae314646.png) - restart client and connect to server. Minimap is 3D, but you can see that it's still set 2D mode. ![image](https://user-images.githubusercontent.com/45708377/116982970-2ba0cc00-acd2-11eb-8283-0f40071457ae.png) ",1, minimap is always shown after relog step to reproduce connect to server open minimap settings set camera mode to restart client and connect to server minimap is but you can see that it s still set mode ,1 374126,11072508226.0,IssuesEvent,2019-12-12 10:26:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Work party: it doesn't count labor,Medium Priority,"We should count labor too as someone can provide labor without resources. to @Hakuhonoo for labor help",1.0,"[master-preview] Work party: it doesn't count labor - We should count labor too as someone can provide labor without resources. to @Hakuhonoo for labor help",1, work party it doesn t count labor we should count labor too as someone can provide labor without resources to hakuhonoo for labor help,1 478120,13773565643.0,IssuesEvent,2020-10-08 04:01:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Linux server: no docker image tagged as latest,Category: DevOps Priority: Medium,"[This guide](https://github.com/StrangeLoopGames/EcoIssues/wiki/EcoServer-on-Linux) tells me to use the following command to download a docker image: `docker pull strangeloopgames/eco-game-server` This command does not work: > $ sudo docker pull strangeloopgames/eco-game-server Using default tag: latest Error response from daemon: manifest for strangeloopgames/eco-game-server:latest not found ",1.0,"Linux server: no docker image tagged as latest - [This guide](https://github.com/StrangeLoopGames/EcoIssues/wiki/EcoServer-on-Linux) tells me to use the following command to download a docker image: `docker pull strangeloopgames/eco-game-server` This command does not work: > $ sudo docker pull strangeloopgames/eco-game-server Using default tag: latest Error response from daemon: manifest for strangeloopgames/eco-game-server:latest not found ",1,linux server no docker image tagged as latest tells me to use the following command to download a docker image docker pull strangeloopgames eco game server this command does not work sudo docker pull strangeloopgames eco game server using default tag latest error response from daemon manifest for strangeloopgames eco game server latest not found ,1 370704,10938418807.0,IssuesEvent,2019-11-25 08:25:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1270]Civics: minting with a Law preventing mint still consumes item,Laws Medium Priority,"1. Create a Law with mint preventing ![bandicam 2019-11-25 13-07-18-054](https://user-images.githubusercontent.com/27898520/69523896-c302db00-0f86-11ea-87bd-97a1ac655909.jpg) 2. Place mint 3. Make some currency ![bandicam 2019-11-25 13-20-32-942](https://user-images.githubusercontent.com/27898520/69523915-d01fca00-0f86-11ea-9022-f1c697b8c517.jpg) 4. Give yoursel an Item 5. Mint ![bandicam 2019-11-25 13-21-09-398](https://user-images.githubusercontent.com/27898520/69523984-f2b1e300-0f86-11ea-8174-0f3cf2e06cf9.jpg) 6. You won't recieve the currency, but you will lost you items. ![bandicam 2019-11-25 13-21-13-936](https://user-images.githubusercontent.com/27898520/69523999-f80f2d80-0f86-11ea-9378-0f8a5e1f04ca.jpg) ",1.0,"[0.9.0 staging-1270]Civics: minting with a Law preventing mint still consumes item - 1. Create a Law with mint preventing ![bandicam 2019-11-25 13-07-18-054](https://user-images.githubusercontent.com/27898520/69523896-c302db00-0f86-11ea-87bd-97a1ac655909.jpg) 2. Place mint 3. Make some currency ![bandicam 2019-11-25 13-20-32-942](https://user-images.githubusercontent.com/27898520/69523915-d01fca00-0f86-11ea-9022-f1c697b8c517.jpg) 4. Give yoursel an Item 5. Mint ![bandicam 2019-11-25 13-21-09-398](https://user-images.githubusercontent.com/27898520/69523984-f2b1e300-0f86-11ea-8174-0f3cf2e06cf9.jpg) 6. You won't recieve the currency, but you will lost you items. ![bandicam 2019-11-25 13-21-13-936](https://user-images.githubusercontent.com/27898520/69523999-f80f2d80-0f86-11ea-9378-0f8a5e1f04ca.jpg) ",1, civics minting with a law preventing mint still consumes item create a law with mint preventing place mint make some currency give yoursel an item mint you won t recieve the currency but you will lost you items ,1 691088,23682375046.0,IssuesEvent,2022-08-29 00:20:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chopping Trees on the edge of the claims Bug,Priority: Medium Status: Fixed Category: Gameplay Squad: Otter,"When **chopping a tree on claimed land** if the tree **falls on someone else's claim** you **can chop the tree and loot it as long as you don't chop the stomp, if u chop the stomp then you can still cut the fallen tree on his land but u are not authorized to loot it**. Something is not working as intended but only you guys know the intention of it. **One important thing to mention, I tried this with an ""old"" huge tree. Didn't have the opportunity to try it with normal trees also.** **In my opinion it's not fair** that if my tree falls on someone else's claim i'm no longer able to get it because it's pretty hard to control the way a tree falls when u cut it. I tried many times many ways but never falls as intended and **because of the collision sometimes tree jumps like a football**. Not to mention that **i was thrown off the planet**(200height+) while simply touching a piece of fresh chopped wood :D. If explanation in words might get confusing the image explains clear so i went for this aproach too :) ![image](https://user-images.githubusercontent.com/9423653/113732142-01271780-9702-11eb-9663-1a467cb6b625.png) ",1.0,"Chopping Trees on the edge of the claims Bug - When **chopping a tree on claimed land** if the tree **falls on someone else's claim** you **can chop the tree and loot it as long as you don't chop the stomp, if u chop the stomp then you can still cut the fallen tree on his land but u are not authorized to loot it**. Something is not working as intended but only you guys know the intention of it. **One important thing to mention, I tried this with an ""old"" huge tree. Didn't have the opportunity to try it with normal trees also.** **In my opinion it's not fair** that if my tree falls on someone else's claim i'm no longer able to get it because it's pretty hard to control the way a tree falls when u cut it. I tried many times many ways but never falls as intended and **because of the collision sometimes tree jumps like a football**. Not to mention that **i was thrown off the planet**(200height+) while simply touching a piece of fresh chopped wood :D. If explanation in words might get confusing the image explains clear so i went for this aproach too :) ![image](https://user-images.githubusercontent.com/9423653/113732142-01271780-9702-11eb-9663-1a467cb6b625.png) ",1,chopping trees on the edge of the claims bug when chopping a tree on claimed land if the tree falls on someone else s claim you can chop the tree and loot it as long as you don t chop the stomp if u chop the stomp then you can still cut the fallen tree on his land but u are not authorized to loot it something is not working as intended but only you guys know the intention of it one important thing to mention i tried this with an old huge tree didn t have the opportunity to try it with normal trees also in my opinion it s not fair that if my tree falls on someone else s claim i m no longer able to get it because it s pretty hard to control the way a tree falls when u cut it i tried many times many ways but never falls as intended and because of the collision sometimes tree jumps like a football not to mention that i was thrown off the planet while simply touching a piece of fresh chopped wood d if explanation in words might get confusing the image explains clear so i went for this aproach too ,1 482226,13903124548.0,IssuesEvent,2020-10-20 06:43:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.0 beta develop-81]Civics: Constitution still referenced as (draft) in government tab after election,Category: Laws Priority: Medium Status: Fixed,"Civic duties does not change constitutional references in its government tab as seen below. ![Screenshot_103.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/2704e1ca-7980-446d-ab36-ee349577a9cf) Should be updated to refer to the active constitution and not called ""draft"" anymore.",1.0,"[0.9.1.0 beta develop-81]Civics: Constitution still referenced as (draft) in government tab after election - Civic duties does not change constitutional references in its government tab as seen below. ![Screenshot_103.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/2704e1ca-7980-446d-ab36-ee349577a9cf) Should be updated to refer to the active constitution and not called ""draft"" anymore.",1, civics constitution still referenced as draft in government tab after election civic duties does not change constitutional references in its government tab as seen below should be updated to refer to the active constitution and not called draft anymore ,1 306086,9380557744.0,IssuesEvent,2019-04-04 17:23:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cant dig with Excavator and Skid steer,Medium Priority,"Cant dig with Excavator and Skid steer, ground act as bedrock. The movement of machine works fine but it doesnt pick up or break the ground. Have tried Dirt,Stone and Iron ore. Server is public with pw, if wana try and find a fault, Discord : Seelm#0619",1.0,"Cant dig with Excavator and Skid steer - Cant dig with Excavator and Skid steer, ground act as bedrock. The movement of machine works fine but it doesnt pick up or break the ground. Have tried Dirt,Stone and Iron ore. Server is public with pw, if wana try and find a fault, Discord : Seelm#0619",1,cant dig with excavator and skid steer cant dig with excavator and skid steer ground act as bedrock the movement of machine works fine but it doesnt pick up or break the ground have tried dirt stone and iron ore server is public with pw if wana try and find a fault discord seelm ,1 315622,9629604280.0,IssuesEvent,2019-05-15 09:58:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2 staging-8-d] Contracts: construction post disappearing,Medium Priority QA Staging,"In the video **Steps** 1. Choose clear debris 2. Click on Pick 3. Don't close Pick 4. Choose Buils Ros 5. Click on Pick **Expectes** View construction side **Actual** Empty window https://drive.google.com/file/d/1ucV2i0CvJLoMCJphxaN3Ac3EpciuaVn0/view?usp=sharing",1.0,"[0.8.2 staging-8-d] Contracts: construction post disappearing - In the video **Steps** 1. Choose clear debris 2. Click on Pick 3. Don't close Pick 4. Choose Buils Ros 5. Click on Pick **Expectes** View construction side **Actual** Empty window https://drive.google.com/file/d/1ucV2i0CvJLoMCJphxaN3Ac3EpciuaVn0/view?usp=sharing",1, contracts construction post disappearing in the video steps choose clear debris click on pick don t close pick choose buils ros click on pick expectes view construction side actual empty window ,1 236733,7752320506.0,IssuesEvent,2018-05-30 19:54:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Enhancement: tool repair cost efficiency,Medium Priority Suggestion,"Right now, repair costs are static, e.g. to repair a steel axe from 0% to 100% you need 10 steel. When you have tool smithing efficiency 5 the same steel axe costs only 2 boards and 5 steel to craft from scratch. Would it be possible to lower the repair costs based on your tool smithing efficiency skill (or a new skill specifically for repairing). ",1.0,"Enhancement: tool repair cost efficiency - Right now, repair costs are static, e.g. to repair a steel axe from 0% to 100% you need 10 steel. When you have tool smithing efficiency 5 the same steel axe costs only 2 boards and 5 steel to craft from scratch. Would it be possible to lower the repair costs based on your tool smithing efficiency skill (or a new skill specifically for repairing). ",1,enhancement tool repair cost efficiency right now repair costs are static e g to repair a steel axe from to you need steel when you have tool smithing efficiency the same steel axe costs only boards and steel to craft from scratch would it be possible to lower the repair costs based on your tool smithing efficiency skill or a new skill specifically for repairing ,1 384557,11394706166.0,IssuesEvent,2020-01-30 09:54:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1183] Wrong species in trigger Plant Seeds ,Priority: Medium Staging Status: Fixed,"Should be seeds. Now Animal, Plant, Tree or just a species choice is broken. ![image](https://user-images.githubusercontent.com/45708377/67548251-06f58c80-f70a-11e9-90e8-52bda29533d9.png) ",1.0,"[0.9.0 staging-1183] Wrong species in trigger Plant Seeds - Should be seeds. Now Animal, Plant, Tree or just a species choice is broken. ![image](https://user-images.githubusercontent.com/45708377/67548251-06f58c80-f70a-11e9-90e8-52bda29533d9.png) ",1, wrong species in trigger plant seeds should be seeds now animal plant tree or just a species choice is broken ,1 180586,6651175406.0,IssuesEvent,2017-09-28 19:02:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Alpha.6 Unable to craft items because of missing receips,Medium Priority,"- Basic Salad - Fruit Salad - Vegetable Medley ![image](https://user-images.githubusercontent.com/1900106/30979216-4c6c951a-a47d-11e7-9ada-0f0cfef84c80.png) ",1.0,"Alpha.6 Unable to craft items because of missing receips - - Basic Salad - Fruit Salad - Vegetable Medley ![image](https://user-images.githubusercontent.com/1900106/30979216-4c6c951a-a47d-11e7-9ada-0f0cfef84c80.png) ",1,alpha unable to craft items because of missing receips basic salad fruit salad vegetable medley ,1 426864,12389185930.0,IssuesEvent,2020-05-20 08:36:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.1.3] Glitch fake plants,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"v 0.8.1.2 beta Problem: When using Ceiba as fake plant in round pot, tree remains after Pot is removed. Steps: 1 Place a pot 2 Use ceiba seed on pot 3 Remove Seed 4 Remove Pot ![Capturar](https://user-images.githubusercontent.com/6478038/56086032-2ab34e00-5e1c-11e9-99d2-21a260bcce2e.PNG) I have relogged and it persists ![Capturar1](https://user-images.githubusercontent.com/6478038/56086046-6817db80-5e1c-11e9-8432-61d62ae80459.PNG) ",1.0,"[0.8.1.3] Glitch fake plants - v 0.8.1.2 beta Problem: When using Ceiba as fake plant in round pot, tree remains after Pot is removed. Steps: 1 Place a pot 2 Use ceiba seed on pot 3 Remove Seed 4 Remove Pot ![Capturar](https://user-images.githubusercontent.com/6478038/56086032-2ab34e00-5e1c-11e9-99d2-21a260bcce2e.PNG) I have relogged and it persists ![Capturar1](https://user-images.githubusercontent.com/6478038/56086046-6817db80-5e1c-11e9-8432-61d62ae80459.PNG) ",1, glitch fake plants v beta problem when using ceiba as fake plant in round pot tree remains after pot is removed steps place a pot use ceiba seed on pot remove seed remove pot i have relogged and it persists ,1 452812,13059818012.0,IssuesEvent,2020-07-30 11:20:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 develop-14] Starter camp little upgrade,Category: Gameplay Priority: Medium,"Now we can place a starter camp on your deed and then you will get bonus papers into a camp. Ccan we do the same with others people deeds? So if I'm placing a starter camp like that between two another properties.",1.0,"[0.9.0 develop-14] Starter camp little upgrade - Now we can place a starter camp on your deed and then you will get bonus papers into a camp. Ccan we do the same with others people deeds? So if I'm placing a starter camp like that between two another properties.",1, starter camp little upgrade now we can place a starter camp on your deed and then you will get bonus papers into a camp ccan we do the same with others people deeds so if i m placing a starter camp like that between two another properties ,1 497353,14368283085.0,IssuesEvent,2020-12-01 08:09:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Pressing escape when logging into the game for the first time does not function properly.,Category: UI Priority: Medium Status: Not reproduced,Is this an editor-only problem? ,1.0,Pressing escape when logging into the game for the first time does not function properly. - Is this an editor-only problem? ,1,pressing escape when logging into the game for the first time does not function properly is this an editor only problem ,1 311316,9531869331.0,IssuesEvent,2019-04-29 17:04:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't see Claims while placing Campsite,Feature Fixed Medium Priority,"A big issue for newbies is that they can't see other players' claims. It is very hard to know where to place your starter camp when you can't see what land is claimed and what isn't. On the SeaOtter server we have had many new players come in and set a camp down in the middle of someone else's area. I have suggested it before, we need a way to see claims while not holding a Land Claim Stake, a hotkey to toggle it on and off maybe. Then you can make it automatically toggle on when you select the Land Claim Stake or the Campsite. Being able to toggle claims view on while holding any item would just be useful in many cases, and it would solve issues like this.",1.0,"Can't see Claims while placing Campsite - A big issue for newbies is that they can't see other players' claims. It is very hard to know where to place your starter camp when you can't see what land is claimed and what isn't. On the SeaOtter server we have had many new players come in and set a camp down in the middle of someone else's area. I have suggested it before, we need a way to see claims while not holding a Land Claim Stake, a hotkey to toggle it on and off maybe. Then you can make it automatically toggle on when you select the Land Claim Stake or the Campsite. Being able to toggle claims view on while holding any item would just be useful in many cases, and it would solve issues like this.",1,can t see claims while placing campsite a big issue for newbies is that they can t see other players claims it is very hard to know where to place your starter camp when you can t see what land is claimed and what isn t on the seaotter server we have had many new players come in and set a camp down in the middle of someone else s area i have suggested it before we need a way to see claims while not holding a land claim stake a hotkey to toggle it on and off maybe then you can make it automatically toggle on when you select the land claim stake or the campsite being able to toggle claims view on while holding any item would just be useful in many cases and it would solve issues like this ,1 393228,11612160410.0,IssuesEvent,2020-02-26 08:24:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Top Bar Improvements,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/67045739-bbc4f380-f0e3-11e9-9f80-376ef69e1dfd.png) Make the top bar (says dirt in the screenshot here) improved: - It should say the species being looked at - It should clamp to the top of the screen, scooting down only when the notification bar is active, and hiding if the notification bar is expanded. ",1.0,"Top Bar Improvements - ![image](https://user-images.githubusercontent.com/3536496/67045739-bbc4f380-f0e3-11e9-9f80-376ef69e1dfd.png) Make the top bar (says dirt in the screenshot here) improved: - It should say the species being looked at - It should clamp to the top of the screen, scooting down only when the notification bar is active, and hiding if the notification bar is expanded. ",1,top bar improvements make the top bar says dirt in the screenshot here improved it should say the species being looked at it should clamp to the top of the screen scooting down only when the notification bar is active and hiding if the notification bar is expanded ,1 415722,12133436315.0,IssuesEvent,2020-04-23 09:01:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging 1506] Adding/Editing districts issues,Priority: Medium Status: Fixed Week Task,"Unable to see the existing districts whilst adding a district, kind of annoying now we can have several district maps going, if I hover over an area with cursor it does say if it is in a district or not though. It should let me select the districts in the right and I see them on the map I am currently editing nor player property so cannot ensure that a road does not go through someones base. ![image](https://user-images.githubusercontent.com/61889138/79138357-4abd7a80-7dac-11ea-92b1-1802f1e424e7.png) ",1.0,"[0.9.0 Staging 1506] Adding/Editing districts issues - Unable to see the existing districts whilst adding a district, kind of annoying now we can have several district maps going, if I hover over an area with cursor it does say if it is in a district or not though. It should let me select the districts in the right and I see them on the map I am currently editing nor player property so cannot ensure that a road does not go through someones base. ![image](https://user-images.githubusercontent.com/61889138/79138357-4abd7a80-7dac-11ea-92b1-1802f1e424e7.png) ",1, adding editing districts issues unable to see the existing districts whilst adding a district kind of annoying now we can have several district maps going if i hover over an area with cursor it does say if it is in a district or not though it should let me select the districts in the right and i see them on the map i am currently editing nor player property so cannot ensure that a road does not go through someones base ,1 251616,8017994339.0,IssuesEvent,2018-07-25 17:40:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Seems to not be possible to donate directly to the treasury,Feature Medium Priority,"Currently: Treasury is filled through tax setting. Problem: In order to fill the treasury, we had to announce to players to stop doing direct transaction for a moment. We then cranked up the taxes to 100%, direct-transfered money between 2 player back and forth (filling the treasury) and then set tax low again. Suggestion: Unless I have just missed the function somewhere... Add the ability for player to donate to the treasury directly. Maybe just through /pay 'Treasury',[Amount],[Currency] ",1.0,"Seems to not be possible to donate directly to the treasury - Currently: Treasury is filled through tax setting. Problem: In order to fill the treasury, we had to announce to players to stop doing direct transaction for a moment. We then cranked up the taxes to 100%, direct-transfered money between 2 player back and forth (filling the treasury) and then set tax low again. Suggestion: Unless I have just missed the function somewhere... Add the ability for player to donate to the treasury directly. Maybe just through /pay 'Treasury',[Amount],[Currency] ",1,seems to not be possible to donate directly to the treasury currently treasury is filled through tax setting problem in order to fill the treasury we had to announce to players to stop doing direct transaction for a moment we then cranked up the taxes to direct transfered money between player back and forth filling the treasury and then set tax low again suggestion unless i have just missed the function somewhere add the ability for player to donate to the treasury directly maybe just through pay treasury ,1 552335,16238517312.0,IssuesEvent,2021-05-07 06:07:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stockpile visualizer seems to not render second block materials in truck stockpiles,Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed,"Glass in a truck does not have the support framework holding it in place like the stockpiles have ![image](https://user-images.githubusercontent.com/61889138/99600631-be380200-29f5-11eb-893d-1fff747a425d.png) Pic in a stockpile below showing the support framework ![image](https://user-images.githubusercontent.com/61889138/99600669-ce4fe180-29f5-11eb-86e0-a39cd95b13e9.png) ",1.0,"Stockpile visualizer seems to not render second block materials in truck stockpiles - Glass in a truck does not have the support framework holding it in place like the stockpiles have ![image](https://user-images.githubusercontent.com/61889138/99600631-be380200-29f5-11eb-893d-1fff747a425d.png) Pic in a stockpile below showing the support framework ![image](https://user-images.githubusercontent.com/61889138/99600669-ce4fe180-29f5-11eb-86e0-a39cd95b13e9.png) ",1,stockpile visualizer seems to not render second block materials in truck stockpiles glass in a truck does not have the support framework holding it in place like the stockpiles have pic in a stockpile below showing the support framework ,1 499369,14446000761.0,IssuesEvent,2020-12-08 00:14:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,world backups accessible from ui even when world is offline,Category: Cloud Worlds Priority: Medium,When world is disconnected for some reason. Still give download button for World Save,1.0,world backups accessible from ui even when world is offline - When world is disconnected for some reason. Still give download button for World Save,1,world backups accessible from ui even when world is offline when world is disconnected for some reason still give download button for world save,1 249109,7953820895.0,IssuesEvent,2018-07-12 04:03:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Storage Not updating when i leave an area and returning home,Medium Priority," I went to somebody's shop bought some food, came back to my home and looked in the cart and could still see their storage and i am over 100m away, and it seems that the ONLY storage i could see was my cart and theirs. when i logged off and back on i was at my home. and all storage at my house behaved as it should do, i ONLY see what i should see",1.0,"Storage Not updating when i leave an area and returning home - I went to somebody's shop bought some food, came back to my home and looked in the cart and could still see their storage and i am over 100m away, and it seems that the ONLY storage i could see was my cart and theirs. when i logged off and back on i was at my home. and all storage at my house behaved as it should do, i ONLY see what i should see",1,storage not updating when i leave an area and returning home i went to somebody s shop bought some food came back to my home and looked in the cart and could still see their storage and i am over away and it seems that the only storage i could see was my cart and theirs when i logged off and back on i was at my home and all storage at my house behaved as it should do i only see what i should see,1 466495,13425146645.0,IssuesEvent,2020-09-06 08:55:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1746] Voice settings don't work properly ,Category: Audio Priority: Medium Status: Fixed,"Step to reproduce: - join to server and set Voice Volume and Microphone to ""+15"": ![image](https://user-images.githubusercontent.com/45708377/91690111-146f7480-eb6e-11ea-84dc-8d3fb93b5d4a.png) - restart client and join to server. I have ""+15"" in UI, but it doesn't work while I will not change one of two bar. I talk and hear like I have ""0""",1.0,"[0.9.0 staging-1746] Voice settings don't work properly - Step to reproduce: - join to server and set Voice Volume and Microphone to ""+15"": ![image](https://user-images.githubusercontent.com/45708377/91690111-146f7480-eb6e-11ea-84dc-8d3fb93b5d4a.png) - restart client and join to server. I have ""+15"" in UI, but it doesn't work while I will not change one of two bar. I talk and hear like I have ""0""",1, voice settings don t work properly step to reproduce join to server and set voice volume and microphone to restart client and join to server i have in ui but it doesn t work while i will not change one of two bar i talk and hear like i have ,1 432366,12492065685.0,IssuesEvent,2020-06-01 06:11:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.9 no icon for ""misc""",Category: Art Priority: Medium Status: Fixed Week Task,"**Version:** 0.9.0.0 beta staging-1449 (how close you can approach animals, maybe this perk can have own icon?) ![изображение](https://user-images.githubusercontent.com/4980243/76144897-aa31b780-6095-11ea-9662-ad0f5bdd4670.png) ",1.0,"0.9 no icon for ""misc"" - **Version:** 0.9.0.0 beta staging-1449 (how close you can approach animals, maybe this perk can have own icon?) ![изображение](https://user-images.githubusercontent.com/4980243/76144897-aa31b780-6095-11ea-9662-ad0f5bdd4670.png) ",1, no icon for misc version beta staging how close you can approach animals maybe this perk can have own icon ,1 242832,7849149416.0,IssuesEvent,2018-06-20 01:45:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: eEvveerryytthhiinngg iiss ddoouubblleedd tteexxtt..,Medium Priority,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** lLaauunncchh tthhee llaatteesstt eeccoo oonn lliinnuuxx.. **Expected behavior:** wweellccoommee ssccrreeeenn wwiitthh uusseerrnnaammee//ppaasssswwoorrdd **Actual behavior:** aAss yyoouu ccaann sseeee eevveerryytthhiinngg iinn ggaammee iiss ddoouubbllee tteexxtt..",1.0,"USER ISSUE: eEvveerryytthhiinngg iiss ddoouubblleedd tteexxtt.. - **Version:** 0.7.3.2 beta **Steps to Reproduce:** lLaauunncchh tthhee llaatteesstt eeccoo oonn lliinnuuxx.. **Expected behavior:** wweellccoommee ssccrreeeenn wwiitthh uusseerrnnaammee//ppaasssswwoorrdd **Actual behavior:** aAss yyoouu ccaann sseeee eevveerryytthhiinngg iinn ggaammee iiss ddoouubbllee tteexxtt..",1,user issue eevveerryytthhiinngg iiss ddoouubblleedd tteexxtt version beta steps to reproduce llaauunncchh tthhee llaatteesstt eeccoo oonn lliinnuuxx expected behavior wweellccoommee ssccrreeeenn wwiitthh uusseerrnnaammee ppaasssswwoorrdd actual behavior aass yyoouu ccaann sseeee eevveerryytthhiinngg iinn ggaammee iiss ddoouubbllee tteexxtt ,1 249139,7953891972.0,IssuesEvent,2018-07-12 04:35:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Icons of user modded items missing or broken in preview texts,Medium Priority,"Version: 0.7.3.3 **Steps to Reproduce:** Look at the textual description of a community modded item **Expected behavior:** looks like vanilla items, has an icon on the left side of the item name **Actual behavior:** doesn't show an icon or displays text instead of an icon __ As far as I can tell, items that are from community made mods are missing their icons in the textual bits of the game. They show up as items in the inventory, craft windows etc. just fine. I've observed 2 different behaviours. - If the icon is from a single sprite, it simply doesn't show up. - If it belongs to a sprite sheet, the link to the right sprite is shown where the icon should be, making it hard to read any item information or receipe. I included pictures of the two behaviours. Tested this with my own as well as other mods. example of a missing icon ![missing icons2](https://user-images.githubusercontent.com/7736723/38777252-16f3d9a6-40a5-11e8-85ad-56cf2709d545.png) example of text replacing the missing icon if from a sprite sheet ![icon missing 1](https://user-images.githubusercontent.com/7736723/38777251-16d8af00-40a5-11e8-8dc2-c25fdd6ddef7.png)",1.0,"Icons of user modded items missing or broken in preview texts - Version: 0.7.3.3 **Steps to Reproduce:** Look at the textual description of a community modded item **Expected behavior:** looks like vanilla items, has an icon on the left side of the item name **Actual behavior:** doesn't show an icon or displays text instead of an icon __ As far as I can tell, items that are from community made mods are missing their icons in the textual bits of the game. They show up as items in the inventory, craft windows etc. just fine. I've observed 2 different behaviours. - If the icon is from a single sprite, it simply doesn't show up. - If it belongs to a sprite sheet, the link to the right sprite is shown where the icon should be, making it hard to read any item information or receipe. I included pictures of the two behaviours. Tested this with my own as well as other mods. example of a missing icon ![missing icons2](https://user-images.githubusercontent.com/7736723/38777252-16f3d9a6-40a5-11e8-85ad-56cf2709d545.png) example of text replacing the missing icon if from a sprite sheet ![icon missing 1](https://user-images.githubusercontent.com/7736723/38777251-16d8af00-40a5-11e8-8dc2-c25fdd6ddef7.png)",1,icons of user modded items missing or broken in preview texts version steps to reproduce look at the textual description of a community modded item expected behavior looks like vanilla items has an icon on the left side of the item name actual behavior doesn t show an icon or displays text instead of an icon as far as i can tell items that are from community made mods are missing their icons in the textual bits of the game they show up as items in the inventory craft windows etc just fine i ve observed different behaviours if the icon is from a single sprite it simply doesn t show up if it belongs to a sprite sheet the link to the right sprite is shown where the icon should be making it hard to read any item information or receipe i included pictures of the two behaviours tested this with my own as well as other mods example of a missing icon example of text replacing the missing icon if from a sprite sheet ,1 450567,13016350581.0,IssuesEvent,2020-07-26 06:00:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Dupe Exploit [8.3.3] - Check in 9.0,Priority: Medium Type: Exploit,"> This dupe involves two players, and a “loose” item placed on the ground, like ores, logs, or stone. If both players continuously drop and pick up the same items continuously, the item will eventually start duplicating. While not a big issue for most materials, it’s an incredibly good way to get gold or copper ore without putting much effort in. > > https://youtu.be/NjiM8-kN3RI Check if still present on 9.0 and fix accordingly.",1.0,"Dupe Exploit [8.3.3] - Check in 9.0 - > This dupe involves two players, and a “loose” item placed on the ground, like ores, logs, or stone. If both players continuously drop and pick up the same items continuously, the item will eventually start duplicating. While not a big issue for most materials, it’s an incredibly good way to get gold or copper ore without putting much effort in. > > https://youtu.be/NjiM8-kN3RI Check if still present on 9.0 and fix accordingly.",1,dupe exploit check in this dupe involves two players and a “loose” item placed on the ground like ores logs or stone if both players continuously drop and pick up the same items continuously the item will eventually start duplicating while not a big issue for most materials it’s an incredibly good way to get gold or copper ore without putting much effort in check if still present on and fix accordingly ,1 371146,10962178607.0,IssuesEvent,2019-11-27 16:44:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Shovels glithes,Fixed Medium Priority QA,"New Crushed items is very similar to Sand and Dirt. But I can’t take it with shovel from the stockpile. If it in carried, then I can’t switch to the shovel. But if I put it on the ground I can only take it with a shovel(Caution, unity can crash). ![image](https://user-images.githubusercontent.com/45708377/65032021-01f32f80-d94b-11e9-8202-4768542e6f9a.png) ![image](https://user-images.githubusercontent.com/45708377/65032542-05d38180-d94c-11e9-9992-57660791b561.png) ",1.0,"[master-preview] Shovels glithes - New Crushed items is very similar to Sand and Dirt. But I can’t take it with shovel from the stockpile. If it in carried, then I can’t switch to the shovel. But if I put it on the ground I can only take it with a shovel(Caution, unity can crash). ![image](https://user-images.githubusercontent.com/45708377/65032021-01f32f80-d94b-11e9-8202-4768542e6f9a.png) ![image](https://user-images.githubusercontent.com/45708377/65032542-05d38180-d94c-11e9-9992-57660791b561.png) ",1, shovels glithes new crushed items is very similar to sand and dirt but i can’t take it with shovel from the stockpile if it in carried then i can’t switch to the shovel but if i put it on the ground i can only take it with a shovel caution unity can crash ,1 212033,7226259970.0,IssuesEvent,2018-02-10 06:55:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.0.0-beta-staging-05b7abef: Server fails on startup on Linux,Medium Priority,"Using: (output of `mono -V`) `Mono JIT compiler version 4.2.1 (Debian 4.2.1.102+dfsg2-7ubuntu4)` `Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com` ` TLS: __thread` ` SIGSEGV: altstack` ` Notifications: epoll` ` Architecture: amd64` ` Disabled: none` ` Misc: softdebug ` ` LLVM: supported, not enabled.` ` GC: sgen` The server executable fails to start up on Linux Mint 18.1, with this as the output: `[26:40] Eco Server 0.7.0.0 beta staging-05b7abef` `[ERROR] FATAL UNHANDLED EXCEPTION: System.MissingMethodException: Method 'Array.Empty' not found.` ` at Eco.Server.Startup.Start (System.String[] args) <0x4195f250 + 0x00283> in :0 ` ` at Eco.Server.MainClass.Main (System.String[] args) <0x41959d50 + 0x0001b> in :0` Maybe you're compiling against a version too new? I'm not sure what this is.",1.0,"0.7.0.0-beta-staging-05b7abef: Server fails on startup on Linux - Using: (output of `mono -V`) `Mono JIT compiler version 4.2.1 (Debian 4.2.1.102+dfsg2-7ubuntu4)` `Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com` ` TLS: __thread` ` SIGSEGV: altstack` ` Notifications: epoll` ` Architecture: amd64` ` Disabled: none` ` Misc: softdebug ` ` LLVM: supported, not enabled.` ` GC: sgen` The server executable fails to start up on Linux Mint 18.1, with this as the output: `[26:40] Eco Server 0.7.0.0 beta staging-05b7abef` `[ERROR] FATAL UNHANDLED EXCEPTION: System.MissingMethodException: Method 'Array.Empty' not found.` ` at Eco.Server.Startup.Start (System.String[] args) <0x4195f250 + 0x00283> in :0 ` ` at Eco.Server.MainClass.Main (System.String[] args) <0x41959d50 + 0x0001b> in :0` Maybe you're compiling against a version too new? I'm not sure what this is.",1, beta staging server fails on startup on linux using output of mono v mono jit compiler version debian copyright c novell inc xamarin inc and contributors tls thread sigsegv altstack notifications epoll architecture disabled none misc softdebug llvm supported not enabled gc sgen the server executable fails to start up on linux mint with this as the output eco server beta staging fatal unhandled exception system missingmethodexception method array empty not found at eco server startup start system string args in at eco server mainclass main system string args in maybe you re compiling against a version too new i m not sure what this is ,1 401748,11797291543.0,IssuesEvent,2020-03-18 12:27:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 - 1464: Concrete costs are way too high,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/5678451/76703209-45e3a900-66d0-11ea-91ec-58fa4af17f08.png) 1152 rocks for 10(!!!) Concrete is absolutely ridiculous this is enough for 17 Asphalt roads which need another 486 rocks this does reduce about 400 block down to 17 blocks, that is in no relation!",1.0,"0.9 - 1464: Concrete costs are way too high - ![image](https://user-images.githubusercontent.com/5678451/76703209-45e3a900-66d0-11ea-91ec-58fa4af17f08.png) 1152 rocks for 10(!!!) Concrete is absolutely ridiculous this is enough for 17 Asphalt roads which need another 486 rocks this does reduce about 400 block down to 17 blocks, that is in no relation!",1, concrete costs are way too high rocks for concrete is absolutely ridiculous this is enough for asphalt roads which need another rocks this does reduce about block down to blocks that is in no relation ,1 393250,11612504906.0,IssuesEvent,2020-02-26 09:05:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat + tutorial feedback,Priority: Medium Status: Fixed,"Looking great! Some minor points: - [x] Make open and close faster by 2x - 3x - [x] Make the delete message 'x' button appear only when mousing over. ![image](https://user-images.githubusercontent.com/3536496/70578688-621cfa80-1b63-11ea-8e55-33ea41a64f05.png) - [x] Make margins on all sides match - [x] When expanding notifications, make it come out of the bell ![image](https://user-images.githubusercontent.com/3536496/70578732-752fca80-1b63-11ea-91bc-041fb9ef0f91.png) - [x] Clicking a tutorial icon while another is open should close that old one and open the new one simultaneously. Currently you have to click it twice. - [x] When switching between work and notification views, start the lerp for the other one while the old one is closing. ![image](https://user-images.githubusercontent.com/3536496/70578890-dfe10600-1b63-11ea-9862-c6f100998c82.png) - [x] Fix margins, bottom is too large. ![image](https://user-images.githubusercontent.com/3536496/70578927-f4bd9980-1b63-11ea-9b38-54a054478592.png) - [ ] Art change: can the sliding piece come out of this top corner, so the corner itself moves? That will reflect this other part of the UI that unfolds: ![image](https://user-images.githubusercontent.com/3536496/70578950-09019680-1b64-11ea-83ab-77d84f040c02.png) ![image](https://user-images.githubusercontent.com/3536496/70578962-11f26800-1b64-11ea-81f2-b449c5c4c081.png) ![image](https://user-images.githubusercontent.com/3536496/70579022-3c442580-1b64-11ea-9e6a-254968406ecd.png) - [x] Margins still too big, and I can only see one notification when its shrunk. Make them lined right on top of each other, and it should show 5 lines of notifications at the top. - [x] Chat at top is missing categories. Should show the categories when you mouse over them. ",1.0,"Chat + tutorial feedback - Looking great! Some minor points: - [x] Make open and close faster by 2x - 3x - [x] Make the delete message 'x' button appear only when mousing over. ![image](https://user-images.githubusercontent.com/3536496/70578688-621cfa80-1b63-11ea-8e55-33ea41a64f05.png) - [x] Make margins on all sides match - [x] When expanding notifications, make it come out of the bell ![image](https://user-images.githubusercontent.com/3536496/70578732-752fca80-1b63-11ea-91bc-041fb9ef0f91.png) - [x] Clicking a tutorial icon while another is open should close that old one and open the new one simultaneously. Currently you have to click it twice. - [x] When switching between work and notification views, start the lerp for the other one while the old one is closing. ![image](https://user-images.githubusercontent.com/3536496/70578890-dfe10600-1b63-11ea-9862-c6f100998c82.png) - [x] Fix margins, bottom is too large. ![image](https://user-images.githubusercontent.com/3536496/70578927-f4bd9980-1b63-11ea-9b38-54a054478592.png) - [ ] Art change: can the sliding piece come out of this top corner, so the corner itself moves? That will reflect this other part of the UI that unfolds: ![image](https://user-images.githubusercontent.com/3536496/70578950-09019680-1b64-11ea-83ab-77d84f040c02.png) ![image](https://user-images.githubusercontent.com/3536496/70578962-11f26800-1b64-11ea-81f2-b449c5c4c081.png) ![image](https://user-images.githubusercontent.com/3536496/70579022-3c442580-1b64-11ea-9e6a-254968406ecd.png) - [x] Margins still too big, and I can only see one notification when its shrunk. Make them lined right on top of each other, and it should show 5 lines of notifications at the top. - [x] Chat at top is missing categories. Should show the categories when you mouse over them. ",1,chat tutorial feedback looking great some minor points make open and close faster by make the delete message x button appear only when mousing over make margins on all sides match when expanding notifications make it come out of the bell clicking a tutorial icon while another is open should close that old one and open the new one simultaneously currently you have to click it twice when switching between work and notification views start the lerp for the other one while the old one is closing fix margins bottom is too large art change can the sliding piece come out of this top corner so the corner itself moves that will reflect this other part of the ui that unfolds margins still too big and i can only see one notification when its shrunk make them lined right on top of each other and it should show lines of notifications at the top chat at top is missing categories should show the categories when you mouse over them ,1 250220,7973635736.0,IssuesEvent,2018-07-17 00:17:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,GRAPHIC ISSUE: Wall elements displayed in wrong direction,Medium Priority,"_From @BlazeGuy2 on May 30, 2018 7:27_ _From @Nicolausi113 on April 28, 2018 23:19_ (v0.7.3.3 also 0.7.2.5) Possibly all wall-elements (bricks, stone, logs) are displayed in a wrong direction if they are inserted in a north-south-wall with gaps between. If windows or doors (or even blocks) are inserted, the texture turns in the right direction. Fancy things happen when a door is opened, the wall opens also :) ![eco wrong elemnts](https://user-images.githubusercontent.com/38510829/39401664-df732418-4b4a-11e8-98be-ce3dc5c54b36.jpg) Attachment and Suggestion: wouldn't it be best to use the direction keys for such elements, it would clear the code? _Copied from original issue: StrangeLoopGames/EcoIssues#7478_ _Copied from original issue: StrangeLoopGames/EcoSuggestions#89_",1.0,"GRAPHIC ISSUE: Wall elements displayed in wrong direction - _From @BlazeGuy2 on May 30, 2018 7:27_ _From @Nicolausi113 on April 28, 2018 23:19_ (v0.7.3.3 also 0.7.2.5) Possibly all wall-elements (bricks, stone, logs) are displayed in a wrong direction if they are inserted in a north-south-wall with gaps between. If windows or doors (or even blocks) are inserted, the texture turns in the right direction. Fancy things happen when a door is opened, the wall opens also :) ![eco wrong elemnts](https://user-images.githubusercontent.com/38510829/39401664-df732418-4b4a-11e8-98be-ce3dc5c54b36.jpg) Attachment and Suggestion: wouldn't it be best to use the direction keys for such elements, it would clear the code? _Copied from original issue: StrangeLoopGames/EcoIssues#7478_ _Copied from original issue: StrangeLoopGames/EcoSuggestions#89_",1,graphic issue wall elements displayed in wrong direction from on may from on april also possibly all wall elements bricks stone logs are displayed in a wrong direction if they are inserted in a north south wall with gaps between if windows or doors or even blocks are inserted the texture turns in the right direction fancy things happen when a door is opened the wall opens also attachment and suggestion wouldn t it be best to use the direction keys for such elements it would clear the code copied from original issue strangeloopgames ecoissues copied from original issue strangeloopgames ecosuggestions ,1 238632,7781508026.0,IssuesEvent,2018-06-06 00:41:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: No Response from Master Server,Medium Priority,"**Version:** 0.7.4.6 beta **Steps to Reproduce:** 1. Log into your account 2. Try and connect to the server **Expected behavior:** Expect it to be able to connect to the server **Actual behavior:** Instead you get a message ""Connection Failed No response from master server."" What is going on with the master server? and why is it not responding? It is June 1 2018 at about 9:00 AM MST (GMT-0700) This is the server I am trying to connect to https://ecoservers.io/server/3765/ So why is it saying that there is no response from the master server right now? There is no connection issues on my end I can connect to everything else fine. Here is my output_log.txt as well from AppData\LocalLow\Strange Loop Games\Eco [output_log.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2063174/output_log.txt) ![eco no response from master server june 1 2018](https://user-images.githubusercontent.com/38896397/40848003-27086852-657b-11e8-92b7-ce2e184c2432.jpg)
Log File(...previous log truncated...) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [01:53] Disconnected from server.Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [02:14] Disconnected from server.Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [02:47] Disconnected from server.
",1.0,"USER ISSUE: No Response from Master Server - **Version:** 0.7.4.6 beta **Steps to Reproduce:** 1. Log into your account 2. Try and connect to the server **Expected behavior:** Expect it to be able to connect to the server **Actual behavior:** Instead you get a message ""Connection Failed No response from master server."" What is going on with the master server? and why is it not responding? It is June 1 2018 at about 9:00 AM MST (GMT-0700) This is the server I am trying to connect to https://ecoservers.io/server/3765/ So why is it saying that there is no response from the master server right now? There is no connection issues on my end I can connect to everything else fine. Here is my output_log.txt as well from AppData\LocalLow\Strange Loop Games\Eco [output_log.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2063174/output_log.txt) ![eco no response from master server june 1 2018](https://user-images.githubusercontent.com/38896397/40848003-27086852-657b-11e8-92b7-ce2e184c2432.jpg)
Log File(...previous log truncated...) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at AdjustTransformToCurve.LateUpdate () [0x00074] in :0 (Filename: Line: 0) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [01:53] Disconnected from server.Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [02:14] Disconnected from server.Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [02:47] Disconnected from server.
",1,user issue no response from master server version beta steps to reproduce log into your account try and connect to the server expected behavior expect it to be able to connect to the server actual behavior instead you get a message connection failed no response from master server what is going on with the master server and why is it not responding it is june at about am mst gmt this is the server i am trying to connect to so why is it saying that there is no response from the master server right now there is no connection issues on my end i can connect to everything else fine here is my output log txt as well from appdata locallow strange loop games eco log file previous log truncated nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line nullreferenceexception object reference not set to an instance of an object at adjusttransformtocurve lateupdate in filename line can not play a disabled audio source filename line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server can not play a disabled audio source filename line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line disconnected from server ,1 434865,12528668497.0,IssuesEvent,2020-06-04 09:57:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1582] Distribution Station: can't apply some changes,Priority: Medium,"1) I have some items in the distribution station 2) I want to change quantity for some of them and update it 3) I put 1000 corn instead of 1 Expected: I can see Apply button Actual: I can't apply changes as there is no Apply button Apply button wil appear only if you add some new items",1.0,"[0.9.0 staging-1582] Distribution Station: can't apply some changes - 1) I have some items in the distribution station 2) I want to change quantity for some of them and update it 3) I put 1000 corn instead of 1 Expected: I can see Apply button Actual: I can't apply changes as there is no Apply button Apply button wil appear only if you add some new items",1, distribution station can t apply some changes i have some items in the distribution station i want to change quantity for some of them and update it i put corn instead of expected i can see apply button actual i can t apply changes as there is no apply button apply button wil appear only if you add some new items,1 493459,14232700271.0,IssuesEvent,2020-11-18 11:03:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Edit account flaws and improvements,Category: Web Priority: Medium,"- [ ] 1. Delete autofilling current password: ![image](https://user-images.githubusercontent.com/45708377/99521203-2f02fe00-29a5-11eb-85dc-b9670170fa87.png) You must enter an old password to change it. It's not very safe right now. - [ ] 2. I'd a little change this UI. So I add 2 edit button to edit Username and Email, and change edit account button to Edit Password (how it used to be): ![image](https://user-images.githubusercontent.com/45708377/99521595-aafd4600-29a5-11eb-97d1-3a3bd349dbc9.png) If you press edit Username it will look like (the same way we use when rename worlds in CW): ![image](https://user-images.githubusercontent.com/45708377/99521907-0d564680-29a6-11eb-992e-80f6744249a8.png) - [ ] 3. And when you press Edit Password you will have only 3 needed string here, But I prefer to have it in one column or at least 2: ![image](https://user-images.githubusercontent.com/45708377/99522310-86559e00-29a6-11eb-9eed-8e9b6ffca80c.png) ![image](https://user-images.githubusercontent.com/45708377/99522481-c3ba2b80-29a6-11eb-9c2d-4a31de398a9a.png) ",1.0,"Edit account flaws and improvements - - [ ] 1. Delete autofilling current password: ![image](https://user-images.githubusercontent.com/45708377/99521203-2f02fe00-29a5-11eb-85dc-b9670170fa87.png) You must enter an old password to change it. It's not very safe right now. - [ ] 2. I'd a little change this UI. So I add 2 edit button to edit Username and Email, and change edit account button to Edit Password (how it used to be): ![image](https://user-images.githubusercontent.com/45708377/99521595-aafd4600-29a5-11eb-97d1-3a3bd349dbc9.png) If you press edit Username it will look like (the same way we use when rename worlds in CW): ![image](https://user-images.githubusercontent.com/45708377/99521907-0d564680-29a6-11eb-992e-80f6744249a8.png) - [ ] 3. And when you press Edit Password you will have only 3 needed string here, But I prefer to have it in one column or at least 2: ![image](https://user-images.githubusercontent.com/45708377/99522310-86559e00-29a6-11eb-9eed-8e9b6ffca80c.png) ![image](https://user-images.githubusercontent.com/45708377/99522481-c3ba2b80-29a6-11eb-9c2d-4a31de398a9a.png) ",1,edit account flaws and improvements delete autofilling current password you must enter an old password to change it it s not very safe right now i d a little change this ui so i add edit button to edit username and email and change edit account button to edit password how it used to be if you press edit username it will look like the same way we use when rename worlds in cw and when you press edit password you will have only needed string here but i prefer to have it in one column or at least ,1 544444,15893678886.0,IssuesEvent,2021-04-11 07:04:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9.2.3 Notification Drop Down doesn't save options,Category: UI Priority: Medium Squad: Wild Turkey Type: Bug,"0.9.2.3 When changing the notification options from the cog, once you leave and rejoin the server they will all be reset back to enabled. ",1.0,"0.9.2.3 Notification Drop Down doesn't save options - 0.9.2.3 When changing the notification options from the cog, once you leave and rejoin the server they will all be reset back to enabled. ",1, notification drop down doesn t save options when changing the notification options from the cog once you leave and rejoin the server they will all be reset back to enabled ,1 204144,7084403149.0,IssuesEvent,2018-01-11 06:40:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Hovering Mouse over deed, window Displaying locations to small cannot see them all 6.1.2",Medium Priority,"![snap188](https://user-images.githubusercontent.com/29383891/33500501-e7273102-d6d0-11e7-82ee-0cab1b937b8c.png) as the title describes not all locations can be seen on window, possibly need a new window that can stay open with a scroll bar did do a search but couldnt find anything for deed specific window only one for hovering mouse over Skills",1.0,"Hovering Mouse over deed, window Displaying locations to small cannot see them all 6.1.2 - ![snap188](https://user-images.githubusercontent.com/29383891/33500501-e7273102-d6d0-11e7-82ee-0cab1b937b8c.png) as the title describes not all locations can be seen on window, possibly need a new window that can stay open with a scroll bar did do a search but couldnt find anything for deed specific window only one for hovering mouse over Skills",1,hovering mouse over deed window displaying locations to small cannot see them all as the title describes not all locations can be seen on window possibly need a new window that can stay open with a scroll bar did do a search but couldnt find anything for deed specific window only one for hovering mouse over skills,1 433147,12502595032.0,IssuesEvent,2020-06-02 05:03:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minimap detail slider has no effect,Priority: Medium,"Low: ![image](https://user-images.githubusercontent.com/3536496/77233343-259a6b00-6b64-11ea-8d10-87739aa468e8.png) High: ![image](https://user-images.githubusercontent.com/3536496/77233351-31862d00-6b64-11ea-94f9-02397b9a975f.png) Only difference seems to be a massive drop in performance.",1.0,"Minimap detail slider has no effect - Low: ![image](https://user-images.githubusercontent.com/3536496/77233343-259a6b00-6b64-11ea-8d10-87739aa468e8.png) High: ![image](https://user-images.githubusercontent.com/3536496/77233351-31862d00-6b64-11ea-94f9-02397b9a975f.png) Only difference seems to be a massive drop in performance.",1,minimap detail slider has no effect low high only difference seems to be a massive drop in performance ,1 337995,10222662106.0,IssuesEvent,2019-08-16 07:25:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.3.0 staging-1099] Remote control excavator,Medium Priority QA,"Step to reproduce: - spawn excavator, add fuel - go to Digging mode, another player should be near excavator cabine ![image](https://user-images.githubusercontent.com/45708377/63150583-d8737b00-c00f-11e9-8ce6-790cf47426e7.png) - another player get access to the excavator while not in it. - unmount exca in Digging mode - another player can use ""Remote control excavator"" https://drive.google.com/file/d/1QdLjb6nsL-HPV7JSrdXQGRYqquY0k8nK/view?usp=sharing",1.0,"[0.8.3.0 staging-1099] Remote control excavator - Step to reproduce: - spawn excavator, add fuel - go to Digging mode, another player should be near excavator cabine ![image](https://user-images.githubusercontent.com/45708377/63150583-d8737b00-c00f-11e9-8ce6-790cf47426e7.png) - another player get access to the excavator while not in it. - unmount exca in Digging mode - another player can use ""Remote control excavator"" https://drive.google.com/file/d/1QdLjb6nsL-HPV7JSrdXQGRYqquY0k8nK/view?usp=sharing",1, remote control excavator step to reproduce spawn excavator add fuel go to digging mode another player should be near excavator cabine another player get access to the excavator while not in it unmount exca in digging mode another player can use remote control excavator ,1 467352,13446404913.0,IssuesEvent,2020-09-08 12:55:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"9.0 Test - Tinny/Attenuated, Loud/Silent Sounds",Category: Audio Priority: Medium,"Just started testing 9.0 today, and noticed that many of the sounds seem to be very tinny and attenuated. It's particularly noticeable in the wood chopping and grunt sounds that are made sometimes after a jump or a fall. I made two videos to contrast those sounds on my machine in 8.3.3 vs. the 9.0 test client on Steam, see below. [8.3.3](https://www.youtube.com/watch?v=F8B0oVRT_e4) [9.0](https://www.youtube.com/watch?v=Eua5SBXK4Bk)",1.0,"9.0 Test - Tinny/Attenuated, Loud/Silent Sounds - Just started testing 9.0 today, and noticed that many of the sounds seem to be very tinny and attenuated. It's particularly noticeable in the wood chopping and grunt sounds that are made sometimes after a jump or a fall. I made two videos to contrast those sounds on my machine in 8.3.3 vs. the 9.0 test client on Steam, see below. [8.3.3](https://www.youtube.com/watch?v=F8B0oVRT_e4) [9.0](https://www.youtube.com/watch?v=Eua5SBXK4Bk)",1, test tinny attenuated loud silent sounds just started testing today and noticed that many of the sounds seem to be very tinny and attenuated it s particularly noticeable in the wood chopping and grunt sounds that are made sometimes after a jump or a fall i made two videos to contrast those sounds on my machine in vs the test client on steam see below ,1 322627,9820619557.0,IssuesEvent,2019-06-14 03:30:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-986] Limit the minimum minimap size,Medium Priority QA Staging,"**Version:** 0.8.1.4 beta **Steps to Reproduce:** 1. Press M **Expected behavior:** Open the Map **Actual behavior:** instead it only opend the settings of the map and not the map itself instead it only opend the settings of the map and not the map itself **Do you have mods installed? Does issue happen when no mods are installed?:** No i dont have Mods installed ",1.0,"[0.8.2.0 staging-986] Limit the minimum minimap size - **Version:** 0.8.1.4 beta **Steps to Reproduce:** 1. Press M **Expected behavior:** Open the Map **Actual behavior:** instead it only opend the settings of the map and not the map itself instead it only opend the settings of the map and not the map itself **Do you have mods installed? Does issue happen when no mods are installed?:** No i dont have Mods installed ",1, limit the minimum minimap size version beta steps to reproduce press m expected behavior open the map actual behavior instead it only opend the settings of the map and not the map itself instead it only opend the settings of the map and not the map itself do you have mods installed does issue happen when no mods are installed no i dont have mods installed ,1 496721,14353400123.0,IssuesEvent,2020-11-30 06:48:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Prevent Duplication Bugs due to internal Exceptions,Category: Tech Priority: Medium,"Version: 0.9.1.4 beta release-116 Exception: ``` [02:46:50] System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Components.ElevatorCallPostComponent.OnDestroyElevator() at Eco.Shared.Utils.ListExtensions.ForEach[T](IList`1 list, Action`1 action) at Eco.Gameplay.Objects.WorldObject.Destroy() at Eco.Gameplay.Objects.WorldObject.<>c__DisplayClass111_0.b__1() at Eco.Gameplay.GameActions.GameActionPack.<>c__DisplayClass13_0.b__0() at Eco.Gameplay.GameActions.GameActionManager.TryPerformActions(User user, List`1 actions, IEnumerable`1 preTests, IEnumerable`1 postEffects) at Eco.Gameplay.GameActions.GameActionManager.TryPerformActions(User user, GameActionPack actionPack, Boolean notify) at Eco.Gameplay.GameActions.GameActionManager.TryPerform(GameActionPack pack, Boolean notify) at Eco.Gameplay.Objects.WorldObject.TryPickUp(Player player, Single caloriesNeeded) at HammerItem.PickupDialog(WorldObject obj, Player player) in /home/container/Mods/Tools/HammerItem.cs:line 125 ``` Now unfortunately I cannot tell what has led to this duplication, only that picking up the elevator with a hammer caused the item to appear in the inventory without being deconstructed in the world, apparently due to the NRE in the ElevatorCallPostComponent. Apart from this particular issue, it might be worth to catch Exceptions in WorldObject#Destroy and don't add the item to the inventory in this case. The downside could be, that in case of a partial destruction the object is already gone from the world but not awarded to the user, effectively stealing them from the user, which is also not really desirable. On the other hand if we're at the stage of Exceptions in Destroy we could end up with a half corrupted world state anyway. Talking about this ElevatorCallPost issue, it was fixed by restarting the server.",1.0,"Prevent Duplication Bugs due to internal Exceptions - Version: 0.9.1.4 beta release-116 Exception: ``` [02:46:50] System.NullReferenceException: Object reference not set to an instance of an object. at Eco.Gameplay.Components.ElevatorCallPostComponent.OnDestroyElevator() at Eco.Shared.Utils.ListExtensions.ForEach[T](IList`1 list, Action`1 action) at Eco.Gameplay.Objects.WorldObject.Destroy() at Eco.Gameplay.Objects.WorldObject.<>c__DisplayClass111_0.b__1() at Eco.Gameplay.GameActions.GameActionPack.<>c__DisplayClass13_0.b__0() at Eco.Gameplay.GameActions.GameActionManager.TryPerformActions(User user, List`1 actions, IEnumerable`1 preTests, IEnumerable`1 postEffects) at Eco.Gameplay.GameActions.GameActionManager.TryPerformActions(User user, GameActionPack actionPack, Boolean notify) at Eco.Gameplay.GameActions.GameActionManager.TryPerform(GameActionPack pack, Boolean notify) at Eco.Gameplay.Objects.WorldObject.TryPickUp(Player player, Single caloriesNeeded) at HammerItem.PickupDialog(WorldObject obj, Player player) in /home/container/Mods/Tools/HammerItem.cs:line 125 ``` Now unfortunately I cannot tell what has led to this duplication, only that picking up the elevator with a hammer caused the item to appear in the inventory without being deconstructed in the world, apparently due to the NRE in the ElevatorCallPostComponent. Apart from this particular issue, it might be worth to catch Exceptions in WorldObject#Destroy and don't add the item to the inventory in this case. The downside could be, that in case of a partial destruction the object is already gone from the world but not awarded to the user, effectively stealing them from the user, which is also not really desirable. On the other hand if we're at the stage of Exceptions in Destroy we could end up with a half corrupted world state anyway. Talking about this ElevatorCallPost issue, it was fixed by restarting the server.",1,prevent duplication bugs due to internal exceptions version beta release exception system nullreferenceexception object reference not set to an instance of an object at eco gameplay components elevatorcallpostcomponent ondestroyelevator at eco shared utils listextensions foreach ilist list action action at eco gameplay objects worldobject destroy at eco gameplay objects worldobject c b at eco gameplay gameactions gameactionpack c b at eco gameplay gameactions gameactionmanager tryperformactions user user list actions ienumerable pretests ienumerable posteffects at eco gameplay gameactions gameactionmanager tryperformactions user user gameactionpack actionpack boolean notify at eco gameplay gameactions gameactionmanager tryperform gameactionpack pack boolean notify at eco gameplay objects worldobject trypickup player player single caloriesneeded at hammeritem pickupdialog worldobject obj player player in home container mods tools hammeritem cs line now unfortunately i cannot tell what has led to this duplication only that picking up the elevator with a hammer caused the item to appear in the inventory without being deconstructed in the world apparently due to the nre in the elevatorcallpostcomponent apart from this particular issue it might be worth to catch exceptions in worldobject destroy and don t add the item to the inventory in this case the downside could be that in case of a partial destruction the object is already gone from the world but not awarded to the user effectively stealing them from the user which is also not really desirable on the other hand if we re at the stage of exceptions in destroy we could end up with a half corrupted world state anyway talking about this elevatorcallpost issue it was fixed by restarting the server ,1 483991,13932536607.0,IssuesEvent,2020-10-22 07:24:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1 staging-1816] Missing sprite in MiscIconMap,Category: Tech Priority: Medium,"When you connect to any world you have a several notification in log file: ``` [10:18:33.756] Missing sprite in MiscIconMap. EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ModBundleManager:SetupSprites() d__47:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5420847/Player.log) ",1.0,"[0.9.1 staging-1816] Missing sprite in MiscIconMap - When you connect to any world you have a several notification in log file: ``` [10:18:33.756] Missing sprite in MiscIconMap. EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ModBundleManager:SetupSprites() d__47:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5420847/Player.log) ",1, missing sprite in misciconmap when you connect to any world you have a several notification in log file missing sprite in misciconmap ecoengine logging logmanager logformat logtype object string object unityengine logger log logtype object unityengine debug logerror object modbundlemanager setupsprites d movenext unityengine setupcoroutine invokemovenext ienumerator intptr ,1 497983,14398366991.0,IssuesEvent,2020-12-03 09:30:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1854] Holey Water on Minimap after migration,Category: Tech Priority: Medium,"![image](https://user-images.githubusercontent.com/45708377/100194002-f794d400-2f05-11eb-8655-8b816e943fb7.png) I guess it related with non empty underwater blocks. If something grows in the block, then there is hole on the minimap: ![image](https://user-images.githubusercontent.com/45708377/100194375-a76a4180-2f06-11eb-87af-f271b6bc5672.png) Save file: https://drive.google.com/file/d/1n8hmKzq3jee6qZvemHjLCavqCFq63nA_/view?usp=sharing",1.0,"[0.9.2 staging-1854] Holey Water on Minimap after migration - ![image](https://user-images.githubusercontent.com/45708377/100194002-f794d400-2f05-11eb-8655-8b816e943fb7.png) I guess it related with non empty underwater blocks. If something grows in the block, then there is hole on the minimap: ![image](https://user-images.githubusercontent.com/45708377/100194375-a76a4180-2f06-11eb-87af-f271b6bc5672.png) Save file: https://drive.google.com/file/d/1n8hmKzq3jee6qZvemHjLCavqCFq63nA_/view?usp=sharing",1, holey water on minimap after migration i guess it related with non empty underwater blocks if something grows in the block then there is hole on the minimap save file ,1 382945,11340536512.0,IssuesEvent,2020-01-23 06:48:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make a function to convert TextMeshProTags to HTML tags for web viewer,Priority: Medium Status: Fixed,"In the webviewer we display descriptions taken from the game, but they lose their markup. So this in game: ![image](https://user-images.githubusercontent.com/3536496/69011353-6ff1ae00-091e-11ea-8ba3-f199a4018c43.png) Becomes this on the web ![image](https://user-images.githubusercontent.com/3536496/69011302-1e492380-091e-11ea-86d3-47957887edf0.png) Make a function that converts some of the textmeshpro tags into html, so that the boldness and color change of text in the game will translate over to the web. Also it looks like the user description ('this is the new description') is showing in game but not on the web, make sure that gets in the web display too. For reference: - Check out Strip Tags which removes the tags from a string. This could be given a similar function that changes them. - Here is where the description is queried: ![image](https://user-images.githubusercontent.com/3536496/69011401-e2fb2480-091e-11ea-94fc-4676c0331036.png) Once you add a function to convert tags, you can replace the StripTags here with it. - To generate some test data to look at, go to Swagger and run GenerateTestData: ![image](https://user-images.githubusercontent.com/3536496/69011442-41280780-091f-11ea-9fd3-a6e285c9ffa5.png) Then while running the server open a webpage to the eco hosted site and go to the various elections: ![image](https://user-images.githubusercontent.com/3536496/69011431-2bb2dd80-091f-11ea-874d-0000c45afd4c.png) ",1.0,"Make a function to convert TextMeshProTags to HTML tags for web viewer - In the webviewer we display descriptions taken from the game, but they lose their markup. So this in game: ![image](https://user-images.githubusercontent.com/3536496/69011353-6ff1ae00-091e-11ea-8ba3-f199a4018c43.png) Becomes this on the web ![image](https://user-images.githubusercontent.com/3536496/69011302-1e492380-091e-11ea-86d3-47957887edf0.png) Make a function that converts some of the textmeshpro tags into html, so that the boldness and color change of text in the game will translate over to the web. Also it looks like the user description ('this is the new description') is showing in game but not on the web, make sure that gets in the web display too. For reference: - Check out Strip Tags which removes the tags from a string. This could be given a similar function that changes them. - Here is where the description is queried: ![image](https://user-images.githubusercontent.com/3536496/69011401-e2fb2480-091e-11ea-94fc-4676c0331036.png) Once you add a function to convert tags, you can replace the StripTags here with it. - To generate some test data to look at, go to Swagger and run GenerateTestData: ![image](https://user-images.githubusercontent.com/3536496/69011442-41280780-091f-11ea-9fd3-a6e285c9ffa5.png) Then while running the server open a webpage to the eco hosted site and go to the various elections: ![image](https://user-images.githubusercontent.com/3536496/69011431-2bb2dd80-091f-11ea-874d-0000c45afd4c.png) ",1,make a function to convert textmeshprotags to html tags for web viewer in the webviewer we display descriptions taken from the game but they lose their markup so this in game becomes this on the web make a function that converts some of the textmeshpro tags into html so that the boldness and color change of text in the game will translate over to the web also it looks like the user description this is the new description is showing in game but not on the web make sure that gets in the web display too for reference check out strip tags which removes the tags from a string this could be given a similar function that changes them here is where the description is queried once you add a function to convert tags you can replace the striptags here with it to generate some test data to look at go to swagger and run generatetestdata then while running the server open a webpage to the eco hosted site and go to the various elections ,1 249104,7953807638.0,IssuesEvent,2018-07-12 03:58:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: second layer items not visible,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** drop 1st layer of items or wall down drop 2nd layer down 2nd layer isnt visable disconnect reconnect 2nd layer visable **Expected behavior:** 2nd layer of items be visable after placement items taken from carry inventory **Actual behavior:** 2nd layer of items invisable items taken from carry inventory",1.0,"USER ISSUE: second layer items not visible - **Version:** 0.7.2.3 beta **Steps to Reproduce:** drop 1st layer of items or wall down drop 2nd layer down 2nd layer isnt visable disconnect reconnect 2nd layer visable **Expected behavior:** 2nd layer of items be visable after placement items taken from carry inventory **Actual behavior:** 2nd layer of items invisable items taken from carry inventory",1,user issue second layer items not visible version beta steps to reproduce drop layer of items or wall down drop layer down layer isnt visable disconnect reconnect layer visable expected behavior layer of items be visable after placement items taken from carry inventory actual behavior layer of items invisable items taken from carry inventory,1 559867,16579530519.0,IssuesEvent,2021-05-31 09:47:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-1997] Impossible to continue actions if you re-hold LMB on the first animation,Category: Gameplay Priority: Medium Regression Squad: Otter Type: Bug,"Step to reproduce: - take any tool (I used stone axe). - press and release LMB to start animation - hold LMB while the animation of the first swing is going - Expected behavior: you keep chopping - Actual behavior: you stop chopping. You need to rehold LMB after first animation.",1.0,"[0.9.4 staging-1997] Impossible to continue actions if you re-hold LMB on the first animation - Step to reproduce: - take any tool (I used stone axe). - press and release LMB to start animation - hold LMB while the animation of the first swing is going - Expected behavior: you keep chopping - Actual behavior: you stop chopping. You need to rehold LMB after first animation.",1, impossible to continue actions if you re hold lmb on the first animation step to reproduce take any tool i used stone axe press and release lmb to start animation hold lmb while the animation of the first swing is going expected behavior you keep chopping actual behavior you stop chopping you need to rehold lmb after first animation ,1 445270,12828426972.0,IssuesEvent,2020-07-06 20:31:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,cO2 Instantaneously removed everywhere,Priority: Medium Status: Investigate,"""Bugs: Server Running on Sleep Mode (self.EcoGlobalSurvival) submitted an hour ago by omgguyriots I am running a local server on a Windows 10 PC and accidentally switched to sleep mode while still running the server. Interestingly, the simulated game time in this period (about 10s to go to sleep and restart again) were around 40(!) days. Since we changed the meteor impact to 180 days, our world is fine and all animal species are alive. But: Air pollution is now competely bugged. We got some CO2 production of -120000048567ppm leading to a world where all CO2 is instantaneously removed. Any suggestions to fix this? (and nope, i cannot use the last backup)""",1.0,"cO2 Instantaneously removed everywhere - ""Bugs: Server Running on Sleep Mode (self.EcoGlobalSurvival) submitted an hour ago by omgguyriots I am running a local server on a Windows 10 PC and accidentally switched to sleep mode while still running the server. Interestingly, the simulated game time in this period (about 10s to go to sleep and restart again) were around 40(!) days. Since we changed the meteor impact to 180 days, our world is fine and all animal species are alive. But: Air pollution is now competely bugged. We got some CO2 production of -120000048567ppm leading to a world where all CO2 is instantaneously removed. Any suggestions to fix this? (and nope, i cannot use the last backup)""",1, instantaneously removed everywhere bugs server running on sleep mode self ecoglobalsurvival submitted an hour ago by omgguyriots i am running a local server on a windows pc and accidentally switched to sleep mode while still running the server interestingly the simulated game time in this period about to go to sleep and restart again were around days since we changed the meteor impact to days our world is fine and all animal species are alive but air pollution is now competely bugged we got some production of leading to a world where all is instantaneously removed any suggestions to fix this and nope i cannot use the last backup ,1 542361,15859170502.0,IssuesEvent,2021-04-08 07:41:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Chat: Avatar parts included in message for starting items,Category: Gameplay Priority: Medium Regression Squad: Saguaro Status: Fixed,"The avatar body parts, like Rounded Face, are now included in the starter message when joining a server. ![StartingItems](https://user-images.githubusercontent.com/47330823/70632364-84565d00-1be3-11ea-8409-4b0b23062052.png)",1.0,"[0.9.0 staging] Chat: Avatar parts included in message for starting items - The avatar body parts, like Rounded Face, are now included in the starter message when joining a server. ![StartingItems](https://user-images.githubusercontent.com/47330823/70632364-84565d00-1be3-11ea-8409-4b0b23062052.png)",1, chat avatar parts included in message for starting items the avatar body parts like rounded face are now included in the starter message when joining a server ,1 578682,17149943366.0,IssuesEvent,2021-07-13 19:07:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make a Chinese logo,Category: Art Priority: Medium Squad: Saguaro Type: Task,"Our Chinese name is: 生态物语 Need a stylized Eco logo we can use everywhere. Perhaps the 4 letters in a globe? Or other options. Here's examples: ![image](https://user-images.githubusercontent.com/3536496/100135189-2182c380-2e3e-11eb-854d-00d5bce89747.png) ![image](https://user-images.githubusercontent.com/3536496/100135202-25164a80-2e3e-11eb-9d0f-178dab607b80.png) ![image](https://user-images.githubusercontent.com/3536496/100135209-28113b00-2e3e-11eb-8839-72c39e43a2a4.png) ![image](https://user-images.githubusercontent.com/3536496/100135221-2b0c2b80-2e3e-11eb-893a-95d15a4337fa.png) ![image](https://user-images.githubusercontent.com/3536496/100135227-2d6e8580-2e3e-11eb-8633-06847519fce5.png) ",1.0,"Make a Chinese logo - Our Chinese name is: 生态物语 Need a stylized Eco logo we can use everywhere. Perhaps the 4 letters in a globe? Or other options. Here's examples: ![image](https://user-images.githubusercontent.com/3536496/100135189-2182c380-2e3e-11eb-854d-00d5bce89747.png) ![image](https://user-images.githubusercontent.com/3536496/100135202-25164a80-2e3e-11eb-9d0f-178dab607b80.png) ![image](https://user-images.githubusercontent.com/3536496/100135209-28113b00-2e3e-11eb-8839-72c39e43a2a4.png) ![image](https://user-images.githubusercontent.com/3536496/100135221-2b0c2b80-2e3e-11eb-893a-95d15a4337fa.png) ![image](https://user-images.githubusercontent.com/3536496/100135227-2d6e8580-2e3e-11eb-8633-06847519fce5.png) ",1,make a chinese logo our chinese name is 生态物语 need a stylized eco logo we can use everywhere perhaps the letters in a globe or other options here s examples ,1 386559,11441046822.0,IssuesEvent,2020-02-05 10:51:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia Categories Updates,Priority: Medium Status: Fixed,"**Blocks:** - _Natural Resources_ -things like dirt, ore, logs, tree debris, rocks, crushed rock (crushed rock will spawn naturally) - _Building Materials_ - any block that has hammer forms - _Crafted_ - any block made by players that doesn't fit elsewhere, like fuels. - _Byproducts_ - any waste or byproduct blocks like garbage, tailings, compost **Economy, Food, Government, and Housing** all look ok for now, I'll work on icons for them when I get back from vacation on the 21st. **Ecosystem:** - _Plants_ - _Plant Products_ - all the different items you can get from plants, including trees - _Animals_ - _Animal Products_ - carcasses, also things like tallow, hides, skins, etc (more will be added later, like _Biomes_ For 9.0 lets try to not require ourselves to make 1000 icons) **Items:** - _Tools_ - _Products_ - anything crafted at a craft table that must be used to craft something else. We can split this category up more later, perhaps make it into its own section split by profession. - _Research Papers_ - _Fuels_ Re-name '**World Objects**' to: **Crafted Objects:** keep all the current categories, and add: - _Vehicles_ Re-name **'Lists'** to **This World** (and move tags to new glossary category) - _Citizens_ - _Laws_ - _Civic Actions_ - _Work Orders_ Re-name **'Skills'** to **'Professions'** **Glossary:** - _Tags_ ",1.0,"Ecopedia Categories Updates - **Blocks:** - _Natural Resources_ -things like dirt, ore, logs, tree debris, rocks, crushed rock (crushed rock will spawn naturally) - _Building Materials_ - any block that has hammer forms - _Crafted_ - any block made by players that doesn't fit elsewhere, like fuels. - _Byproducts_ - any waste or byproduct blocks like garbage, tailings, compost **Economy, Food, Government, and Housing** all look ok for now, I'll work on icons for them when I get back from vacation on the 21st. **Ecosystem:** - _Plants_ - _Plant Products_ - all the different items you can get from plants, including trees - _Animals_ - _Animal Products_ - carcasses, also things like tallow, hides, skins, etc (more will be added later, like _Biomes_ For 9.0 lets try to not require ourselves to make 1000 icons) **Items:** - _Tools_ - _Products_ - anything crafted at a craft table that must be used to craft something else. We can split this category up more later, perhaps make it into its own section split by profession. - _Research Papers_ - _Fuels_ Re-name '**World Objects**' to: **Crafted Objects:** keep all the current categories, and add: - _Vehicles_ Re-name **'Lists'** to **This World** (and move tags to new glossary category) - _Citizens_ - _Laws_ - _Civic Actions_ - _Work Orders_ Re-name **'Skills'** to **'Professions'** **Glossary:** - _Tags_ ",1,ecopedia categories updates blocks natural resources things like dirt ore logs tree debris rocks crushed rock crushed rock will spawn naturally building materials any block that has hammer forms crafted any block made by players that doesn t fit elsewhere like fuels byproducts any waste or byproduct blocks like garbage tailings compost economy food government and housing all look ok for now i ll work on icons for them when i get back from vacation on the ecosystem plants plant products all the different items you can get from plants including trees animals animal products carcasses also things like tallow hides skins etc more will be added later like biomes for lets try to not require ourselves to make icons items tools products anything crafted at a craft table that must be used to craft something else we can split this category up more later perhaps make it into its own section split by profession research papers fuels re name world objects to crafted objects keep all the current categories and add vehicles re name lists to this world and move tags to new glossary category citizens laws civic actions work orders re name skills to professions glossary tags ,1 519608,15054564583.0,IssuesEvent,2021-02-03 17:35:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,"QoL: Moving store goods by drag, not buttons",Category: UI Priority: Medium Squad: Otter Type: Quality of Life,"This is just quality of life request. Rearranging store goods by clicking at up\down buttons is annoying... Please add ""draggable"" region, where store owner can grab row and drag onto new position. ![e752272a004b062313848ed82a2d8796](https://user-images.githubusercontent.com/4980243/67595005-49e94b80-f76e-11e9-9894-34d8564ef7d0.gif)",1.0,"QoL: Moving store goods by drag, not buttons - This is just quality of life request. Rearranging store goods by clicking at up\down buttons is annoying... Please add ""draggable"" region, where store owner can grab row and drag onto new position. ![e752272a004b062313848ed82a2d8796](https://user-images.githubusercontent.com/4980243/67595005-49e94b80-f76e-11e9-9894-34d8564ef7d0.gif)",1,qol moving store goods by drag not buttons this is just quality of life request rearranging store goods by clicking at up down buttons is annoying please add draggable region where store owner can grab row and drag onto new position ,1 461459,13230625407.0,IssuesEvent,2020-08-18 10:08:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1706] Auto Scroll chat spam when building,Category: UI Priority: Medium Status: Not reproduced,"When using the hammer to place/remove blocks the chat window will start auto scrolling frequently and sends the chat back to an earlier time, this will occur every 10-20 second or so and start auto scrolling around 20 lines of chat history repeatedly. When this occurs it also has a negative minor effect on FPS.",1.0,"[0.9.0.0 beta staging-1706] Auto Scroll chat spam when building - When using the hammer to place/remove blocks the chat window will start auto scrolling frequently and sends the chat back to an earlier time, this will occur every 10-20 second or so and start auto scrolling around 20 lines of chat history repeatedly. When this occurs it also has a negative minor effect on FPS.",1, auto scroll chat spam when building when using the hammer to place remove blocks the chat window will start auto scrolling frequently and sends the chat back to an earlier time this will occur every second or so and start auto scrolling around lines of chat history repeatedly when this occurs it also has a negative minor effect on fps ,1 242433,7842169414.0,IssuesEvent,2018-06-18 22:11:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Partly Invisible Tree / Logs,Medium Priority,"**Version:** Latest Stable Version from Steam Complete New World Connected to a Game inside my LAN **Problem:** If I chop down a tree it falls totally normal. If I want to chop the tree into smaller pieces then, I don't see these smaller pieces. It consumes energy and I need to press ""E"" after some seconds to try if there are already small pieces. Either I'm getting ""log too big"" or I pick up 5 pieces directly with one press. After that, there is still some tree laying around but I can't see it, although a hitbox is there, because I can't walk through it. Sometimes I get a ""Chop"" on this tree laying around but I can do it infinite (and not using calories), nothing happens. I can't pick up more pieces and other players are annoyed of trees laying all around that I can't see. Restarting the notebook + game has not solved this issue. **Hardware/Software:** CPU: Intel i5 Quad Core CPU with 2,50 GHz and up to 3.xx GHz boost RAM: 8 GB OS: Latest Windows 10 Version",1.0,"Partly Invisible Tree / Logs - **Version:** Latest Stable Version from Steam Complete New World Connected to a Game inside my LAN **Problem:** If I chop down a tree it falls totally normal. If I want to chop the tree into smaller pieces then, I don't see these smaller pieces. It consumes energy and I need to press ""E"" after some seconds to try if there are already small pieces. Either I'm getting ""log too big"" or I pick up 5 pieces directly with one press. After that, there is still some tree laying around but I can't see it, although a hitbox is there, because I can't walk through it. Sometimes I get a ""Chop"" on this tree laying around but I can do it infinite (and not using calories), nothing happens. I can't pick up more pieces and other players are annoyed of trees laying all around that I can't see. Restarting the notebook + game has not solved this issue. **Hardware/Software:** CPU: Intel i5 Quad Core CPU with 2,50 GHz and up to 3.xx GHz boost RAM: 8 GB OS: Latest Windows 10 Version",1,partly invisible tree logs version latest stable version from steam complete new world connected to a game inside my lan problem if i chop down a tree it falls totally normal if i want to chop the tree into smaller pieces then i don t see these smaller pieces it consumes energy and i need to press e after some seconds to try if there are already small pieces either i m getting log too big or i pick up pieces directly with one press after that there is still some tree laying around but i can t see it although a hitbox is there because i can t walk through it sometimes i get a chop on this tree laying around but i can do it infinite and not using calories nothing happens i can t pick up more pieces and other players are annoyed of trees laying all around that i can t see restarting the notebook game has not solved this issue hardware software cpu intel quad core cpu with ghz and up to xx ghz boost ram gb os latest windows version,1 384219,11385753892.0,IssuesEvent,2020-01-29 11:48:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1292] Top Notification: can't read the last message,Priority: Medium Status: Fixed Status: Reopen,"Just won't show the last message properly. ![bandicam 2019-12-11 11-29-27-003](https://user-images.githubusercontent.com/27898520/70608423-edf55c00-1c21-11ea-8bd8-8c67bced4d88.jpg) ",1.0,"[0.9.0 staging-1292] Top Notification: can't read the last message - Just won't show the last message properly. ![bandicam 2019-12-11 11-29-27-003](https://user-images.githubusercontent.com/27898520/70608423-edf55c00-1c21-11ea-8bd8-8c67bced4d88.jpg) ",1, top notification can t read the last message just won t show the last message properly ,1 538861,15779804996.0,IssuesEvent,2021-04-01 09:09:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1969] Doors should take more occupancy,Category: Gameplay Priority: Medium Squad: Pumpkin,"And prevent to place objects in front of them: ![image](https://user-images.githubusercontent.com/45708377/113270857-95e4dc00-92e2-11eb-854b-c8a01d37bd3b.png) Should work like with Large doors. ![image](https://user-images.githubusercontent.com/45708377/113271252-f83ddc80-92e2-11eb-82bf-924c2d3138d5.png) Seems this bug #21218 related with it.",1.0,"[0.9.3 staging-1969] Doors should take more occupancy - And prevent to place objects in front of them: ![image](https://user-images.githubusercontent.com/45708377/113270857-95e4dc00-92e2-11eb-854b-c8a01d37bd3b.png) Should work like with Large doors. ![image](https://user-images.githubusercontent.com/45708377/113271252-f83ddc80-92e2-11eb-82bf-924c2d3138d5.png) Seems this bug #21218 related with it.",1, doors should take more occupancy and prevent to place objects in front of them should work like with large doors seems this bug related with it ,1 253246,8053397449.0,IssuesEvent,2018-08-01 22:49:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Farming scroll,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** Created the farming skill book which gave me the scroll. I right clicked on the scroll and it disappeared and the chat room said i learned farming. Though when i go into my skills tree it's not highlighted and i don't have any recipes. When i create a new scroll and try to do it again it says i already learned it. **Expected behavior:** I expected the skill in the tree window to be highlighted and recipes to be learned. **Actual behavior:** Game says i learned it but i have no recipes and it's not highlighted on the skill tree.",1.0,"USER ISSUE: Farming scroll - **Version:** 0.7.3.3 beta **Steps to Reproduce:** Created the farming skill book which gave me the scroll. I right clicked on the scroll and it disappeared and the chat room said i learned farming. Though when i go into my skills tree it's not highlighted and i don't have any recipes. When i create a new scroll and try to do it again it says i already learned it. **Expected behavior:** I expected the skill in the tree window to be highlighted and recipes to be learned. **Actual behavior:** Game says i learned it but i have no recipes and it's not highlighted on the skill tree.",1,user issue farming scroll version beta steps to reproduce created the farming skill book which gave me the scroll i right clicked on the scroll and it disappeared and the chat room said i learned farming though when i go into my skills tree it s not highlighted and i don t have any recipes when i create a new scroll and try to do it again it says i already learned it expected behavior i expected the skill in the tree window to be highlighted and recipes to be learned actual behavior game says i learned it but i have no recipes and it s not highlighted on the skill tree ,1 547034,16023853552.0,IssuesEvent,2021-04-21 06:18:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Reafactor 'PlotPos',Category: Refactoring Priority: Medium Squad: Otter Status: Fixed,"Property has become confusing with PlotPos meaning two different things. Depending where in the code, it can mean: - The position of the upper-leftmost block of a plot (returned by PlotUtil.NearestPlotPosInWorld) - The x'th plot over and y'th plot down (returned by PropertyManager.GetDeedPlotPos) Refactor away PlotPos and make everything query in a regular world pos. Rename the functions to be 'PlotAtWorldPos' Rename members that map positions to plots to make this clear ",1.0,"Reafactor 'PlotPos' - Property has become confusing with PlotPos meaning two different things. Depending where in the code, it can mean: - The position of the upper-leftmost block of a plot (returned by PlotUtil.NearestPlotPosInWorld) - The x'th plot over and y'th plot down (returned by PropertyManager.GetDeedPlotPos) Refactor away PlotPos and make everything query in a regular world pos. Rename the functions to be 'PlotAtWorldPos' Rename members that map positions to plots to make this clear ",1,reafactor plotpos property has become confusing with plotpos meaning two different things depending where in the code it can mean the position of the upper leftmost block of a plot returned by plotutil nearestplotposinworld the x th plot over and y th plot down returned by propertymanager getdeedplotpos refactor away plotpos and make everything query in a regular world pos rename the functions to be plotatworldpos rename members that map positions to plots to make this clear ,1 651126,21466121165.0,IssuesEvent,2022-04-26 04:04:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Face remover part 2,Priority: Medium Category: Tech Squad: Pumpkin,"Previously the face remover was being too aggressive so it was limited to only removing fully covered faces with a quad with a vertex in each corner. This creates problems for non-cube blocks that join together like dirt (curved edge) or glass walls (smaller rectangle). The face remover needs to compare the complete edge of each block and remove both sides if they match. The edges could be pre-processed from the blockset meshes and just be given IDs that can be compared. The edges could also be visualised in the block viewer (which could use a bit of a revamp). Related issues: https://github.com/StrangeLoopGames/EcoIssues/issues/11814 - where the faceremover was limited https://github.com/StrangeLoopGames/EcoIssues/issues/16503 - dirt road faces not getting removed despite appearing to be exact cubes. https://github.com/StrangeLoopGames/EcoIssues/issues/17236 - showing curved dirt faces that don't get removed https://github.com/StrangeLoopGames/EcoIssues/issues/16405 - shows possible issue with vertex order, or just need visualisation of the edges https://github.com/StrangeLoopGames/EcoIssues/issues/13940 - glass has a narrow rectangle that doesn't get matched, and the edges are visible because it's transparent ",1.0,"Face remover part 2 - Previously the face remover was being too aggressive so it was limited to only removing fully covered faces with a quad with a vertex in each corner. This creates problems for non-cube blocks that join together like dirt (curved edge) or glass walls (smaller rectangle). The face remover needs to compare the complete edge of each block and remove both sides if they match. The edges could be pre-processed from the blockset meshes and just be given IDs that can be compared. The edges could also be visualised in the block viewer (which could use a bit of a revamp). Related issues: https://github.com/StrangeLoopGames/EcoIssues/issues/11814 - where the faceremover was limited https://github.com/StrangeLoopGames/EcoIssues/issues/16503 - dirt road faces not getting removed despite appearing to be exact cubes. https://github.com/StrangeLoopGames/EcoIssues/issues/17236 - showing curved dirt faces that don't get removed https://github.com/StrangeLoopGames/EcoIssues/issues/16405 - shows possible issue with vertex order, or just need visualisation of the edges https://github.com/StrangeLoopGames/EcoIssues/issues/13940 - glass has a narrow rectangle that doesn't get matched, and the edges are visible because it's transparent ",1,face remover part previously the face remover was being too aggressive so it was limited to only removing fully covered faces with a quad with a vertex in each corner this creates problems for non cube blocks that join together like dirt curved edge or glass walls smaller rectangle the face remover needs to compare the complete edge of each block and remove both sides if they match the edges could be pre processed from the blockset meshes and just be given ids that can be compared the edges could also be visualised in the block viewer which could use a bit of a revamp related issues where the faceremover was limited dirt road faces not getting removed despite appearing to be exact cubes showing curved dirt faces that don t get removed shows possible issue with vertex order or just need visualisation of the edges glass has a narrow rectangle that doesn t get matched and the edges are visible because it s transparent ,1 373754,11048349819.0,IssuesEvent,2019-12-09 20:58:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Using the hoe does not level up farming skill,Medium Priority QA,"Contrary to the description of the Farming skill, using the hoe does not give any exp to the skill",1.0,"Using the hoe does not level up farming skill - Contrary to the description of the Farming skill, using the hoe does not give any exp to the skill",1,using the hoe does not level up farming skill contrary to the description of the farming skill using the hoe does not give any exp to the skill,1 226268,7516960285.0,IssuesEvent,2018-04-12 00:46:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Glass in stockpile shows odd graphic,Medium Priority,"Glass, anywhere else in the world has the nice glass graphic and no issues with it, however when placed in a stockpile it looks like a block of tan sand: https://steamuserimages-a.akamaihd.net/ugc/912417471401784484/ED8CD1C37385200A7995C40D1B19CA014A2928DE/",1.0,"Glass in stockpile shows odd graphic - Glass, anywhere else in the world has the nice glass graphic and no issues with it, however when placed in a stockpile it looks like a block of tan sand: https://steamuserimages-a.akamaihd.net/ugc/912417471401784484/ED8CD1C37385200A7995C40D1B19CA014A2928DE/",1,glass in stockpile shows odd graphic glass anywhere else in the world has the nice glass graphic and no issues with it however when placed in a stockpile it looks like a block of tan sand ,1 392363,11590492026.0,IssuesEvent,2020-02-24 06:55:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1307] Missing error notification ""can't place a block there""",Priority: Medium Status: Fixed Status: Reopen,"Step to reproduce: - select place where you can't to place block: ![image](https://user-images.githubusercontent.com/45708377/71356683-06effc80-2594-11ea-8460-bc5d24fd644f.png) - try to place. I haven't notification. 8.3.2: ![image](https://user-images.githubusercontent.com/45708377/71356889-a8774e00-2594-11ea-9b3e-5917a63fcc65.png) ",1.0,"[0.9.0 staging-1307] Missing error notification ""can't place a block there"" - Step to reproduce: - select place where you can't to place block: ![image](https://user-images.githubusercontent.com/45708377/71356683-06effc80-2594-11ea-8460-bc5d24fd644f.png) - try to place. I haven't notification. 8.3.2: ![image](https://user-images.githubusercontent.com/45708377/71356889-a8774e00-2594-11ea-9b3e-5917a63fcc65.png) ",1, missing error notification can t place a block there step to reproduce select place where you can t to place block try to place i haven t notification ,1 376446,11147166771.0,IssuesEvent,2019-12-23 11:48:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Launching a multiplayer server via the game client woes,Medium Priority Verified," ![20180203195952_1](https://user-images.githubusercontent.com/36118065/35773333-d04db522-091c-11e8-8381-454da8215b0f.jpg) **Version:** 0.7.0.0 beta **Steps to Reproduce:** attempt to create new game with the checkmark for allow friends to join, create new game, game launches and local client can connect, attempt to make a new game with the same name and receive an error about there being an existing file, UI then doesn't allow you any option to dismiss or try a new name **Expected behavior:** report the preexisting filename conflict, then open the text box to allow the user to choose a different name for the instance or select a different option from the main menu **Actual behavior:** UI is locked on the copy to clipboard or report a bug options and has to be force closed to allow the user to try again. I have attached a screenshot of the screen (escape does nothing to dismiss the screen)",1.0,"USER ISSUE: Launching a multiplayer server via the game client woes - ![20180203195952_1](https://user-images.githubusercontent.com/36118065/35773333-d04db522-091c-11e8-8381-454da8215b0f.jpg) **Version:** 0.7.0.0 beta **Steps to Reproduce:** attempt to create new game with the checkmark for allow friends to join, create new game, game launches and local client can connect, attempt to make a new game with the same name and receive an error about there being an existing file, UI then doesn't allow you any option to dismiss or try a new name **Expected behavior:** report the preexisting filename conflict, then open the text box to allow the user to choose a different name for the instance or select a different option from the main menu **Actual behavior:** UI is locked on the copy to clipboard or report a bug options and has to be force closed to allow the user to try again. I have attached a screenshot of the screen (escape does nothing to dismiss the screen)",1,user issue launching a multiplayer server via the game client woes version beta steps to reproduce attempt to create new game with the checkmark for allow friends to join create new game game launches and local client can connect attempt to make a new game with the same name and receive an error about there being an existing file ui then doesn t allow you any option to dismiss or try a new name expected behavior report the preexisting filename conflict then open the text box to allow the user to choose a different name for the instance or select a different option from the main menu actual behavior ui is locked on the copy to clipboard or report a bug options and has to be force closed to allow the user to try again i have attached a screenshot of the screen escape does nothing to dismiss the screen ,1 259661,8198698468.0,IssuesEvent,2018-08-31 17:21:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tractor module will be lost if attached and tractor picked up,Fix Provided Medium Priority,"Version: 0.7.5.0 beta Steps to Reproduce: Place Steam Tractor Attach any module to it Pick up tractor with hammer Expected behavior: Either message stating module attached and needs to be removed first Attachment gets picked up Actual behavior: Tractor gets picked up and attached module is lost.",1.0,"Tractor module will be lost if attached and tractor picked up - Version: 0.7.5.0 beta Steps to Reproduce: Place Steam Tractor Attach any module to it Pick up tractor with hammer Expected behavior: Either message stating module attached and needs to be removed first Attachment gets picked up Actual behavior: Tractor gets picked up and attached module is lost.",1,tractor module will be lost if attached and tractor picked up version beta steps to reproduce place steam tractor attach any module to it pick up tractor with hammer expected behavior either message stating module attached and needs to be removed first attachment gets picked up actual behavior tractor gets picked up and attached module is lost ,1 279689,8671841654.0,IssuesEvent,2018-11-29 20:18:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco should display 'Downloading Mods' when downloading from a server,Fixed Medium Priority,"Currently it just spins this for a very long time and looks frozen. A percent finished would be amazing too. ![image](https://user-images.githubusercontent.com/3536496/49120767-db042980-f262-11e8-950c-b5348d6686d7.png) ",1.0,"Eco should display 'Downloading Mods' when downloading from a server - Currently it just spins this for a very long time and looks frozen. A percent finished would be amazing too. ![image](https://user-images.githubusercontent.com/3536496/49120767-db042980-f262-11e8-950c-b5348d6686d7.png) ",1,eco should display downloading mods when downloading from a server currently it just spins this for a very long time and looks frozen a percent finished would be amazing too ,1 227227,7528026576.0,IssuesEvent,2018-04-13 19:10:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Steam familyshare not working,Medium Priority,"Hello, my steam account is shared with one person but this can't play the game anymore. Since 0.7.3.1 the feature is not working anymore. I can still play with my main steam account. Great game and great developers, keep it up. ",1.0,"Steam familyshare not working - Hello, my steam account is shared with one person but this can't play the game anymore. Since 0.7.3.1 the feature is not working anymore. I can still play with my main steam account. Great game and great developers, keep it up. ",1,steam familyshare not working hello my steam account is shared with one person but this can t play the game anymore since the feature is not working anymore i can still play with my main steam account great game and great developers keep it up ,1 567711,16890430974.0,IssuesEvent,2021-06-23 08:36:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 release-190] Another Player arrow direction in minimap is still moving jerky.,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"original issue here #20561 The point itself moves well, but the direction indicator still jerks. https://drive.google.com/file/d/1VlTKwtcy8-bhh1JmTZVyklWhZwHSv4Ar/view?usp=sharing ",1.0,"[0.9.3 release-190] Another Player arrow direction in minimap is still moving jerky. - original issue here #20561 The point itself moves well, but the direction indicator still jerks. https://drive.google.com/file/d/1VlTKwtcy8-bhh1JmTZVyklWhZwHSv4Ar/view?usp=sharing ",1, another player arrow direction in minimap is still moving jerky original issue here the point itself moves well but the direction indicator still jerks ,1 371226,10963238849.0,IssuesEvent,2019-11-27 19:11:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1262] Audio: there is no shout about falling tree,Medium Priority,"Usually I will shout TIMBER! after cutting a tree, so no one get hurt. But now I don't shout anything, just silently watching how tree is falling.",1.0,"[0.9.0 staging-1262] Audio: there is no shout about falling tree - Usually I will shout TIMBER! after cutting a tree, so no one get hurt. But now I don't shout anything, just silently watching how tree is falling.",1, audio there is no shout about falling tree usually i will shout timber after cutting a tree so no one get hurt but now i don t shout anything just silently watching how tree is falling ,1 205157,7094272990.0,IssuesEvent,2018-01-13 01:11:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Suggestion] Making tables Inherited (protected) by default,Medium Priority,"Would it be possible to have placed tables Inherited (if on owned land) as sometimes people can forget to do this and things can be taken, Example: friend had stoves and someone pinched the coal from the power tabs, this shouldnt happen if we already own the tables and they are protected, we can choose to make a table public if we are making an area that we own already to be a public crafting zone, but we still want to own the land. Chests and Stockpiles are instantly Inherited and protected as soon as you place them, why not for tables as well (please)",1.0,"[Suggestion] Making tables Inherited (protected) by default - Would it be possible to have placed tables Inherited (if on owned land) as sometimes people can forget to do this and things can be taken, Example: friend had stoves and someone pinched the coal from the power tabs, this shouldnt happen if we already own the tables and they are protected, we can choose to make a table public if we are making an area that we own already to be a public crafting zone, but we still want to own the land. Chests and Stockpiles are instantly Inherited and protected as soon as you place them, why not for tables as well (please)",1, making tables inherited protected by default would it be possible to have placed tables inherited if on owned land as sometimes people can forget to do this and things can be taken example friend had stoves and someone pinched the coal from the power tabs this shouldnt happen if we already own the tables and they are protected we can choose to make a table public if we are making an area that we own already to be a public crafting zone but we still want to own the land chests and stockpiles are instantly inherited and protected as soon as you place them why not for tables as well please ,1 497685,14383075147.0,IssuesEvent,2020-12-02 08:35:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.2 staging-1861] Can't select payment type ""Online Hours"" in Rents",Category: UI Priority: Medium,"Try to select it, nothing happens. I still see online and offline hours ![image](https://user-images.githubusercontent.com/45708377/100848370-11985e80-3492-11eb-9043-e318cc38e530.png) Press set rent: ![image](https://user-images.githubusercontent.com/45708377/100848615-6cca5100-3492-11eb-9bc0-f9b29f9be202.png) That's correct.",1.0,"[0.9.2 staging-1861] Can't select payment type ""Online Hours"" in Rents - Try to select it, nothing happens. I still see online and offline hours ![image](https://user-images.githubusercontent.com/45708377/100848370-11985e80-3492-11eb-9043-e318cc38e530.png) Press set rent: ![image](https://user-images.githubusercontent.com/45708377/100848615-6cca5100-3492-11eb-9bc0-f9b29f9be202.png) That's correct.",1, can t select payment type online hours in rents try to select it nothing happens i still see online and offline hours press set rent that s correct ,1 278845,8651175129.0,IssuesEvent,2018-11-27 01:51:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.8.0 #E50965c6] Special Characters don't show in the rename menu of world objects,Fixed Medium Priority," Note that they also do net get saved in the rename field (e.g. clicking into it after placing those cars in, you will have a empty field), but are displayed in the name of the stockpile in the inventory screen below correctly.",1.0,"[7.8.0 #E50965c6] Special Characters don't show in the rename menu of world objects - Note that they also do net get saved in the rename field (e.g. clicking into it after placing those cars in, you will have a empty field), but are displayed in the name of the stockpile in the inventory screen below correctly.",1, special characters don t show in the rename menu of world objects img width alt src note that they also do net get saved in the rename field e g clicking into it after placing those cars in you will have a empty field but are displayed in the name of the stockpile in the inventory screen below correctly ,1 402236,11806703737.0,IssuesEvent,2020-03-19 10:02:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1427] Distribution station: wrong hint,Priority: Medium Status: Fixed Status: Reopen,"Im looking to the distribution. It offers me to take an item with RMB which is not in the distribution list, but just stored inside this station. ![bandicam 2020-02-26 17-04-37-171](https://user-images.githubusercontent.com/27898520/75343352-1e13d900-58ba-11ea-924f-52b1a92bdbd8.jpg) ![bandicam 2020-02-26 17-05-13-627](https://user-images.githubusercontent.com/27898520/75343379-2b30c800-58ba-11ea-9381-cdc49ab95fa3.jpg) It should offer me to take only items from the list ",1.0,"[0.9.0 staging-1427] Distribution station: wrong hint - Im looking to the distribution. It offers me to take an item with RMB which is not in the distribution list, but just stored inside this station. ![bandicam 2020-02-26 17-04-37-171](https://user-images.githubusercontent.com/27898520/75343352-1e13d900-58ba-11ea-924f-52b1a92bdbd8.jpg) ![bandicam 2020-02-26 17-05-13-627](https://user-images.githubusercontent.com/27898520/75343379-2b30c800-58ba-11ea-9381-cdc49ab95fa3.jpg) It should offer me to take only items from the list ",1, distribution station wrong hint im looking to the distribution it offers me to take an item with rmb which is not in the distribution list but just stored inside this station it should offer me to take only items from the list ,1 376990,11161283070.0,IssuesEvent,2019-12-26 13:10:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tree slices that are flat on the ground are difficult to chop,Medium Priority,"**Version:** 0.7.2.0 beta **Steps to Reproduce:** let a tree slice fall flat on the ground. **Expected behavior:** slice section in half **Actual behavior:** you can only slice on the outside part of the tree (which makes sense) but you can waste all your energy trying to chop down the wrong part.",1.0,"USER ISSUE: Tree slices that are flat on the ground are difficult to chop - **Version:** 0.7.2.0 beta **Steps to Reproduce:** let a tree slice fall flat on the ground. **Expected behavior:** slice section in half **Actual behavior:** you can only slice on the outside part of the tree (which makes sense) but you can waste all your energy trying to chop down the wrong part.",1,user issue tree slices that are flat on the ground are difficult to chop version beta steps to reproduce let a tree slice fall flat on the ground expected behavior slice section in half actual behavior you can only slice on the outside part of the tree which makes sense but you can waste all your energy trying to chop down the wrong part ,1 364222,10760730332.0,IssuesEvent,2019-10-31 19:13:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Server not quitting when generating a new world,Medium Priority,Server doesn't quit resulting in a timeout on the build server,1.0,Server not quitting when generating a new world - Server doesn't quit resulting in a timeout on the build server,1,server not quitting when generating a new world server doesn t quit resulting in a timeout on the build server,1 526660,15297811236.0,IssuesEvent,2021-02-24 08:56:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1938] MuteList and Blacklist issue.,Category: UI Priority: Medium Type: Quality of Life,"- [ ] 1. Can't delete or add user with Server UI: ![image](https://user-images.githubusercontent.com/45708377/108974550-9d3b1900-7696-11eb-83f5-18224e7af054.png) The buttons are inactive, so you can't delete or add users here, just edit. - [ ] 2. So currenly when you ban or mute player you should indicate the reason, but you can't see later why the user was banned/muted. This information can be helpful not only for player, but also for admin too when they maybe decide to unban/unmute some players: ![image](https://user-images.githubusercontent.com/45708377/108975052-20f50580-7697-11eb-8276-c647a2601910.png) ",1.0,"[0.9.3 staging-1938] MuteList and Blacklist issue. - - [ ] 1. Can't delete or add user with Server UI: ![image](https://user-images.githubusercontent.com/45708377/108974550-9d3b1900-7696-11eb-83f5-18224e7af054.png) The buttons are inactive, so you can't delete or add users here, just edit. - [ ] 2. So currenly when you ban or mute player you should indicate the reason, but you can't see later why the user was banned/muted. This information can be helpful not only for player, but also for admin too when they maybe decide to unban/unmute some players: ![image](https://user-images.githubusercontent.com/45708377/108975052-20f50580-7697-11eb-8276-c647a2601910.png) ",1, mutelist and blacklist issue can t delete or add user with server ui the buttons are inactive so you can t delete or add users here just edit so currenly when you ban or mute player you should indicate the reason but you can t see later why the user was banned muted this information can be helpful not only for player but also for admin too when they maybe decide to unban unmute some players ,1 511689,14879677233.0,IssuesEvent,2021-01-20 08:05:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1867] Allow to use any fill types with Devtool when have 1 constructing block in hands.,Category: Gameplay Priority: Medium Squad: Pumpkin Type: Regression,"If it is difficult to do it, I think we should remove this limitation altogether, fo all hammers.",1.0,"[0.9.2 staging-1867] Allow to use any fill types with Devtool when have 1 constructing block in hands. - If it is difficult to do it, I think we should remove this limitation altogether, fo all hammers.",1, allow to use any fill types with devtool when have constructing block in hands if it is difficult to do it i think we should remove this limitation altogether fo all hammers ,1 432376,12492069316.0,IssuesEvent,2020-06-01 06:12:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Posting a map showing a world layer lost the world layer when submitted,Category: Web Priority: Medium Status: Fixed Week Task,"![image](https://user-images.githubusercontent.com/3536496/76164532-b0ee2680-618a-11ea-9ea9-521b3cc3995f.png) Should be showing arctic willow population here",1.0,"Posting a map showing a world layer lost the world layer when submitted - ![image](https://user-images.githubusercontent.com/3536496/76164532-b0ee2680-618a-11ea-9ea9-521b3cc3995f.png) Should be showing arctic willow population here",1,posting a map showing a world layer lost the world layer when submitted should be showing arctic willow population here,1 559810,16577337187.0,IssuesEvent,2021-05-31 07:10:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 staging-1995] No network object provided to call RPC on it,Category: Tech Priority: Medium Squad: Wild Turkey Type: Bug,"#21382 seems was not fully fixed or was broken again. Not critical because it appears when the Quit button is pressed. Step to reproduce: - start game. - connect to any server. - disconnect from the server to Title Screen - Press Quit. - have a few ArgumentExceptions: ``` ArgumentException: No network object provided to call RPC on it Parameter name: obj at Eco.Shared.Networking.RPCManager.DoCall (System.String methodname, Eco.Shared.Networking.INetObject obj, Eco.Shared.Networking.RPCManager+AwaitedQuery query, Eco.Shared.Networking.INetClient target, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectExtensions.RPC[T] (Eco.Shared.Networking.INetObject netObj, System.String method, System.Action`1[T] callback, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.HttpWebRequest.set_UserAgent (System.String value) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.Unsubscribe (Eco.Shared.View.IPropertySubscription subscription) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at BiomeTracker.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568431/Player.log) ",1.0,"[0.9.4 staging-1995] No network object provided to call RPC on it - #21382 seems was not fully fixed or was broken again. Not critical because it appears when the Quit button is pressed. Step to reproduce: - start game. - connect to any server. - disconnect from the server to Title Screen - Press Quit. - have a few ArgumentExceptions: ``` ArgumentException: No network object provided to call RPC on it Parameter name: obj at Eco.Shared.Networking.RPCManager.DoCall (System.String methodname, Eco.Shared.Networking.INetObject obj, Eco.Shared.Networking.RPCManager+AwaitedQuery query, Eco.Shared.Networking.INetClient target, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectExtensions.RPC[T] (Eco.Shared.Networking.INetObject netObj, System.String method, System.Action`1[T] callback, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.HttpWebRequest.set_UserAgent (System.String value) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.Unsubscribe (Eco.Shared.View.IPropertySubscription subscription) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at BiomeTracker.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568431/Player.log) ",1, no network object provided to call rpc on it seems was not fully fixed or was broken again not critical because it appears when the quit button is pressed step to reproduce start game connect to any server disconnect from the server to title screen press quit have a few argumentexceptions argumentexception no network object provided to call rpc on it parameter name obj at eco shared networking rpcmanager docall system string methodname eco shared networking inetobject obj eco shared networking rpcmanager awaitedquery query eco shared networking inetclient target system object args in at eco shared networking netobjectextensions rpc eco shared networking inetobject netobj system string method system action callback system object args in at system net httpwebrequest set useragent system string value in at eco shared view view unsubscribe eco shared view ipropertysubscription subscription in at eco shared utils mathparser operatornode get operationname in at eco shared view subscriptionsextensions unsubscribeall eco shared view isubscriptions ss system boolean release in at ecoengine subscription monobehavioursubscriptionsextensions c b ecoengine subscription imonobehavioursubscriptions comp in at system action invoke t obj in at unityutilscomponent foreachcomponentinchildren unityengine gameobject obj system boolean includeinactive system action action in at biometracker ondestroy in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 404518,11858626497.0,IssuesEvent,2020-03-25 11:49:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.00 beta staging-1445] odd text on removal of Amendment notice,Priority: Medium Status: Fixed,"when i removed the amendment from amendent because my mistake and noticed this notice popped up with very odd texts on it its shouldnt not show odd text just show the Amendment 1 removed on popup ![issue](https://user-images.githubusercontent.com/6688223/76152414-37d1cf00-60b7-11ea-82c4-61894f6095fa.png) ",1.0,"[0.9.00 beta staging-1445] odd text on removal of Amendment notice - when i removed the amendment from amendent because my mistake and noticed this notice popped up with very odd texts on it its shouldnt not show odd text just show the Amendment 1 removed on popup ![issue](https://user-images.githubusercontent.com/6688223/76152414-37d1cf00-60b7-11ea-82c4-61894f6095fa.png) ",1, odd text on removal of amendment notice when i removed the amendment from amendent because my mistake and noticed this notice popped up with very odd texts on it its shouldnt not show odd text just show the amendment removed on popup ,1 381918,11297819083.0,IssuesEvent,2020-01-17 07:19:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Tool Sound Issues in Staging,Category: Audio Priority: Medium Status: Fixed,"It will be easier to keep a list. Most tools are fixed now. I will cross out ones that are fixed. - [x] No Land Claim Stake sound - [x] No Drill sound - [x] No Fishing Pole sound - [ ] No Soil Sampler sound (Will be added after animation and models) - [x] All machetes have pickaxe sound - [x] No sound for placing dirt from shovel - [x] Steel Sickle, Steel Scythe, and Iron Scythe sound like pickaxe. - [x] Stone Sickle & Modern Scythe has an added ""wood chop"" sound~~ - [x] No Machete sound - [x] No Road Tool sound - [x] Hammer sounds the same as pickaxe - [x] Hoe sounds strange - [x] No bow sound - [x] No Chainsaw sound - [x] Shovel the same as Hoe ",1.0,"[0.9.0 staging] Tool Sound Issues in Staging - It will be easier to keep a list. Most tools are fixed now. I will cross out ones that are fixed. - [x] No Land Claim Stake sound - [x] No Drill sound - [x] No Fishing Pole sound - [ ] No Soil Sampler sound (Will be added after animation and models) - [x] All machetes have pickaxe sound - [x] No sound for placing dirt from shovel - [x] Steel Sickle, Steel Scythe, and Iron Scythe sound like pickaxe. - [x] Stone Sickle & Modern Scythe has an added ""wood chop"" sound~~ - [x] No Machete sound - [x] No Road Tool sound - [x] Hammer sounds the same as pickaxe - [x] Hoe sounds strange - [x] No bow sound - [x] No Chainsaw sound - [x] Shovel the same as Hoe ",1, tool sound issues in staging it will be easier to keep a list most tools are fixed now i will cross out ones that are fixed no land claim stake sound no drill sound no fishing pole sound no soil sampler sound will be added after animation and models all machetes have pickaxe sound no sound for placing dirt from shovel steel sickle steel scythe and iron scythe sound like pickaxe stone sickle modern scythe has an added wood chop sound no machete sound no road tool sound hammer sounds the same as pickaxe hoe sounds strange no bow sound no chainsaw sound shovel the same as hoe ,1 261183,8227633760.0,IssuesEvent,2018-09-07 00:09:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Problem with players who did not complete tutorial in existing world when updated to 7.7,Medium-High Priority,"Getting complaints from people that some are getting started over on worlds they were on after world updates to an existing world (not a new world) although most players were not back at start and had all their items, inventory, houses, land etc, started over. It seems like its related to tutorial completion I started a world in 7.6.3 and created a player and did part of the tutorial, about 6 steps into it. Then I updated to 7.7 and I was able to load in fine - however I did end up starting over at the player creation screen. I can see that would definitely be an issue for someone that might have played for some time but not completed all parts the tutorial and when the world updates they have to start over A couple of server owners have reported having to remove users that still had a few steps in tutorial to go but the world would not load at all, no dump file and the console gave no error (after they heard about the tutorial it talked about in support and several players on their severer said they had not yet finished the tutorial) they said they deleted the profiles of anyone still in the tutorial that the knew of and said most were close to the end of the tutorial. Since these crash were not making a crash report not sure if its the same issue or not. I am not able to repro that a player with a player with an incomplete tutorial will block a game from loading. I tried several times, even taking a character right to the last two steps in the tutorial but the only thing that happened was that I was set back to the character creation screen in the updated world. All the worlds I tried this on the player just started over. Its possible that this was coincidental with some other problem with the player not the tutorial have to wait and see. I did not have time to test all the other possibilities that brought up, as they did take tools out of the tent, I had not, some had build houses, I had not and so on.",1.0,"Problem with players who did not complete tutorial in existing world when updated to 7.7 - Getting complaints from people that some are getting started over on worlds they were on after world updates to an existing world (not a new world) although most players were not back at start and had all their items, inventory, houses, land etc, started over. It seems like its related to tutorial completion I started a world in 7.6.3 and created a player and did part of the tutorial, about 6 steps into it. Then I updated to 7.7 and I was able to load in fine - however I did end up starting over at the player creation screen. I can see that would definitely be an issue for someone that might have played for some time but not completed all parts the tutorial and when the world updates they have to start over A couple of server owners have reported having to remove users that still had a few steps in tutorial to go but the world would not load at all, no dump file and the console gave no error (after they heard about the tutorial it talked about in support and several players on their severer said they had not yet finished the tutorial) they said they deleted the profiles of anyone still in the tutorial that the knew of and said most were close to the end of the tutorial. Since these crash were not making a crash report not sure if its the same issue or not. I am not able to repro that a player with a player with an incomplete tutorial will block a game from loading. I tried several times, even taking a character right to the last two steps in the tutorial but the only thing that happened was that I was set back to the character creation screen in the updated world. All the worlds I tried this on the player just started over. Its possible that this was coincidental with some other problem with the player not the tutorial have to wait and see. I did not have time to test all the other possibilities that brought up, as they did take tools out of the tent, I had not, some had build houses, I had not and so on.",1,problem with players who did not complete tutorial in existing world when updated to getting complaints from people that some are getting started over on worlds they were on after world updates to an existing world not a new world although most players were not back at start and had all their items inventory houses land etc started over it seems like its related to tutorial completion i started a world in and created a player and did part of the tutorial about steps into it then i updated to and i was able to load in fine however i did end up starting over at the player creation screen i can see that would definitely be an issue for someone that might have played for some time but not completed all parts the tutorial and when the world updates they have to start over a couple of server owners have reported having to remove users that still had a few steps in tutorial to go but the world would not load at all no dump file and the console gave no error after they heard about the tutorial it talked about in support and several players on their severer said they had not yet finished the tutorial they said they deleted the profiles of anyone still in the tutorial that the knew of and said most were close to the end of the tutorial since these crash were not making a crash report not sure if its the same issue or not i am not able to repro that a player with a player with an incomplete tutorial will block a game from loading i tried several times even taking a character right to the last two steps in the tutorial but the only thing that happened was that i was set back to the character creation screen in the updated world all the worlds i tried this on the player just started over its possible that this was coincidental with some other problem with the player not the tutorial have to wait and see i did not have time to test all the other possibilities that brought up as they did take tools out of the tent i had not some had build houses i had not and so on ,1 537377,15728073203.0,IssuesEvent,2021-03-29 13:25:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 staging-1828] Change property owner or add notification when you delete Title,Category: Gameplay Priority: Medium Squad: Mountain Goat Status: Fixed,"If you delete Elected title with property then all property owned by this elected title will change to everyone: ![image](https://user-images.githubusercontent.com/45708377/97703503-ca4d3580-1ac1-11eb-8e37-a0b6ac5ab49e.png) But if you delete Title created in Registrar owner will not change. But users of deleted title can change owner of this property. If there are no users, you can't change the owner of the property without using commands. So I have 2 suggestion: - [x] 1. When you delete title with owned property then we nned to have another notification here: Instead this one: ![image](https://user-images.githubusercontent.com/45708377/97704014-af2ef580-1ac2-11eb-99d0-dd436a83b08c.png) should be: ""Do you wish to delete Dictator? This title has 42 plots which will be owned by Everyone"" or something else. - [x] 2. As you can understand from message in notification in point 1. Change property owner to Everyone or, and maybe it will better, change property owner to manager who want to delete this title. ",1.0,"[0.9.1 staging-1828] Change property owner or add notification when you delete Title - If you delete Elected title with property then all property owned by this elected title will change to everyone: ![image](https://user-images.githubusercontent.com/45708377/97703503-ca4d3580-1ac1-11eb-8e37-a0b6ac5ab49e.png) But if you delete Title created in Registrar owner will not change. But users of deleted title can change owner of this property. If there are no users, you can't change the owner of the property without using commands. So I have 2 suggestion: - [x] 1. When you delete title with owned property then we nned to have another notification here: Instead this one: ![image](https://user-images.githubusercontent.com/45708377/97704014-af2ef580-1ac2-11eb-99d0-dd436a83b08c.png) should be: ""Do you wish to delete Dictator? This title has 42 plots which will be owned by Everyone"" or something else. - [x] 2. As you can understand from message in notification in point 1. Change property owner to Everyone or, and maybe it will better, change property owner to manager who want to delete this title. ",1, change property owner or add notification when you delete title if you delete elected title with property then all property owned by this elected title will change to everyone but if you delete title created in registrar owner will not change but users of deleted title can change owner of this property if there are no users you can t change the owner of the property without using commands so i have suggestion when you delete title with owned property then we nned to have another notification here instead this one should be do you wish to delete dictator this title has plots which will be owned by everyone or something else as you can understand from message in notification in point change property owner to everyone or and maybe it will better change property owner to manager who want to delete this title ,1 219185,7333795542.0,IssuesEvent,2018-03-05 20:34:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Change resulation,Medium Priority,"**Version:** 0.7.0.3 beta **Steps to Reproduce:** 1. go to settings -> advanced settings 2. change resolution, then it asks for confirm. 3. try to not confirm, its not possible. **Expected behavior:** Should have a option to not confirm **Actual behavior:** Only the option for confirm.",1.0,"USER ISSUE: Change resulation - **Version:** 0.7.0.3 beta **Steps to Reproduce:** 1. go to settings -> advanced settings 2. change resolution, then it asks for confirm. 3. try to not confirm, its not possible. **Expected behavior:** Should have a option to not confirm **Actual behavior:** Only the option for confirm.",1,user issue change resulation version beta steps to reproduce go to settings advanced settings change resolution then it asks for confirm try to not confirm its not possible expected behavior should have a option to not confirm actual behavior only the option for confirm ,1 363853,10756056760.0,IssuesEvent,2019-10-31 10:24:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stone /Steel Road tool х2 consumption for one action.,Fixed Medium Priority,"""uses remaining"" is now х2 consumption for one action.",1.0,"Stone /Steel Road tool х2 consumption for one action. - ""uses remaining"" is now х2 consumption for one action.",1,stone steel road tool consumption for one action uses remaining is now consumption for one action ,1 393654,11622965970.0,IssuesEvent,2020-02-27 07:55:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1421] Vehicles shouldn't collide with animals.,Priority: Medium Status: Fixed,"This was specifically done in 0.8.0.x version. Checked with Truck, Steam truck, Steam tractor(without and with modules)",1.0,"[0.9.0 staging-1421] Vehicles shouldn't collide with animals. - This was specifically done in 0.8.0.x version. Checked with Truck, Steam truck, Steam tractor(without and with modules)",1, vehicles shouldn t collide with animals this was specifically done in x version checked with truck steam truck steam tractor without and with modules ,1 230815,7614228421.0,IssuesEvent,2018-05-02 01:29:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Invalid contract wording always addresses the contract creator,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39455545-dd7063be-4c95-11e8-98a2-fe1498045a61.png) This is worded like I was the one who wrote the contract, which is confusing because I wasn't. ",1.0,"Invalid contract wording always addresses the contract creator - ![image](https://user-images.githubusercontent.com/6262198/39455545-dd7063be-4c95-11e8-98a2-fe1498045a61.png) This is worded like I was the one who wrote the contract, which is confusing because I wasn't. ",1,invalid contract wording always addresses the contract creator this is worded like i was the one who wrote the contract which is confusing because i wasn t ,1 530707,15436065983.0,IssuesEvent,2021-03-07 11:34:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-203]Missing sleep animation for first-person camera view,Category: Gameplay Priority: Medium Type: Bug,"Build: 0.9.4 Develop-203 ### Issue Missing going to bed animation when players try to sleep. Note: - Issue only occurs with a first-person camera view. - There's a sleeping animation when in 3rd person view. - **There's also an adverse effect where the player gets stuck momentarily after waking u**p. Repro: 1. Try to sleep. Video Repro: https://images.zenhubusercontent.com/47210472/0e1252da-42b4-4a88-a4f2-3574ca7fe4fd/2021_03_07_19_20_trim.mp4",1.0,"[0.9.4 Develop-203]Missing sleep animation for first-person camera view - Build: 0.9.4 Develop-203 ### Issue Missing going to bed animation when players try to sleep. Note: - Issue only occurs with a first-person camera view. - There's a sleeping animation when in 3rd person view. - **There's also an adverse effect where the player gets stuck momentarily after waking u**p. Repro: 1. Try to sleep. Video Repro: https://images.zenhubusercontent.com/47210472/0e1252da-42b4-4a88-a4f2-3574ca7fe4fd/2021_03_07_19_20_trim.mp4",1, missing sleep animation for first person camera view build develop issue missing going to bed animation when players try to sleep note issue only occurs with a first person camera view there s a sleeping animation when in person view there s also an adverse effect where the player gets stuck momentarily after waking u p repro try to sleep video repro ,1 419980,12231015699.0,IssuesEvent,2020-05-04 06:45:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.8 maybe 0.9 Treasury - Manage funds, no scrolling",Priority: Medium Status: Fixed Week Task,"As i think, this window need scrollbar. ![20191109191633_1](https://user-images.githubusercontent.com/4980243/68542823-65389580-03c1-11ea-8483-505a0fc7a385.jpg)",1.0,"0.8 maybe 0.9 Treasury - Manage funds, no scrolling - As i think, this window need scrollbar. ![20191109191633_1](https://user-images.githubusercontent.com/4980243/68542823-65389580-03c1-11ea-8483-505a0fc7a385.jpg)",1, maybe treasury manage funds no scrolling as i think this window need scrollbar ,1 368942,10886292589.0,IssuesEvent,2019-11-18 12:15:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Amendments: feedback,Fixed Medium Priority QA,"- [ ] There is no way to choose with wich capitol (constitution?) this item should be connected. Id it work somehow by default? - [ ] It seems like anyone can place an Amend and create articles for active Capitol. Is it right? ",1.0,"[master-preview] Amendments: feedback - - [ ] There is no way to choose with wich capitol (constitution?) this item should be connected. Id it work somehow by default? - [ ] It seems like anyone can place an Amend and create articles for active Capitol. Is it right? ",1, amendments feedback there is no way to choose with wich capitol constitution this item should be connected id it work somehow by default it seems like anyone can place an amend and create articles for active capitol is it right ,1 395717,11695399141.0,IssuesEvent,2020-03-06 07:24:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1281] Craft: docked icon should stay when order is finished,Priority: Medium Status: Fixed,"When an order is completed a docked icon on the sreen should not disappear, it should stay and show the status ""Done""",1.0,"[0.9.0 staging-1281] Craft: docked icon should stay when order is finished - When an order is completed a docked icon on the sreen should not disappear, it should stay and show the status ""Done""",1, craft docked icon should stay when order is finished when an order is completed a docked icon on the sreen should not disappear it should stay and show the status done ,1 437573,12599437651.0,IssuesEvent,2020-06-11 06:00:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1577] Marker's name is shifted ,Category: UI Priority: Medium Status: Fixed Week Task,"Happened in the last few days (yesterday maybe). Name and distance should be in one line. ![bandicam 2020-06-03 17-02-13-934](https://user-images.githubusercontent.com/27898520/83634700-64b15780-a5bc-11ea-8f6e-9adacf6037ba.jpg) And its kind of getting on the too high position: ![unknown (18)](https://user-images.githubusercontent.com/27898520/83635211-45ff9080-a5bd-11ea-9064-bce47e52c62e.png) ",1.0,"[0.9.0 staging-1577] Marker's name is shifted - Happened in the last few days (yesterday maybe). Name and distance should be in one line. ![bandicam 2020-06-03 17-02-13-934](https://user-images.githubusercontent.com/27898520/83634700-64b15780-a5bc-11ea-8f6e-9adacf6037ba.jpg) And its kind of getting on the too high position: ![unknown (18)](https://user-images.githubusercontent.com/27898520/83635211-45ff9080-a5bd-11ea-9064-bce47e52c62e.png) ",1, marker s name is shifted happened in the last few days yesterday maybe name and distance should be in one line and its kind of getting on the too high position ,1 435755,12540704761.0,IssuesEvent,2020-06-05 10:52:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1586] Civics: error with prevent effect won't appear on screen,Priority: Medium,"1) For chat preventing law ![bandicam 2020-06-05 15-46-01-165](https://user-images.githubusercontent.com/27898520/83868500-69a11300-a744-11ea-81d0-258eb4857a3c.jpg) It looks like this ![bandicam 2020-06-05 15-46-06-692](https://user-images.githubusercontent.com/27898520/83868516-6f96f400-a744-11ea-8368-aaa11c9b735e.jpg) 2) For construction preventing law it won't appear at all ![bandicam 2020-06-05 15-51-57-779](https://user-images.githubusercontent.com/27898520/83868550-83daf100-a744-11ea-9c33-1effe323cd38.jpg) ![bandicam 2020-06-05 15-49-20-657](https://user-images.githubusercontent.com/27898520/83868573-8ccbc280-a744-11ea-95cf-23953d6578d7.jpg) ",1.0,"[0.9.0 staging-1586] Civics: error with prevent effect won't appear on screen - 1) For chat preventing law ![bandicam 2020-06-05 15-46-01-165](https://user-images.githubusercontent.com/27898520/83868500-69a11300-a744-11ea-81d0-258eb4857a3c.jpg) It looks like this ![bandicam 2020-06-05 15-46-06-692](https://user-images.githubusercontent.com/27898520/83868516-6f96f400-a744-11ea-8368-aaa11c9b735e.jpg) 2) For construction preventing law it won't appear at all ![bandicam 2020-06-05 15-51-57-779](https://user-images.githubusercontent.com/27898520/83868550-83daf100-a744-11ea-9c33-1effe323cd38.jpg) ![bandicam 2020-06-05 15-49-20-657](https://user-images.githubusercontent.com/27898520/83868573-8ccbc280-a744-11ea-95cf-23953d6578d7.jpg) ",1, civics error with prevent effect won t appear on screen for chat preventing law it looks like this for construction preventing law it won t appear at all ,1 251712,8025974889.0,IssuesEvent,2018-07-27 00:58:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Grass block turning into dirt,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** It seems a lot of grass in the town is turning into dirt. People think this occurs if you mine below it but it is not everywhere above our mining place. I would like to know if it is supposed to act like this and how exactly or that this will get fixed. It might be caused when the layer between the hole below and the surface above is too thin. **Expected behavior:** Should be grass or turn into grass after placing dirt. **Actual behavior:** It turns into dirt and stays for that forever.",1.0,"USER ISSUE: Grass block turning into dirt - **Version:** 0.7.1.2 beta **Steps to Reproduce:** It seems a lot of grass in the town is turning into dirt. People think this occurs if you mine below it but it is not everywhere above our mining place. I would like to know if it is supposed to act like this and how exactly or that this will get fixed. It might be caused when the layer between the hole below and the surface above is too thin. **Expected behavior:** Should be grass or turn into grass after placing dirt. **Actual behavior:** It turns into dirt and stays for that forever.",1,user issue grass block turning into dirt version beta steps to reproduce it seems a lot of grass in the town is turning into dirt people think this occurs if you mine below it but it is not everywhere above our mining place i would like to know if it is supposed to act like this and how exactly or that this will get fixed it might be caused when the layer between the hole below and the surface above is too thin expected behavior should be grass or turn into grass after placing dirt actual behavior it turns into dirt and stays for that forever ,1 397808,11733253736.0,IssuesEvent,2020-03-11 06:34:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1427] Blocked ItemDistribution tab with correct status.,Priority: Medium Status: Fixed,"Step to reproduce: - don't claim territory, place distribution station: ![image](https://user-images.githubusercontent.com/45708377/75342040-a9836f00-58a6-11ea-9bde-27165eef60c1.png) - I have red Status. So I claim territory. ItemDistribution tab is still blocked: ![image](https://user-images.githubusercontent.com/45708377/75342091-c6b83d80-58a6-11ea-8b23-6d9ea0685761.png) If I at first claim and then place distribution station then All works fine.",1.0,"[0.9.0 staging-1427] Blocked ItemDistribution tab with correct status. - Step to reproduce: - don't claim territory, place distribution station: ![image](https://user-images.githubusercontent.com/45708377/75342040-a9836f00-58a6-11ea-9bde-27165eef60c1.png) - I have red Status. So I claim territory. ItemDistribution tab is still blocked: ![image](https://user-images.githubusercontent.com/45708377/75342091-c6b83d80-58a6-11ea-8b23-6d9ea0685761.png) If I at first claim and then place distribution station then All works fine.",1, blocked itemdistribution tab with correct status step to reproduce don t claim territory place distribution station i have red status so i claim territory itemdistribution tab is still blocked if i at first claim and then place distribution station then all works fine ,1 386712,11449288821.0,IssuesEvent,2020-02-06 06:42:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Staging 1355] Arrastra Needs more Tooltips Power types and also maybe a section in Ecopedia for Power types,Priority: Medium Status: Fixed Type: Feature,"**Version:** 0.9.0.0 beta staging-1355 when hovering mouse over what an Arrastra is either in toolbar or mousing over the name it needs to say what type of power system it requires, all it says is 75w of what type? ![snap6024](https://user-images.githubusercontent.com/29383891/73029140-e800b680-3e2e-11ea-9afe-d8b73301f177.png) When placed and the top left corner is red (Status) as it requires a Power grid, what type? ![snap6022](https://user-images.githubusercontent.com/29383891/73029647-d9ff6580-3e2f-11ea-9baa-69963e3e2ab3.png) maybe mention the Items that give the required MECHANICAL power like these ![snap6025](https://user-images.githubusercontent.com/29383891/73029697-f13e5300-3e2f-11ea-9d89-acb78607f560.png) ![snap6026](https://user-images.githubusercontent.com/29383891/73029705-f3a0ad00-3e2f-11ea-9577-3b0244f5d963.png) and on the Power tab it is saying it needs mechanical Power, would be nice to have a Tooltip for the Word mechanical and show what items can be used to make Mechanical power ![snap6027](https://user-images.githubusercontent.com/29383891/73029804-2ba7f000-3e30-11ea-8dc3-87effb6d1f54.png) ",1.0,"[Staging 1355] Arrastra Needs more Tooltips Power types and also maybe a section in Ecopedia for Power types - **Version:** 0.9.0.0 beta staging-1355 when hovering mouse over what an Arrastra is either in toolbar or mousing over the name it needs to say what type of power system it requires, all it says is 75w of what type? ![snap6024](https://user-images.githubusercontent.com/29383891/73029140-e800b680-3e2e-11ea-9afe-d8b73301f177.png) When placed and the top left corner is red (Status) as it requires a Power grid, what type? ![snap6022](https://user-images.githubusercontent.com/29383891/73029647-d9ff6580-3e2f-11ea-9baa-69963e3e2ab3.png) maybe mention the Items that give the required MECHANICAL power like these ![snap6025](https://user-images.githubusercontent.com/29383891/73029697-f13e5300-3e2f-11ea-9d89-acb78607f560.png) ![snap6026](https://user-images.githubusercontent.com/29383891/73029705-f3a0ad00-3e2f-11ea-9577-3b0244f5d963.png) and on the Power tab it is saying it needs mechanical Power, would be nice to have a Tooltip for the Word mechanical and show what items can be used to make Mechanical power ![snap6027](https://user-images.githubusercontent.com/29383891/73029804-2ba7f000-3e30-11ea-8dc3-87effb6d1f54.png) ",1, arrastra needs more tooltips power types and also maybe a section in ecopedia for power types version beta staging when hovering mouse over what an arrastra is either in toolbar or mousing over the name it needs to say what type of power system it requires all it says is of what type when placed and the top left corner is red status as it requires a power grid what type maybe mention the items that give the required mechanical power like these and on the power tab it is saying it needs mechanical power would be nice to have a tooltip for the word mechanical and show what items can be used to make mechanical power ,1 534412,15618388213.0,IssuesEvent,2021-03-20 00:52:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need pages for Keys activation,Category: Accounts Priority: Medium Squad: Lattice Mushroom Status: Fixed Type: Improvement,"Step to reproduce: - Use something instead of key in URL (https://play.eco/game/key/randomkeyhere): ![image](https://user-images.githubusercontent.com/45708377/109290280-74eb2000-7838-11eb-8517-321905ad63ae.png) -press okay and login in any account: ![image](https://user-images.githubusercontent.com/45708377/109290057-2ccbfd80-7838-11eb-81ad-3f987832dfa3.png) ",1.0,"Need pages for Keys activation - Step to reproduce: - Use something instead of key in URL (https://play.eco/game/key/randomkeyhere): ![image](https://user-images.githubusercontent.com/45708377/109290280-74eb2000-7838-11eb-8517-321905ad63ae.png) -press okay and login in any account: ![image](https://user-images.githubusercontent.com/45708377/109290057-2ccbfd80-7838-11eb-81ad-3f987832dfa3.png) ",1,need pages for keys activation step to reproduce use something instead of key in url press okay and login in any account ,1 119607,4773012023.0,IssuesEvent,2016-10-26 22:41:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Campfire displays (but does not use) power when electricity is available. May be skill related.,bug Medium Priority,"When electrical generators are placed (irrespective of combustion generators), I was seeing some campfires show Producing 1000W (Powered) / Consumed 700W (Powered). It seems to have been one campfire per generator. However another two users (who do not have as many invested cooking points) saw the campfire correctly as 50.0 (Unpowered) and 50.0 (Off) The campfire likely does not consume energy from the generator and does not cook anything when generators are fueled so it appears to just be a display behavior. My view of campfire ![fire2](https://cloud.githubusercontent.com/assets/20424793/17196520/56a650ca-5433-11e6-8a46-bed81165cc0a.jpg) Mario's view ![image](https://cloud.githubusercontent.com/assets/20424793/17196630/04eb8ace-5434-11e6-8b36-0cafe3c24b14.png) ",1.0,"Campfire displays (but does not use) power when electricity is available. May be skill related. - When electrical generators are placed (irrespective of combustion generators), I was seeing some campfires show Producing 1000W (Powered) / Consumed 700W (Powered). It seems to have been one campfire per generator. However another two users (who do not have as many invested cooking points) saw the campfire correctly as 50.0 (Unpowered) and 50.0 (Off) The campfire likely does not consume energy from the generator and does not cook anything when generators are fueled so it appears to just be a display behavior. My view of campfire ![fire2](https://cloud.githubusercontent.com/assets/20424793/17196520/56a650ca-5433-11e6-8a46-bed81165cc0a.jpg) Mario's view ![image](https://cloud.githubusercontent.com/assets/20424793/17196630/04eb8ace-5434-11e6-8b36-0cafe3c24b14.png) ",1,campfire displays but does not use power when electricity is available may be skill related when electrical generators are placed irrespective of combustion generators i was seeing some campfires show producing powered consumed powered it seems to have been one campfire per generator however another two users who do not have as many invested cooking points saw the campfire correctly as unpowered and off the campfire likely does not consume energy from the generator and does not cook anything when generators are fueled so it appears to just be a display behavior my view of campfire mario s view ,1 242405,7841899509.0,IssuesEvent,2018-06-18 21:09:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Game.eco uses incorrect Path separator on Windows,Medium Priority,"Hey Eco-Team, I found a small bug with the Game.eco file which only appears when using Linux and Windows for Server. The Short Version is, that a zip file must contain Unix Slash for path separation and not the Windows Backslash. More info below: I created my world under Linux, which results in a valid zip containing files like `History/Birch.gif`. Afterward, I switched to a Windows Server. That Server found all of the files ('cause Linux slash is supported under windows archive as it is the standard) and every non-existing file (like new players) was from now on created with a Backslash like `Users\76561198041461243_`. As long as I stayed on the Windows Server everything worked fine. However, after switching back to the Linux Server, suddenly a lot of stuff and player were missing. It turns out that Linux does not accept files with a backslash to be in the same directory thus the game is not detecting them. I was able to correct the mistake by removing the History folder inside the zip (every file had a duplicated using the backslash) and then renaming files from backslash to slash. If there is someone experiencing the same issue, the following commands corrected the file for me. However, remember to backup you file as it may not suit your current server data. ``` 7z l Game.eco | grep '\\' | cut -c 54- > test while read -r p; do 7z rn Game.eco ""$p"" ""${p/\\//}"" ; done < test ``` I suggest switching the Path Separator inside zips to slash to make the zip cross-platform compatible. I'm happy to send you my files if necessary. ",1.0,"Game.eco uses incorrect Path separator on Windows - Hey Eco-Team, I found a small bug with the Game.eco file which only appears when using Linux and Windows for Server. The Short Version is, that a zip file must contain Unix Slash for path separation and not the Windows Backslash. More info below: I created my world under Linux, which results in a valid zip containing files like `History/Birch.gif`. Afterward, I switched to a Windows Server. That Server found all of the files ('cause Linux slash is supported under windows archive as it is the standard) and every non-existing file (like new players) was from now on created with a Backslash like `Users\76561198041461243_`. As long as I stayed on the Windows Server everything worked fine. However, after switching back to the Linux Server, suddenly a lot of stuff and player were missing. It turns out that Linux does not accept files with a backslash to be in the same directory thus the game is not detecting them. I was able to correct the mistake by removing the History folder inside the zip (every file had a duplicated using the backslash) and then renaming files from backslash to slash. If there is someone experiencing the same issue, the following commands corrected the file for me. However, remember to backup you file as it may not suit your current server data. ``` 7z l Game.eco | grep '\\' | cut -c 54- > test while read -r p; do 7z rn Game.eco ""$p"" ""${p/\\//}"" ; done < test ``` I suggest switching the Path Separator inside zips to slash to make the zip cross-platform compatible. I'm happy to send you my files if necessary. ",1,game eco uses incorrect path separator on windows hey eco team i found a small bug with the game eco file which only appears when using linux and windows for server the short version is that a zip file must contain unix slash for path separation and not the windows backslash more info below i created my world under linux which results in a valid zip containing files like history birch gif afterward i switched to a windows server that server found all of the files cause linux slash is supported under windows archive as it is the standard and every non existing file like new players was from now on created with a backslash like users as long as i stayed on the windows server everything worked fine however after switching back to the linux server suddenly a lot of stuff and player were missing it turns out that linux does not accept files with a backslash to be in the same directory thus the game is not detecting them i was able to correct the mistake by removing the history folder inside the zip every file had a duplicated using the backslash and then renaming files from backslash to slash if there is someone experiencing the same issue the following commands corrected the file for me however remember to backup you file as it may not suit your current server data l game eco grep cut c test while read r p do rn game eco p p done test i suggest switching the path separator inside zips to slash to make the zip cross platform compatible i m happy to send you my files if necessary ,1 307050,9414144806.0,IssuesEvent,2019-04-10 09:28:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"In world generation, Bunchgrass is not spawning.",Medium Priority,"this.BlanketSpawnPercent missed. As result - Turkey die, withoud food resource.",1.0,"In world generation, Bunchgrass is not spawning. - this.BlanketSpawnPercent missed. As result - Turkey die, withoud food resource.",1,in world generation bunchgrass is not spawning this blanketspawnpercent missed as result turkey die withoud food resource ,1 347890,10436018867.0,IssuesEvent,2019-09-17 18:36:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[development feature] World Object Occupancy Problems and Improvements,Feature Medium Priority,"Right now world object occupancy is something that must first be defined on a prefab, and then updated manually, individually, per object. What I'd like to see instead is a process that can harvest all the occupancy data from the eco.unity scene, where occupancy must be defined, at once, for all the objects there-in. That way, management of this information does not have to be confirmed by individually one by one checking each world object's occupancy, which is an easy thing to forget to do for any one random world object. In short, I'd like to get rid of this update occupancy button for individual objects: ![image](https://user-images.githubusercontent.com/14983165/65069261-2a752c80-d93f-11e9-91e8-0d8f58b47497.png) And have one instead for the whole scene. In addition to this process change which would be a vast improvement, so that I could simply focus on the prefabs, and when there were issues the occupancy could be updated for all objects at once-- there is also a bug currently with prefabs where it seems to ignore manual offsets in the position of the occupancy: ![image](https://user-images.githubusercontent.com/14983165/65068964-8e4b2580-d93e-11e9-84c3-9a14453e99c5.png) I set this -1 offset which is needed for this table, but, it seems to reset often to not exist anymore. This appears to be because it is not detected as a change in the prefab: ![image](https://user-images.githubusercontent.com/14983165/65069025-ae7ae480-d93e-11e9-9a69-2b93e9a51723.png) A current work-around is to disable to world object script, apply overrides, then re-enable the world object script, and apply overrides again. But this issue contributes to the possibility of wrong occupancy being stored in the code at some point. ",1.0,"[development feature] World Object Occupancy Problems and Improvements - Right now world object occupancy is something that must first be defined on a prefab, and then updated manually, individually, per object. What I'd like to see instead is a process that can harvest all the occupancy data from the eco.unity scene, where occupancy must be defined, at once, for all the objects there-in. That way, management of this information does not have to be confirmed by individually one by one checking each world object's occupancy, which is an easy thing to forget to do for any one random world object. In short, I'd like to get rid of this update occupancy button for individual objects: ![image](https://user-images.githubusercontent.com/14983165/65069261-2a752c80-d93f-11e9-91e8-0d8f58b47497.png) And have one instead for the whole scene. In addition to this process change which would be a vast improvement, so that I could simply focus on the prefabs, and when there were issues the occupancy could be updated for all objects at once-- there is also a bug currently with prefabs where it seems to ignore manual offsets in the position of the occupancy: ![image](https://user-images.githubusercontent.com/14983165/65068964-8e4b2580-d93e-11e9-84c3-9a14453e99c5.png) I set this -1 offset which is needed for this table, but, it seems to reset often to not exist anymore. This appears to be because it is not detected as a change in the prefab: ![image](https://user-images.githubusercontent.com/14983165/65069025-ae7ae480-d93e-11e9-9a69-2b93e9a51723.png) A current work-around is to disable to world object script, apply overrides, then re-enable the world object script, and apply overrides again. But this issue contributes to the possibility of wrong occupancy being stored in the code at some point. ",1, world object occupancy problems and improvements right now world object occupancy is something that must first be defined on a prefab and then updated manually individually per object what i d like to see instead is a process that can harvest all the occupancy data from the eco unity scene where occupancy must be defined at once for all the objects there in that way management of this information does not have to be confirmed by individually one by one checking each world object s occupancy which is an easy thing to forget to do for any one random world object in short i d like to get rid of this update occupancy button for individual objects and have one instead for the whole scene in addition to this process change which would be a vast improvement so that i could simply focus on the prefabs and when there were issues the occupancy could be updated for all objects at once there is also a bug currently with prefabs where it seems to ignore manual offsets in the position of the occupancy i set this offset which is needed for this table but it seems to reset often to not exist anymore this appears to be because it is not detected as a change in the prefab a current work around is to disable to world object script apply overrides then re enable the world object script and apply overrides again but this issue contributes to the possibility of wrong occupancy being stored in the code at some point ,1 721369,24823890733.0,IssuesEvent,2022-10-25 18:49:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.8 release-preview] Definition the type of room belonging to several players,Priority: Medium Type: Bug Category: Gameplay,"For a long time, I thought it was intended behavior. But today I got a situation which doesn't seem to me that It's so intended. All this time, I didn't consider the industry rooms. Step to reproduce: - spawn room - have a property in the room for two players ![image](https://user-images.githubusercontent.com/45708377/60953942-d0386980-a306-11e9-8829-7cc3f2ea0cc6.png) - First player can make bathroom from his room, Second player can make bedroom. It looks natural, and I always thought it was intended. But on the other hand, one player can make an industrial room there. However, the second player still has bathroom/bedroom here. Although it is very strange to see it. The room must be broken. Perhaps it is necessary to determine the type of room for both players the same?",1.0,"[0.8.2.8 release-preview] Definition the type of room belonging to several players - For a long time, I thought it was intended behavior. But today I got a situation which doesn't seem to me that It's so intended. All this time, I didn't consider the industry rooms. Step to reproduce: - spawn room - have a property in the room for two players ![image](https://user-images.githubusercontent.com/45708377/60953942-d0386980-a306-11e9-8829-7cc3f2ea0cc6.png) - First player can make bathroom from his room, Second player can make bedroom. It looks natural, and I always thought it was intended. But on the other hand, one player can make an industrial room there. However, the second player still has bathroom/bedroom here. Although it is very strange to see it. The room must be broken. Perhaps it is necessary to determine the type of room for both players the same?",1, definition the type of room belonging to several players for a long time i thought it was intended behavior but today i got a situation which doesn t seem to me that it s so intended all this time i didn t consider the industry rooms step to reproduce spawn room have a property in the room for two players first player can make bathroom from his room second player can make bedroom it looks natural and i always thought it was intended but on the other hand one player can make an industrial room there however the second player still has bathroom bedroom here although it is very strange to see it the room must be broken perhaps it is necessary to determine the type of room for both players the same ,1 415720,12133435604.0,IssuesEvent,2020-04-23 09:01:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging] DOTween warnings,Priority: Medium Status: Fixed Week Task,"``` DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 500/50 to 1250/50. Use DOTween.SetTweensCapacity to set it manually at startup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Single, Single) DG.Tweening.DOTweenModuleUI:DOFillAmount(Image, Single, Single) DeltaBar:Set(Object) System.Action`1:Invoke(T) System.Runtime.Remoting.Contexts.CrossContextDelegate:Invoke() ViewBehavior:InitView(View, View, ViewMemberInfo, BSONObject, Int32) ViewExtensions:AutoSetupUI(View, ISubscriptions, Transform, String, Action, Boolean, Transform) WorkOrderUI:ViewInited() ViewBehavior:InitView(View, View, ViewMemberInfo, BSONObject, Int32) ViewBehavior:b__19_0() System.Runtime.Remoting.Contexts.CrossContextDelegate:Invoke() Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) Eco.Shared.Networking.ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() Unity.Entities.ComponentSystemGroup:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() ``` and ``` DOTWEEN ► SAFE MODE ► DOTween's safe mode captured 183 errors. This is usually ok (it's what safe mode is there for) but if your game is encountering issues you should set Log Behaviour to Default in DOTween Utility Panel in order to get detailed warnings when an error is captured (consider that these errors are always on the user side). UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.DOTweenComponent:OnDestroy() ```",1.0,"[staging] DOTween warnings - ``` DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 500/50 to 1250/50. Use DOTween.SetTweensCapacity to set it manually at startup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Single, Single) DG.Tweening.DOTweenModuleUI:DOFillAmount(Image, Single, Single) DeltaBar:Set(Object) System.Action`1:Invoke(T) System.Runtime.Remoting.Contexts.CrossContextDelegate:Invoke() ViewBehavior:InitView(View, View, ViewMemberInfo, BSONObject, Int32) ViewExtensions:AutoSetupUI(View, ISubscriptions, Transform, String, Action, Boolean, Transform) WorkOrderUI:ViewInited() ViewBehavior:InitView(View, View, ViewMemberInfo, BSONObject, Int32) ViewBehavior:b__19_0() System.Runtime.Remoting.Contexts.CrossContextDelegate:Invoke() Eco.Shared.View.View:NotifyChanged(String) Eco.Shared.View.ViewManager:ReceiveViewUpdate(BSONArray) Eco.Shared.Networking.ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() Unity.Entities.ComponentSystemGroup:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() UnityEngine.Experimental.LowLevel.UpdateFunction:Invoke() ``` and ``` DOTWEEN ► SAFE MODE ► DOTween's safe mode captured 183 errors. This is usually ok (it's what safe mode is there for) but if your game is encountering issues you should set Log Behaviour to Default in DOTween Utility Panel in order to get detailed warnings when an error is captured (consider that these errors are always on the user side). UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.DOTweenComponent:OnDestroy() ```",1, dotween warnings dotween ► max tweens reached capacity has automatically been increased from to use dotween settweenscapacity to set it manually at startup unityengine logger log logtype object unityengine debug logwarning object dg tweening core debugger logwarning object tween dg tweening core tweenmanager gettweener dg tweening dotween applyto dogetter dosetter single abstweenplugin dg tweening dotween to dogetter dosetter single single dg tweening dotweenmoduleui dofillamount image single single deltabar set object system action invoke t system runtime remoting contexts crosscontextdelegate invoke viewbehavior initview view view viewmemberinfo bsonobject viewextensions autosetupui view isubscriptions transform string action boolean transform workorderui viewinited viewbehavior initview view view viewmemberinfo bsonobject viewbehavior b system runtime remoting contexts crosscontextdelegate invoke eco shared view view notifychanged string eco shared view viewmanager receiveviewupdate bsonarray eco shared networking clientpackethandler receivewhile networkclient func system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem internalupdate unity entities componentsystemgroup onupdate unity entities componentsystem internalupdate unityengine experimental lowlevel updatefunction invoke and dotween ► safe mode ► dotween s safe mode captured errors this is usually ok it s what safe mode is there for but if your game is encountering issues you should set log behaviour to default in dotween utility panel in order to get detailed warnings when an error is captured consider that these errors are always on the user side unityengine logger log logtype object unityengine debug logwarning object dg tweening core dotweencomponent ondestroy ,1 359843,10681669816.0,IssuesEvent,2019-10-22 01:51:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Animals actions after a bite,Medium Priority QA,"Step to reproduce: - go to sleeping wolves - stay near them. - they will bite your and will sleep near you again. Video: https://drive.google.com/file/d/1hLCMPStua5kMUbS0B1IWrTJkYwTTM1Wq/view?usp=sharing",1.0,"[master-preview] Animals actions after a bite - Step to reproduce: - go to sleeping wolves - stay near them. - they will bite your and will sleep near you again. Video: https://drive.google.com/file/d/1hLCMPStua5kMUbS0B1IWrTJkYwTTM1Wq/view?usp=sharing",1, animals actions after a bite step to reproduce go to sleeping wolves stay near them they will bite your and will sleep near you again video ,1 254627,8080972043.0,IssuesEvent,2018-08-08 00:39:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Client] Inventory menu changes after each game restart,Medium Priority,"**Version: 0.7.6.3 beta** **Steps to reproduce:** Sort an inventory menu in a certain manner, leave the game and start new. **Expected behavior:** The menu should look as I left it. **Actual behavior:** The menu has a changed look, all inventory lines are unfolded and must be managed again. as I left menu: ![workbench1bild](https://user-images.githubusercontent.com/38510829/43686717-b5884cdc-98ca-11e8-86bf-461734643166.jpg) after game new start: ![workbench2bild](https://user-images.githubusercontent.com/38510829/43686723-d35c4696-98ca-11e8-810b-5bf051db89bc.jpg) ",1.0,"[Client] Inventory menu changes after each game restart - **Version: 0.7.6.3 beta** **Steps to reproduce:** Sort an inventory menu in a certain manner, leave the game and start new. **Expected behavior:** The menu should look as I left it. **Actual behavior:** The menu has a changed look, all inventory lines are unfolded and must be managed again. as I left menu: ![workbench1bild](https://user-images.githubusercontent.com/38510829/43686717-b5884cdc-98ca-11e8-86bf-461734643166.jpg) after game new start: ![workbench2bild](https://user-images.githubusercontent.com/38510829/43686723-d35c4696-98ca-11e8-810b-5bf051db89bc.jpg) ",1, inventory menu changes after each game restart version beta steps to reproduce sort an inventory menu in a certain manner leave the game and start new expected behavior the menu should look as i left it actual behavior the menu has a changed look all inventory lines are unfolded and must be managed again as i left menu after game new start ,1 373142,11033796958.0,IssuesEvent,2019-12-07 00:32:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 Staging -5] Lamp lights,Medium Priority Push Candidate Staging,"The Ceiling lamps Wooden or Steel have no Light Effect. And the Game is somestimes slow to notice that objects have been switched off. The Light effect is showing some time even though the lights have been turned off https://youtu.be/CJftLW9a_iE ",1.0,"[0.8.2 Staging -5] Lamp lights - The Ceiling lamps Wooden or Steel have no Light Effect. And the Game is somestimes slow to notice that objects have been switched off. The Light effect is showing some time even though the lights have been turned off https://youtu.be/CJftLW9a_iE ",1, lamp lights the ceiling lamps wooden or steel have no light effect and the game is somestimes slow to notice that objects have been switched off the light effect is showing some time even though the lights have been turned off ,1 415005,12122838443.0,IssuesEvent,2020-04-22 11:42:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco Tree: stop loading sidebar images on page load,Category: Web Priority: Medium Status: Fixed Week Task,"On page load, Eco tree is loading the pictures that display in the sidebar content. Should only load images when that sidebar is opened.",1.0,"Eco Tree: stop loading sidebar images on page load - On page load, Eco tree is loading the pictures that display in the sidebar content. Should only load images when that sidebar is opened.",1,eco tree stop loading sidebar images on page load on page load eco tree is loading the pictures that display in the sidebar content should only load images when that sidebar is opened ,1 488377,14076729849.0,IssuesEvent,2020-11-04 10:54:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 develop-102] NRE when open autorization tab,Category: Tech Priority: Medium,"Step to reproduce: - place any object (workbench) with autorization component. - open it and select autorization tab. Have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Alias.AliasSelectorUI+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI.Init (AliasSelectorView view) [0x00000] in <00000000000000000000000000000000>:0 at AuthComponentUI.OnInitPanel () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.SetPanelEnabled (UI.WorldObjectUI+PanelData data, System.Boolean enabled) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager+UIChangeListener.Invoke (System.String name, UnityEngine.GameObject uiObject) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Assets.UI.Scripts.Alias.AliasSelectorUI:Init(AliasSelectorView) AuthComponentUI:OnInitPanel() UI.WorldObjectUI:SetPanelEnabled(PanelData, Boolean) UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) UI.UIChangeListener:Invoke(String, GameObject) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5487294/Player.log)",1.0,"[0.9.2 develop-102] NRE when open autorization tab - Step to reproduce: - place any object (workbench) with autorization component. - open it and select autorization tab. Have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Alias.AliasSelectorUI+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI.Init (AliasSelectorView view) [0x00000] in <00000000000000000000000000000000>:0 at AuthComponentUI.OnInitPanel () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.SetPanelEnabled (UI.WorldObjectUI+PanelData data, System.Boolean enabled) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager+UIChangeListener.Invoke (System.String name, UnityEngine.GameObject uiObject) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Assets.UI.Scripts.Alias.AliasSelectorUI:Init(AliasSelectorView) AuthComponentUI:OnInitPanel() UI.WorldObjectUI:SetPanelEnabled(PanelData, Boolean) UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) UI.UIChangeListener:Invoke(String, GameObject) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5487294/Player.log)",1, nre when open autorization tab step to reproduce place any object workbench with autorization component open it and select autorization tab have exception nullreferenceexception object reference not set to an instance of an object at assets ui scripts alias aliasselectorui d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in at assets ui scripts alias aliasselectorui init aliasselectorview view in at authcomponentui oninitpanel in at ui worldobjectui setpanelenabled ui worldobjectui paneldata data system boolean enabled in at unityengine events unityaction invoke in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at unityengine ui toggle set system boolean value system boolean sendcallback in at ui uimanager uichangelistener invoke system string name unityengine gameobject uiobject in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in at unityengine eventsystems standaloneinputmodule releasemouse unityengine eventsystems pointereventdata pointerevent unityengine gameobject currentovergo in at unityengine eventsystems standaloneinputmodule processmousepress unityengine eventsystems pointerinputmodule mousebuttoneventdata data in at unityengine eventsystems standaloneinputmodule processmouseevent system id in at unityengine eventsystems standaloneinputmodule process in at unityengine eventsystems eventsystem update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object assets ui scripts alias aliasselectorui init aliasselectorview authcomponentui oninitpanel ui worldobjectui setpanelenabled paneldata boolean unityengine events unityaction invoke unityengine events invokablecall invoke unityengine events unityevent invoke unityengine ui toggle set boolean boolean ui uichangelistener invoke string gameobject unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule releasemouse pointereventdata gameobject unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update ,1 330161,10035600283.0,IssuesEvent,2019-07-18 08:44:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Infinite arrows bug.,Exploit Fixed Medium Priority Verified,"**Version:** 0.8.2.4 beta **Steps to Reproduce:** 1. Get lv. 6 Hunter perk for picking up arrows from dead animals. 2. Kill a tortoise. 3. Keep shooting as many arrows as you wish into his dead body. 4. As you harvest tortoise twice, you pick up twice the arrows you shot at his dead body. 5. Profit. Free arrows. **Expected behavior:** Picking up an actual amount of arrows you have had shot. **Actual behavior:** Picking up twice the arrows. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods.",1.0,"USER ISSUE: Infinite arrows bug. - **Version:** 0.8.2.4 beta **Steps to Reproduce:** 1. Get lv. 6 Hunter perk for picking up arrows from dead animals. 2. Kill a tortoise. 3. Keep shooting as many arrows as you wish into his dead body. 4. As you harvest tortoise twice, you pick up twice the arrows you shot at his dead body. 5. Profit. Free arrows. **Expected behavior:** Picking up an actual amount of arrows you have had shot. **Actual behavior:** Picking up twice the arrows. **Do you have mods installed? Does issue happen when no mods are installed?:** No mods.",1,user issue infinite arrows bug version beta steps to reproduce get lv hunter perk for picking up arrows from dead animals kill a tortoise keep shooting as many arrows as you wish into his dead body as you harvest tortoise twice you pick up twice the arrows you shot at his dead body profit free arrows expected behavior picking up an actual amount of arrows you have had shot actual behavior picking up twice the arrows do you have mods installed does issue happen when no mods are installed no mods ,1 243131,7853634460.0,IssuesEvent,2018-06-20 18:03:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.3] Linux steam client starts up and freezes,Medium Priority,"Hi, today I've updated Eco - it starts (like everytime on the wrong screen) and freezes after about three frames. Following console output can I get: `Set current directory to /home/simon/.local/share/Steam/steamapps/common/Eco Found path: /home/simon/.local/share/Steam/steamapps/common/Eco/Eco.x86_64 Mono path[0] = '/home/simon/.local/share/Steam/steamapps/common/Eco/Eco_Data/Managed' Mono config path = '/home/simon/.local/share/Steam/steamapps/common/Eco/Eco_Data/Mono/etc' Preloaded 'ScreenSelector.so' Preloaded 'libCSteamworks.so' Preloaded 'libsteam_api.so' Unable to preload the following plugins: ScreenSelector.so libCSteamworks.so libsteam_api.so Logging to /home/simon/.config/unity3d/Strange Loop Games/Eco/Player.log Setting breakpad minidump AppID = 382310 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198188442830 [API loaded no]` The following is the Player.log: `Desktop is 1366 x 768 @ 60 Hz New context 0x46a1eb8 created with attributes: Initialize engine version: 2017.4.0f1 (b5bd171ee9ba) GfxDevice: creating device client; threaded=1 Renderer: GeForce GTX 960/PCIe/SSE2 Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 384.111 GLES: 0 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_AR B_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_ar ray_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_ float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode G L_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverag e GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod G L_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level ; Context handle 74063544 AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly - Completed reload, in 0.031 seconds New context 0x4fe7a18 created with attributes: Default vsync count 1 requesting resize 1366 x 768 Using native desktop resolution 1366 x 768 requesting fullscreen 1366 x 768 at 0 Hz Desktop is 1366 x 768 @ 60 Hz The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) The referenced script on this Behaviour (Game Object 'Contents') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARDBACK' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - All passes removed WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'SHADOWCASTER' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - All passes removed ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Curved/Minimap' - Setting to default shader. Setting up 6 worker threads for Enlighten. Thread -> id: 7f444ad9b700 -> priority: 1 Thread -> id: 7f444a59a700 -> priority: 1 Thread -> id: 7f443fffe700 -> priority: 1 Thread -> id: 7f443effc700 -> priority: 1 Thread -> id: 7f443e7fb700 -> priority: 1 Thread -> id: 7f443f7fd700 -> priority: 1 UnloadTime: 3.671000 ms Changing real window size to 1440 x 900 RPC lookup took: 6389.3228ms (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) requesting resize 1366 x 768 Using native desktop resolution 1366 x 768 requesting fullscreen 1366 x 768 at 0 Hz Desktop is 1366 x 768 @ 60 Hz` EDIT: System infos (inxi -Fz): `System: Host: gaming-pc Kernel: 4.10.0-42-generic x86_64 (64 bit) Desktop: Cinnamon 3.6.7 Distro: Linux Mint 18.3 Sylvia Machine: Mobo: MSI model: MSI X58 Pro-E (MS-7522) v: 3.0 Bios: American Megatrends v: V8.15 date: 03/19/2011 CPU: Hexa core Intel Xeon X5650 (-HT-MCP-) cache: 12288 KB clock speeds: max: 2668 MHz 1: 1600 MHz 2: 2668 MHz 3: 1600 MHz 4: 1600 MHz 5: 1600 MHz 6: 1600 MHz 7: 1600 MHz 8: 1600 MHz 9: 1600 MHz 10: 1600 MHz 11: 1600 MHz 12: 1600 MHz Graphics: Card: NVIDIA GM206 [GeForce GTX 960] Display Server: X.Org 1.18.4 drivers: nvidia (unloaded: fbdev,vesa,nouveau) Resolution: 1366x768@59.79hz, 1366x768@59.79hz, 1440x900@59.89hz GLX Renderer: GeForce GTX 960/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 384.111 Audio: Card-1 NVIDIA Device 0fba driver: snd_hda_intel Sound: ALSA v: k4.10.0-42-generic Card-2 Intel 82801JI (ICH10 Family) HD Audio Controller driver: snd_hda_intel Card-3 C-Media driver: USB Audio Network: Card: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller driver: r8169 IF: enp6s0 state: up speed: 100 Mbps duplex: full mac: Drives: HDD Total Size: 1480.3GB (72.4% used) ID-1: /dev/sdb model: SAMSUNG_HD322HJ size: 320.1GB ID-2: /dev/sdc model: Hitachi_HDS72161 size: 160.0GB ID-3: /dev/sdd model: TOSHIBA_DT01ACA1 size: 1000.2GB Partition: ID-1: / size: 550G used: 317G (61%) fs: ext4 dev: /dev/dm-0 ID-2: /boot size: 945M used: 258M (30%) fs: ext4 dev: /dev/sdd1 RAID: No RAID devices: /proc/mdstat, md_mod kernel module present Sensors: System Temperatures: cpu: 34.0C mobo: N/A gpu: 44C Fan Speeds (in rpm): cpu: N/A Info: Processes: 337 Uptime: 6 min Memory: 2487.1/16036.1MB Client: Shell (bash) inxi: 2.2.35 ` Thanks for every help / bugfixes! Simonmicro",1.0,"[7.3] Linux steam client starts up and freezes - Hi, today I've updated Eco - it starts (like everytime on the wrong screen) and freezes after about three frames. Following console output can I get: `Set current directory to /home/simon/.local/share/Steam/steamapps/common/Eco Found path: /home/simon/.local/share/Steam/steamapps/common/Eco/Eco.x86_64 Mono path[0] = '/home/simon/.local/share/Steam/steamapps/common/Eco/Eco_Data/Managed' Mono config path = '/home/simon/.local/share/Steam/steamapps/common/Eco/Eco_Data/Mono/etc' Preloaded 'ScreenSelector.so' Preloaded 'libCSteamworks.so' Preloaded 'libsteam_api.so' Unable to preload the following plugins: ScreenSelector.so libCSteamworks.so libsteam_api.so Logging to /home/simon/.config/unity3d/Strange Loop Games/Eco/Player.log Setting breakpad minidump AppID = 382310 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198188442830 [API loaded no]` The following is the Player.log: `Desktop is 1366 x 768 @ 60 Hz New context 0x46a1eb8 created with attributes: Initialize engine version: 2017.4.0f1 (b5bd171ee9ba) GfxDevice: creating device client; threaded=1 Renderer: GeForce GTX 960/PCIe/SSE2 Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 384.111 GLES: 0 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_AR B_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_ar ray_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_ float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode G L_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverag e GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod G L_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level ; Context handle 74063544 AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly - Completed reload, in 0.031 seconds New context 0x4fe7a18 created with attributes: Default vsync count 1 requesting resize 1366 x 768 Using native desktop resolution 1366 x 768 requesting fullscreen 1366 x 768 at 0 Hz Desktop is 1366 x 768 @ 60 Hz The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) The referenced script on this Behaviour (Game Object 'Contents') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARDBACK' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [DX11] [Double Sided]' - All passes removed WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'SHADOWCASTER' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Curved/Minimap' - All passes removed ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Curved/Minimap' - Setting to default shader. Setting up 6 worker threads for Enlighten. Thread -> id: 7f444ad9b700 -> priority: 1 Thread -> id: 7f444a59a700 -> priority: 1 Thread -> id: 7f443fffe700 -> priority: 1 Thread -> id: 7f443effc700 -> priority: 1 Thread -> id: 7f443e7fb700 -> priority: 1 Thread -> id: 7f443f7fd700 -> priority: 1 UnloadTime: 3.671000 ms Changing real window size to 1440 x 900 RPC lookup took: 6389.3228ms (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) requesting resize 1366 x 768 Using native desktop resolution 1366 x 768 requesting fullscreen 1366 x 768 at 0 Hz Desktop is 1366 x 768 @ 60 Hz` EDIT: System infos (inxi -Fz): `System: Host: gaming-pc Kernel: 4.10.0-42-generic x86_64 (64 bit) Desktop: Cinnamon 3.6.7 Distro: Linux Mint 18.3 Sylvia Machine: Mobo: MSI model: MSI X58 Pro-E (MS-7522) v: 3.0 Bios: American Megatrends v: V8.15 date: 03/19/2011 CPU: Hexa core Intel Xeon X5650 (-HT-MCP-) cache: 12288 KB clock speeds: max: 2668 MHz 1: 1600 MHz 2: 2668 MHz 3: 1600 MHz 4: 1600 MHz 5: 1600 MHz 6: 1600 MHz 7: 1600 MHz 8: 1600 MHz 9: 1600 MHz 10: 1600 MHz 11: 1600 MHz 12: 1600 MHz Graphics: Card: NVIDIA GM206 [GeForce GTX 960] Display Server: X.Org 1.18.4 drivers: nvidia (unloaded: fbdev,vesa,nouveau) Resolution: 1366x768@59.79hz, 1366x768@59.79hz, 1440x900@59.89hz GLX Renderer: GeForce GTX 960/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 384.111 Audio: Card-1 NVIDIA Device 0fba driver: snd_hda_intel Sound: ALSA v: k4.10.0-42-generic Card-2 Intel 82801JI (ICH10 Family) HD Audio Controller driver: snd_hda_intel Card-3 C-Media driver: USB Audio Network: Card: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller driver: r8169 IF: enp6s0 state: up speed: 100 Mbps duplex: full mac: Drives: HDD Total Size: 1480.3GB (72.4% used) ID-1: /dev/sdb model: SAMSUNG_HD322HJ size: 320.1GB ID-2: /dev/sdc model: Hitachi_HDS72161 size: 160.0GB ID-3: /dev/sdd model: TOSHIBA_DT01ACA1 size: 1000.2GB Partition: ID-1: / size: 550G used: 317G (61%) fs: ext4 dev: /dev/dm-0 ID-2: /boot size: 945M used: 258M (30%) fs: ext4 dev: /dev/sdd1 RAID: No RAID devices: /proc/mdstat, md_mod kernel module present Sensors: System Temperatures: cpu: 34.0C mobo: N/A gpu: 44C Fan Speeds (in rpm): cpu: N/A Info: Processes: 337 Uptime: 6 min Memory: 2487.1/16036.1MB Client: Shell (bash) inxi: 2.2.35 ` Thanks for every help / bugfixes! Simonmicro",1, linux steam client starts up and freezes hi today i ve updated eco it starts like everytime on the wrong screen and freezes after about three frames following console output can i get set current directory to home simon local share steam steamapps common eco found path home simon local share steam steamapps common eco eco mono path home simon local share steam steamapps common eco eco data managed mono config path home simon local share steam steamapps common eco eco data mono etc preloaded screenselector so preloaded libcsteamworks so preloaded libsteam api so unable to preload the following plugins screenselector so libcsteamworks so libsteam api so logging to home simon config strange loop games eco player log setting breakpad minidump appid steam setminidumpsteamid caching steam id the following is the player log desktop is x hz new context created with attributes initialize engine version gfxdevice creating device client threaded renderer geforce gtx pcie vendor nvidia corporation version nvidia gles gl amd multi draw indirect gl amd seamless cubemap per texture gl amd vertex shader viewport index gl amd vertex shader layer gl arb arrays of arrays gl arb base instance gl arb bindless texture gl arb blend func extended gl arb buffer storage gl arb clear buffer object gl arb clear texture gl arb clip control gl arb color buffer float gl arb compressed texture pixel storage gl arb conservative depth gl arb compute shader gl arb compute variable group size gl arb conditional render inverted gl arb copy buffer gl arb copy image gl arb cull distance gl arb debug output gl arb depth buffer float gl arb depth clamp gl arb depth texture gl arb derivative control gl arb direct state access gl arb draw buffers gl arb draw buffers blend gl arb draw indirect gl arb draw elements base vertex gl arb draw instanced gl arb enhanced layouts gl arb compatibility gl arb compatibility gl arb compatibility gl arb compatibility gl arb explicit attrib location gl arb explicit uniform location gl arb fragmen t coord conventions gl arb fragment layer viewport gl arb fragment program gl arb fragment program shadow gl arb fragment shader gl arb fragment shader interlock gl arb framebuffer no attachments gl arb framebuffer object gl arb framebuffer srgb gl arb geometry gl arb get program binary gl arb get texture sub image gl arb gl spirv gl arb gpu gl arb gpu shader gl arb gpu shader gl arb half float pixel gl arb half float vertex gl arb imaging gl arb indirect parameters gl arb instanced arrays gl arb internalformat query gl arb internalformat gl arb invalidate subdata gl arb map buffer alignment gl arb map buffer range gl arb multi bind gl arb multi draw indirect gl arb multisample gl arb multitexture gl arb occlusion query gl arb occlusion gl arb parallel shader compile gl arb pipeline statistics query gl arb pixel buffer object gl arb point parameters gl arb point sprite gl arb post depth coverage gl arb program interface query gl arb provoking vertex gl arb query buffe r object gl arb robust buffer access behavior gl arb robustness gl arb sample locations gl arb sample shading gl arb sampler objects gl arb seamless cube map gl arb seamless cubemap per texture gl arb separate shader objects gl arb shader atomic counter ops gl arb shader atomic counters gl arb shader ballot gl arb shader bit encoding gl arb shader clock gl arb shader draw parameters gl arb shader group vote gl arb shader image load store gl arb shader image size gl arb shader objects gl arb shader precision gl arb shader storage buffer object gl arb shader subroutine gl arb shader texture image samples gl arb shader texture lod gl arb shading language gl arb shader viewport layer array gl arb shading language gl arb shading language include gl arb shading language packing gl arb shadow gl arb sparse buffer gl arb sparse texture gl arb sparse gl arb sparse texture clamp gl arb stencil texturing gl arb sync gl arb tessellation shader gl arb texture barrier gl arb texture border clamp gl ar b texture buffer object gl arb texture buffer object gl arb texture buffer range gl arb texture compression gl arb texture compression bptc gl arb texture compression rgtc gl arb texture cube map gl arb texture cube map array gl arb texture env add gl arb texture env combine gl arb texture env crossbar gl arb texture env gl arb texture filter minmax gl arb texture float gl arb texture gather gl arb texture mirror clamp to edge gl arb texture mirrored repeat gl arb texture multisample gl arb texture non power of two gl arb texture query levels gl arb texture query lod gl arb texture rectangle gl arb texture rg gl arb texture gl arb texture gl arb texture storage gl arb texture storage multisample gl arb texture swizzle gl arb texture view gl arb timer query gl arb transform gl arb transform gl arb transform feedback instanced gl arb transform feedback overflow query gl arb transpose matrix gl arb uniform buffer object gl arb vertex array bgra gl arb vertex ar ray object gl arb vertex attrib gl arb vertex attrib binding gl arb vertex buffer object gl arb vertex program gl arb vertex shader gl arb vertex type rev gl arb vertex type rev gl arb viewport array gl arb window pos gl ati draw buffers gl ati texture float gl ati texture mirror once gl gl ext texture env add gl ext abgr gl ext bgra gl ext bindable uniform gl ext blend color gl ext blend equation separate gl ext blend func separate gl ext blend minmax gl ext blend subtract gl ext compiled vertex array gl ext cg shader gl ext depth bounds test gl ext direct state access gl ext draw gl ext draw instanced gl ext draw range elements gl ext fog coord gl ext framebuffer blit gl ext framebuffer multisample gl extx framebuffer mixed formats gl ext framebuffer multisample blit scaled gl ext framebuffer object gl ext framebuffer srgb gl ext geometry gl ext gpu program parameters gl ext gpu gl ext multi draw arrays gl ext packed depth stencil gl ext packed float gl ext packed pixels gl ext pixel buffer object gl ext point parameters gl ext polygon offset clamp gl ext post depth coverage gl ext provoking vertex gl ext raster multisample gl ext rescale normal gl ext secondary color gl ext separate shader objects gl ext separate specular color gl ext shader image load formatted gl ext shader image load store gl ext shader integer mix gl ext shadow funcs gl ext sparse gl ext stencil two side gl ext stencil wrap gl ext gl ext texture array gl ext texture buffer object gl ext texture compression gl ext texture compression latc gl ext texture compression rgtc gl ext texture compression gl ext texture cube map gl ext texture edge clamp gl ext texture env combine gl ext texture env gl ext texture filter anisotropic gl ext texture filter minmax gl ext texture integer gl ext texture lod gl ext texture lod bias gl ext texture mirror clamp gl ext texture object gl ext texture shared exponent gl ext texture srgb gl ext texture srgb decode g l ext texture storage gl ext texture swizzle gl ext timer query gl ext transform gl ext vertex array gl ext vertex array bgra gl ext vertex attrib gl ext window rectangles gl ext sync object gl ext import sync object gl nv robustness video memory purge gl ibm rasterpos clip gl ibm texture mirrored repeat gl khr context flush control gl khr debug gl ext memory object gl ext memory object fd gl khr no error gl khr robust buffer access behavior gl khr robustness gl ext semaphore gl ext semaphore fd gl ktx buffer region gl nv alpha to coverage dither control gl nv bindless multi draw indirect gl nv bindless multi draw indirect count gl nv bindless texture gl nv blend equation advanced gl nv blend equation advanced coherent gl nv blend square gl nv command list gl nv compute gl nv conditional render gl nv conservative raster gl nv conservative raster dilate gl nv copy depth to color gl nv copy image gl nv depth buffer float gl nv depth clamp gl nv draw texture gl nv draw vulkan image gl nv compatibility gl nv compatibility gl nv explicit multisample gl nv fence gl nv fill rectangle gl nv float buffer gl nv fog distance gl nv fragment coverage to color gl nv fragment program gl nv fragment program option gl nv fragment gl nv fragment shader interlock gl nv framebuffer mixed samples gl nv framebuffer multisample coverage gl nv geometry gl nv geometry shader passthrough gl nv gpu gl nv internalformat sample query gl nv gpu gl nv gpu gl nv gpu mem extended gl nv gpu program gl nv gpu gl nv half float gl nv light max exponent gl nv multisample coverage gl nv multisample filter hint gl nv occlusion query gl nv packed depth stencil gl nv parameter buffer object gl nv parameter buffer gl nv path rendering gl nv path rendering shared edge gl nv pixel data range gl nv point sprite gl nv primitive restart gl nv register combiners gl nv register gl nv sample locations gl nv sample mask override coverag e gl nv shader atomic counters gl nv shader atomic float gl nv shader atomic vector gl nv shader atomic gl nv shader buffer load gl nv shader storage buffer object gl nv texgen reflection gl nv texture barrier gl nv texture compression vtc gl nv texture env gl nv texture multisample gl nv texture rectangle gl nv texture shader gl nv texture gl nv texture gl nv transform feedback gl nv transform gl nv uniform buffer unified memory gl nv vdpau interop gl nv vertex array range gl nv vertex array gl nv vertex attrib integer gl nv vertex buffer unified memory gl nv vertex program gl nv vertex gl nv vertex gl nv vertex option gl nv vertex gl nv viewport gl nv viewport swizzle gl nvx conditional render gl nvx gpu memory info gl nvx nvenc interop gl nv shader thread group gl nv shader thread shuffle gl khr blend equation advanced gl khr blend equation advanced coherent gl sgis generate mipmap gl sgis texture lod g l sgix depth texture gl sgix shadow gl sun slice accum opengl log creating opengl graphics device context level context handle audiomanager using pulseaudio default output device begin monomanager reloadassembly completed reload in seconds new context created with attributes default vsync count requesting resize x using native desktop resolution x requesting fullscreen x at hz desktop is x hz the referenced script on this behaviour game object camera is missing filename line the referenced script on this behaviour game object contents is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed warning shader unsupported calmwater calm water pass forwardback has no vertex shader warning shader unsupported calmwater calm water pass forward has no vertex shader warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed warning shader unsupported curved minimap pass forward has no vertex shader warning shader unsupported curved minimap pass forward delta has no vertex shader warning shader unsupported curved minimap pass shadowcaster has no vertex shader warning shader unsupported curved minimap pass deferred has no vertex shader warning shader unsupported curved minimap all passes removed error shader shader is not supported on this gpu none of subshaders fallbacks are suitable warning shader unsupported curved minimap setting to default shader setting up worker threads for enlighten thread id priority thread id priority thread id priority thread id priority thread id priority thread id priority unloadtime ms changing real window size to x rpc lookup took filename home builduser buildslave unity build artifacts generated common runtime debugbindings gen cpp line requesting resize x using native desktop resolution x requesting fullscreen x at hz desktop is x hz edit system infos inxi fz system host gaming pc kernel generic bit desktop cinnamon distro linux mint sylvia machine mobo msi model msi pro e ms v bios american megatrends v date cpu hexa core intel xeon ht mcp cache kb clock speeds max mhz mhz mhz mhz mhz mhz mhz mhz mhz mhz mhz mhz mhz graphics card nvidia display server x org drivers nvidia unloaded fbdev vesa nouveau resolution glx renderer geforce gtx pcie glx version nvidia audio card nvidia device driver snd hda intel sound alsa v generic card intel family hd audio controller driver snd hda intel card c media driver usb audio network card realtek pci express gigabit ethernet controller driver if state up speed mbps duplex full mac drives hdd total size used id dev sdb model samsung size id dev sdc model hitachi size id dev sdd model toshiba size partition id size used fs dev dev dm id boot size used fs dev dev raid no raid devices proc mdstat md mod kernel module present sensors system temperatures cpu mobo n a gpu fan speeds in rpm cpu n a info processes uptime min memory client shell bash inxi thanks for every help bugfixes simonmicro,1 417723,12178158965.0,IssuesEvent,2020-04-28 08:33:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1357] Glitch of placing blocks with selecting clothes at toolbar.,Priority: Medium Status: Fixed Type: Regression Week Task,"Step to reproduce: - wear Derpy hat, add Alpha Hat at toolbar and select it. Take Glass in hand: ![image](https://user-images.githubusercontent.com/45708377/73065743-5daf6580-3eb5-11ea-853c-451fe7d65936.png) - start to place Glass on Ground. You will change Hat, but glass willnot appear on ground: ![image](https://user-images.githubusercontent.com/45708377/73065816-8a637d00-3eb5-11ea-8593-c14e2d42c656.png) - After reload you still have 13 glass in your hand: ![image](https://user-images.githubusercontent.com/45708377/73065854-9c452000-3eb5-11ea-8d03-62c6d11d27b7.png) In 0.8.3.x you can't place Glass if you select hat: ![image](https://user-images.githubusercontent.com/45708377/73066247-87b55780-3eb6-11ea-847c-cb78384fb781.png) ",1.0,"[0.9.0 staging-1357] Glitch of placing blocks with selecting clothes at toolbar. - Step to reproduce: - wear Derpy hat, add Alpha Hat at toolbar and select it. Take Glass in hand: ![image](https://user-images.githubusercontent.com/45708377/73065743-5daf6580-3eb5-11ea-853c-451fe7d65936.png) - start to place Glass on Ground. You will change Hat, but glass willnot appear on ground: ![image](https://user-images.githubusercontent.com/45708377/73065816-8a637d00-3eb5-11ea-8593-c14e2d42c656.png) - After reload you still have 13 glass in your hand: ![image](https://user-images.githubusercontent.com/45708377/73065854-9c452000-3eb5-11ea-8d03-62c6d11d27b7.png) In 0.8.3.x you can't place Glass if you select hat: ![image](https://user-images.githubusercontent.com/45708377/73066247-87b55780-3eb6-11ea-847c-cb78384fb781.png) ",1, glitch of placing blocks with selecting clothes at toolbar step to reproduce wear derpy hat add alpha hat at toolbar and select it take glass in hand start to place glass on ground you will change hat but glass willnot appear on ground after reload you still have glass in your hand in x you can t place glass if you select hat ,1 211393,7200802610.0,IssuesEvent,2018-02-05 20:17:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[5.5.4] Soil nutrients don't update,Medium Priority,"Throughout my current world save, the vast majority of soil nutrient tiles fail to update between ticks. ![wat](https://cloud.githubusercontent.com/assets/1886646/25305652/69b77b68-2777-11e7-8f47-79efa003d6c6.png) The image shows a tile with 4 camas bulbs on it, which should draw 16 units of potassium from the soil, which the ""drain"" part correctly shows. However, the predicted value shows no drain is taking place. This occurs consistently throughout the plants' life and is common to all crop varieties. However, this is not common across all tiles. Approximately 10% of tiles update as expected but the vast majority does not. There does not seem to be any real pattern to which tiles update and which don't, though the ones that do tend to be the ones in the middle of my farms. ",1.0,"[5.5.4] Soil nutrients don't update - Throughout my current world save, the vast majority of soil nutrient tiles fail to update between ticks. ![wat](https://cloud.githubusercontent.com/assets/1886646/25305652/69b77b68-2777-11e7-8f47-79efa003d6c6.png) The image shows a tile with 4 camas bulbs on it, which should draw 16 units of potassium from the soil, which the ""drain"" part correctly shows. However, the predicted value shows no drain is taking place. This occurs consistently throughout the plants' life and is common to all crop varieties. However, this is not common across all tiles. Approximately 10% of tiles update as expected but the vast majority does not. There does not seem to be any real pattern to which tiles update and which don't, though the ones that do tend to be the ones in the middle of my farms. ",1, soil nutrients don t update throughout my current world save the vast majority of soil nutrient tiles fail to update between ticks the image shows a tile with camas bulbs on it which should draw units of potassium from the soil which the drain part correctly shows however the predicted value shows no drain is taking place this occurs consistently throughout the plants life and is common to all crop varieties however this is not common across all tiles approximately of tiles update as expected but the vast majority does not there does not seem to be any real pattern to which tiles update and which don t though the ones that do tend to be the ones in the middle of my farms ,1 500168,14492071961.0,IssuesEvent,2020-12-11 06:11:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tooltips not sending modified clicks to server,Category: Gameplay Priority: Medium Staging Status: Fixed,"Look at a world object, ctrl-click the name that pops up. This is supposed to add a world marker, but it does not. Input is not returning true for the ctrl detection. This PR adds shift-clicks for tooltips, verify it works there: https://github.com/StrangeLoopGames/Eco/pull/7234",1.0,"Tooltips not sending modified clicks to server - Look at a world object, ctrl-click the name that pops up. This is supposed to add a world marker, but it does not. Input is not returning true for the ctrl detection. This PR adds shift-clicks for tooltips, verify it works there: https://github.com/StrangeLoopGames/Eco/pull/7234",1,tooltips not sending modified clicks to server look at a world object ctrl click the name that pops up this is supposed to add a world marker but it does not input is not returning true for the ctrl detection this pr adds shift clicks for tooltips verify it works there ,1 384129,11383868461.0,IssuesEvent,2020-01-29 07:28:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Transfer dialog missing amounts, tooltips",Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/70347434-5ce34700-1815-11ea-9d89-4ff2a4f890e8.png) Used to show the amount on the selected account, and tooltips over any account name",1.0,"Transfer dialog missing amounts, tooltips - ![image](https://user-images.githubusercontent.com/3536496/70347434-5ce34700-1815-11ea-9d89-4ff2a4f890e8.png) Used to show the amount on the selected account, and tooltips over any account name",1,transfer dialog missing amounts tooltips used to show the amount on the selected account and tooltips over any account name,1 249171,7953955068.0,IssuesEvent,2018-07-12 05:03:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crash upon jumping (?) in mine - bleeding edge,Medium Priority,"Crash when I jumped in a mine. [Crash_2018-05-08_172238.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1985913/Crash_2018-05-08_172238.zip) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/1985912/error.log) ",1.0,"Crash upon jumping (?) in mine - bleeding edge - Crash when I jumped in a mine. [Crash_2018-05-08_172238.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1985913/Crash_2018-05-08_172238.zip) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/1985912/error.log) ",1,crash upon jumping in mine bleeding edge crash when i jumped in a mine ,1 253138,8051982024.0,IssuesEvent,2018-08-01 17:49:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Some chat weirdness, it jumps all over the place",Investigate Medium Priority,"I scroll chat all the way to bottom, Do some stuff,(digging/get in chests and whatnot) then it scrolls back up, not sure what is causing it or how to reproduce. It just does it. Really annoying and hard to see when people log in or if they are talking to you.",1.0,"Some chat weirdness, it jumps all over the place - I scroll chat all the way to bottom, Do some stuff,(digging/get in chests and whatnot) then it scrolls back up, not sure what is causing it or how to reproduce. It just does it. Really annoying and hard to see when people log in or if they are talking to you.",1,some chat weirdness it jumps all over the place i scroll chat all the way to bottom do some stuff digging get in chests and whatnot then it scrolls back up not sure what is causing it or how to reproduce it just does it really annoying and hard to see when people log in or if they are talking to you ,1 415724,12133455117.0,IssuesEvent,2020-04-23 09:03:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,District feedback,Priority: Medium Status: Fixed Week Task,"- [x] Missing district editing title ![image](https://user-images.githubusercontent.com/3536496/79162547-54d27f80-7d92-11ea-88d8-da1fbf77974f.png) - [x] Help button goes to wrong ecopedia page, should go to this one: ![image](https://user-images.githubusercontent.com/3536496/79162855-d5917b80-7d92-11ea-9812-47480fecc3ea.png) - [x] Make this Submit button twice as big and bigger text, Remove the 'plus' button that is hanging out on the button for some reason. Separate it from the tools more so its clear you push that to finish. ![image](https://user-images.githubusercontent.com/3536496/79162989-0b366480-7d93-11ea-8681-90acb5b0d790.png) - [x] Put the close button into the upper right, make it bigger, and figure out how to not overlap and coexist with the settings button that is in the upper right. - [x] Don't make district maps automatically remove districts with no plots, it's valid for a district to be empty. Make sure empty districts don't cause problems elsewhere. The reason it's valid: districts can be revised across multiple elections, so a district may be updated to be empty temporarily, and then revised back to have contents later. ",1.0,"District feedback - - [x] Missing district editing title ![image](https://user-images.githubusercontent.com/3536496/79162547-54d27f80-7d92-11ea-88d8-da1fbf77974f.png) - [x] Help button goes to wrong ecopedia page, should go to this one: ![image](https://user-images.githubusercontent.com/3536496/79162855-d5917b80-7d92-11ea-9812-47480fecc3ea.png) - [x] Make this Submit button twice as big and bigger text, Remove the 'plus' button that is hanging out on the button for some reason. Separate it from the tools more so its clear you push that to finish. ![image](https://user-images.githubusercontent.com/3536496/79162989-0b366480-7d93-11ea-8681-90acb5b0d790.png) - [x] Put the close button into the upper right, make it bigger, and figure out how to not overlap and coexist with the settings button that is in the upper right. - [x] Don't make district maps automatically remove districts with no plots, it's valid for a district to be empty. Make sure empty districts don't cause problems elsewhere. The reason it's valid: districts can be revised across multiple elections, so a district may be updated to be empty temporarily, and then revised back to have contents later. ",1,district feedback missing district editing title help button goes to wrong ecopedia page should go to this one make this submit button twice as big and bigger text remove the plus button that is hanging out on the button for some reason separate it from the tools more so its clear you push that to finish put the close button into the upper right make it bigger and figure out how to not overlap and coexist with the settings button that is in the upper right don t make district maps automatically remove districts with no plots it s valid for a district to be empty make sure empty districts don t cause problems elsewhere the reason it s valid districts can be revised across multiple elections so a district may be updated to be empty temporarily and then revised back to have contents later ,1 459829,13199974237.0,IssuesEvent,2020-08-14 07:15:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,The new Craft Resource and Craft Time difficulty multipliers should be added to the other multipliers in custom difficulty settings on hosting a new server,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/14983165/75194421-f03d6180-570c-11ea-9d20-639b9a09171d.png) The Craft Resource Multiplier/Modifier and the Craft Time Multiplier/Modifier should be added to these other multiplier options for all players to easily access under the custom settings when hosting a new world. ",1.0,"The new Craft Resource and Craft Time difficulty multipliers should be added to the other multipliers in custom difficulty settings on hosting a new server - ![image](https://user-images.githubusercontent.com/14983165/75194421-f03d6180-570c-11ea-9d20-639b9a09171d.png) The Craft Resource Multiplier/Modifier and the Craft Time Multiplier/Modifier should be added to these other multiplier options for all players to easily access under the custom settings when hosting a new world. ",1,the new craft resource and craft time difficulty multipliers should be added to the other multipliers in custom difficulty settings on hosting a new server the craft resource multiplier modifier and the craft time multiplier modifier should be added to these other multiplier options for all players to easily access under the custom settings when hosting a new world ,1 402786,11824841999.0,IssuesEvent,2020-03-21 09:12:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Eco Tree Backend Issues,Category: Web Priority: Medium,"- [] Quotes are displayed weirdly in Multi-Lines (Community -> Events for example) - [] Pictures cannot be sorted next to each other, it's not displayed like that on frontend (Community -> Events for example) - [] Using center on images only works in the editor but not on frontend (Life -> Invertebrates for example) - [] Blogs are not sorted by date but by order in backend (which cannot be changed but via switching content manually), which is bad for adding older stuff. (Operations -> Constitution for example)",1.0,"Eco Tree Backend Issues - - [] Quotes are displayed weirdly in Multi-Lines (Community -> Events for example) - [] Pictures cannot be sorted next to each other, it's not displayed like that on frontend (Community -> Events for example) - [] Using center on images only works in the editor but not on frontend (Life -> Invertebrates for example) - [] Blogs are not sorted by date but by order in backend (which cannot be changed but via switching content manually), which is bad for adding older stuff. (Operations -> Constitution for example)",1,eco tree backend issues quotes are displayed weirdly in multi lines community events for example pictures cannot be sorted next to each other it s not displayed like that on frontend community events for example using center on images only works in the editor but not on frontend life invertebrates for example blogs are not sorted by date but by order in backend which cannot be changed but via switching content manually which is bad for adding older stuff operations constitution for example ,1 367454,10853924438.0,IssuesEvent,2019-11-13 15:33:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: stuck in others trap,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** someone has a territory, and does a hole of 3 meters. Someone that can't modify the territory falls into the hole. He is stucked. **Expected behavior:** It should be possible to go out of this trap. **Actual behavior:** Stucked in the hole.",1.0,"USER ISSUE: stuck in others trap - **Version:** 0.7.1.2 beta **Steps to Reproduce:** someone has a territory, and does a hole of 3 meters. Someone that can't modify the territory falls into the hole. He is stucked. **Expected behavior:** It should be possible to go out of this trap. **Actual behavior:** Stucked in the hole.",1,user issue stuck in others trap version beta steps to reproduce someone has a territory and does a hole of meters someone that can t modify the territory falls into the hole he is stucked expected behavior it should be possible to go out of this trap actual behavior stucked in the hole ,1 410462,11991902790.0,IssuesEvent,2020-04-08 09:11:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1240] In-game voting visualization glitch,Priority: Medium Status: Fixed,"1. Make a law for an election (should have article for laws) 2. Make a ballot 3. Go to a ballot for voting for this law 4. Select No (1 for ""Yes"" and 0 for"" No"") 5. Press L 6. Choose legislation 7. See the color for the election process for the created law. It should be red, but its green Law 4 on the image ![unknown (22)](https://user-images.githubusercontent.com/27898520/68388386-531ce400-0182-11ea-83b0-2f216a6261de.png) ",1.0,"[0.9.0 staging-1240] In-game voting visualization glitch - 1. Make a law for an election (should have article for laws) 2. Make a ballot 3. Go to a ballot for voting for this law 4. Select No (1 for ""Yes"" and 0 for"" No"") 5. Press L 6. Choose legislation 7. See the color for the election process for the created law. It should be red, but its green Law 4 on the image ![unknown (22)](https://user-images.githubusercontent.com/27898520/68388386-531ce400-0182-11ea-83b0-2f216a6261de.png) ",1, in game voting visualization glitch make a law for an election should have article for laws make a ballot go to a ballot for voting for this law select no for yes and for no press l choose legislation see the color for the election process for the created law it should be red but its green law on the image ,1 385415,11420441803.0,IssuesEvent,2020-02-03 10:07:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Newest dockerized 0.8 server (0.8.3.2 beta) prints russian to console,Priority: Medium Status: Fixed,"When creating a server using [official docker image](https://hub.docker.com/r/strangeloopgames/eco-game-server/tags?page=1&name=0.8.3.2), I see russian text printed to the console after LocalizationPlugin is started. No modifications was done to image before creating container. ``` [10:16:28] Eco Server 0.8.3.2 beta [10:16:29] Server Initialization... [10:16:29] Starting LocalizationPlugin... Завершено за 335.3мс[10:16:29] Запуск ПлагинНабораМодификаций... [10:16:29] Загрузка модификаций... [10:16:29] Компилирование модификаций... Завершено за 2,267.5мс[10:16:31] Загружаем Eco.IntegrationTests... [10:16:31] Загрузка модификаций завершена за 2,369.7мс Завершено за 2,371.5мс[10:16:31] Запуск МенеджерСети... [10:16:31] Инициализация типов симуляции... Завершено за 82.9мс[10:16:31] Запуск ПлагинРезервногоКопирования... [10:16:31] Запуск ПлагинГенератораМира... Завершено за 21.2мс[10:16:31] Запуск МенеджерХранилища... Завершено за 962.6мс[10:16:32] Запуск ПлагинИгровойСтатистики... Завершено за 1.1мсЗавершено за 1,546.7мс[10:16:33] Инициализация предметов... ```",1.0,"Newest dockerized 0.8 server (0.8.3.2 beta) prints russian to console - When creating a server using [official docker image](https://hub.docker.com/r/strangeloopgames/eco-game-server/tags?page=1&name=0.8.3.2), I see russian text printed to the console after LocalizationPlugin is started. No modifications was done to image before creating container. ``` [10:16:28] Eco Server 0.8.3.2 beta [10:16:29] Server Initialization... [10:16:29] Starting LocalizationPlugin... Завершено за 335.3мс[10:16:29] Запуск ПлагинНабораМодификаций... [10:16:29] Загрузка модификаций... [10:16:29] Компилирование модификаций... Завершено за 2,267.5мс[10:16:31] Загружаем Eco.IntegrationTests... [10:16:31] Загрузка модификаций завершена за 2,369.7мс Завершено за 2,371.5мс[10:16:31] Запуск МенеджерСети... [10:16:31] Инициализация типов симуляции... Завершено за 82.9мс[10:16:31] Запуск ПлагинРезервногоКопирования... [10:16:31] Запуск ПлагинГенератораМира... Завершено за 21.2мс[10:16:31] Запуск МенеджерХранилища... Завершено за 962.6мс[10:16:32] Запуск ПлагинИгровойСтатистики... Завершено за 1.1мсЗавершено за 1,546.7мс[10:16:33] Инициализация предметов... ```",1,newest dockerized server beta prints russian to console when creating a server using i see russian text printed to the console after localizationplugin is started no modifications was done to image before creating container eco server beta server initialization starting localizationplugin завершено за запуск плагиннаборамодификаций загрузка модификаций компилирование модификаций завершено за загружаем eco integrationtests загрузка модификаций завершена за завершено за запуск менеджерсети инициализация типов симуляции завершено за запуск плагинрезервногокопирования запуск плагингенераторамира завершено за запуск менеджерхранилища завершено за запуск плагинигровойстатистики завершено за за инициализация предметов ,1 376790,11156643146.0,IssuesEvent,2019-12-25 08:20:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Control Pop-up prompts ""Right click to place"" when action is invalid",Medium Priority,"**Version:** 0.7.0.4 beta **Steps to Reproduce:** Start a game not on a server, exit the game and the program, re-enter the game. **Expected behavior:** World should be saved as it was when exiting, character should be the same, ets. Workbench: Should be able to dump supplies in, unless that has changed. The command is there. **Actual behavior:** I was given a totally different world, then a totally different character on my second try. I now do not have my alpha rewards accessable to me. Workbench: Can not put supplies in unless I start up a work project that requires said materials, it will only take materials needed. Why have in inventory button if it won't store what is put in it?",1.0,"USER ISSUE: Control Pop-up prompts ""Right click to place"" when action is invalid - **Version:** 0.7.0.4 beta **Steps to Reproduce:** Start a game not on a server, exit the game and the program, re-enter the game. **Expected behavior:** World should be saved as it was when exiting, character should be the same, ets. Workbench: Should be able to dump supplies in, unless that has changed. The command is there. **Actual behavior:** I was given a totally different world, then a totally different character on my second try. I now do not have my alpha rewards accessable to me. Workbench: Can not put supplies in unless I start up a work project that requires said materials, it will only take materials needed. Why have in inventory button if it won't store what is put in it?",1,user issue control pop up prompts right click to place when action is invalid version beta steps to reproduce start a game not on a server exit the game and the program re enter the game expected behavior world should be saved as it was when exiting character should be the same ets workbench should be able to dump supplies in unless that has changed the command is there actual behavior i was given a totally different world then a totally different character on my second try i now do not have my alpha rewards accessable to me workbench can not put supplies in unless i start up a work project that requires said materials it will only take materials needed why have in inventory button if it won t store what is put in it ,1 463253,13262247221.0,IssuesEvent,2020-08-20 21:23:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,cw api: forbidden bug,Category: Cloud Worlds Category: Web Priority: Medium,"most postman queries for cw api are getting response { ""message"": ""forbidden : you do not have access for the attempted action"" } even though it says forbidden, the call works anyways",1.0,"cw api: forbidden bug - most postman queries for cw api are getting response { ""message"": ""forbidden : you do not have access for the attempted action"" } even though it says forbidden, the call works anyways",1,cw api forbidden bug most postman queries for cw api are getting response message forbidden you do not have access for the attempted action even though it says forbidden the call works anyways,1 390077,11524441206.0,IssuesEvent,2020-02-15 00:36:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add icons for all species,Priority: Medium,"Need to make icons for each species and name them 'Species' in the icon table. This will make them work in searchable lists, and we can remove the hack used in chat icons that uses the resourcetype for their icon. Right now species selector looks like this ![image](https://user-images.githubusercontent.com/3536496/67253879-e938d680-f42e-11e9-8fa4-b0ba886b2f02.png) ",1.0,"Add icons for all species - Need to make icons for each species and name them 'Species' in the icon table. This will make them work in searchable lists, and we can remove the hack used in chat icons that uses the resourcetype for their icon. Right now species selector looks like this ![image](https://user-images.githubusercontent.com/3536496/67253879-e938d680-f42e-11e9-8fa4-b0ba886b2f02.png) ",1,add icons for all species need to make icons for each species and name them species in the icon table this will make them work in searchable lists and we can remove the hack used in chat icons that uses the resourcetype for their icon right now species selector looks like this ,1 561275,16614682036.0,IssuesEvent,2021-06-02 15:18:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1872] The sound of an Industrial Elevator does not match its functionality and engine type.,Category: Audio Priority: Medium Squad: Wild Turkey,"Wooden Elevator too but this is another issue #17811 - [ ] 1. The elevator moves before it starts. So if we want to leave this sound we need to add delay: https://drive.google.com/file/d/1kl5kDWMmgHFndzpukK2ldIRtgMknwbo5/view?usp=sharing - [ ] 2. Sound more like activating the Elevator. If we had another button that turns on/off the elevator, this sound would go there. The easiest way to understand that something is wrong is to press the up arrow while moving down (or vice versa): https://drive.google.com/file/d/15Zf_qH7tV2_YmvH53i5v-3VWgrfidETA/view?usp=sharing ",1.0,"[0.9.2 staging-1872] The sound of an Industrial Elevator does not match its functionality and engine type. - Wooden Elevator too but this is another issue #17811 - [ ] 1. The elevator moves before it starts. So if we want to leave this sound we need to add delay: https://drive.google.com/file/d/1kl5kDWMmgHFndzpukK2ldIRtgMknwbo5/view?usp=sharing - [ ] 2. Sound more like activating the Elevator. If we had another button that turns on/off the elevator, this sound would go there. The easiest way to understand that something is wrong is to press the up arrow while moving down (or vice versa): https://drive.google.com/file/d/15Zf_qH7tV2_YmvH53i5v-3VWgrfidETA/view?usp=sharing ",1, the sound of an industrial elevator does not match its functionality and engine type wooden elevator too but this is another issue the elevator moves before it starts so if we want to leave this sound we need to add delay sound more like activating the elevator if we had another button that turns on off the elevator this sound would go there the easiest way to understand that something is wrong is to press the up arrow while moving down or vice versa ,1 253273,8053608529.0,IssuesEvent,2018-08-02 00:00:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Coal input consumption for Steel is not reduced by Alloy Smelting Efficiency skill,Medium Priority,"I don't have much more to add, it's really all in the title: Coal input consumption for Steel is not reduced by Alloy Smelting Efficiency skill. I don't know if it is intended or not, I guess/hope not, but files define a fixed (2) value for coal consumption, instead of a variable one. With the fixed value, you consume more coal than iron to make steel which is very weird.",1.0,"Coal input consumption for Steel is not reduced by Alloy Smelting Efficiency skill - I don't have much more to add, it's really all in the title: Coal input consumption for Steel is not reduced by Alloy Smelting Efficiency skill. I don't know if it is intended or not, I guess/hope not, but files define a fixed (2) value for coal consumption, instead of a variable one. With the fixed value, you consume more coal than iron to make steel which is very weird.",1,coal input consumption for steel is not reduced by alloy smelting efficiency skill i don t have much more to add it s really all in the title coal input consumption for steel is not reduced by alloy smelting efficiency skill i don t know if it is intended or not i guess hope not but files define a fixed value for coal consumption instead of a variable one with the fixed value you consume more coal than iron to make steel which is very weird ,1 375632,11114594429.0,IssuesEvent,2019-12-18 09:01:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1278] Hewn Log crafting at Carpentry Table doesn't make Hardwood/Softwood,Medium Priority,"The **Hewn Log** crafting at **Carpentry Table** doesn't make **Hardwood Hewn Log** or **Softwood Hewn Log**, instead it makes (standard) **Hewn Log**. Version: 0.9.0.0 staging-1278",1.0,"[0.9.0 staging-1278] Hewn Log crafting at Carpentry Table doesn't make Hardwood/Softwood - The **Hewn Log** crafting at **Carpentry Table** doesn't make **Hardwood Hewn Log** or **Softwood Hewn Log**, instead it makes (standard) **Hewn Log**. Version: 0.9.0.0 staging-1278",1, hewn log crafting at carpentry table doesn t make hardwood softwood the hewn log crafting at carpentry table doesn t make hardwood hewn log or softwood hewn log instead it makes standard hewn log version staging ,1 407061,11906035731.0,IssuesEvent,2020-03-30 19:38:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Set up civic action icons,Priority: Medium Week Task,"![image](https://user-images.githubusercontent.com/3536496/74196725-ad5e9280-4c12-11ea-81fc-fe1460a57c1d.png) Rob created icons for all these, plug them in to the Civic Action component. Make sure to use the View icon system to reference them, dont manually enter the names on the client. Ask me if questions, and check out Has View Icon component on client. ",1.0,"Set up civic action icons - ![image](https://user-images.githubusercontent.com/3536496/74196725-ad5e9280-4c12-11ea-81fc-fe1460a57c1d.png) Rob created icons for all these, plug them in to the Civic Action component. Make sure to use the View icon system to reference them, dont manually enter the names on the client. Ask me if questions, and check out Has View Icon component on client. ",1,set up civic action icons rob created icons for all these plug them in to the civic action component make sure to use the view icon system to reference them dont manually enter the names on the client ask me if questions and check out has view icon component on client ,1 440902,12706010439.0,IssuesEvent,2020-06-23 06:15:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1616] Something wrong with font in game.,Priority: Medium,"Seems it was changed to another and we have a lot of overlaps and looks pretty bad now in some places: ![image](https://user-images.githubusercontent.com/45708377/85367401-d3d1fa00-b531-11ea-85ee-12b962c0bb3c.png) ![image](https://user-images.githubusercontent.com/45708377/85367422-e0565280-b531-11ea-9035-cbca21e47c5a.png) ![image](https://user-images.githubusercontent.com/45708377/85366528-31fddd80-b530-11ea-9217-2177aa1fc2fb.png) ![image](https://user-images.githubusercontent.com/45708377/85366709-94ef7480-b530-11ea-8fb3-ee2551071e10.png) ",1.0,"[0.9.0 staging-1616] Something wrong with font in game. - Seems it was changed to another and we have a lot of overlaps and looks pretty bad now in some places: ![image](https://user-images.githubusercontent.com/45708377/85367401-d3d1fa00-b531-11ea-85ee-12b962c0bb3c.png) ![image](https://user-images.githubusercontent.com/45708377/85367422-e0565280-b531-11ea-9035-cbca21e47c5a.png) ![image](https://user-images.githubusercontent.com/45708377/85366528-31fddd80-b530-11ea-9217-2177aa1fc2fb.png) ![image](https://user-images.githubusercontent.com/45708377/85366709-94ef7480-b530-11ea-8fb3-ee2551071e10.png) ",1, something wrong with font in game seems it was changed to another and we have a lot of overlaps and looks pretty bad now in some places ,1 148391,5681022592.0,IssuesEvent,2017-04-13 04:11:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Election/ run for office issue affecting some people only /browsers,Medium Priority Programming,"@nappelinis has issues on the dev server running for office, he clicks on ""Run for office"" button and enters his speech and clicks save. his entry is not registered, what we tried : nappalinis : chrome = failed ( no error) me : chrome = ok, nappalinis : chrome = failed ( no error) nappalinis : Edge = failed ( no error) nappalinis : Firefox = ok. its kind of hard to test. i looked at his first attempt and it took a very long time ( over a minute before the site was done thinking) while my did only take 10 seconds. Edge was faster (also just 10 seconds bud still failed to register) Firefox seemd to work. he both tried to log in via the game and via the law page from the eco account page ",1.0,"Election/ run for office issue affecting some people only /browsers - @nappelinis has issues on the dev server running for office, he clicks on ""Run for office"" button and enters his speech and clicks save. his entry is not registered, what we tried : nappalinis : chrome = failed ( no error) me : chrome = ok, nappalinis : chrome = failed ( no error) nappalinis : Edge = failed ( no error) nappalinis : Firefox = ok. its kind of hard to test. i looked at his first attempt and it took a very long time ( over a minute before the site was done thinking) while my did only take 10 seconds. Edge was faster (also just 10 seconds bud still failed to register) Firefox seemd to work. he both tried to log in via the game and via the law page from the eco account page ",1,election run for office issue affecting some people only browsers nappelinis has issues on the dev server running for office he clicks on run for office button and enters his speech and clicks save his entry is not registered what we tried nappalinis chrome failed no error me chrome ok nappalinis chrome failed no error nappalinis edge failed no error nappalinis firefox ok its kind of hard to test i looked at his first attempt and it took a very long time over a minute before the site was done thinking while my did only take seconds edge was faster also just seconds bud still failed to register firefox seemd to work he both tried to log in via the game and via the law page from the eco account page ,1 497302,14367819825.0,IssuesEvent,2020-12-01 07:23:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need to display 'property center' on the map when viewing any property,Category: Gameplay Priority: Medium Type: Feature,"Along with the contiguous property change, I've introduced the idea of a deed 'position'. This is the average position of all plots, and is used to determine a single location that is your 'residence', which is used in law tests like 'how many players have a residence in a given district?'. By having it condense to a single point like that, we avoid the problem of overlap. However we need a way to visualize and present this to the user. - Add minimap icons that are the residence for players. For now it can be the player icon of a resident (later it will be a player portrait). These can display at the property center. Give this icon a tooltip explaining what it is (IE, ""This is the residence location of citizens XYZ, which is the average position of all plots in the deed."") - When viewing property on the map, make these icons visible too. ",1.0,"Need to display 'property center' on the map when viewing any property - Along with the contiguous property change, I've introduced the idea of a deed 'position'. This is the average position of all plots, and is used to determine a single location that is your 'residence', which is used in law tests like 'how many players have a residence in a given district?'. By having it condense to a single point like that, we avoid the problem of overlap. However we need a way to visualize and present this to the user. - Add minimap icons that are the residence for players. For now it can be the player icon of a resident (later it will be a player portrait). These can display at the property center. Give this icon a tooltip explaining what it is (IE, ""This is the residence location of citizens XYZ, which is the average position of all plots in the deed."") - When viewing property on the map, make these icons visible too. ",1,need to display property center on the map when viewing any property along with the contiguous property change i ve introduced the idea of a deed position this is the average position of all plots and is used to determine a single location that is your residence which is used in law tests like how many players have a residence in a given district by having it condense to a single point like that we avoid the problem of overlap however we need a way to visualize and present this to the user add minimap icons that are the residence for players for now it can be the player icon of a resident later it will be a player portrait these can display at the property center give this icon a tooltip explaining what it is ie this is the residence location of citizens xyz which is the average position of all plots in the deed when viewing property on the map make these icons visible too ,1 510251,14787408925.0,IssuesEvent,2021-01-12 07:33:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1884] Can't close anothers property window with 'X',Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Regression,"Step to reproduce: - first player claim some property. - second player open this property window: ![image](https://user-images.githubusercontent.com/45708377/103076218-45245f80-45de-11eb-9da0-589fbc0af357.png) - try to close it with 'X' he can't. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5738875/Player.log) ",1.0,"[0.9.2 staging-1884] Can't close anothers property window with 'X' - Step to reproduce: - first player claim some property. - second player open this property window: ![image](https://user-images.githubusercontent.com/45708377/103076218-45245f80-45de-11eb-9da0-589fbc0af357.png) - try to close it with 'X' he can't. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5738875/Player.log) ",1, can t close anothers property window with x step to reproduce first player claim some property second player open this property window try to close it with x he can t ,1 493514,14233903918.0,IssuesEvent,2020-11-18 12:51:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 develop-118] Displaying districts in Minimap,Category: UI Priority: Medium,"- [ ] bug with displaying when creating the first district Step to reproduce: - create a new server - check minimap, I don't have district map and it shouldn't be: ![image](https://user-images.githubusercontent.com/45708377/99531199-71cbd280-29b3-11eb-8a54-44c877c9d172.png) - place capitol and ratify, place zoning office start to create district map. I have Districts when edit: ![image](https://user-images.githubusercontent.com/45708377/99531525-e7d03980-29b3-11eb-9f1d-52f693b63d78.png) - submit and winelection: ![image](https://user-images.githubusercontent.com/45708377/99531596-06cecb80-29b4-11eb-97c7-6cf244c14bc9.png) - open map and I have 5! 'Test map' draft, but I lost settlements: ![image](https://user-images.githubusercontent.com/45708377/99531654-1ea64f80-29b4-11eb-8b96-2f741d0b4568.png) - but when I first time want to see (on my other new server) I don't have districts at all. - restart client, all's fine: ![image](https://user-images.githubusercontent.com/45708377/99532415-5235a980-29b5-11eb-9bff-ab54e48a5a42.png) - [ ] Displaying deleted disctrict maps. Start to revise district map: ![image](https://user-images.githubusercontent.com/45708377/99532457-61b4f280-29b5-11eb-915e-dc4910dad265.png) - delete revision: ![image](https://user-images.githubusercontent.com/45708377/99532491-71ccd200-29b5-11eb-99a1-11fc62ff7952.png) -start to revise again: ![image](https://user-images.githubusercontent.com/45708377/99532675-b9ebf480-29b5-11eb-96ce-5fb5d5216a4c.png) ",1.0,"[0.9.2 develop-118] Displaying districts in Minimap - - [ ] bug with displaying when creating the first district Step to reproduce: - create a new server - check minimap, I don't have district map and it shouldn't be: ![image](https://user-images.githubusercontent.com/45708377/99531199-71cbd280-29b3-11eb-8a54-44c877c9d172.png) - place capitol and ratify, place zoning office start to create district map. I have Districts when edit: ![image](https://user-images.githubusercontent.com/45708377/99531525-e7d03980-29b3-11eb-9f1d-52f693b63d78.png) - submit and winelection: ![image](https://user-images.githubusercontent.com/45708377/99531596-06cecb80-29b4-11eb-97c7-6cf244c14bc9.png) - open map and I have 5! 'Test map' draft, but I lost settlements: ![image](https://user-images.githubusercontent.com/45708377/99531654-1ea64f80-29b4-11eb-8b96-2f741d0b4568.png) - but when I first time want to see (on my other new server) I don't have districts at all. - restart client, all's fine: ![image](https://user-images.githubusercontent.com/45708377/99532415-5235a980-29b5-11eb-9bff-ab54e48a5a42.png) - [ ] Displaying deleted disctrict maps. Start to revise district map: ![image](https://user-images.githubusercontent.com/45708377/99532457-61b4f280-29b5-11eb-915e-dc4910dad265.png) - delete revision: ![image](https://user-images.githubusercontent.com/45708377/99532491-71ccd200-29b5-11eb-99a1-11fc62ff7952.png) -start to revise again: ![image](https://user-images.githubusercontent.com/45708377/99532675-b9ebf480-29b5-11eb-96ce-5fb5d5216a4c.png) ",1, displaying districts in minimap bug with displaying when creating the first district step to reproduce create a new server check minimap i don t have district map and it shouldn t be place capitol and ratify place zoning office start to create district map i have districts when edit submit and winelection open map and i have test map draft but i lost settlements but when i first time want to see on my other new server i don t have districts at all restart client all s fine displaying deleted disctrict maps start to revise district map delete revision start to revise again ,1 251711,8025971657.0,IssuesEvent,2018-07-27 00:57:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.1.2 - Possible Tailing Storage bug?,Feature Medium Priority,"Hello, So, I have done some testing on [Tailing] for the wiki and noticed that I can store [Tailing] in [Hewn Logs] and [Mortared Stone] towers safely with no leakage. The tower is 1 bottom layer level with the [Dirt]. [Stockpile] in the middle filled with [Tailing]. Every direction is then covered with 10 layers of the corresponding material. ![unknown](https://user-images.githubusercontent.com/13688718/36598270-01620cd4-1882-11e8-85ab-c28d19cd1a3f.png) This image displays the towers after I removed just 1 layer (total 9) from the top. When I had 10 layers there was no leakage what so ever. Is this the proposed method of how they should work? Or is it only supposed to be specific materials? ---edit-- Additionally, the towers were there with 10 layers for at least 2-3 game days maybe more, Once I removed the 1 layer it took 2-3 ticks to show. Build 7.1.2",1.0,"7.1.2 - Possible Tailing Storage bug? - Hello, So, I have done some testing on [Tailing] for the wiki and noticed that I can store [Tailing] in [Hewn Logs] and [Mortared Stone] towers safely with no leakage. The tower is 1 bottom layer level with the [Dirt]. [Stockpile] in the middle filled with [Tailing]. Every direction is then covered with 10 layers of the corresponding material. ![unknown](https://user-images.githubusercontent.com/13688718/36598270-01620cd4-1882-11e8-85ab-c28d19cd1a3f.png) This image displays the towers after I removed just 1 layer (total 9) from the top. When I had 10 layers there was no leakage what so ever. Is this the proposed method of how they should work? Or is it only supposed to be specific materials? ---edit-- Additionally, the towers were there with 10 layers for at least 2-3 game days maybe more, Once I removed the 1 layer it took 2-3 ticks to show. Build 7.1.2",1, possible tailing storage bug hello so i have done some testing on for the wiki and noticed that i can store in and towers safely with no leakage the tower is bottom layer level with the in the middle filled with every direction is then covered with layers of the corresponding material this image displays the towers after i removed just layer total from the top when i had layers there was no leakage what so ever is this the proposed method of how they should work or is it only supposed to be specific materials edit additionally the towers were there with layers for at least game days maybe more once i removed the layer it took ticks to show build ,1 367124,10840755697.0,IssuesEvent,2019-11-12 09:03:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.3] Auth from store reset with Restart,Fixed Medium Priority,"Every time the Server has a Resart the Auth are for everyone on the Store We have the same Bug https://github.com/StrangeLoopGames/EcoIssues/issues/9583",1.0,"[8.3] Auth from store reset with Restart - Every time the Server has a Resart the Auth are for everyone on the Store We have the same Bug https://github.com/StrangeLoopGames/EcoIssues/issues/9583",1, auth from store reset with restart every time the server has a resart the auth are for everyone on the store we have the same bug ,1 362916,10735136456.0,IssuesEvent,2019-10-29 08:00:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cannot sell two deeds with the exact same name,Fixed Medium Priority QA,"When trying to sell two times ""Small Plot #2"", on the second one when you press ""List"", nothing happens.",1.0,"Cannot sell two deeds with the exact same name - When trying to sell two times ""Small Plot #2"", on the second one when you press ""List"", nothing happens.",1,cannot sell two deeds with the exact same name when trying to sell two times small plot on the second one when you press list nothing happens ,1 458633,13179012088.0,IssuesEvent,2020-08-12 10:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1693] CW: no builds links,Category: Cloud Worlds Priority: Medium Status: Fixed,"This information has disappeared ![bandicam 2020-07-29 09-30-37-756](https://user-images.githubusercontent.com/27898520/88791519-4a0df000-d1b3-11ea-90f2-14fdaf05aad2.jpg) Also, can we make it look better? Linux is not really matching here, under Windows maybe",1.0,"[0.9.0 staging-1693] CW: no builds links - This information has disappeared ![bandicam 2020-07-29 09-30-37-756](https://user-images.githubusercontent.com/27898520/88791519-4a0df000-d1b3-11ea-90f2-14fdaf05aad2.jpg) Also, can we make it look better? Linux is not really matching here, under Windows maybe",1, cw no builds links this information has disappeared also can we make it look better linux is not really matching here under windows maybe,1 459104,13186346369.0,IssuesEvent,2020-08-12 23:51:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0.0 beta staging-1702] Global timer ""Time input"" doesn't show",Category: Laws Priority: Medium,"Step to reproduce : - add a global timer condition Expected behaviour: - there is an input to set time Current behiavour: - there is no input to set time Able to reproduce 3 times in a row. ![image](https://user-images.githubusercontent.com/339611/89190646-0ac01480-d5a2-11ea-8a4e-8aa7b2b5d0d4.png) ",1.0,"[0.9.0.0 beta staging-1702] Global timer ""Time input"" doesn't show - Step to reproduce : - add a global timer condition Expected behaviour: - there is an input to set time Current behiavour: - there is no input to set time Able to reproduce 3 times in a row. ![image](https://user-images.githubusercontent.com/339611/89190646-0ac01480-d5a2-11ea-8a4e-8aa7b2b5d0d4.png) ",1, global timer time input doesn t show step to reproduce add a global timer condition expected behaviour there is an input to set time current behiavour there is no input to set time able to reproduce times in a row ,1 531192,15442606674.0,IssuesEvent,2021-03-08 07:59:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Charcoal is Too Expensive,Category: Balance Priority: Medium Squad: Redwood Status: Fixed Type: Task,"Since update 9.0, the usefulness of Charcoal has decreased significantly. Craft time, labor costs, and fuel costs all contribute to this. We should find a middle ground between old costs and new costs. **Old costs:** - Recipe cost: 15 Lumber with 1 Minute crafting time - Max skill cost: 3 Lumber with 0.2 Minute crafting time **New costs:** - Recipe cost: 7 Wood with 4 minute crafting time and 80 labor cost - Max upgrade cost: 3.5 Wood with 2 minute crafting time and 16 labor cost",1.0,"Charcoal is Too Expensive - Since update 9.0, the usefulness of Charcoal has decreased significantly. Craft time, labor costs, and fuel costs all contribute to this. We should find a middle ground between old costs and new costs. **Old costs:** - Recipe cost: 15 Lumber with 1 Minute crafting time - Max skill cost: 3 Lumber with 0.2 Minute crafting time **New costs:** - Recipe cost: 7 Wood with 4 minute crafting time and 80 labor cost - Max upgrade cost: 3.5 Wood with 2 minute crafting time and 16 labor cost",1,charcoal is too expensive since update the usefulness of charcoal has decreased significantly craft time labor costs and fuel costs all contribute to this we should find a middle ground between old costs and new costs old costs recipe cost lumber with minute crafting time max skill cost lumber with minute crafting time new costs recipe cost wood with minute crafting time and labor cost max upgrade cost wood with minute crafting time and labor cost,1 253271,8053606368.0,IssuesEvent,2018-08-01 23:59:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tallow Lamp (Kiln),Medium Priority,"**Version:** 0.7.3.3 beta Currently gives: 0 Housing points 100% less Lighting points Should really be: 2 Housing points 20% less Lighting points Like all other Tallow items/Stone Brazier Edit: The file for it (WorldObjects\TallowLamp.cs) is correct, ",1.0,"USER ISSUE: Tallow Lamp (Kiln) - **Version:** 0.7.3.3 beta Currently gives: 0 Housing points 100% less Lighting points Should really be: 2 Housing points 20% less Lighting points Like all other Tallow items/Stone Brazier Edit: The file for it (WorldObjects\TallowLamp.cs) is correct, ",1,user issue tallow lamp kiln version beta currently gives housing points less lighting points should really be housing points less lighting points like all other tallow items stone brazier edit the file for it worldobjects tallowlamp cs is correct ,1 392468,11591753445.0,IssuesEvent,2020-02-24 10:04:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging 1399] Contracts: repetitions don't work,Priority: Medium Status: Fixed,"1. Create contract with repetitions 2. Someone take it ![unknown (50)](https://user-images.githubusercontent.com/27898520/74308202-68a93780-4d89-11ea-810b-27958b473ae5.png) ![unknown (51)](https://user-images.githubusercontent.com/27898520/74308216-6e9f1880-4d89-11ea-96ff-565b6e03f78b.png) 3. Contract will disappear from the board ![unknown (52)](https://user-images.githubusercontent.com/27898520/74308226-79f24400-4d89-11ea-9660-3b14f7c2062c.png) ",1.0,"[0.9.0 Staging 1399] Contracts: repetitions don't work - 1. Create contract with repetitions 2. Someone take it ![unknown (50)](https://user-images.githubusercontent.com/27898520/74308202-68a93780-4d89-11ea-810b-27958b473ae5.png) ![unknown (51)](https://user-images.githubusercontent.com/27898520/74308216-6e9f1880-4d89-11ea-96ff-565b6e03f78b.png) 3. Contract will disappear from the board ![unknown (52)](https://user-images.githubusercontent.com/27898520/74308226-79f24400-4d89-11ea-9660-3b14f7c2062c.png) ",1, contracts repetitions don t work create contract with repetitions someone take it contract will disappear from the board ,1 451793,13041610545.0,IssuesEvent,2020-07-28 20:43:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Large Liquid Pipeline Block Art,Category: Art Priority: Medium Type: Task,"Block art for the meter sized pipeline should be finished, made into a builder, and tested in-game. The blocktype could be named 'LargePipe', since it's not material specific and will be used for oil and other industrial things like wet tailings. Milenko I think this would be a perfect first block to try to implement on your own! We can talk about it in a meeting too, if you have too much on your plate Rob or I can do it instead. ",1.0,"Large Liquid Pipeline Block Art - Block art for the meter sized pipeline should be finished, made into a builder, and tested in-game. The blocktype could be named 'LargePipe', since it's not material specific and will be used for oil and other industrial things like wet tailings. Milenko I think this would be a perfect first block to try to implement on your own! We can talk about it in a meeting too, if you have too much on your plate Rob or I can do it instead. ",1,large liquid pipeline block art block art for the meter sized pipeline should be finished made into a builder and tested in game the blocktype could be named largepipe since it s not material specific and will be used for oil and other industrial things like wet tailings milenko i think this would be a perfect first block to try to implement on your own we can talk about it in a meeting too if you have too much on your plate rob or i can do it instead ,1 462105,13241009130.0,IssuesEvent,2020-08-19 07:28:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1730] Exception when use any control buttons in crane,Category: Tech Priority: Medium,"Step to reproduce: - place crane, add gaso, start to use it: ``` Caught exception on CraneObject while in NetObject SendUpdate. Exception: Object reference not set to an instance of an object. Callstack: at Vehicle.SendUpdate (Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at NetObjComponent.OnSendUpdate (Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at NetObjComponent.Eco.Shared.Networking.INetObject.SendUpdate (Eco.Shared.Serialization.BSONObject bsonObj, Eco.Shared.Networking.INetObjectViewer viewer) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectManager.SendObjectUpdate (Eco.Shared.Networking.INetObject netObject, Eco.Shared.Networking.INetObjectViewer viewer, Eco.Shared.Serialization.BSONArray array) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectManager.GetUpdatedObjects (Eco.Shared.Networking.INetObjectViewer viewer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].Update () [0x00000] in <00000000000000000000000000000000>:0 at PlayerClient.Update () [0x00000] in <00000000000000000000000000000000>:0 BSON: Object EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) NetObjComponent:Eco.Shared.Networking.INetObject.SendUpdate(BSONObject, INetObjectViewer) Eco.Shared.Networking.NetObjectManager:SendObjectUpdate(INetObject, INetObjectViewer, BSONArray) Eco.Shared.Networking.NetObjectManager:GetUpdatedObjects(INetObjectViewer) GenericClient`1:Update() PlayerClient:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5090233/Player.log) ",1.0,"[0.9.0 staging-1730] Exception when use any control buttons in crane - Step to reproduce: - place crane, add gaso, start to use it: ``` Caught exception on CraneObject while in NetObject SendUpdate. Exception: Object reference not set to an instance of an object. Callstack: at Vehicle.SendUpdate (Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at NetObjComponent.OnSendUpdate (Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at NetObjComponent.Eco.Shared.Networking.INetObject.SendUpdate (Eco.Shared.Serialization.BSONObject bsonObj, Eco.Shared.Networking.INetObjectViewer viewer) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectManager.SendObjectUpdate (Eco.Shared.Networking.INetObject netObject, Eco.Shared.Networking.INetObjectViewer viewer, Eco.Shared.Serialization.BSONArray array) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectManager.GetUpdatedObjects (Eco.Shared.Networking.INetObjectViewer viewer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].Update () [0x00000] in <00000000000000000000000000000000>:0 at PlayerClient.Update () [0x00000] in <00000000000000000000000000000000>:0 BSON: Object EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) NetObjComponent:Eco.Shared.Networking.INetObject.SendUpdate(BSONObject, INetObjectViewer) Eco.Shared.Networking.NetObjectManager:SendObjectUpdate(INetObject, INetObjectViewer, BSONArray) Eco.Shared.Networking.NetObjectManager:GetUpdatedObjects(INetObjectViewer) GenericClient`1:Update() PlayerClient:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5090233/Player.log) ",1, exception when use any control buttons in crane step to reproduce place crane add gaso start to use it caught exception on craneobject while in netobject sendupdate exception object reference not set to an instance of an object callstack at vehicle sendupdate eco shared serialization bsonobject bson in at system action invoke t obj in at netobjcomponent onsendupdate eco shared serialization bsonobject bsonobj in at netobjcomponent eco shared networking inetobject sendupdate eco shared serialization bsonobject bsonobj eco shared networking inetobjectviewer viewer in at eco shared networking netobjectmanager sendobjectupdate eco shared networking inetobject netobject eco shared networking inetobjectviewer viewer eco shared serialization bsonarray array in at eco shared networking netobjectmanager getupdatedobjects eco shared networking inetobjectviewer viewer in at genericclient update in at playerclient update in bson object ecoengine logging logmanager logformat logtype object string object unityengine logger log logtype object object unityengine debug logerror object object netobjcomponent eco shared networking inetobject sendupdate bsonobject inetobjectviewer eco shared networking netobjectmanager sendobjectupdate inetobject inetobjectviewer bsonarray eco shared networking netobjectmanager getupdatedobjects inetobjectviewer genericclient update playerclient update ,1 555300,16451153734.0,IssuesEvent,2021-05-21 06:02:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Develop 269] Character Creation camera angle,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Fixed Type: Bug,"When joining a new world, immediate camera angle on character creation screen shows the back of the character instead of front _p/s: theres also report from other QA mentioning they had camera angle from below character instead._ ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/556de978-b9cc-4d48-9453-5fc9ac14765e)",1.0,"[9.4 Develop 269] Character Creation camera angle - When joining a new world, immediate camera angle on character creation screen shows the back of the character instead of front _p/s: theres also report from other QA mentioning they had camera angle from below character instead._ ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/556de978-b9cc-4d48-9453-5fc9ac14765e)",1, character creation camera angle when joining a new world immediate camera angle on character creation screen shows the back of the character instead of front p s theres also report from other qa mentioning they had camera angle from below character instead ,1 519370,15049888303.0,IssuesEvent,2021-02-03 12:07:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Items movement in tutorial,Category: UI Community Manager Priority: Medium Squad: Mountain Goat Status: Fixed Type: Feature,"(In issue - provide too many negative feedback) e.g. https://discordapp.com/channels/254025510651297802/456533794657271819/731219918820868157 >I find it very annoying to move stuff. I feel like playing drag n drop simulator. To move stuff I need to drag and drop so many individual icons. Don't know any other game that feels so complicated in that regard. About shift+drag, control+drag, alt+click, etc, ",1.0,"Items movement in tutorial - (In issue - provide too many negative feedback) e.g. https://discordapp.com/channels/254025510651297802/456533794657271819/731219918820868157 >I find it very annoying to move stuff. I feel like playing drag n drop simulator. To move stuff I need to drag and drop so many individual icons. Don't know any other game that feels so complicated in that regard. About shift+drag, control+drag, alt+click, etc, ",1,items movement in tutorial in issue provide too many negative feedback e g i find it very annoying to move stuff i feel like playing drag n drop simulator to move stuff i need to drag and drop so many individual icons don t know any other game that feels so complicated in that regard about shift drag control drag alt click etc ,1 314917,9604456686.0,IssuesEvent,2019-05-10 20:03:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 staging-3] Claim tool makes bug,Fixed Medium Priority Regression Staging,"**Steps** 1. Take claim tool 2. Reload game 3. Take pickaxe (or other tool) **Expected** Just take pickaxe **Actual** When you take pickaxe or other instrument you still can see claiming rects Sometimes after reloading you don't see claim rects, with stake too. ![bandicam 2019-05-08 09-32-26-954](https://user-images.githubusercontent.com/27898520/57364801-4f8dad80-719d-11e9-98e5-d6aa58ee7c70.jpg) ",1.0,"[0.8.2 staging-3] Claim tool makes bug - **Steps** 1. Take claim tool 2. Reload game 3. Take pickaxe (or other tool) **Expected** Just take pickaxe **Actual** When you take pickaxe or other instrument you still can see claiming rects Sometimes after reloading you don't see claim rects, with stake too. ![bandicam 2019-05-08 09-32-26-954](https://user-images.githubusercontent.com/27898520/57364801-4f8dad80-719d-11e9-98e5-d6aa58ee7c70.jpg) ",1, claim tool makes bug steps take claim tool reload game take pickaxe or other tool expected just take pickaxe actual when you take pickaxe or other instrument you still can see claiming rects sometimes after reloading you don t see claim rects with stake too ,1 553004,16332810704.0,IssuesEvent,2021-05-12 11:23:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"9.3 194 - Large amount of objects in tooltip, cannot see entire list of objects",Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed Type: Bug,"Cannot see the entire list of ""And XYZ more objects"" its only showing around 100 or so :D ![image](https://user-images.githubusercontent.com/61889138/115006654-0d009f80-9ea1-11eb-943e-0fd4a5a12d68.png) ![image](https://user-images.githubusercontent.com/61889138/115006741-20136f80-9ea1-11eb-8af4-5dbbaa2e986d.png) ",1.0,"9.3 194 - Large amount of objects in tooltip, cannot see entire list of objects - Cannot see the entire list of ""And XYZ more objects"" its only showing around 100 or so :D ![image](https://user-images.githubusercontent.com/61889138/115006654-0d009f80-9ea1-11eb-943e-0fd4a5a12d68.png) ![image](https://user-images.githubusercontent.com/61889138/115006741-20136f80-9ea1-11eb-8af4-5dbbaa2e986d.png) ",1, large amount of objects in tooltip cannot see entire list of objects cannot see the entire list of and xyz more objects its only showing around or so d ,1 239041,7786014562.0,IssuesEvent,2018-06-06 17:35:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: official testing server visible in LAN,Medium Priority,"Version: 0.7.5.0 beta staging-87e67f1f ![20180531234657_1](https://user-images.githubusercontent.com/4980243/40808007-856d68e0-652e-11e8-9ca4-8a6dbde32b2e.jpg) ![20180531234601_1](https://user-images.githubusercontent.com/4980243/40808008-85929fc0-652e-11e8-8011-906752111e24.jpg) ",1.0,"USER ISSUE: official testing server visible in LAN - Version: 0.7.5.0 beta staging-87e67f1f ![20180531234657_1](https://user-images.githubusercontent.com/4980243/40808007-856d68e0-652e-11e8-9ca4-8a6dbde32b2e.jpg) ![20180531234601_1](https://user-images.githubusercontent.com/4980243/40808008-85929fc0-652e-11e8-8011-906752111e24.jpg) ",1,user issue official testing server visible in lan version beta staging ,1 407708,11936081458.0,IssuesEvent,2020-04-02 09:41:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1477] Add ""reset button"" for objects with persistent data.",Priority: Medium Status: Fixed Week Task,"So we should have some problem (for example with store #15282, #15274) when you add to another player you object with persistent data. And we should have button which will reset this objects to default. This will be like a fallback. If something broke during the migration or just broke, then the Player can always reset it and start over. Instead of throwing out object and crafting a new one. ",1.0,"[0.9.0 staging-1477] Add ""reset button"" for objects with persistent data. - So we should have some problem (for example with store #15282, #15274) when you add to another player you object with persistent data. And we should have button which will reset this objects to default. This will be like a fallback. If something broke during the migration or just broke, then the Player can always reset it and start over. Instead of throwing out object and crafting a new one. ",1, add reset button for objects with persistent data so we should have some problem for example with store when you add to another player you object with persistent data and we should have button which will reset this objects to default this will be like a fallback if something broke during the migration or just broke then the player can always reset it and start over instead of throwing out object and crafting a new one ,1 220293,7358849361.0,IssuesEvent,2018-03-10 00:03:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CO2 goes through walls,Medium Priority Suggestion,"It should not be possible that CO2 from a machine can go through e.g. brick blocks, a chimney out of pipes should be enforced for it to be working.",1.0,"CO2 goes through walls - It should not be possible that CO2 from a machine can go through e.g. brick blocks, a chimney out of pipes should be enforced for it to be working.",1, goes through walls it should not be possible that from a machine can go through e g brick blocks a chimney out of pipes should be enforced for it to be working ,1 226270,7516983135.0,IssuesEvent,2018-04-12 00:54:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Suggestion: Lumber fences line up with different heights,Art Medium Priority,"With the Lumber fence if you decided to go from one high to 2 high (and so on) the boards going across do not line up with the rest of the fence (only the top does). It makes it look out of place. ![image](https://user-images.githubusercontent.com/29911902/38234643-d00fa8ae-3761-11e8-89aa-52c0f9a79631.png) ![image](https://user-images.githubusercontent.com/29911902/38234741-1657c99a-3762-11e8-9c2c-83e57b286918.png) ",1.0,"Suggestion: Lumber fences line up with different heights - With the Lumber fence if you decided to go from one high to 2 high (and so on) the boards going across do not line up with the rest of the fence (only the top does). It makes it look out of place. ![image](https://user-images.githubusercontent.com/29911902/38234643-d00fa8ae-3761-11e8-89aa-52c0f9a79631.png) ![image](https://user-images.githubusercontent.com/29911902/38234741-1657c99a-3762-11e8-9c2c-83e57b286918.png) ",1,suggestion lumber fences line up with different heights with the lumber fence if you decided to go from one high to high and so on the boards going across do not line up with the rest of the fence only the top does it makes it look out of place ,1 503067,14578697403.0,IssuesEvent,2020-12-18 05:34:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Restore legacy steam depot creation,Category: DevOps Priority: Medium,"Due to a breaking change in steamcmd, I've had to disable the creation of this depot which should just use an existing version - but I'd like to restore this in the steam build scripts to make it clear that it is still being used.",1.0,"Restore legacy steam depot creation - Due to a breaking change in steamcmd, I've had to disable the creation of this depot which should just use an existing version - but I'd like to restore this in the steam build scripts to make it clear that it is still being used.",1,restore legacy steam depot creation due to a breaking change in steamcmd i ve had to disable the creation of this depot which should just use an existing version but i d like to restore this in the steam build scripts to make it clear that it is still being used ,1 683877,23398073415.0,IssuesEvent,2022-08-12 03:35:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need Introduction for Mac and Linux on Eco Tree,Priority: Medium Category: Web Category: Accounts Squad: Lattice Mushroom Squad: Redwood,"Added Mac and Linux to wordpress backend. https://api.play.eco/wp-admin/post.php?post=2380&action=edit Can you set the progress level for each category. And an introduction.",1.0,"Need Introduction for Mac and Linux on Eco Tree - Added Mac and Linux to wordpress backend. https://api.play.eco/wp-admin/post.php?post=2380&action=edit Can you set the progress level for each category. And an introduction.",1,need introduction for mac and linux on eco tree added mac and linux to wordpress backend can you set the progress level for each category and an introduction ,1 209881,7180727690.0,IssuesEvent,2018-02-01 00:45:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need maps with white blocks and custom ramps,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/35537169-251e111e-04fe-11e8-8453-763f8fcd305c.png) For making these look nice, need a way to pass in a ramp and bool for 'terrain on or off' to the map renderer.",1.0,"Need maps with white blocks and custom ramps - ![image](https://user-images.githubusercontent.com/3536496/35537169-251e111e-04fe-11e8-8453-763f8fcd305c.png) For making these look nice, need a way to pass in a ramp and bool for 'terrain on or off' to the map renderer.",1,need maps with white blocks and custom ramps for making these look nice need a way to pass in a ramp and bool for terrain on or off to the map renderer ,1 211377,7200684796.0,IssuesEvent,2018-02-05 19:53:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Concrete Stairs Don't Rotate,Medium Priority,I have tested that the wood stairs do indeed rotate but the concrete ones do not.,1.0,Concrete Stairs Don't Rotate - I have tested that the wood stairs do indeed rotate but the concrete ones do not.,1,concrete stairs don t rotate i have tested that the wood stairs do indeed rotate but the concrete ones do not ,1 552022,16193127214.0,IssuesEvent,2021-05-04 11:21:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Localization for the attribute's parameters,Category: Localization Priority: Medium Squad: Otter,"Going from this https://github.com/StrangeLoopGames/Eco/pull/6980 Some attributes can have parameter like ErrorMessage which should be localized Example: [UrlValidation(ErrorMessage = ""The value must start with http:// or https://. "")]",1.0,"Localization for the attribute's parameters - Going from this https://github.com/StrangeLoopGames/Eco/pull/6980 Some attributes can have parameter like ErrorMessage which should be localized Example: [UrlValidation(ErrorMessage = ""The value must start with http:// or https://. "")]",1,localization for the attribute s parameters going from this some attributes can have parameter like errormessage which should be localized example ,1 498984,14436889272.0,IssuesEvent,2020-12-07 10:44:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.3 beta release-78] Law create Craft order with Tailings and Wet Tailings not working,Category: Laws Priority: Medium Status: Fixed,"Hello, when creating below law with Tailings or Wet Tailings, the trigger to tax is not working. Nothing happends: ![image](https://user-images.githubusercontent.com/47274045/94245020-f9e4ad00-ff19-11ea-8a6c-675db9202b03.png) Issue was with previous version as well. ",1.0,"[0.9.0.3 beta release-78] Law create Craft order with Tailings and Wet Tailings not working - Hello, when creating below law with Tailings or Wet Tailings, the trigger to tax is not working. Nothing happends: ![image](https://user-images.githubusercontent.com/47274045/94245020-f9e4ad00-ff19-11ea-8a6c-675db9202b03.png) Issue was with previous version as well. ",1, law create craft order with tailings and wet tailings not working hello when creating below law with tailings or wet tailings the trigger to tax is not working nothing happends issue was with previous version as well ,1 445226,12827760428.0,IssuesEvent,2020-07-06 19:08:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,CW: view all versions of cw game servers,Category: Web Priority: Medium Type: Task,"Currently only admins can see all versions of game servers in their hosted world. Change it so doesnt matter if admin, but you must have slg tier product_id = 516 Also, on develop and staging server, all users have access to all game versions.",1.0,"CW: view all versions of cw game servers - Currently only admins can see all versions of game servers in their hosted world. Change it so doesnt matter if admin, but you must have slg tier product_id = 516 Also, on develop and staging server, all users have access to all game versions.",1,cw view all versions of cw game servers currently only admins can see all versions of game servers in their hosted world change it so doesnt matter if admin but you must have slg tier product id also on develop and staging server all users have access to all game versions ,1 445265,12828318133.0,IssuesEvent,2020-07-06 20:18:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Interior of buildings are red on login,Priority: Medium Status: Investigate Status: Not reproduced,"Only appears at certain times of the day, so this is somewhat difficult to nail down for the exact conditions. It seems to occur only when global illumination is on, though I haven't confirmed this. ![20190210130024_1](https://user-images.githubusercontent.com/12057767/52601828-41462480-2e2e-11e9-9ddc-0b3196b0e278.jpg) ![20190210130033_1](https://user-images.githubusercontent.com/12057767/52601829-41462480-2e2e-11e9-9a87-3565b8f5cf39.jpg) ![20190211184616_1](https://user-images.githubusercontent.com/12057767/52601830-41462480-2e2e-11e9-80c7-fb1743553641.jpg) ![20190211184622_1](https://user-images.githubusercontent.com/12057767/52601831-41462480-2e2e-11e9-9d0c-39c9988a63c7.jpg) ",1.0,"Interior of buildings are red on login - Only appears at certain times of the day, so this is somewhat difficult to nail down for the exact conditions. It seems to occur only when global illumination is on, though I haven't confirmed this. ![20190210130024_1](https://user-images.githubusercontent.com/12057767/52601828-41462480-2e2e-11e9-9ddc-0b3196b0e278.jpg) ![20190210130033_1](https://user-images.githubusercontent.com/12057767/52601829-41462480-2e2e-11e9-9a87-3565b8f5cf39.jpg) ![20190211184616_1](https://user-images.githubusercontent.com/12057767/52601830-41462480-2e2e-11e9-80c7-fb1743553641.jpg) ![20190211184622_1](https://user-images.githubusercontent.com/12057767/52601831-41462480-2e2e-11e9-9d0c-39c9988a63c7.jpg) ",1,interior of buildings are red on login only appears at certain times of the day so this is somewhat difficult to nail down for the exact conditions it seems to occur only when global illumination is on though i haven t confirmed this ,1 374755,11095056322.0,IssuesEvent,2019-12-16 08:11:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1292] Unclickable Zone,Fixed Medium Priority,"I can't press Post or Delete button if this buttons located in red square ![image](https://user-images.githubusercontent.com/45708377/70603528-cdb8a380-1c07-11ea-8c9f-2be064f07b89.png) If I move UI I can press buttons: ![image](https://user-images.githubusercontent.com/45708377/70603673-17a18980-1c08-11ea-8e26-cc07819b3cdf.png) ",1.0,"[0.9.0 staging-1292] Unclickable Zone - I can't press Post or Delete button if this buttons located in red square ![image](https://user-images.githubusercontent.com/45708377/70603528-cdb8a380-1c07-11ea-8c9f-2be064f07b89.png) If I move UI I can press buttons: ![image](https://user-images.githubusercontent.com/45708377/70603673-17a18980-1c08-11ea-8e26-cc07819b3cdf.png) ",1, unclickable zone i can t press post or delete button if this buttons located in red square if i move ui i can press buttons ,1 350423,10483803795.0,IssuesEvent,2019-09-24 14:33:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[master-preview] ArgumentException,Medium Priority,"``` ArgumentException: An item with the same key has already been added. Key: 76561198072228212 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.Participants_AfterKeyAdded (System.Object sender, VivoxUnity.KeyEventArg`1[TK] keyEventArg) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.Common.ReadWriteDictionary`3[TK,TI,T].set_Item (TK key, TI value) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.Private.ChannelSession.InstanceOnEventMessageReceived (vx_evt_base_t eventMessage) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.VxClient.InstanceOnMainLoopRun (System.Boolean& didWork) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.OSSpecificSynchronizationContext+InvocationEntryDelegate.Invoke (System.IntPtr arg) [0x00000] in <00000000000000000000000000000000>:0 at MessagePump.RunUntil (LoopDone done) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.Update () [0x00000] in <00000000000000000000000000000000>:0 ```",1.0,"[master-preview] ArgumentException - ``` ArgumentException: An item with the same key has already been added. Key: 76561198072228212 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.Participants_AfterKeyAdded (System.Object sender, VivoxUnity.KeyEventArg`1[TK] keyEventArg) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.Common.ReadWriteDictionary`3[TK,TI,T].set_Item (TK key, TI value) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.Private.ChannelSession.InstanceOnEventMessageReceived (vx_evt_base_t eventMessage) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at VivoxUnity.VxClient.InstanceOnMainLoopRun (System.Boolean& didWork) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.OSSpecificSynchronizationContext+InvocationEntryDelegate.Invoke (System.IntPtr arg) [0x00000] in <00000000000000000000000000000000>:0 at MessagePump.RunUntil (LoopDone done) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.Update () [0x00000] in <00000000000000000000000000000000>:0 ```",1, argumentexception argumentexception an item with the same key has already been added key at system collections generic dictionary tryinsert tkey key tvalue value system collections generic insertionbehavior behavior in at system collections generic dictionary add tkey key tvalue value in at voicemanager participants afterkeyadded system object sender vivoxunity keyeventarg keyeventarg in at system eventhandler invoke system object sender teventargs e in at vivoxunity common readwritedictionary set item tk key ti value in at vivoxunity private channelsession instanceoneventmessagereceived vx evt base t eventmessage in at system action invoke t obj in at vivoxunity vxclient instanceonmainlooprun system boolean didwork in at system threading osspecificsynchronizationcontext invocationentrydelegate invoke system intptr arg in at messagepump rununtil loopdone done in at voicemanager update in ,1 551544,16175801386.0,IssuesEvent,2021-05-03 06:30:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-14-n-2] Incorrect display tax in exchanger,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed,"Text from mine: ![58459187-7bb0a480-8133-11e9-86e5-984a966c0a54](https://user-images.githubusercontent.com/45708377/58459835-f8904e00-8134-11e9-9f43-117847cb313b.png) Text from Anna: ![58459250-9a16a000-8133-11e9-9a42-b6d4e5588e0b](https://user-images.githubusercontent.com/45708377/58459837-f9c17b00-8134-11e9-9299-d3e112f65d85.png) For me, tax 0 for this text should be 3. For Anna, tax 0 for this text should be 1. But I suspect that there is something else. Take, for example, store: Tax in the store pays the one who gets the money. ![image](https://user-images.githubusercontent.com/45708377/58460236-e4008580-8135-11e9-91a2-30d72c92f040.png) ![image](https://user-images.githubusercontent.com/45708377/58460264-eebb1a80-8135-11e9-836b-fd70e1b7fb06.png) These zeros are displayed because it is confused who pays what tax. I must pay 3 beastynShells in tax. Anna should pay 1 beastynDollars in tax. Since I don't pay tax for beastynDollars It's display zero. Since Anna doesn't pay tax for beastynShells It's display zero. The exchanger shows a very tangled text. I think it should be displayed as: 1. For me: You gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. You paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. (Anna pays tax from currency which she get) For Anna: Slayks gave 10 beastynDollars to you in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) You paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. 2. Or for all the same: Slayks gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. This is more than enough. And clearer. P.S. Charging money to the account and in the treasury is correct.",1.0,"[0.8.2.0 staging-14-n-2] Incorrect display tax in exchanger - Text from mine: ![58459187-7bb0a480-8133-11e9-86e5-984a966c0a54](https://user-images.githubusercontent.com/45708377/58459835-f8904e00-8134-11e9-9f43-117847cb313b.png) Text from Anna: ![58459250-9a16a000-8133-11e9-9a42-b6d4e5588e0b](https://user-images.githubusercontent.com/45708377/58459837-f9c17b00-8134-11e9-9299-d3e112f65d85.png) For me, tax 0 for this text should be 3. For Anna, tax 0 for this text should be 1. But I suspect that there is something else. Take, for example, store: Tax in the store pays the one who gets the money. ![image](https://user-images.githubusercontent.com/45708377/58460236-e4008580-8135-11e9-91a2-30d72c92f040.png) ![image](https://user-images.githubusercontent.com/45708377/58460264-eebb1a80-8135-11e9-836b-fd70e1b7fb06.png) These zeros are displayed because it is confused who pays what tax. I must pay 3 beastynShells in tax. Anna should pay 1 beastynDollars in tax. Since I don't pay tax for beastynDollars It's display zero. Since Anna doesn't pay tax for beastynShells It's display zero. The exchanger shows a very tangled text. I think it should be displayed as: 1. For me: You gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. You paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. (Anna pays tax from currency which she get) For Anna: Slayks gave 10 beastynDollars to you in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) You paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. 2. Or for all the same: Slayks gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. This is more than enough. And clearer. P.S. Charging money to the account and in the treasury is correct.",1, incorrect display tax in exchanger text from mine text from anna for me tax for this text should be for anna tax for this text should be but i suspect that there is something else take for example store tax in the store pays the one who gets the money these zeros are displayed because it is confused who pays what tax i must pay beastynshells in tax anna should pay beastyndollars in tax since i don t pay tax for beastyndollars it s display zero since anna doesn t pay tax for beastynshells it s display zero the exchanger shows a very tangled text i think it should be displayed as for me you gave beastyndollars to beastyn in exchange for beastynshells you paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get beastyn paid beastyndollars in tax treasury balance beastyndollars anna pays tax from currency which she get for anna slayks gave beastyndollars to you in exchange for beastynshells slayks paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get you paid beastyndollars in tax treasury balance beastyndollars or for all the same slayks gave beastyndollars to beastyn in exchange for beastynshells slayks paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get beastyn paid beastyndollars in tax treasury balance beastyndollars this is more than enough and clearer p s charging money to the account and in the treasury is correct ,1 464065,13305580390.0,IssuesEvent,2020-08-25 18:46:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,CLoud World missing serverID on failed reset,Category: Cloud Worlds Category: Web Priority: Medium,"User tried to reset world save. Something failed in reset, and now in database, user has world without serverID. On UI, world looks like its about to load up, but there is an error in bottom right `Not Found` I'm investigating why this error happen. But as a backup, user should be able to reset worlds that dont have a serverID in db. Just like `disconnected worlds` there should be a button to Start a new World ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/71d381ce-2de3-4b22-bcb0-c4b8f914ff9f)",1.0,"CLoud World missing serverID on failed reset - User tried to reset world save. Something failed in reset, and now in database, user has world without serverID. On UI, world looks like its about to load up, but there is an error in bottom right `Not Found` I'm investigating why this error happen. But as a backup, user should be able to reset worlds that dont have a serverID in db. Just like `disconnected worlds` there should be a button to Start a new World ![image.png](https://images.zenhubusercontent.com/5ee7b64c2edca519271c634b/71d381ce-2de3-4b22-bcb0-c4b8f914ff9f)",1,cloud world missing serverid on failed reset user tried to reset world save something failed in reset and now in database user has world without serverid on ui world looks like its about to load up but there is an error in bottom right not found i m investigating why this error happen but as a backup user should be able to reset worlds that dont have a serverid in db just like disconnected worlds there should be a button to start a new world ,1 249632,7964285284.0,IssuesEvent,2018-07-13 20:49:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,0.7.6 USER ISSUE: campsite internal storage can contain blocks?,Medium Priority Needs Triage,"**Version:** 0.7.6.0 beta staging-d839db67 Looks like bug, for what need small storage? ![20180713193328_1](https://user-images.githubusercontent.com/4980243/42703006-d5922542-86d3-11e8-9bbd-56f5583d3e2d.jpg) ",1.0,"0.7.6 USER ISSUE: campsite internal storage can contain blocks? - **Version:** 0.7.6.0 beta staging-d839db67 Looks like bug, for what need small storage? ![20180713193328_1](https://user-images.githubusercontent.com/4980243/42703006-d5922542-86d3-11e8-9bbd-56f5583d3e2d.jpg) ",1, user issue campsite internal storage can contain blocks version beta staging looks like bug for what need small storage ,1 526575,15295992659.0,IssuesEvent,2021-02-24 06:01:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-192/0.9.3 Staging-1937] Encaging an animal triggers abnormal escaping behavior ignoring blocks,Category: Gameplay Priority: Medium Type: Bug,"Tested on 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can encage an animal by placing blocks around it without spooking it away. Once successful, animals suddenly exhibit odd behavior that lets them escape the cage. It starts off by running away from you then they slowly climb an invisible block one at a time. The animals will then pass through the roof regardless if there's a block or not. Repro: 1. Find a sleeping animal. 2. Try to encage it by placing blocks around it. Consider making a prison cell. 3. Observe. Wake the animal if it's still sleeping. Note: - Animals ignoring and passing through blocks can be related to #19851. - Another issue worth noting is animal behavior. - In the future, breeding animals can be a potential improvement for ECO. Video Repro: https://images.zenhubusercontent.com/42199084/87a00d4a-ee75-4194-b594-c2196bbe7e11/2021_02_24_13_29_trim.mp4",1.0,"[0.9.4 Develop-192/0.9.3 Staging-1937] Encaging an animal triggers abnormal escaping behavior ignoring blocks - Tested on 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can encage an animal by placing blocks around it without spooking it away. Once successful, animals suddenly exhibit odd behavior that lets them escape the cage. It starts off by running away from you then they slowly climb an invisible block one at a time. The animals will then pass through the roof regardless if there's a block or not. Repro: 1. Find a sleeping animal. 2. Try to encage it by placing blocks around it. Consider making a prison cell. 3. Observe. Wake the animal if it's still sleeping. Note: - Animals ignoring and passing through blocks can be related to #19851. - Another issue worth noting is animal behavior. - In the future, breeding animals can be a potential improvement for ECO. Video Repro: https://images.zenhubusercontent.com/42199084/87a00d4a-ee75-4194-b594-c2196bbe7e11/2021_02_24_13_29_trim.mp4",1, encaging an animal triggers abnormal escaping behavior ignoring blocks tested on develop and staging issue players can encage an animal by placing blocks around it without spooking it away once successful animals suddenly exhibit odd behavior that lets them escape the cage it starts off by running away from you then they slowly climb an invisible block one at a time the animals will then pass through the roof regardless if there s a block or not repro find a sleeping animal try to encage it by placing blocks around it consider making a prison cell observe wake the animal if it s still sleeping note animals ignoring and passing through blocks can be related to another issue worth noting is animal behavior in the future breeding animals can be a potential improvement for eco video repro ,1 251045,7997987664.0,IssuesEvent,2018-07-21 04:03:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.0] Owner of store is not equal to owner of property,Medium Priority,"Today I found my stores owned by another Player. It's the first one on the propery's whitelist. A store should be owned by the owner of the deed from the property the store is placed on. Am I right? As you can see, it is not. Another effect: The failing displayed owner cannot change prices but can select the amount to buy, but no Trade button is there... (see 3rd screenshot below) Maybe that switch occured while migrate the world from 7.5.1 to 7.6.0 the day before. The Server restarted this night and i'm not sure if this owner switch took place yesterday. I think it's independent from the migration. I can reproduce this effect: - (Delete and) Create a new deed for a room as ""Voosle"" (the deed and room is owned by Voosle as expected) - The authority mode is ""Whitelist"" with an empty list - Place a Mint in this room -> The Mint is owned by Voosle. (with the dot!) (see screenshots below) I have no idea why espacialy my 2nd account is selected in this Situation. ![image](https://user-images.githubusercontent.com/22961978/42732870-4968b156-8829-11e8-9547-9dfcffbb0309.png) ![image](https://user-images.githubusercontent.com/22961978/42732871-4d3b8fc4-8829-11e8-9452-ba838be8c630.png) ![image](https://user-images.githubusercontent.com/22961978/42733452-e92b4214-8831-11e8-802a-da35bf867417.png) Same Problem with a new created deed an fresh placed mint: ![image](https://user-images.githubusercontent.com/22961978/42735671-c333822a-8858-11e8-8c3d-7ee60e645c7d.png) ![image](https://user-images.githubusercontent.com/22961978/42735675-c713c2ec-8858-11e8-8278-dbd1cc94487a.png) ",1.0,"[7.6.0] Owner of store is not equal to owner of property - Today I found my stores owned by another Player. It's the first one on the propery's whitelist. A store should be owned by the owner of the deed from the property the store is placed on. Am I right? As you can see, it is not. Another effect: The failing displayed owner cannot change prices but can select the amount to buy, but no Trade button is there... (see 3rd screenshot below) Maybe that switch occured while migrate the world from 7.5.1 to 7.6.0 the day before. The Server restarted this night and i'm not sure if this owner switch took place yesterday. I think it's independent from the migration. I can reproduce this effect: - (Delete and) Create a new deed for a room as ""Voosle"" (the deed and room is owned by Voosle as expected) - The authority mode is ""Whitelist"" with an empty list - Place a Mint in this room -> The Mint is owned by Voosle. (with the dot!) (see screenshots below) I have no idea why espacialy my 2nd account is selected in this Situation. ![image](https://user-images.githubusercontent.com/22961978/42732870-4968b156-8829-11e8-9547-9dfcffbb0309.png) ![image](https://user-images.githubusercontent.com/22961978/42732871-4d3b8fc4-8829-11e8-9452-ba838be8c630.png) ![image](https://user-images.githubusercontent.com/22961978/42733452-e92b4214-8831-11e8-802a-da35bf867417.png) Same Problem with a new created deed an fresh placed mint: ![image](https://user-images.githubusercontent.com/22961978/42735671-c333822a-8858-11e8-8c3d-7ee60e645c7d.png) ![image](https://user-images.githubusercontent.com/22961978/42735675-c713c2ec-8858-11e8-8278-dbd1cc94487a.png) ",1, owner of store is not equal to owner of property today i found my stores owned by another player it s the first one on the propery s whitelist a store should be owned by the owner of the deed from the property the store is placed on am i right as you can see it is not another effect the failing displayed owner cannot change prices but can select the amount to buy but no trade button is there see screenshot below maybe that switch occured while migrate the world from to the day before the server restarted this night and i m not sure if this owner switch took place yesterday i think it s independent from the migration i can reproduce this effect delete and create a new deed for a room as voosle the deed and room is owned by voosle as expected the authority mode is whitelist with an empty list place a mint in this room the mint is owned by voosle with the dot see screenshots below i have no idea why espacialy my account is selected in this situation same problem with a new created deed an fresh placed mint ,1 249127,7953858885.0,IssuesEvent,2018-07-12 04:20:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Problem with a birch tree,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** not sure. i only tried to cut down a random branch of a birch tree. a friend also tried to cut the whole tree and practically got the same error **Expected behavior:** when cutting a tree it should result in a cutted tree not a disconnect with error, right. **Actual behavior:** The following error message popped up: ``` Caught exception Object reference not set to an instance of an object. at TreeEntity.TryDamageBranch(TreeBranch branch, Int32 branchID, Single amount) at TreeEntity.TryDamageBranch(INetObject damager, Single amount, InteractionContext context) at Eco.Gameplay.Items.WeaponItem.OnActLeft(InteractionContext context) at Eco.Mods.TechTree.AxeItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1.0,"USER ISSUE: Problem with a birch tree - **Version:** 0.7.3.1 beta **Steps to Reproduce:** not sure. i only tried to cut down a random branch of a birch tree. a friend also tried to cut the whole tree and practically got the same error **Expected behavior:** when cutting a tree it should result in a cutted tree not a disconnect with error, right. **Actual behavior:** The following error message popped up: ``` Caught exception Object reference not set to an instance of an object. at TreeEntity.TryDamageBranch(TreeBranch branch, Int32 branchID, Single amount) at TreeEntity.TryDamageBranch(INetObject damager, Single amount, InteractionContext context) at Eco.Gameplay.Items.WeaponItem.OnActLeft(InteractionContext context) at Eco.Mods.TechTree.AxeItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1,user issue problem with a birch tree version beta steps to reproduce not sure i only tried to cut down a random branch of a birch tree a friend also tried to cut the whole tree and practically got the same error expected behavior when cutting a tree it should result in a cutted tree not a disconnect with error right actual behavior the following error message popped up caught exception object reference not set to an instance of an object at treeentity trydamagebranch treebranch branch branchid single amount at treeentity trydamagebranch inetobject damager single amount interactioncontext context at eco gameplay items weaponitem onactleft interactioncontext context at eco mods techtree axeitem onactleft interactioncontext context at eco gameplay interactions interactionextensions executeuntilsuccess ienumerable results at eco gameplay players player playerinteract interactioninfo info ,1 467243,13444358105.0,IssuesEvent,2020-09-08 09:41:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1740] Exceptions in Real Estate Desk.,Category: Tech Priority: Medium,"This exceptions don't happen every time, but I repeated them a several times. Don't make this steps very fast, wait some times between steps. - [x] 1. Exception in view notify when unclaimimg property for sale Step to reproduce: - claim a new property: ![image](https://user-images.githubusercontent.com/45708377/91269882-7e5bd880-e780-11ea-910a-714f69eed2a4.png) - add it to sale list in Real Estate Desk: ![image](https://user-images.githubusercontent.com/45708377/91269973-9d5a6a80-e780-11ea-9a72-d8e335474d3a.png) - unclaim this property. I have excepion: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - [x] 2. Exception when player buy property in Real Estate Desk. Step to reproduce: - first player spawn Real Estate Desk - second player add deed sales and select his bank account - third player buy second player Deed - first player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.BuyableDeedRow.UpdateIsOwner () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5128268/Player.log) ",1.0,"[0.9.0 staging-1740] Exceptions in Real Estate Desk. - This exceptions don't happen every time, but I repeated them a several times. Don't make this steps very fast, wait some times between steps. - [x] 1. Exception in view notify when unclaimimg property for sale Step to reproduce: - claim a new property: ![image](https://user-images.githubusercontent.com/45708377/91269882-7e5bd880-e780-11ea-910a-714f69eed2a4.png) - add it to sale list in Real Estate Desk: ![image](https://user-images.githubusercontent.com/45708377/91269973-9d5a6a80-e780-11ea-9a72-d8e335474d3a.png) - unclaim this property. I have excepion: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.EditableDeedRow.UpdateOwnables () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - [x] 2. Exception when player buy property in Real Estate Desk. Step to reproduce: - first player spawn Real Estate Desk - second player add deed sales and select his bank account - third player buy second player Deed - first player has exception: ``` Exception in view notify: System.NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Property.BuyableDeedRow.UpdateIsOwner () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5128268/Player.log) ",1, exceptions in real estate desk this exceptions don t happen every time but i repeated them a several times don t make this steps very fast wait some times between steps exception in view notify when unclaimimg property for sale step to reproduce claim a new property add it to sale list in real estate desk unclaim this property i have excepion exception in view notify system nullreferenceexception object reference not set to an instance of an object at assets ui scripts property editabledeedrow updateownables in at unityengine font fonttexturerebuildcallback invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in exception when player buy property in real estate desk step to reproduce first player spawn real estate desk second player add deed sales and select his bank account third player buy second player deed first player has exception exception in view notify system nullreferenceexception object reference not set to an instance of an object at assets ui scripts property buyabledeedrow updateisowner in at unityengine font fonttexturerebuildcallback invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in ,1 249077,7953742536.0,IssuesEvent,2018-07-12 03:31:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Invisible Pane of Dirt,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** 1. ...Dig dirt **Expected behavior:** Been perfectly fine and no see through **Actual behavior:** A side of the dirt is see through, muh immersion",1.0,"USER ISSUE: Invisible Pane of Dirt - **Version:** 0.7.0.5 beta **Steps to Reproduce:** 1. ...Dig dirt **Expected behavior:** Been perfectly fine and no see through **Actual behavior:** A side of the dirt is see through, muh immersion",1,user issue invisible pane of dirt version beta steps to reproduce dig dirt expected behavior been perfectly fine and no see through actual behavior a side of the dirt is see through muh immersion,1 442183,12741286724.0,IssuesEvent,2020-06-26 05:37:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1470] Fake plants doesn't unload if chunk unload.,Category: Optimization Priority: Medium Status: Fixed,"Have some Fake plants: ![image](https://user-images.githubusercontent.com/45708377/76938932-8cbbe380-6908-11ea-9cbe-a4a5c40453e6.png) ![image](https://user-images.githubusercontent.com/45708377/76938977-9fceb380-6908-11ea-995d-239ab55ea456.png) fly away. Chunk unloaded, but I still see fake plants:: ![image](https://user-images.githubusercontent.com/45708377/76939056-c4c32680-6908-11ea-8196-3554dd08cc4d.png) ",1.0,"[0.9.0 staging-1470] Fake plants doesn't unload if chunk unload. - Have some Fake plants: ![image](https://user-images.githubusercontent.com/45708377/76938932-8cbbe380-6908-11ea-9cbe-a4a5c40453e6.png) ![image](https://user-images.githubusercontent.com/45708377/76938977-9fceb380-6908-11ea-995d-239ab55ea456.png) fly away. Chunk unloaded, but I still see fake plants:: ![image](https://user-images.githubusercontent.com/45708377/76939056-c4c32680-6908-11ea-8196-3554dd08cc4d.png) ",1, fake plants doesn t unload if chunk unload have some fake plants fly away chunk unloaded but i still see fake plants ,1 395794,11696709320.0,IssuesEvent,2020-03-06 10:18:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1443] UI: Esc won't work after error notification,Priority: Medium Status: Fixed,"1. Place workbench 2. Make big hewn log order (1000) 3. Add one birch log, and then start to add a labor 4. Stop. when you see srrer message ![bandicam 2020-03-03 16-05-44-482](https://user-images.githubusercontent.com/27898520/75769972-de8d3700-5d68-11ea-8817-327b01771e22.jpg) 5. Then try to close a workbench UI with ESC It will open main menu. It should close UI. It seems to be really annoying for the players, so medium. ",1.0,"[0.9.0 staging-1443] UI: Esc won't work after error notification - 1. Place workbench 2. Make big hewn log order (1000) 3. Add one birch log, and then start to add a labor 4. Stop. when you see srrer message ![bandicam 2020-03-03 16-05-44-482](https://user-images.githubusercontent.com/27898520/75769972-de8d3700-5d68-11ea-8817-327b01771e22.jpg) 5. Then try to close a workbench UI with ESC It will open main menu. It should close UI. It seems to be really annoying for the players, so medium. ",1, ui esc won t work after error notification place workbench make big hewn log order add one birch log and then start to add a labor stop when you see srrer message then try to close a workbench ui with esc it will open main menu it should close ui it seems to be really annoying for the players so medium ,1 497913,14397044579.0,IssuesEvent,2020-12-03 07:28:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Revisit movement speed reduction for plants,Category: Balance Priority: Medium Status: Fixed Type: Task,"Some of the movement speed penalties for moving through plants is too great. We have reports that moving through the world can feel like a chore depending on the biome. It is very important that there is still a need for roads and clearing vegetation, but we should tone down the reduction caused by some plants.",1.0,"Revisit movement speed reduction for plants - Some of the movement speed penalties for moving through plants is too great. We have reports that moving through the world can feel like a chore depending on the biome. It is very important that there is still a need for roads and clearing vegetation, but we should tone down the reduction caused by some plants.",1,revisit movement speed reduction for plants some of the movement speed penalties for moving through plants is too great we have reports that moving through the world can feel like a chore depending on the biome it is very important that there is still a need for roads and clearing vegetation but we should tone down the reduction caused by some plants ,1 215119,7290392249.0,IssuesEvent,2018-02-24 01:34:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Brick sparkles / high-poly bricks,Art Medium Priority,"![image](https://user-images.githubusercontent.com/774628/27111225-9ebcfa26-5063-11e7-8632-9b6b001d51fd.png) Noticed some strange sparkles around bricks, some are also in the middle which seems odd so I took a look at the mesh, why is it so high-poly? Could speed up the builder by making it a plane. ![image](https://user-images.githubusercontent.com/774628/27111389-a9f2052a-5064-11e7-9b0c-1badb963ca19.png)",1.0,"Brick sparkles / high-poly bricks - ![image](https://user-images.githubusercontent.com/774628/27111225-9ebcfa26-5063-11e7-8632-9b6b001d51fd.png) Noticed some strange sparkles around bricks, some are also in the middle which seems odd so I took a look at the mesh, why is it so high-poly? Could speed up the builder by making it a plane. ![image](https://user-images.githubusercontent.com/774628/27111389-a9f2052a-5064-11e7-9b0c-1badb963ca19.png)",1,brick sparkles high poly bricks noticed some strange sparkles around bricks some are also in the middle which seems odd so i took a look at the mesh why is it so high poly could speed up the builder by making it a plane ,1 307093,9414185392.0,IssuesEvent,2019-04-10 09:33:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,/players command need rework,Medium Priority,"As i see, need add something to show players ID in this command. In current state, researching player id if player have ""strange"" sumbols in name is painful. (Or add command like /playersid - show all online players with ID) > [09:08] Lockemere: I need a way to ban them first [09:08] Lockemere: the name isn't using standard keyboard charecters i think [09:08] Pam: /ban [09:09] Lockemere: like i said that's not working [09:09] Lockemere: appreciate the help though [09:09] Pam: yjem /whois will not work either [09:09] Lockemere: it says plaer not found or something loike that [09:09] Lockemere: right who is will not work either player not found [09:09] Pam: okay well there is a way to do it if you have access to the server UI [09:10] Lockemere: his name is ?grant [09:10] Lockemere: er ? grant [09:10] Lockemere: is there another way of putting that in ? [09:10] Pam: a real ? or is the ? for some symbol?(изменено) [09:10] Lockemere: I don't think its real not sure if the space is either [09:11] Lockemere: what is synbouk? [09:11] Pam: okay @Lockemere there is but its a bit complicated and you need access to the UI",1.0,"/players command need rework - As i see, need add something to show players ID in this command. In current state, researching player id if player have ""strange"" sumbols in name is painful. (Or add command like /playersid - show all online players with ID) > [09:08] Lockemere: I need a way to ban them first [09:08] Lockemere: the name isn't using standard keyboard charecters i think [09:08] Pam: /ban [09:09] Lockemere: like i said that's not working [09:09] Lockemere: appreciate the help though [09:09] Pam: yjem /whois will not work either [09:09] Lockemere: it says plaer not found or something loike that [09:09] Lockemere: right who is will not work either player not found [09:09] Pam: okay well there is a way to do it if you have access to the server UI [09:10] Lockemere: his name is ?grant [09:10] Lockemere: er ? grant [09:10] Lockemere: is there another way of putting that in ? [09:10] Pam: a real ? or is the ? for some symbol?(изменено) [09:10] Lockemere: I don't think its real not sure if the space is either [09:11] Lockemere: what is synbouk? [09:11] Pam: okay @Lockemere there is but its a bit complicated and you need access to the UI",1, players command need rework as i see need add something to show players id in this command in current state researching player id if player have strange sumbols in name is painful or add command like playersid show all online players with id lockemere i need a way to ban them first lockemere the name isn t using standard keyboard charecters i think pam ban lockemere like i said that s not working lockemere appreciate the help though pam yjem whois will not work either lockemere it says plaer not found or something loike that lockemere right who is will not work either player not found pam okay well there is a way to do it if you have access to the server ui lockemere his name is grant lockemere er grant lockemere is there another way of putting that in pam a real or is the for some symbol изменено lockemere i don t think its real not sure if the space is either lockemere what is synbouk pam okay lockemere there is but its a bit complicated and you need access to the ui,1 444736,12820506863.0,IssuesEvent,2020-07-06 06:00:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Switching off of fishing pole while fishing freezes fish,Priority: Medium QA Status: Fixed,"Cast a fishing pole, catch a fish, reel it in partway, switch to a new tool: Fish will be frozen in midair.",1.0,"Switching off of fishing pole while fishing freezes fish - Cast a fishing pole, catch a fish, reel it in partway, switch to a new tool: Fish will be frozen in midair.",1,switching off of fishing pole while fishing freezes fish cast a fishing pole catch a fish reel it in partway switch to a new tool fish will be frozen in midair ,1 210898,7196282685.0,IssuesEvent,2018-02-05 01:43:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Small Versions of Icons do not Scale,Medium Priority," ![image](https://user-images.githubusercontent.com/14983165/35785125-e1ef081a-09d2-11e8-8b21-794d976b0ad0.png) Any Icon we compose out of multiple images scaled differently does not scale to the small version of the icon. I know this has been known about for a long time, but we need to figure out if this can be addable functionality or not, because many many many icons would benefit from this, and if it cannot ever be done then we will have to make tons of new icons that are often repetitions of others.",1.0,"Small Versions of Icons do not Scale - ![image](https://user-images.githubusercontent.com/14983165/35785125-e1ef081a-09d2-11e8-8b21-794d976b0ad0.png) Any Icon we compose out of multiple images scaled differently does not scale to the small version of the icon. I know this has been known about for a long time, but we need to figure out if this can be addable functionality or not, because many many many icons would benefit from this, and if it cannot ever be done then we will have to make tons of new icons that are often repetitions of others.",1,small versions of icons do not scale any icon we compose out of multiple images scaled differently does not scale to the small version of the icon i know this has been known about for a long time but we need to figure out if this can be addable functionality or not because many many many icons would benefit from this and if it cannot ever be done then we will have to make tons of new icons that are often repetitions of others ,1 467313,13445653038.0,IssuesEvent,2020-09-08 11:46:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1733] Craft tables: messing with labor icons,Category: UI Priority: Medium Status: Fixed,"At some point we will see different icons for the labor on a workbench, though it should be blue hammer as it does not need any specialty. ![bandicam 2020-08-21 14-20-51-233](https://user-images.githubusercontent.com/27898520/90875698-02961080-e3bb-11ea-98cd-9a67bf0acea4.jpg) Just place workbench. Sometimes you need to claim (with /claim command). ",1.0,"[0.9.0 staging-1733] Craft tables: messing with labor icons - At some point we will see different icons for the labor on a workbench, though it should be blue hammer as it does not need any specialty. ![bandicam 2020-08-21 14-20-51-233](https://user-images.githubusercontent.com/27898520/90875698-02961080-e3bb-11ea-98cd-9a67bf0acea4.jpg) Just place workbench. Sometimes you need to claim (with /claim command). ",1, craft tables messing with labor icons at some point we will see different icons for the labor on a workbench though it should be blue hammer as it does not need any specialty just place workbench sometimes you need to claim with claim command ,1 438040,12610177456.0,IssuesEvent,2020-06-12 04:05:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"When generating the objects, the crane is appearing to have graphical corruption.",Priority: Medium Status: Investigate,"Description: The crane's cable is appearing to be too big and is appearing to be graphically corrupted. STR: 1. Start the game. 2. Create/Join a world. 3. Have a crane generated and place it. 4. Observe the crane cable issue. Actual Result: The crane cable is appearing to be graphically corrupted. Expected Result: There should be no graphical corruption with any of the objects. Screenshots: ![screenshot 440](https://user-images.githubusercontent.com/43132426/45831285-94eb9080-bd1c-11e8-8463-de263a04f535.png) ![screenshot 441](https://user-images.githubusercontent.com/43132426/45831286-95842700-bd1c-11e8-8147-d00109c90d36.png) ![screenshot 442](https://user-images.githubusercontent.com/43132426/45831287-95842700-bd1c-11e8-93a9-296bc4b79f3d.png) ",1.0,"When generating the objects, the crane is appearing to have graphical corruption. - Description: The crane's cable is appearing to be too big and is appearing to be graphically corrupted. STR: 1. Start the game. 2. Create/Join a world. 3. Have a crane generated and place it. 4. Observe the crane cable issue. Actual Result: The crane cable is appearing to be graphically corrupted. Expected Result: There should be no graphical corruption with any of the objects. Screenshots: ![screenshot 440](https://user-images.githubusercontent.com/43132426/45831285-94eb9080-bd1c-11e8-8463-de263a04f535.png) ![screenshot 441](https://user-images.githubusercontent.com/43132426/45831286-95842700-bd1c-11e8-8147-d00109c90d36.png) ![screenshot 442](https://user-images.githubusercontent.com/43132426/45831287-95842700-bd1c-11e8-93a9-296bc4b79f3d.png) ",1,when generating the objects the crane is appearing to have graphical corruption description the crane s cable is appearing to be too big and is appearing to be graphically corrupted str start the game create join a world have a crane generated and place it observe the crane cable issue actual result the crane cable is appearing to be graphically corrupted expected result there should be no graphical corruption with any of the objects screenshots ,1 339384,10253567655.0,IssuesEvent,2019-08-21 11:37:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 staging-1099] Stockpile Highlight Glitch,Fixed Medium Priority QA Regression Verified,"It looks very strange in 8.3.0: ![unknown (4)](https://user-images.githubusercontent.com/45708377/63154912-491f9500-c01a-11e9-8b87-b416ed61c698.png) If you will move item between two stockpile Highlight can dissapears ![unknown (5)](https://user-images.githubusercontent.com/45708377/63154995-72402580-c01a-11e9-8311-c4e8d3e2d626.png) ![unknown (6)](https://user-images.githubusercontent.com/45708377/63155003-766c4300-c01a-11e9-8608-9a5712bfee87.png) For comparison 8.2.9: ![image](https://user-images.githubusercontent.com/45708377/63154767-ffcf4580-c019-11e9-8888-4096e4814468.png) ",1.0,"[0.8.3.0 staging-1099] Stockpile Highlight Glitch - It looks very strange in 8.3.0: ![unknown (4)](https://user-images.githubusercontent.com/45708377/63154912-491f9500-c01a-11e9-8b87-b416ed61c698.png) If you will move item between two stockpile Highlight can dissapears ![unknown (5)](https://user-images.githubusercontent.com/45708377/63154995-72402580-c01a-11e9-8311-c4e8d3e2d626.png) ![unknown (6)](https://user-images.githubusercontent.com/45708377/63155003-766c4300-c01a-11e9-8608-9a5712bfee87.png) For comparison 8.2.9: ![image](https://user-images.githubusercontent.com/45708377/63154767-ffcf4580-c019-11e9-8888-4096e4814468.png) ",1, stockpile highlight glitch it looks very strange in if you will move item between two stockpile highlight can dissapears for comparison ,1 454485,13102118738.0,IssuesEvent,2020-08-04 05:56:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-stable-3] Strange laws Ui bug : Arithmetic doesn't show left and right field and duplication when switching type,Category: UI Priority: Medium Status: Fixed,"Difficult to discribe so a video. https://imgur.com/a/J3eYUSw Partially related to #17197.",1.0,"[0.9.0.0 beta staging-stable-3] Strange laws Ui bug : Arithmetic doesn't show left and right field and duplication when switching type - Difficult to discribe so a video. https://imgur.com/a/J3eYUSw Partially related to #17197.",1, strange laws ui bug arithmetic doesn t show left and right field and duplication when switching type difficult to discribe so a video partially related to ,1 368577,10881479014.0,IssuesEvent,2019-11-17 18:03:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1248] Important notification UI,Medium Priority,"1. Shadow? ![image](https://user-images.githubusercontent.com/45708377/68756945-27837900-061c-11ea-8f03-afb74cc7efa9.png) 2. Delete all doesn't work. ![image](https://user-images.githubusercontent.com/45708377/68757019-46820b00-061c-11ea-85bf-7773ffdcbc99.png) 3. @johnkslg, Why did you decide to remake UI? I prefer 2 icons it's better than ""big"" panel that is always shown. This UI much better: ![image](https://user-images.githubusercontent.com/45708377/68758045-1cc9e380-061e-11ea-943c-3c4a37e1ea31.png) Can we remake it less ""big"". like: ![image](https://user-images.githubusercontent.com/45708377/68758121-3ff49300-061e-11ea-97de-77e565f39f68.png) or maybe leave only 2 icons. ",1.0,"[0.9.0 staging-1248] Important notification UI - 1. Shadow? ![image](https://user-images.githubusercontent.com/45708377/68756945-27837900-061c-11ea-8f03-afb74cc7efa9.png) 2. Delete all doesn't work. ![image](https://user-images.githubusercontent.com/45708377/68757019-46820b00-061c-11ea-85bf-7773ffdcbc99.png) 3. @johnkslg, Why did you decide to remake UI? I prefer 2 icons it's better than ""big"" panel that is always shown. This UI much better: ![image](https://user-images.githubusercontent.com/45708377/68758045-1cc9e380-061e-11ea-943c-3c4a37e1ea31.png) Can we remake it less ""big"". like: ![image](https://user-images.githubusercontent.com/45708377/68758121-3ff49300-061e-11ea-97de-77e565f39f68.png) or maybe leave only 2 icons. ",1, important notification ui shadow delete all doesn t work johnkslg why did you decide to remake ui i prefer icons it s better than big panel that is always shown this ui much better can we remake it less big like or maybe leave only icons ,1 432528,12494593812.0,IssuesEvent,2020-06-01 11:31:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1569] New map: don't see layer with district drawing,Priority: Medium Status: Reopen Week Task,"You don't see what you are painting in zoning office ![bandicam 2020-05-28 12-26-06-954.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/62794829-5736-46ae-914c-23a15ddf5eba)",1.0,"[0.9.0 staging-1569] New map: don't see layer with district drawing - You don't see what you are painting in zoning office ![bandicam 2020-05-28 12-26-06-954.jpg](https://images.zenhubusercontent.com/5ec7555962ebd9185dc41217/62794829-5736-46ae-914c-23a15ddf5eba)",1, new map don t see layer with district drawing you don t see what you are painting in zoning office ,1 379813,11236046291.0,IssuesEvent,2020-01-09 09:40:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1310] World Object: Reduce room requirement for Ballot Box,Category: Balance Fixed Priority: Medium,"The ballot box only occupies 1x1x2 of space, but it requires 45m^2 of room space. This should be reduced to 25m^2, but I suggest the room requirement is removed completely. The ballot box is not like other government objects. It must be used by players on a regular basis and it does not contain any civics. There will likely be multiple ballot boxes in various locations. It would be nice if we can have ballot boxes in open spaces like the middle of a town square. ![BallotBox](https://user-images.githubusercontent.com/47330823/71484626-28363000-27c2-11ea-9157-575b6ba91643.png) ",1.0,"[0.9.0 staging-1310] World Object: Reduce room requirement for Ballot Box - The ballot box only occupies 1x1x2 of space, but it requires 45m^2 of room space. This should be reduced to 25m^2, but I suggest the room requirement is removed completely. The ballot box is not like other government objects. It must be used by players on a regular basis and it does not contain any civics. There will likely be multiple ballot boxes in various locations. It would be nice if we can have ballot boxes in open spaces like the middle of a town square. ![BallotBox](https://user-images.githubusercontent.com/47330823/71484626-28363000-27c2-11ea-9157-575b6ba91643.png) ",1, world object reduce room requirement for ballot box the ballot box only occupies of space but it requires of room space this should be reduced to but i suggest the room requirement is removed completely the ballot box is not like other government objects it must be used by players on a regular basis and it does not contain any civics there will likely be multiple ballot boxes in various locations it would be nice if we can have ballot boxes in open spaces like the middle of a town square ,1 249149,7953918322.0,IssuesEvent,2018-07-12 04:46:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Too many stones,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. Great a huge hole 2. make alot of mined stone 3. gather it. **Expected behavior:** Not Crash **Actual behavior:** Crashed",1.0,"USER ISSUE: Too many stones - **Version:** 0.7.3.3 beta **Steps to Reproduce:** 1. Great a huge hole 2. make alot of mined stone 3. gather it. **Expected behavior:** Not Crash **Actual behavior:** Crashed",1,user issue too many stones version beta steps to reproduce great a huge hole make alot of mined stone gather it expected behavior not crash actual behavior crashed,1 222122,7428384551.0,IssuesEvent,2018-03-24 00:58:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract Permission Bug,Medium Priority,"""Both property rights and object rights give people the same access. Build, storage access, destroy walls."" ""I basically had a friend get both property permission and object permissions, but he was able to destroy walls with object permissions. Object permissions should only enable a person to open the specific item, no? or use it?"" -From a user on discord",1.0,"Contract Permission Bug - ""Both property rights and object rights give people the same access. Build, storage access, destroy walls."" ""I basically had a friend get both property permission and object permissions, but he was able to destroy walls with object permissions. Object permissions should only enable a person to open the specific item, no? or use it?"" -From a user on discord",1,contract permission bug both property rights and object rights give people the same access build storage access destroy walls i basically had a friend get both property permission and object permissions but he was able to destroy walls with object permissions object permissions should only enable a person to open the specific item no or use it from a user on discord,1 393230,11612177072.0,IssuesEvent,2020-02-26 08:26:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1326] Some scrolling UI flaws in minimap ,Priority: Medium Status: Fixed,"""Enviroment data"" has scrolling inside: ![image](https://user-images.githubusercontent.com/45708377/71873468-4c81fd00-3130-11ea-8043-6710592f2724.png) ""District Maps"". ""Settings"" and ""Markers"" have scrolling outside: ![image](https://user-images.githubusercontent.com/45708377/71873407-1fcde580-3130-11ea-8e9e-73dcbb4c673f.png) ![image](https://user-images.githubusercontent.com/45708377/71873424-2b211100-3130-11ea-9d0a-6cd63a697f00.png) ![image](https://user-images.githubusercontent.com/45708377/71873432-3116f200-3130-11ea-892e-d27410cb32d0.png) All tabs should scroll inside. Also they should have same width: ![image](https://user-images.githubusercontent.com/45708377/71873527-6ae7f880-3130-11ea-9040-df18a19b85b7.png) You need to bring tabs to one view. ",1.0,"[0.9.0 staging-1326] Some scrolling UI flaws in minimap - ""Enviroment data"" has scrolling inside: ![image](https://user-images.githubusercontent.com/45708377/71873468-4c81fd00-3130-11ea-8043-6710592f2724.png) ""District Maps"". ""Settings"" and ""Markers"" have scrolling outside: ![image](https://user-images.githubusercontent.com/45708377/71873407-1fcde580-3130-11ea-8e9e-73dcbb4c673f.png) ![image](https://user-images.githubusercontent.com/45708377/71873424-2b211100-3130-11ea-9d0a-6cd63a697f00.png) ![image](https://user-images.githubusercontent.com/45708377/71873432-3116f200-3130-11ea-892e-d27410cb32d0.png) All tabs should scroll inside. Also they should have same width: ![image](https://user-images.githubusercontent.com/45708377/71873527-6ae7f880-3130-11ea-9040-df18a19b85b7.png) You need to bring tabs to one view. ",1, some scrolling ui flaws in minimap enviroment data has scrolling inside district maps settings and markers have scrolling outside all tabs should scroll inside also they should have same width you need to bring tabs to one view ,1 476222,13735608875.0,IssuesEvent,2020-10-05 10:25:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 release-86] Waste filter improvement:,Category: Gameplay Priority: Medium,"Save file: https://drive.google.com/file/d/15pHazQFpTwFa7bvngsNP2u-FMj1sECyu/view?usp=sharing - [ ] 1. Don't have any error in status when you connect waste filter 1 output to waste filter 2 input. All craft process is stopped but Waste filter have green status: ![image](https://user-images.githubusercontent.com/45708377/95059635-d41d8c00-0701-11eb-8ea3-798b6400cbf7.png) ![image](https://user-images.githubusercontent.com/45708377/95059763-0333fd80-0702-11eb-88ec-67c510b34cda.png) Coordinates: 680,60,580. - [ ] 2. Waste Filter doesn't start to work from Combustion generator if Combustion generator is only one object that give electric power. But After my investigate I guess that Waste Filter can work without electric power (Seems it still have something like battery) But after time it stops. ![image](https://user-images.githubusercontent.com/45708377/95067575-b73a8600-070c-11eb-84fa-f04642b820b5.png) Coordinates: 220,60,560. ",1.0,"[0.9.0 release-86] Waste filter improvement: - Save file: https://drive.google.com/file/d/15pHazQFpTwFa7bvngsNP2u-FMj1sECyu/view?usp=sharing - [ ] 1. Don't have any error in status when you connect waste filter 1 output to waste filter 2 input. All craft process is stopped but Waste filter have green status: ![image](https://user-images.githubusercontent.com/45708377/95059635-d41d8c00-0701-11eb-8ea3-798b6400cbf7.png) ![image](https://user-images.githubusercontent.com/45708377/95059763-0333fd80-0702-11eb-88ec-67c510b34cda.png) Coordinates: 680,60,580. - [ ] 2. Waste Filter doesn't start to work from Combustion generator if Combustion generator is only one object that give electric power. But After my investigate I guess that Waste Filter can work without electric power (Seems it still have something like battery) But after time it stops. ![image](https://user-images.githubusercontent.com/45708377/95067575-b73a8600-070c-11eb-84fa-f04642b820b5.png) Coordinates: 220,60,560. ",1, waste filter improvement save file don t have any error in status when you connect waste filter output to waste filter input all craft process is stopped but waste filter have green status coordinates waste filter doesn t start to work from combustion generator if combustion generator is only one object that give electric power but after my investigate i guess that waste filter can work without electric power seems it still have something like battery but after time it stops coordinates ,1 511591,14877179283.0,IssuesEvent,2021-01-20 02:31:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Admin CW Management, show both regions",Category: Accounts Category: Web Priority: Medium,"/api/instance/all is now returning region field. (ask simon for specifics as needed) On CW Management page, update so Worlds Online area displays both regions. There should be a separation to distinguish worlds from each region ",1.0,"Admin CW Management, show both regions - /api/instance/all is now returning region field. (ask simon for specifics as needed) On CW Management page, update so Worlds Online area displays both regions. There should be a separation to distinguish worlds from each region ",1,admin cw management show both regions api instance all is now returning region field ask simon for specifics as needed on cw management page update so worlds online area displays both regions there should be a separation to distinguish worlds from each region ,1 230807,7614177165.0,IssuesEvent,2018-05-02 01:09:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Harvest Contract Clause should be invalid if there is nothing to harvest,Medium Priority,"If ""Mow Lawn"" is invalid when there's no grass, ""Harvest"" should be invalid if there's none of that plant to harvest. ",1.0,"Harvest Contract Clause should be invalid if there is nothing to harvest - If ""Mow Lawn"" is invalid when there's no grass, ""Harvest"" should be invalid if there's none of that plant to harvest. ",1,harvest contract clause should be invalid if there is nothing to harvest if mow lawn is invalid when there s no grass harvest should be invalid if there s none of that plant to harvest ,1 303710,9309830315.0,IssuesEvent,2019-03-25 17:19:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Duplicate items in stockpile,Fixed Medium Priority,"Hello, wanted to share a bug we found. If you stand atop of your stockpile like this: ![screenshot 11](https://user-images.githubusercontent.com/47145011/51908838-92a9e900-2416-11e9-8967-f291b324e84c.png) ![screenshot 5](https://user-images.githubusercontent.com/47145011/51909114-86725b80-2417-11e9-9d6b-005616b15a2d.png) In this example we are duplicating the only stack of stone in this stockpile Then look down to your stockpile and try to get your cursor between the edge of the block you're standing on and the stones in the stockpile, just like this: ![screenshot 6](https://user-images.githubusercontent.com/47145011/51909005-2b406900-2417-11e9-95d3-682f2675cf9b.png) The stones now will be highlighted instead of the whole stockpile being highlighted Then, don't move your cursor at all and just hold ""E"" or the key for ""Pick up"" action ![screenshot 7](https://user-images.githubusercontent.com/47145011/51909271-f1239700-2417-11e9-9375-9ed3d7afefd0.png) It seems that the stockpile is empty of stones, but in reality they are just not visible and also you have anothe stack in your hands ![screenshot 9](https://user-images.githubusercontent.com/47145011/51909480-77d87400-2418-11e9-995c-0bc1cb95b852.png) If you update stockpile by changing something inside of it, the stones are visible again ![screenshot 10](https://user-images.githubusercontent.com/47145011/51909608-c84fd180-2418-11e9-92d4-f87989f2f8af.png) We tried it in another place, works just fine I believe it works only with stuff like stones, bricks, lumber and so on, not with items Please patch this, it's breaking the game so much Game version 0.7.8.9 Sorry for the lack of info, just wanted to get it out there quickly before 8.0 If this does go out to the game dev team, you are legends, best game 10/10 ",1.0,"Duplicate items in stockpile - Hello, wanted to share a bug we found. If you stand atop of your stockpile like this: ![screenshot 11](https://user-images.githubusercontent.com/47145011/51908838-92a9e900-2416-11e9-8967-f291b324e84c.png) ![screenshot 5](https://user-images.githubusercontent.com/47145011/51909114-86725b80-2417-11e9-9d6b-005616b15a2d.png) In this example we are duplicating the only stack of stone in this stockpile Then look down to your stockpile and try to get your cursor between the edge of the block you're standing on and the stones in the stockpile, just like this: ![screenshot 6](https://user-images.githubusercontent.com/47145011/51909005-2b406900-2417-11e9-95d3-682f2675cf9b.png) The stones now will be highlighted instead of the whole stockpile being highlighted Then, don't move your cursor at all and just hold ""E"" or the key for ""Pick up"" action ![screenshot 7](https://user-images.githubusercontent.com/47145011/51909271-f1239700-2417-11e9-9375-9ed3d7afefd0.png) It seems that the stockpile is empty of stones, but in reality they are just not visible and also you have anothe stack in your hands ![screenshot 9](https://user-images.githubusercontent.com/47145011/51909480-77d87400-2418-11e9-995c-0bc1cb95b852.png) If you update stockpile by changing something inside of it, the stones are visible again ![screenshot 10](https://user-images.githubusercontent.com/47145011/51909608-c84fd180-2418-11e9-92d4-f87989f2f8af.png) We tried it in another place, works just fine I believe it works only with stuff like stones, bricks, lumber and so on, not with items Please patch this, it's breaking the game so much Game version 0.7.8.9 Sorry for the lack of info, just wanted to get it out there quickly before 8.0 If this does go out to the game dev team, you are legends, best game 10/10 ",1,duplicate items in stockpile hello wanted to share a bug we found if you stand atop of your stockpile like this in this example we are duplicating the only stack of stone in this stockpile then look down to your stockpile and try to get your cursor between the edge of the block you re standing on and the stones in the stockpile just like this the stones now will be highlighted instead of the whole stockpile being highlighted then don t move your cursor at all and just hold e or the key for pick up action it seems that the stockpile is empty of stones but in reality they are just not visible and also you have anothe stack in your hands if you update stockpile by changing something inside of it the stones are visible again we tried it in another place works just fine i believe it works only with stuff like stones bricks lumber and so on not with items please patch this it s breaking the game so much game version sorry for the lack of info just wanted to get it out there quickly before if this does go out to the game dev team you are legends best game ,1 251692,8025913399.0,IssuesEvent,2018-07-27 00:32:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allow openings for roofs in rooms to allow for interior stairs ,Medium Priority,"In 6.4.1 we can't make interior stairs to connect vertical rooms because the room system doesn't allow any opening in the roof. It would be great to be able to ! ",1.0,"Allow openings for roofs in rooms to allow for interior stairs - In 6.4.1 we can't make interior stairs to connect vertical rooms because the room system doesn't allow any opening in the roof. It would be great to be able to ! ",1,allow openings for roofs in rooms to allow for interior stairs in we can t make interior stairs to connect vertical rooms because the room system doesn t allow any opening in the roof it would be great to be able to ,1 216345,7307031070.0,IssuesEvent,2018-02-28 00:37:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tailings exploit: put them in cart and dump them in the ocean,Feature Medium Priority,"1. Tailings could be heavier 2. Vehicles could cause pollution ",1.0,"Tailings exploit: put them in cart and dump them in the ocean - 1. Tailings could be heavier 2. Vehicles could cause pollution ",1,tailings exploit put them in cart and dump them in the ocean tailings could be heavier vehicles could cause pollution ,1 481881,13893609203.0,IssuesEvent,2020-10-19 13:44:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Arrow NullReference exception,Category: Tech Priority: Medium Status: Fixed,"Version 9.0 Public Beta What should happen: Arrow is shot into log or piece of rock, object is removed, arrow is also removed, and any references to it are killed. What actually happens: Arrow is shot into an object that is then removed. this triggers a NullReference exception, referencing an object which has no instance, which is called every tick, causing an increased load on the server. ![20200906143131_1](https://user-images.githubusercontent.com/69419464/92376921-5437de00-f0d1-11ea-86e4-35eb39f8d0ca.jpg) ",1.0,"Arrow NullReference exception - Version 9.0 Public Beta What should happen: Arrow is shot into log or piece of rock, object is removed, arrow is also removed, and any references to it are killed. What actually happens: Arrow is shot into an object that is then removed. this triggers a NullReference exception, referencing an object which has no instance, which is called every tick, causing an increased load on the server. ![20200906143131_1](https://user-images.githubusercontent.com/69419464/92376921-5437de00-f0d1-11ea-86e4-35eb39f8d0ca.jpg) ",1,arrow nullreference exception version public beta what should happen arrow is shot into log or piece of rock object is removed arrow is also removed and any references to it are killed what actually happens arrow is shot into an object that is then removed this triggers a nullreference exception referencing an object which has no instance which is called every tick causing an increased load on the server ,1 462904,13256043156.0,IssuesEvent,2020-08-20 12:02:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1673] Computer Lab and Laser recipes for Cheap, Normal and Expensive craft cost.",Category: Balance Priority: Medium Status: Fixed,and maybe Research books,1.0,"[0.9.0 staging-1673] Computer Lab and Laser recipes for Cheap, Normal and Expensive craft cost. - and maybe Research books",1, computer lab and laser recipes for cheap normal and expensive craft cost and maybe research books,1 500209,14493113338.0,IssuesEvent,2020-12-11 08:05:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: can't switch from Land Claim Stake after claiming & dropping,Category: Gameplay Priority: Medium Status: Fixed,"\ **Version:** 0.9.1.0 beta staging-1823 **Steps to Reproduce:** 1. I made a law forbidding the drop of tailings on unowned terrain 2. I took a tailing into my hands 3. I used a land claim stake to claim area 4. when I claimed the area, the tailing got dropped too 5. I now can't switch away from my land claim stake **Expected behavior:** I should be able to switch to another item in my toolbar **Actual behavior:** I can't switch to another Item in my toolbar. After sending this bug report, it worked again. **Do you have mods installed? Does the issue happen when no mods are installed?:** no mods installed **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5438551/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5438552/Player-prev.log) ",1.0,"USER ISSUE: can't switch from Land Claim Stake after claiming & dropping - \ **Version:** 0.9.1.0 beta staging-1823 **Steps to Reproduce:** 1. I made a law forbidding the drop of tailings on unowned terrain 2. I took a tailing into my hands 3. I used a land claim stake to claim area 4. when I claimed the area, the tailing got dropped too 5. I now can't switch away from my land claim stake **Expected behavior:** I should be able to switch to another item in my toolbar **Actual behavior:** I can't switch to another Item in my toolbar. After sending this bug report, it worked again. **Do you have mods installed? Does the issue happen when no mods are installed?:** no mods installed **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5438551/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/5438552/Player-prev.log) ",1,user issue can t switch from land claim stake after claiming dropping version beta staging steps to reproduce i made a law forbidding the drop of tailings on unowned terrain i took a tailing into my hands i used a land claim stake to claim area when i claimed the area the tailing got dropped too i now can t switch away from my land claim stake expected behavior i should be able to switch to another item in my toolbar actual behavior i can t switch to another item in my toolbar after sending this bug report it worked again do you have mods installed does the issue happen when no mods are installed no mods installed please provide log files instruction is here ,1 236272,7748181286.0,IssuesEvent,2018-05-30 07:27:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,GRAPHIC ISSUE: Wall elements displayed in wrong direction,Medium Priority Suggestion,"(v0.7.3.3 also 0.7.2.5) Possibly all wall-elements (bricks, stone, logs) are displayed in a wrong direction if they are inserted in a north-south-wall with gaps between. If windows or doors (or even blocks) are inserted, the texture turns in the right direction. Fancy things happen when a door is opened, the wall opens also :) ![eco wrong elemnts](https://user-images.githubusercontent.com/38510829/39401664-df732418-4b4a-11e8-98be-ce3dc5c54b36.jpg) Attachment and Suggestion: wouldn't it be best to use the direction keys for such elements, it would clear the code?",1.0,"GRAPHIC ISSUE: Wall elements displayed in wrong direction - (v0.7.3.3 also 0.7.2.5) Possibly all wall-elements (bricks, stone, logs) are displayed in a wrong direction if they are inserted in a north-south-wall with gaps between. If windows or doors (or even blocks) are inserted, the texture turns in the right direction. Fancy things happen when a door is opened, the wall opens also :) ![eco wrong elemnts](https://user-images.githubusercontent.com/38510829/39401664-df732418-4b4a-11e8-98be-ce3dc5c54b36.jpg) Attachment and Suggestion: wouldn't it be best to use the direction keys for such elements, it would clear the code?",1,graphic issue wall elements displayed in wrong direction also possibly all wall elements bricks stone logs are displayed in a wrong direction if they are inserted in a north south wall with gaps between if windows or doors or even blocks are inserted the texture turns in the right direction fancy things happen when a door is opened the wall opens also attachment and suggestion wouldn t it be best to use the direction keys for such elements it would clear the code ,1 216984,7313602356.0,IssuesEvent,2018-03-01 02:01:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: World view waypoint bug,Medium Priority," ![20180203192525_1](https://user-images.githubusercontent.com/36118065/35773158-12a9250a-0918-11e8-925c-1de9826c10f4.jpg) **Version:** 0.7.0.0 beta **Steps to Reproduce:** begin the new tutorial, on the world view tutorial follow steps until the last objective (you can see the marker in the world. click the arrow to bring up options or remove it) **Expected behavior:** clicking the downward facing arrow should bring up a context menu with options (including removal) **Actual behavior:** clicking the arrow does not bring up a menu of any kind, also waypoints placed previously show on the screen but no longer show on the map attached is a screenshot via the new steam client :) ",1.0,"USER ISSUE: World view waypoint bug - ![20180203192525_1](https://user-images.githubusercontent.com/36118065/35773158-12a9250a-0918-11e8-925c-1de9826c10f4.jpg) **Version:** 0.7.0.0 beta **Steps to Reproduce:** begin the new tutorial, on the world view tutorial follow steps until the last objective (you can see the marker in the world. click the arrow to bring up options or remove it) **Expected behavior:** clicking the downward facing arrow should bring up a context menu with options (including removal) **Actual behavior:** clicking the arrow does not bring up a menu of any kind, also waypoints placed previously show on the screen but no longer show on the map attached is a screenshot via the new steam client :) ",1,user issue world view waypoint bug version beta steps to reproduce begin the new tutorial on the world view tutorial follow steps until the last objective you can see the marker in the world click the arrow to bring up options or remove it expected behavior clicking the downward facing arrow should bring up a context menu with options including removal actual behavior clicking the arrow does not bring up a menu of any kind also waypoints placed previously show on the screen but no longer show on the map attached is a screenshot via the new steam client ,1 250686,7979943313.0,IssuesEvent,2018-07-18 00:23:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Server folder missing,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** NEW >select the options >START **Expected behavior:** No server folder in Eco_Data folder **Actual behavior:** The following error message popped up: ``Could not create save file: /media/kevin/DD2/Steam/steamapps/common/Eco/Eco_Data/Server/Storage/DefaultWorld does not exist` ```",1.0,"USER ISSUE: Server folder missing - **Version:** 0.7.1.2 beta **Steps to Reproduce:** NEW >select the options >START **Expected behavior:** No server folder in Eco_Data folder **Actual behavior:** The following error message popped up: ``Could not create save file: /media/kevin/DD2/Steam/steamapps/common/Eco/Eco_Data/Server/Storage/DefaultWorld does not exist` ```",1,user issue server folder missing version beta steps to reproduce new select the options start expected behavior no server folder in eco data folder actual behavior the following error message popped up could not create save file media kevin steam steamapps common eco eco data server storage defaultworld does not exist ,1 307163,9414245707.0,IssuesEvent,2019-04-10 09:41:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"You can place into stockpiles, ignoring restriction law.",Laws Medium Priority,"server have law prevent garbage or tailings place in city district. But no way to restrict place tailings|garbage to stockpile. :(",1.0,"You can place into stockpiles, ignoring restriction law. - server have law prevent garbage or tailings place in city district. But no way to restrict place tailings|garbage to stockpile. :(",1,you can place into stockpiles ignoring restriction law server have law prevent garbage or tailings place in city district but no way to restrict place tailings garbage to stockpile ,1 387449,11461574222.0,IssuesEvent,2020-02-07 12:16:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1387] Effects issues,Priority: Medium,"After last effects changes we have some issues: 1) Fog setting seems to be working by default without any way to switch it off. With fog ![bandicam 2020-02-07 17-02-15-814](https://user-images.githubusercontent.com/27898520/74028206-9ed26a00-49cb-11ea-9e2e-867580bb95d4.jpg) ![bandicam 2020-02-07 17-02-17-228](https://user-images.githubusercontent.com/27898520/74028210-a0039700-49cb-11ea-8fbe-e39ea7682772.jpg) Without fog ![bandicam 2020-02-07 17-02-21-755](https://user-images.githubusercontent.com/27898520/74028220-a560e180-49cb-11ea-9dcb-7522ee395614.jpg) ![bandicam 2020-02-07 17-02-23-099](https://user-images.githubusercontent.com/27898520/74028223-a6920e80-49cb-11ea-816b-a6db76a94bdb.jpg) 2) Too dark main menu ![bandicam 2020-02-07 17-08-27-821](https://user-images.githubusercontent.com/27898520/74028560-7bf48580-49cc-11ea-9759-77d5cc123de5.jpg) 3) After disconnect you can see your world in the main menu. And also ii has strange dark fog. ![unknown (49)](https://user-images.githubusercontent.com/27898520/74028983-73e91580-49cd-11ea-9d09-4392b6f7e248.png) ",1.0,"[0.9.0 staging-1387] Effects issues - After last effects changes we have some issues: 1) Fog setting seems to be working by default without any way to switch it off. With fog ![bandicam 2020-02-07 17-02-15-814](https://user-images.githubusercontent.com/27898520/74028206-9ed26a00-49cb-11ea-9e2e-867580bb95d4.jpg) ![bandicam 2020-02-07 17-02-17-228](https://user-images.githubusercontent.com/27898520/74028210-a0039700-49cb-11ea-8fbe-e39ea7682772.jpg) Without fog ![bandicam 2020-02-07 17-02-21-755](https://user-images.githubusercontent.com/27898520/74028220-a560e180-49cb-11ea-9dcb-7522ee395614.jpg) ![bandicam 2020-02-07 17-02-23-099](https://user-images.githubusercontent.com/27898520/74028223-a6920e80-49cb-11ea-816b-a6db76a94bdb.jpg) 2) Too dark main menu ![bandicam 2020-02-07 17-08-27-821](https://user-images.githubusercontent.com/27898520/74028560-7bf48580-49cc-11ea-9759-77d5cc123de5.jpg) 3) After disconnect you can see your world in the main menu. And also ii has strange dark fog. ![unknown (49)](https://user-images.githubusercontent.com/27898520/74028983-73e91580-49cd-11ea-9d09-4392b6f7e248.png) ",1, effects issues after last effects changes we have some issues fog setting seems to be working by default without any way to switch it off with fog without fog too dark main menu after disconnect you can see your world in the main menu and also ii has strange dark fog ,1 549970,16102675079.0,IssuesEvent,2021-04-27 11:23:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.4 Develop-267]Missing icon art display for Beaver, Marmot, and Prairie Dog",Category: Art Priority: Medium Squad: Saguaro Type: Task,"Build: 0.9.4 Develop ## Issue Missing Icon Art for Beaver, Marmot, and Prairie Dog. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/3fc3f40e-0748-4e98-8402-feb9d958ec4b) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/f5ef8067-f086-4389-bfe6-dd0b51872291)",1.0,"[0.9.4 Develop-267]Missing icon art display for Beaver, Marmot, and Prairie Dog - Build: 0.9.4 Develop ## Issue Missing Icon Art for Beaver, Marmot, and Prairie Dog. ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/3fc3f40e-0748-4e98-8402-feb9d958ec4b) ![image.png](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/f5ef8067-f086-4389-bfe6-dd0b51872291)",1, missing icon art display for beaver marmot and prairie dog build develop issue missing icon art for beaver marmot and prairie dog ,1 462083,13240715964.0,IssuesEvent,2020-08-19 06:55:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 beta staging 1695] Public crafting station empty,Category: UI Priority: Medium Status: Fixed Status: Reopen,"Step to reproduce : - log in to last test server and open public crafting station Actual result: - it's empty and you briefly see some red text (probably error ?) Expected result: - it's not empty [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5010918/Player.log) ![image](https://user-images.githubusercontent.com/339611/89105902-85aff080-d425-11ea-9788-dfbb35e4810c.png) ",1.0,"[0.9.0 beta staging 1695] Public crafting station empty - Step to reproduce : - log in to last test server and open public crafting station Actual result: - it's empty and you briefly see some red text (probably error ?) Expected result: - it's not empty [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5010918/Player.log) ![image](https://user-images.githubusercontent.com/339611/89105902-85aff080-d425-11ea-9788-dfbb35e4810c.png) ",1, public crafting station empty step to reproduce log in to last test server and open public crafting station actual result it s empty and you briefly see some red text probably error expected result it s not empty ,1 378354,11200831676.0,IssuesEvent,2020-01-03 23:17:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.0 staging-1321] Picking up a contract board deletes all contracts attached to it,Medium Priority,"Picking up a contract board deletes all the attached contracts with no way to get them back. This causes the payment to stay locked in Contract Escrow and the deposit to remain with the client who posted the contract.. Perhaps contract boards should become unique objects like civic objects. Contract to replicate: ![ContractDeposit](https://user-images.githubusercontent.com/47330823/71703849-cc544400-2d8b-11ea-9b79-398608128296.png) Tooltip of contract after replacing contract board: ![ContractNotFound](https://user-images.githubusercontent.com/47330823/71703856-dfffaa80-2d8b-11ea-8677-6594a391db4e.png) ",1.0,"[0.9.0 staging-1321] Picking up a contract board deletes all contracts attached to it - Picking up a contract board deletes all the attached contracts with no way to get them back. This causes the payment to stay locked in Contract Escrow and the deposit to remain with the client who posted the contract.. Perhaps contract boards should become unique objects like civic objects. Contract to replicate: ![ContractDeposit](https://user-images.githubusercontent.com/47330823/71703849-cc544400-2d8b-11ea-9b79-398608128296.png) Tooltip of contract after replacing contract board: ![ContractNotFound](https://user-images.githubusercontent.com/47330823/71703856-dfffaa80-2d8b-11ea-8677-6594a391db4e.png) ",1, picking up a contract board deletes all contracts attached to it picking up a contract board deletes all the attached contracts with no way to get them back this causes the payment to stay locked in contract escrow and the deposit to remain with the client who posted the contract perhaps contract boards should become unique objects like civic objects contract to replicate tooltip of contract after replacing contract board ,1 207946,7134737031.0,IssuesEvent,2018-01-22 21:54:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Ingredient Box not going red when you haven't enough Resources to make the item,Medium Priority,"**Version:** 0.6.4.0 alpha staging-ca25d17a Couple of Examples (one from Masonry Table and one from a Campfire) ![snap1107](https://user-images.githubusercontent.com/29383891/35001833-aaa670fc-fadf-11e7-8a18-87d7bfd18189.png) ![snap1108](https://user-images.githubusercontent.com/29383891/35001834-aac278b0-fadf-11e7-9907-a2aee6df860c.png) Older 6.3.1 version ![snap1109](https://user-images.githubusercontent.com/29383891/35001852-baa0351a-fadf-11e7-8312-17f2b5230c6d.png) was nice seeing this as you then knew that you didn't have enough and had to get more",1.0,"USER ISSUE: Ingredient Box not going red when you haven't enough Resources to make the item - **Version:** 0.6.4.0 alpha staging-ca25d17a Couple of Examples (one from Masonry Table and one from a Campfire) ![snap1107](https://user-images.githubusercontent.com/29383891/35001833-aaa670fc-fadf-11e7-8a18-87d7bfd18189.png) ![snap1108](https://user-images.githubusercontent.com/29383891/35001834-aac278b0-fadf-11e7-9907-a2aee6df860c.png) Older 6.3.1 version ![snap1109](https://user-images.githubusercontent.com/29383891/35001852-baa0351a-fadf-11e7-8312-17f2b5230c6d.png) was nice seeing this as you then knew that you didn't have enough and had to get more",1,user issue ingredient box not going red when you haven t enough resources to make the item version alpha staging couple of examples one from masonry table and one from a campfire older version was nice seeing this as you then knew that you didn t have enough and had to get more,1 440237,12696328999.0,IssuesEvent,2020-06-22 09:52:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1575] Can use Treasury in Registrar in Wages without access,Priority: Medium Status: Fixed Type: Exploit Week Task,"When you add wages for non-elected title you don't need any election. So if all players has access to treasury then everyone can add title and get money for free from treasury. Step to reproduce: - don't have access to treasury - place registrar, add title and add yorself to users: ![image](https://user-images.githubusercontent.com/45708377/83500862-fee3a380-a4c7-11ea-8cfa-80abb603409f.png) - press Advanced Settings and add wages. I can select Treasury, but I should have only mine accounts. I should have treasury if I have access to it. ![image](https://user-images.githubusercontent.com/45708377/83501017-32263280-a4c8-11ea-86b3-0ae2b8b1c7f0.png) - wait wage tick: ![image](https://user-images.githubusercontent.com/45708377/83501273-91844280-a4c8-11ea-93d6-1875291b0768.png) ",1.0,"[0.9.0 staging-1575] Can use Treasury in Registrar in Wages without access - When you add wages for non-elected title you don't need any election. So if all players has access to treasury then everyone can add title and get money for free from treasury. Step to reproduce: - don't have access to treasury - place registrar, add title and add yorself to users: ![image](https://user-images.githubusercontent.com/45708377/83500862-fee3a380-a4c7-11ea-8cfa-80abb603409f.png) - press Advanced Settings and add wages. I can select Treasury, but I should have only mine accounts. I should have treasury if I have access to it. ![image](https://user-images.githubusercontent.com/45708377/83501017-32263280-a4c8-11ea-86b3-0ae2b8b1c7f0.png) - wait wage tick: ![image](https://user-images.githubusercontent.com/45708377/83501273-91844280-a4c8-11ea-93d6-1875291b0768.png) ",1, can use treasury in registrar in wages without access when you add wages for non elected title you don t need any election so if all players has access to treasury then everyone can add title and get money for free from treasury step to reproduce don t have access to treasury place registrar add title and add yorself to users press advanced settings and add wages i can select treasury but i should have only mine accounts i should have treasury if i have access to it wait wage tick ,1 392372,11590608846.0,IssuesEvent,2020-02-24 07:18:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1302] Civics: Government does not function during capitol remodels,Priority: Medium Status: Fixed,"Now that civics buildings have room requirements, when working on the government buildings the government is non-existing for that time. With the constitution overthrow mechanic, the government will shut down periodically as the capitol room is upgraded. Players can break the law during this time. Most concerning is the laws that protect the government district are disabled. As a result, players are encouraged to build the government on private property. It is not a simple solution, but there should be some adjustment so this law would protect a government district during a remodel: ![GovernmentDistrict](https://user-images.githubusercontent.com/47330823/71048556-71b4ba00-20f4-11ea-8fcc-8902d9717e31.png) ",1.0,"[0.9.0 staging-1302] Civics: Government does not function during capitol remodels - Now that civics buildings have room requirements, when working on the government buildings the government is non-existing for that time. With the constitution overthrow mechanic, the government will shut down periodically as the capitol room is upgraded. Players can break the law during this time. Most concerning is the laws that protect the government district are disabled. As a result, players are encouraged to build the government on private property. It is not a simple solution, but there should be some adjustment so this law would protect a government district during a remodel: ![GovernmentDistrict](https://user-images.githubusercontent.com/47330823/71048556-71b4ba00-20f4-11ea-8fcc-8902d9717e31.png) ",1, civics government does not function during capitol remodels now that civics buildings have room requirements when working on the government buildings the government is non existing for that time with the constitution overthrow mechanic the government will shut down periodically as the capitol room is upgraded players can break the law during this time most concerning is the laws that protect the government district are disabled as a result players are encouraged to build the government on private property it is not a simple solution but there should be some adjustment so this law would protect a government district during a remodel ,1 234873,7727188890.0,IssuesEvent,2018-05-25 01:02:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,USER ISSUE: Elevator cabin collizion size,Medium Priority,"**Version:** 0.7.5.0 beta staging-44bd0a06 **Steps to Reproduce:** Place wooden elevator (Look how cool it looks!) Try to come down to 2x3 hole (cabin visual size) ![20180504100337_1](https://user-images.githubusercontent.com/4980243/39616111-84c0e30c-4f82-11e8-9e1c-38ec4c0178b1.jpg) **Expected behavior:** Working elevator! Woohoo! **Actual behavior:** Nothing. Cabin require 2x5 hole to move, but it useless :( ![20180504100355_1](https://user-images.githubusercontent.com/4980243/39616113-88f69caa-4f82-11e8-94ed-00964e40bac9.jpg) ",1.0,"USER ISSUE: Elevator cabin collizion size - **Version:** 0.7.5.0 beta staging-44bd0a06 **Steps to Reproduce:** Place wooden elevator (Look how cool it looks!) Try to come down to 2x3 hole (cabin visual size) ![20180504100337_1](https://user-images.githubusercontent.com/4980243/39616111-84c0e30c-4f82-11e8-9e1c-38ec4c0178b1.jpg) **Expected behavior:** Working elevator! Woohoo! **Actual behavior:** Nothing. Cabin require 2x5 hole to move, but it useless :( ![20180504100355_1](https://user-images.githubusercontent.com/4980243/39616113-88f69caa-4f82-11e8-94ed-00964e40bac9.jpg) ",1,user issue elevator cabin collizion size version beta staging steps to reproduce place wooden elevator look how cool it looks try to come down to hole cabin visual size expected behavior working elevator woohoo actual behavior nothing cabin require hole to move but it useless ,1 221117,7373980869.0,IssuesEvent,2018-03-13 18:51:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Unable to properly save(?) world on staging server GUI.,Medium Priority,"Server version EcoServer_v0.6.4.0-alpha-staging-ca25d17a downloaded from website. I noticed this at the same time as #3245 I asked how to stop the server gracefully and was told to flush things to the disk before clicking file -> save and then just closing the server. On my GUI the open, save, and save-as buttons under file are all always grayed out and unusable. I also noticed the terminal stays open after closing the opened GUI. This might not be a valid bug, but if it isn't, how do I gracefully stop the server?",1.0,"Unable to properly save(?) world on staging server GUI. - Server version EcoServer_v0.6.4.0-alpha-staging-ca25d17a downloaded from website. I noticed this at the same time as #3245 I asked how to stop the server gracefully and was told to flush things to the disk before clicking file -> save and then just closing the server. On my GUI the open, save, and save-as buttons under file are all always grayed out and unusable. I also noticed the terminal stays open after closing the opened GUI. This might not be a valid bug, but if it isn't, how do I gracefully stop the server?",1,unable to properly save world on staging server gui server version ecoserver alpha staging downloaded from website i noticed this at the same time as i asked how to stop the server gracefully and was told to flush things to the disk before clicking file save and then just closing the server on my gui the open save and save as buttons under file are all always grayed out and unusable i also noticed the terminal stays open after closing the opened gui this might not be a valid bug but if it isn t how do i gracefully stop the server ,1 549941,16101994424.0,IssuesEvent,2021-04-27 10:28:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Void storage UI/UX,Category: UI Category: Usability Priority: Medium Squad: Mountain Goat Status: Fixed Type: Task,"Currently Void Storage is not one of the main parts of the game. But you not only meet it during migration now, but also all Wolf and dev tier users have access to it when starting to play. In the future, its need will increase #19610. So It looks pretty good - like a backpack with limited space, but I guess we need to improve it: - [x] 1. 'In range'. Inventory can be accessed from anywhere in the world, so I think we can hide this information from the user. But if there is a restriction that you need to go to a certain point to open this inventory (for example, when you are removed from the property), then display only information where you need to go. ![image](https://user-images.githubusercontent.com/45708377/102759347-0b0c5100-4385-11eb-8714-9de4ef383048.png) - [x] 2. Difficult to know about its existence. I logged into the game and I don't have any information about the void storage. My suggestion to send at least notification to user if he has any item in void storage after first login. Something like this: ![image](https://user-images.githubusercontent.com/45708377/102761950-a9e67c80-4388-11eb-857e-8e6cebe532ec.png) And icon should be the same to orient player. Also send notification to user if he has a new item in the void storage. - [x] 3. This window doesn't look very clear. I think we need to change the SLG sign here for something more understandable. ![image](https://user-images.githubusercontent.com/45708377/102762615-95ef4a80-4389-11eb-82b3-f16dacdab674.png) it will look like this, but make the icons more understandable that you can click on them: ![image](https://user-images.githubusercontent.com/45708377/102763010-29288000-438a-11eb-89bb-b4c580d3a3ef.png) - [x] 4. QA need command to test it better and faster - Command to add items to the void storage. Something like /inventory addvoid - that add a several random items in the void storage. And also with the possibility of a more specific addition - /inventory addvoid Sandstone,20 - add 20 Sandstone to the void storage. I'd make this command only for developer toi prevent exploiting it, but you can also add access to admins too. ",1.0,"Void storage UI/UX - Currently Void Storage is not one of the main parts of the game. But you not only meet it during migration now, but also all Wolf and dev tier users have access to it when starting to play. In the future, its need will increase #19610. So It looks pretty good - like a backpack with limited space, but I guess we need to improve it: - [x] 1. 'In range'. Inventory can be accessed from anywhere in the world, so I think we can hide this information from the user. But if there is a restriction that you need to go to a certain point to open this inventory (for example, when you are removed from the property), then display only information where you need to go. ![image](https://user-images.githubusercontent.com/45708377/102759347-0b0c5100-4385-11eb-8714-9de4ef383048.png) - [x] 2. Difficult to know about its existence. I logged into the game and I don't have any information about the void storage. My suggestion to send at least notification to user if he has any item in void storage after first login. Something like this: ![image](https://user-images.githubusercontent.com/45708377/102761950-a9e67c80-4388-11eb-857e-8e6cebe532ec.png) And icon should be the same to orient player. Also send notification to user if he has a new item in the void storage. - [x] 3. This window doesn't look very clear. I think we need to change the SLG sign here for something more understandable. ![image](https://user-images.githubusercontent.com/45708377/102762615-95ef4a80-4389-11eb-82b3-f16dacdab674.png) it will look like this, but make the icons more understandable that you can click on them: ![image](https://user-images.githubusercontent.com/45708377/102763010-29288000-438a-11eb-89bb-b4c580d3a3ef.png) - [x] 4. QA need command to test it better and faster - Command to add items to the void storage. Something like /inventory addvoid - that add a several random items in the void storage. And also with the possibility of a more specific addition - /inventory addvoid Sandstone,20 - add 20 Sandstone to the void storage. I'd make this command only for developer toi prevent exploiting it, but you can also add access to admins too. ",1,void storage ui ux currently void storage is not one of the main parts of the game but you not only meet it during migration now but also all wolf and dev tier users have access to it when starting to play in the future its need will increase so it looks pretty good like a backpack with limited space but i guess we need to improve it in range inventory can be accessed from anywhere in the world so i think we can hide this information from the user but if there is a restriction that you need to go to a certain point to open this inventory for example when you are removed from the property then display only information where you need to go difficult to know about its existence i logged into the game and i don t have any information about the void storage my suggestion to send at least notification to user if he has any item in void storage after first login something like this and icon should be the same to orient player also send notification to user if he has a new item in the void storage this window doesn t look very clear i think we need to change the slg sign here for something more understandable it will look like this but make the icons more understandable that you can click on them qa need command to test it better and faster command to add items to the void storage something like inventory addvoid that add a several random items in the void storage and also with the possibility of a more specific addition inventory addvoid sandstone add sandstone to the void storage i d make this command only for developer toi prevent exploiting it but you can also add access to admins too ,1 501110,14521346513.0,IssuesEvent,2020-12-14 07:13:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1861] ArgumentException & Exception in view notify when claim/unclaim vehicle,Category: Tech Priority: Medium Status: Not reproduced,"Step to reproduce: - place vehicle open vehicle's property window: ![image](https://user-images.githubusercontent.com/45708377/100850179-87052e80-3494-11eb-9d37-1d02dc1df924.png) - press 'Delete', I have 2 exceptions: ``` ArgumentException: The Object you want to instantiate is null. at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at AuthComponentUI.OnInitPanel () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.SetPanelEnabled (UI.WorldObjectUI+PanelData data, System.Boolean enabled) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.ComponentModel.PropertyChangedEventHandler.Invoke (System.Object sender, System.ComponentModel.PropertyChangedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) [11:50:21.914] Exception in view notifySystem.NullReferenceException: Object reference not set to an instance of an object. at AuthComponentUI.UpdateReadonly () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.UpdateOwner () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at OwnerDisplayAndEdit.UpdateOwners () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - press claim, I will have only Exception in view notify ![image](https://user-images.githubusercontent.com/45708377/100850531-fbd86880-3494-11eb-8454-ae2bd5a6653c.png) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5627987/Player.log) ",1.0,"[0.9.2 staging-1861] ArgumentException & Exception in view notify when claim/unclaim vehicle - Step to reproduce: - place vehicle open vehicle's property window: ![image](https://user-images.githubusercontent.com/45708377/100850179-87052e80-3494-11eb-9d37-1d02dc1df924.png) - press 'Delete', I have 2 exceptions: ``` ArgumentException: The Object you want to instantiate is null. at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at AuthComponentUI.OnInitPanel () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.SetPanelEnabled (UI.WorldObjectUI+PanelData data, System.Boolean enabled) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.ComponentModel.PropertyChangedEventHandler.Invoke (System.Object sender, System.ComponentModel.PropertyChangedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) [11:50:21.914] Exception in view notifySystem.NullReferenceException: Object reference not set to an instance of an object. at AuthComponentUI.UpdateReadonly () [0x00000] in <00000000000000000000000000000000>:0 at UI.WorldObjectUI.UpdateOwner () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at OwnerDisplayAndEdit.UpdateOwners () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.ViewManager.ReceiveViewUpdate (Eco.Shared.Serialization.BSONArray updates) [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.Remoting.Contexts.CrossContextDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 ``` - press claim, I will have only Exception in view notify ![image](https://user-images.githubusercontent.com/45708377/100850531-fbd86880-3494-11eb-8454-ae2bd5a6653c.png) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5627987/Player.log) ",1, argumentexception exception in view notify when claim unclaim vehicle step to reproduce place vehicle open vehicle s property window press delete i have exceptions argumentexception the object you want to instantiate is null at unityengine object instantiate unityengine object original unityengine transform parent system boolean instantiateinworldspace in at unityengine object instantiate t original unityengine transform parent system boolean worldpositionstays in at authcomponentui oninitpanel in at ui worldobjectui setpanelenabled ui worldobjectui paneldata data system boolean enabled in at system action invoke t obj in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at unityengine ui toggle set system boolean value system boolean sendcallback in at system componentmodel propertychangedeventhandler invoke system object sender system componentmodel propertychangedeventargs e in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in at unityengine eventsystems standaloneinputmodule releasemouse unityengine eventsystems pointereventdata pointerevent unityengine gameobject currentovergo in at unityengine eventsystems standaloneinputmodule processmousepress unityengine eventsystems pointerinputmodule mousebuttoneventdata data in at unityengine eventsystems standaloneinputmodule processmouseevent system id in at unityengine eventsystems standaloneinputmodule process in at unityengine eventsystems eventsystem update in unityengine logger logexception exception object unityengine debug logexception exception unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule releasemouse pointereventdata gameobject unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update filename currently not available on line exception in view notifysystem nullreferenceexception object reference not set to an instance of an object at authcomponentui updatereadonly in at ui worldobjectui updateowner in at system runtime remoting contexts crosscontextdelegate invoke in at ownerdisplayandedit updateowners in at system runtime remoting contexts crosscontextdelegate invoke in at eco shared view view notifychanged system string propname in at eco shared view viewmanager receiveviewupdate eco shared serialization bsonarray updates in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at system runtime remoting contexts crosscontextdelegate invoke in press claim i will have only exception in view notify ,1 260636,8212713105.0,IssuesEvent,2018-09-04 17:12:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[7.7.0] After meteor tutorial, can't use mouse to move left or right",Medium Priority,"Shown in the video below, meteor may have flown over the horizon prior to completing the tutorial. https://youtu.be/xj4BEoe6hwY",1.0,"[7.7.0] After meteor tutorial, can't use mouse to move left or right - Shown in the video below, meteor may have flown over the horizon prior to completing the tutorial. https://youtu.be/xj4BEoe6hwY",1, after meteor tutorial can t use mouse to move left or right shown in the video below meteor may have flown over the horizon prior to completing the tutorial ,1 244384,7874714704.0,IssuesEvent,2018-06-25 17:58:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Roadtool: Red Background incorrect,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Have a broken road tool in your taskbar 2. Have a working road tool in your backpack 3. Change the broken roadtool out with the working road tool, per drag and drop **Expected behavior:** The broken roadtool has a red background. When i change it out for the new road tool, the background should turn blue again **Actual behavior:** Instead, although the new roadtool had full health, the background remained red",1.0,"USER ISSUE: Roadtool: Red Background incorrect - **Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Have a broken road tool in your taskbar 2. Have a working road tool in your backpack 3. Change the broken roadtool out with the working road tool, per drag and drop **Expected behavior:** The broken roadtool has a red background. When i change it out for the new road tool, the background should turn blue again **Actual behavior:** Instead, although the new roadtool had full health, the background remained red",1,user issue roadtool red background incorrect version beta steps to reproduce have a broken road tool in your taskbar have a working road tool in your backpack change the broken roadtool out with the working road tool per drag and drop expected behavior the broken roadtool has a red background when i change it out for the new road tool the background should turn blue again actual behavior instead although the new roadtool had full health the background remained red,1 399302,11746585517.0,IssuesEvent,2020-03-12 12:02:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1437] Civics: amendment issue for Laws,Priority: Medium Status: Fixed,"I wanted to make a separate article for Laws with Prevent Action type. And I couldn't. 1. You create an article in the Amendment for the Law with prevent action type (here with Veto Test election process) Don't delete the original article, we don't want to ruin main election logic for laws. ![bandicam 2020-02-28 16-56-43-885](https://user-images.githubusercontent.com/27898520/75550066-deccc000-5a52-11ea-9fe9-4beeeb52aa14.jpg) 2. Pass the article 3. Try to create a law with prevent action and check its election process. It will be basic process. ![bandicam 2020-02-28 16-58-11-346](https://user-images.githubusercontent.com/27898520/75550081-e4c2a100-5a52-11ea-9304-e4b399c64a0a.jpg) This amendment's article will work only if I delete the main article from the Constitution. We need to find a way to make amendment logic for Law more flexible. ",1.0,"[0.9.0 staging-1437] Civics: amendment issue for Laws - I wanted to make a separate article for Laws with Prevent Action type. And I couldn't. 1. You create an article in the Amendment for the Law with prevent action type (here with Veto Test election process) Don't delete the original article, we don't want to ruin main election logic for laws. ![bandicam 2020-02-28 16-56-43-885](https://user-images.githubusercontent.com/27898520/75550066-deccc000-5a52-11ea-9fe9-4beeeb52aa14.jpg) 2. Pass the article 3. Try to create a law with prevent action and check its election process. It will be basic process. ![bandicam 2020-02-28 16-58-11-346](https://user-images.githubusercontent.com/27898520/75550081-e4c2a100-5a52-11ea-9304-e4b399c64a0a.jpg) This amendment's article will work only if I delete the main article from the Constitution. We need to find a way to make amendment logic for Law more flexible. ",1, civics amendment issue for laws i wanted to make a separate article for laws with prevent action type and i couldn t you create an article in the amendment for the law with prevent action type here with veto test election process don t delete the original article we don t want to ruin main election logic for laws pass the article try to create a law with prevent action and check its election process it will be basic process this amendment s article will work only if i delete the main article from the constitution we need to find a way to make amendment logic for law more flexible ,1 358813,10650383843.0,IssuesEvent,2019-10-17 08:13:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Chat: top notification issues,Medium Priority,"When you are typing /ignore command it should appear at the top It appears but actually window won't show itself until you open it. But it should work like this: - You type /ignore - If notification window is opened you can see the message. If window is closed it should appear with a message. - If nothing was sent into the notification window in some time it should hide itself. After sometime notification window will appear and never hide. https://drive.google.com/file/d/1wAdeifrLt7Q62HDdTT_6OCkfoEeV33Nm/view?usp=sharing",1.0,"[master-preview] Chat: top notification issues - When you are typing /ignore command it should appear at the top It appears but actually window won't show itself until you open it. But it should work like this: - You type /ignore - If notification window is opened you can see the message. If window is closed it should appear with a message. - If nothing was sent into the notification window in some time it should hide itself. After sometime notification window will appear and never hide. https://drive.google.com/file/d/1wAdeifrLt7Q62HDdTT_6OCkfoEeV33Nm/view?usp=sharing",1, chat top notification issues when you are typing ignore command it should appear at the top it appears but actually window won t show itself until you open it but it should work like this you type ignore if notification window is opened you can see the message if window is closed it should appear with a message if nothing was sent into the notification window in some time it should hide itself after sometime notification window will appear and never hide ,1 219297,7334657177.0,IssuesEvent,2018-03-05 23:45:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Contract Mow Lawn Does not detect Mowable Lawn,Medium Priority,"Trying to mow lawn on a property that has grass to scythe, contract says that contract is invalid (after I had posted and accepted it) - that no mowable grass could be found.",1.0,"Contract Mow Lawn Does not detect Mowable Lawn - Trying to mow lawn on a property that has grass to scythe, contract says that contract is invalid (after I had posted and accepted it) - that no mowable grass could be found.",1,contract mow lawn does not detect mowable lawn trying to mow lawn on a property that has grass to scythe contract says that contract is invalid after i had posted and accepted it that no mowable grass could be found ,1 275048,8570839255.0,IssuesEvent,2018-11-11 23:48:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Maximum amount of internal buffer storage,D3nnis3n's List Medium Priority,"In order to prevent players from just letting resources vanish in a crafting table that never produces anything as it has no output storages i propose to give the crafting tables a maximum buffer of items they can hold internally. This will not interfere with having a lot of crafting tasks up and players being able to drop items into an adjacent storage where the machine can take items from but it will fix players putting in thousands of stone that they never wanted to use to craft but just to vanish. ",1.0,"Maximum amount of internal buffer storage - In order to prevent players from just letting resources vanish in a crafting table that never produces anything as it has no output storages i propose to give the crafting tables a maximum buffer of items they can hold internally. This will not interfere with having a lot of crafting tasks up and players being able to drop items into an adjacent storage where the machine can take items from but it will fix players putting in thousands of stone that they never wanted to use to craft but just to vanish. ",1,maximum amount of internal buffer storage in order to prevent players from just letting resources vanish in a crafting table that never produces anything as it has no output storages i propose to give the crafting tables a maximum buffer of items they can hold internally this will not interfere with having a lot of crafting tasks up and players being able to drop items into an adjacent storage where the machine can take items from but it will fix players putting in thousands of stone that they never wanted to use to craft but just to vanish ,1 651127,21466122041.0,IssuesEvent,2022-04-26 04:04:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Terrain Builders could use re-factor to support connections to non-terrain but also remove un-needed faces,Priority: Medium Category: Art Category: Optimization Push Candidate Squad: Saguaro,"**Note: This could be intentional behavior but I am unaware if it is or not, and I am not a game developer so what I am saying might not be entirely accurate.** ![20200722154000_1](https://user-images.githubusercontent.com/68478692/88221254-3225f180-cc32-11ea-9fb9-909b8eccae17.jpg) The bottom and sides of blocks are rendered when they are not visible to the player. This includes blocks other than dirt. I am not a game developer but to me this seems that it would have a performance impact. It seems unnecessary to load the bottom and sides of the block texture when loading in the world which can cause slower chunk loading times, and depending on how the game's rendering works it could render those textures when not visible causing a unnecessary tax on the GPU. I tested to see if the same thing occurs in Minecraft. It does not load nonvisible side of textures with the exception of blocks on the sides of blocks that don't take a full block worth of space (Path, slabs, etc.). Now Minecraft works entirely different than Eco and the textures are much lower resolution so Eco might load the nonvisible sides of textures to provide a seamless transition when breaking or picking up the block since the resolution is higher and takes longer to load, but this still seems like it is a bug because the loading of the different sides is inconsistent and does not load all sides of the block. **Minecraft 1.16.1 Java:** ![image](https://user-images.githubusercontent.com/68478692/88222906-afeafc80-cc34-11ea-93cf-8ebeeb6251d5.png) You can see it does not load non visible textures. If you notice that the tops of blocks in Minecraft and Eco are not loaded due to there not being a texture when there is air above it. ",1.0,"Terrain Builders could use re-factor to support connections to non-terrain but also remove un-needed faces - **Note: This could be intentional behavior but I am unaware if it is or not, and I am not a game developer so what I am saying might not be entirely accurate.** ![20200722154000_1](https://user-images.githubusercontent.com/68478692/88221254-3225f180-cc32-11ea-9fb9-909b8eccae17.jpg) The bottom and sides of blocks are rendered when they are not visible to the player. This includes blocks other than dirt. I am not a game developer but to me this seems that it would have a performance impact. It seems unnecessary to load the bottom and sides of the block texture when loading in the world which can cause slower chunk loading times, and depending on how the game's rendering works it could render those textures when not visible causing a unnecessary tax on the GPU. I tested to see if the same thing occurs in Minecraft. It does not load nonvisible side of textures with the exception of blocks on the sides of blocks that don't take a full block worth of space (Path, slabs, etc.). Now Minecraft works entirely different than Eco and the textures are much lower resolution so Eco might load the nonvisible sides of textures to provide a seamless transition when breaking or picking up the block since the resolution is higher and takes longer to load, but this still seems like it is a bug because the loading of the different sides is inconsistent and does not load all sides of the block. **Minecraft 1.16.1 Java:** ![image](https://user-images.githubusercontent.com/68478692/88222906-afeafc80-cc34-11ea-93cf-8ebeeb6251d5.png) You can see it does not load non visible textures. If you notice that the tops of blocks in Minecraft and Eco are not loaded due to there not being a texture when there is air above it. ",1,terrain builders could use re factor to support connections to non terrain but also remove un needed faces note this could be intentional behavior but i am unaware if it is or not and i am not a game developer so what i am saying might not be entirely accurate the bottom and sides of blocks are rendered when they are not visible to the player this includes blocks other than dirt i am not a game developer but to me this seems that it would have a performance impact it seems unnecessary to load the bottom and sides of the block texture when loading in the world which can cause slower chunk loading times and depending on how the game s rendering works it could render those textures when not visible causing a unnecessary tax on the gpu i tested to see if the same thing occurs in minecraft it does not load nonvisible side of textures with the exception of blocks on the sides of blocks that don t take a full block worth of space path slabs etc now minecraft works entirely different than eco and the textures are much lower resolution so eco might load the nonvisible sides of textures to provide a seamless transition when breaking or picking up the block since the resolution is higher and takes longer to load but this still seems like it is a bug because the loading of the different sides is inconsistent and does not load all sides of the block minecraft java you can see it does not load non visible textures if you notice that the tops of blocks in minecraft and eco are not loaded due to there not being a texture when there is air above it ,1 425946,12365130401.0,IssuesEvent,2020-05-18 08:20:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.0] Form Selector can go beyond screen limits depending on Interface Scale ,Priority: Medium,"Hello. With the new hotbar Carry Item location, the Form Selector can go beyond the screen size depending on how many forms are available, and the Interface Scale: ![issue](https://user-images.githubusercontent.com/26847645/42788586-cb24f96c-8936-11e8-906a-04166ec121dc.jpg) As a side note, a [modded] item with 18 forms will only show about 10-11 forms with 75% scale. Thanks!",1.0,"[7.6.0] Form Selector can go beyond screen limits depending on Interface Scale - Hello. With the new hotbar Carry Item location, the Form Selector can go beyond the screen size depending on how many forms are available, and the Interface Scale: ![issue](https://user-images.githubusercontent.com/26847645/42788586-cb24f96c-8936-11e8-906a-04166ec121dc.jpg) As a side note, a [modded] item with 18 forms will only show about 10-11 forms with 75% scale. Thanks!",1, form selector can go beyond screen limits depending on interface scale hello with the new hotbar carry item location the form selector can go beyond the screen size depending on how many forms are available and the interface scale as a side note a item with forms will only show about forms with scale thanks ,1 389002,11496082165.0,IssuesEvent,2020-02-12 07:00:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1307] Wrong tabs in Government menu,Priority: Medium Status: Fixed,"Tabs in Constitution, Legislation and Your Civic Duties same. In Population we have excess tabs. ![image](https://user-images.githubusercontent.com/45708377/71352682-fdf92e00-2587-11ea-9f6e-02eaef70fe19.png) ![image](https://user-images.githubusercontent.com/45708377/71352687-005b8800-2588-11ea-9daf-51483312d892.png) ![image](https://user-images.githubusercontent.com/45708377/71352691-02bde200-2588-11ea-988f-504d999f6034.png) ![image](https://user-images.githubusercontent.com/45708377/71352695-05203c00-2588-11ea-9941-5d1c9101f24a.png) ",1.0,"[0.9.0 staging-1307] Wrong tabs in Government menu - Tabs in Constitution, Legislation and Your Civic Duties same. In Population we have excess tabs. ![image](https://user-images.githubusercontent.com/45708377/71352682-fdf92e00-2587-11ea-9f6e-02eaef70fe19.png) ![image](https://user-images.githubusercontent.com/45708377/71352687-005b8800-2588-11ea-9daf-51483312d892.png) ![image](https://user-images.githubusercontent.com/45708377/71352691-02bde200-2588-11ea-988f-504d999f6034.png) ![image](https://user-images.githubusercontent.com/45708377/71352695-05203c00-2588-11ea-9941-5d1c9101f24a.png) ",1, wrong tabs in government menu tabs in constitution legislation and your civic duties same in population we have excess tabs ,1 316332,9645873456.0,IssuesEvent,2019-05-17 09:44:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Master: Otter provide meat instead of carcas.,Medium Priority,"In real life, otter skin used in many valuable products! https://www.ebay.com/bhp/otter-fur https://github.com/StrangeLoopGames/EcoIssues/issues/10615",1.0,"Master: Otter provide meat instead of carcas. - In real life, otter skin used in many valuable products! https://www.ebay.com/bhp/otter-fur https://github.com/StrangeLoopGames/EcoIssues/issues/10615",1,master otter provide meat instead of carcas in real life otter skin used in many valuable products ,1 526185,15283064729.0,IssuesEvent,2021-02-23 10:22:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Check repair transfer, sold out message, etc",Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"As noted in https://github.com/StrangeLoopGames/Eco/pull/6890/files // TODO: Have a closer look afer finishing with transfers refactoring. Seems like some of the stuff should be moved. // TODO: Soldout message only. // TODO: Reimplement tests.",1.0,"Check repair transfer, sold out message, etc - As noted in https://github.com/StrangeLoopGames/Eco/pull/6890/files // TODO: Have a closer look afer finishing with transfers refactoring. Seems like some of the stuff should be moved. // TODO: Soldout message only. // TODO: Reimplement tests.",1,check repair transfer sold out message etc as noted in todo have a closer look afer finishing with transfers refactoring seems like some of the stuff should be moved todo soldout message only todo reimplement tests ,1 328421,9994711425.0,IssuesEvent,2019-07-11 18:22:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-8-2] Small size of coordinate,Fixed Medium Priority QA Staging,"Small size of coordinate with respect to other symbol. I play with Interface scale at 75%. For me all other UI have good size. But At this setting I don't see coordinate. If I want to see coordinate I set Interface scale at 100%. But this UI for me is too big. Also, some people complain that It's hard to see coordinate. ![image](https://user-images.githubusercontent.com/45708377/57855961-9cecc900-77f4-11e9-92e5-14d7deaf1096.png) ![image](https://user-images.githubusercontent.com/45708377/57856324-7d09d500-77f5-11e9-94bf-2411a52040c1.png) ",1.0,"[0.8.2.0 staging-8-2] Small size of coordinate - Small size of coordinate with respect to other symbol. I play with Interface scale at 75%. For me all other UI have good size. But At this setting I don't see coordinate. If I want to see coordinate I set Interface scale at 100%. But this UI for me is too big. Also, some people complain that It's hard to see coordinate. ![image](https://user-images.githubusercontent.com/45708377/57855961-9cecc900-77f4-11e9-92e5-14d7deaf1096.png) ![image](https://user-images.githubusercontent.com/45708377/57856324-7d09d500-77f5-11e9-94bf-2411a52040c1.png) ",1, small size of coordinate small size of coordinate with respect to other symbol i play with interface scale at for me all other ui have good size but at this setting i don t see coordinate if i want to see coordinate i set interface scale at but this ui for me is too big also some people complain that it s hard to see coordinate ,1 328623,9997593006.0,IssuesEvent,2019-07-12 05:15:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.8 release-preview] Skid steer dump stones underground,Fixed Medium Priority QA,"Step to reproduce: - get skid steer with full storage ![image](https://user-images.githubusercontent.com/45708377/60972012-1654f380-a32e-11e9-85f5-6f03a1b34c75.png) - lower the scoop to the lower position ![image](https://user-images.githubusercontent.com/45708377/60972028-1c4ad480-a32e-11e9-9f2f-d4fd51830f2c.png) - start dumping stones with RMB. Most of the stones fall into the ground and appear on the surface. ![image](https://user-images.githubusercontent.com/45708377/60972511-1a354580-a32f-11e9-9f2a-c36fac41b6a4.png) ",1.0,"[0.8.2.8 release-preview] Skid steer dump stones underground - Step to reproduce: - get skid steer with full storage ![image](https://user-images.githubusercontent.com/45708377/60972012-1654f380-a32e-11e9-85f5-6f03a1b34c75.png) - lower the scoop to the lower position ![image](https://user-images.githubusercontent.com/45708377/60972028-1c4ad480-a32e-11e9-9f2f-d4fd51830f2c.png) - start dumping stones with RMB. Most of the stones fall into the ground and appear on the surface. ![image](https://user-images.githubusercontent.com/45708377/60972511-1a354580-a32f-11e9-9f2a-c36fac41b6a4.png) ",1, skid steer dump stones underground step to reproduce get skid steer with full storage lower the scoop to the lower position start dumping stones with rmb most of the stones fall into the ground and appear on the surface ,1 526616,15296917715.0,IssuesEvent,2021-02-24 07:38:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Rent in Economy Viewer,Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed Type: Feature,"Extend the economy viewer with another tab that lists eligible properties for rent. Add columns for all the relevant values, like who is invited to become a resident, the move in fee, the amount, and a text listing entered by the landlord. For the text listing, add a text field as part of the RentForProperty object that can be filled out by the landlord to describe the property. The economy viewer rows for rent can be a bit taller to accomodate these longer entries, but can have them truncate with mouse-over showing the full thing. For the cost and move-in fee columns: these can be either constants or calculated values. If they're constants, they should store and sort properly. If they're calculated, they should say 'calculated' with mouse-over giving the deed tooltip and showing the full description. You can probably handle this by just syncing all rent objects with the client, possibly on GlobalData.Obj, and displaying that list in the viewer. ",1.0,"Rent in Economy Viewer - Extend the economy viewer with another tab that lists eligible properties for rent. Add columns for all the relevant values, like who is invited to become a resident, the move in fee, the amount, and a text listing entered by the landlord. For the text listing, add a text field as part of the RentForProperty object that can be filled out by the landlord to describe the property. The economy viewer rows for rent can be a bit taller to accomodate these longer entries, but can have them truncate with mouse-over showing the full thing. For the cost and move-in fee columns: these can be either constants or calculated values. If they're constants, they should store and sort properly. If they're calculated, they should say 'calculated' with mouse-over giving the deed tooltip and showing the full description. You can probably handle this by just syncing all rent objects with the client, possibly on GlobalData.Obj, and displaying that list in the viewer. ",1,rent in economy viewer extend the economy viewer with another tab that lists eligible properties for rent add columns for all the relevant values like who is invited to become a resident the move in fee the amount and a text listing entered by the landlord for the text listing add a text field as part of the rentforproperty object that can be filled out by the landlord to describe the property the economy viewer rows for rent can be a bit taller to accomodate these longer entries but can have them truncate with mouse over showing the full thing for the cost and move in fee columns these can be either constants or calculated values if they re constants they should store and sort properly if they re calculated they should say calculated with mouse over giving the deed tooltip and showing the full description you can probably handle this by just syncing all rent objects with the client possibly on globaldata obj and displaying that list in the viewer ,1 408265,11943949592.0,IssuesEvent,2020-04-03 00:53:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia art polish/feedback,Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/75621578-2b3e0a00-5bd1-11ea-94d3-d207b566ff4e.png) - [ ] Icon is too small to read. I'd just make this a tree ![image](https://user-images.githubusercontent.com/3536496/75621584-3f820700-5bd1-11ea-90f9-597520ee8c1b.png) - [ ] Need different icons for each of these ![image](https://user-images.githubusercontent.com/3536496/75621592-532d6d80-5bd1-11ea-8779-dd1ae5fc7ec0.png) - [ ] Icon is off-center (maybe because its a tutorial icon not a regular icon?) ![image](https://user-images.githubusercontent.com/3536496/75621596-64767a00-5bd1-11ea-93fb-0fd4fcc27bab.png) - [ ] This would look way better if it was isometric like other icons. ![image](https://user-images.githubusercontent.com/3536496/75621598-6fc9a580-5bd1-11ea-9969-df10ce2ea1be.png) - [ ] A power generator, or electrical pole, would fit better here. ![image](https://user-images.githubusercontent.com/3536496/75621613-88d25680-5bd1-11ea-97c2-f1ae3fd476b6.png) - [ ] Icon is aliased ![image](https://user-images.githubusercontent.com/3536496/75621623-a43d6180-5bd1-11ea-9873-861e07df822a.png) - [ ] Ecosystem and Economy images are way taller than other banners. Lets make them the same height. ![image](https://user-images.githubusercontent.com/3536496/75621629-b6b79b00-5bd1-11ea-862f-6d3afd6b762a.png) - [ ] Also too small to read, I'd just make one animal with lines coming off probably ![image](https://user-images.githubusercontent.com/3536496/75621642-c931d480-5bd1-11ea-9c77-459cce6abcb3.png) -[ ] Would look better if tree had its trunk",1.0,"Ecopedia art polish/feedback - ![image](https://user-images.githubusercontent.com/3536496/75621578-2b3e0a00-5bd1-11ea-94d3-d207b566ff4e.png) - [ ] Icon is too small to read. I'd just make this a tree ![image](https://user-images.githubusercontent.com/3536496/75621584-3f820700-5bd1-11ea-90f9-597520ee8c1b.png) - [ ] Need different icons for each of these ![image](https://user-images.githubusercontent.com/3536496/75621592-532d6d80-5bd1-11ea-8779-dd1ae5fc7ec0.png) - [ ] Icon is off-center (maybe because its a tutorial icon not a regular icon?) ![image](https://user-images.githubusercontent.com/3536496/75621596-64767a00-5bd1-11ea-93fb-0fd4fcc27bab.png) - [ ] This would look way better if it was isometric like other icons. ![image](https://user-images.githubusercontent.com/3536496/75621598-6fc9a580-5bd1-11ea-9969-df10ce2ea1be.png) - [ ] A power generator, or electrical pole, would fit better here. ![image](https://user-images.githubusercontent.com/3536496/75621613-88d25680-5bd1-11ea-97c2-f1ae3fd476b6.png) - [ ] Icon is aliased ![image](https://user-images.githubusercontent.com/3536496/75621623-a43d6180-5bd1-11ea-9873-861e07df822a.png) - [ ] Ecosystem and Economy images are way taller than other banners. Lets make them the same height. ![image](https://user-images.githubusercontent.com/3536496/75621629-b6b79b00-5bd1-11ea-862f-6d3afd6b762a.png) - [ ] Also too small to read, I'd just make one animal with lines coming off probably ![image](https://user-images.githubusercontent.com/3536496/75621642-c931d480-5bd1-11ea-9c77-459cce6abcb3.png) -[ ] Would look better if tree had its trunk",1,ecopedia art polish feedback icon is too small to read i d just make this a tree need different icons for each of these icon is off center maybe because its a tutorial icon not a regular icon this would look way better if it was isometric like other icons a power generator or electrical pole would fit better here icon is aliased ecosystem and economy images are way taller than other banners lets make them the same height also too small to read i d just make one animal with lines coming off probably would look better if tree had its trunk,1 307184,9414257035.0,IssuesEvent,2019-04-10 09:43:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Wrong action. Hint - ""Put ""fuel"""", action - turn on\off",Medium Priority,"All lighting items with fuel storage, have this. Grab fuel (coal on screenshot) move to it, hover mouse to it. See ""put coal"", but RMB do not put fuel, RMB swith on|off. ![20180417002859_1](https://user-images.githubusercontent.com/4980243/38837058-33aef500-41d9-11e8-83e9-4bd1180993be.jpg) Ideal - if you carry fuel, and target have space, they put. else - turn on\off",1.0,"Wrong action. Hint - ""Put ""fuel"""", action - turn on\off - All lighting items with fuel storage, have this. Grab fuel (coal on screenshot) move to it, hover mouse to it. See ""put coal"", but RMB do not put fuel, RMB swith on|off. ![20180417002859_1](https://user-images.githubusercontent.com/4980243/38837058-33aef500-41d9-11e8-83e9-4bd1180993be.jpg) Ideal - if you carry fuel, and target have space, they put. else - turn on\off",1,wrong action hint put fuel action turn on off all lighting items with fuel storage have this grab fuel coal on screenshot move to it hover mouse to it see put coal but rmb do not put fuel rmb swith on off ideal if you carry fuel and target have space they put else turn on off,1 414753,12111229673.0,IssuesEvent,2020-04-21 11:51:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Verify no allocations per-frame from TransparencyManager,Priority: Medium Status: Fixed Week Task,"Use Unity profiler to examine allocations, marking before/after with tags to see it in visualizer: https://docs.unity3d.com/ScriptReference/Unity.Profiling.ProfilerMarker.html If there are allocations, can narrow them down with additional markers. Use plugin tools to detect allocations (Rider, or a tool Simon has) Ask alex if you need help identifying/removing any allocations",1.0,"Verify no allocations per-frame from TransparencyManager - Use Unity profiler to examine allocations, marking before/after with tags to see it in visualizer: https://docs.unity3d.com/ScriptReference/Unity.Profiling.ProfilerMarker.html If there are allocations, can narrow them down with additional markers. Use plugin tools to detect allocations (Rider, or a tool Simon has) Ask alex if you need help identifying/removing any allocations",1,verify no allocations per frame from transparencymanager use unity profiler to examine allocations marking before after with tags to see it in visualizer if there are allocations can narrow them down with additional markers use plugin tools to detect allocations rider or a tool simon has ask alex if you need help identifying removing any allocations,1 651125,21466070855.0,IssuesEvent,2022-04-26 03:59:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sync_SVN powershell script doesn't fail if the calls to svn fail,Priority: Medium Status: Fixed Category: DevOps Squad: Pumpkin,"``` Removing existing junctions Running svn cleanup on existing depot Syncing SVN Reverting any local changes Updating 'Content_Staging': powershell.exe : svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' At D:\jenkins_agent\workspace\Eco Test Pipeline@tmp\durable-5ceb7634\powershellWrapper.ps1:3 char:1 + & powershell -NoProfile -NonInteractive -ExecutionPolicy Bypass -Comm ... + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CategoryInfo : NotSpecified: (svn: E170013: U...anches/staging':String) [], RemoteException + FullyQualifiedErrorId : NativeCommandError svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Art': svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Wwise': svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Wwise_Eco': ```",1.0,"Sync_SVN powershell script doesn't fail if the calls to svn fail - ``` Removing existing junctions Running svn cleanup on existing depot Syncing SVN Reverting any local changes Updating 'Content_Staging': powershell.exe : svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' At D:\jenkins_agent\workspace\Eco Test Pipeline@tmp\durable-5ceb7634\powershellWrapper.ps1:3 char:1 + & powershell -NoProfile -NonInteractive -ExecutionPolicy Bypass -Comm ... + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CategoryInfo : NotSpecified: (svn: E170013: U...anches/staging':String) [], RemoteException + FullyQualifiedErrorId : NativeCommandError svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Art': svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Wwise': svn: E170013: Unable to connect to a repository at URL 'https://svn.strangeloopgames.com/ecoart/branches/staging' svn: E230001: Server SSL certificate verification failed: certificate has expired, issuer is not trusted Updating 'Content_staging\Wwise_Eco': ```",1,sync svn powershell script doesn t fail if the calls to svn fail removing existing junctions running svn cleanup on existing depot syncing svn reverting any local changes updating content staging powershell exe svn unable to connect to a repository at url at d jenkins agent workspace eco test pipeline tmp durable powershellwrapper char powershell noprofile noninteractive executionpolicy bypass comm categoryinfo notspecified svn u anches staging string remoteexception fullyqualifiederrorid nativecommanderror svn server ssl certificate verification failed certificate has expired issuer is not trusted updating content staging art svn unable to connect to a repository at url svn server ssl certificate verification failed certificate has expired issuer is not trusted updating content staging wwise svn unable to connect to a repository at url svn server ssl certificate verification failed certificate has expired issuer is not trusted updating content staging wwise eco ,1 289750,8875983170.0,IssuesEvent,2019-01-12 10:16:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Skill Tree Glitch,Medium Priority,If you don't have enough skill points for a skill and click on a skill icon the add skill button goes green for a split second. If you manage to click the button when it is green you can get a skill even if you don't have enough points.,1.0,Skill Tree Glitch - If you don't have enough skill points for a skill and click on a skill icon the add skill button goes green for a split second. If you manage to click the button when it is green you can get a skill even if you don't have enough points.,1,skill tree glitch if you don t have enough skill points for a skill and click on a skill icon the add skill button goes green for a split second if you manage to click the button when it is green you can get a skill even if you don t have enough points ,1 346053,10383740192.0,IssuesEvent,2019-09-10 10:18:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Local hosted server authentication stucked,Investigate Medium Priority,"**Version:** 0.7.4.1 beta **Steps to Reproduce:** (NOTE: This did work before the update - tested with firewall off --> did not help) 1. start hamachi 2. start local server with ""eco server"" (ip address of hamachi correct set) 3. start eco and join via IP:Port **Expected behavior:** This should work for me and my friend in the hamachi room. Before the patch 7.4.0 it did work. **Actual behavior:** My friend ist stuck authentication process. In server display I see him trying to connect ""Authenticating user [username]...:""
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon R9 200 Series (ID=0x6810) Vendor: ATI VRAM: 2028 MB Driver: 22.19.677.257 Begin MonoManager ReloadAssembly - Completed reload, in 0.045 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.459021 ms Setting up 4 worker threads for Enlighten. Thread -> id: 3e90 -> priority: 1 Thread -> id: 3ff8 -> priority: 1 Thread -> id: 50c -> priority: 1 Thread -> id: 3f3c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.1 beta Wednesday, May 09, 2018 8:53 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> ServerBrowser (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [09:51] Connecting via Lidgren to 25.33.111.183:3000 Changing state: ServerBrowser -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: Local hosted server authentication stucked - **Version:** 0.7.4.1 beta **Steps to Reproduce:** (NOTE: This did work before the update - tested with firewall off --> did not help) 1. start hamachi 2. start local server with ""eco server"" (ip address of hamachi correct set) 3. start eco and join via IP:Port **Expected behavior:** This should work for me and my friend in the hamachi room. Before the patch 7.4.0 it did work. **Actual behavior:** My friend ist stuck authentication process. In server display I see him trying to connect ""Authenticating user [username]...:""
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon R9 200 Series (ID=0x6810) Vendor: ATI VRAM: 2028 MB Driver: 22.19.677.257 Begin MonoManager ReloadAssembly - Completed reload, in 0.045 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.459021 ms Setting up 4 worker threads for Enlighten. Thread -> id: 3e90 -> priority: 1 Thread -> id: 3ff8 -> priority: 1 Thread -> id: 50c -> priority: 1 Thread -> id: 3f3c -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.1 beta Wednesday, May 09, 2018 8:53 PM (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/libc Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/.\libc Fallback handler could not load library E:/Program Files (x86)/Games/steamapps/common/Eco/Eco_Data/Mono/libc Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> ServerBrowser (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [09:51] Connecting via Lidgren to 25.33.111.183:3000 Changing state: ServerBrowser -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707)
",1,user issue local hosted server authentication stucked version beta steps to reproduce note this did work before the update tested with firewall off did not help start hamachi start local server with eco server ip address of hamachi correct set start eco and join via ip port expected behavior this should work for me and my friend in the hamachi room before the patch it did work actual behavior my friend ist stuck authentication process in server display i see him trying to connect authenticating user log file initialize engine version gfxdevice creating device client threaded version renderer amd radeon series id vendor ati vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta wednesday may pm filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line fallback handler could not load library e program files games steamapps common eco eco data mono libc fallback handler could not load library e program files games steamapps common eco eco data mono libc fallback handler could not load library e program files games steamapps common eco eco data mono libc changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin serverbrowser filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line connecting via lidgren to changing state serverbrowser connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line can not play a disabled audio source filename line ,1 284862,8751407278.0,IssuesEvent,2018-12-13 22:14:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Inability to Drag from Backpack or Toolbar to Fill order 6.2.0 #737b5d74,Medium Priority,"cannot drag items from toolbar or backpack to fill an order: this one is mine and this one is friends order on my Table (hasn't linked storage so i MUST drag to fill order) ",1.0,"Inability to Drag from Backpack or Toolbar to Fill order 6.2.0 #737b5d74 - cannot drag items from toolbar or backpack to fill an order: this one is mine and this one is friends order on my Table (hasn't linked storage so i MUST drag to fill order) ",1,inability to drag from backpack or toolbar to fill order cannot drag items from toolbar or backpack to fill an order this one is mine img width alt src and this one is friends order on my table hasn t linked storage so i must drag to fill order img width alt src ,1 252742,8041142197.0,IssuesEvent,2018-07-31 01:10:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Water population decreases after 24h,Medium Priority,"Hi there, I'm playing on a linux server in my private network. On my first server (world created with 0.7.2.5) I wondered, why the population starts decreasing after 24 hours (can be seen in web statistics). With my second world (created with 0.7.3.3) I experienced the same. So I started two worlds (0.7.3.3 and 0.7.4.2) where no player will connect. The ecosystem is on it's own and again you can see that the population decreases after 24 hours. What is causing this and shall players (or admins) do something against it? ![2018-05-17 22_23_24-eco](https://user-images.githubusercontent.com/1303974/40202002-002c16c6-5a21-11e8-999a-1faecc68160e.png) ![2018-05-17 22_20_25-eco](https://user-images.githubusercontent.com/1303974/40202003-004eaf06-5a21-11e8-917d-2faca9ec6dc6.png) ![2018-05-17 22_22_48-eco](https://user-images.githubusercontent.com/1303974/40202004-00690202-5a21-11e8-967a-1e4f3c63ba01.png) ",1.0,"Water population decreases after 24h - Hi there, I'm playing on a linux server in my private network. On my first server (world created with 0.7.2.5) I wondered, why the population starts decreasing after 24 hours (can be seen in web statistics). With my second world (created with 0.7.3.3) I experienced the same. So I started two worlds (0.7.3.3 and 0.7.4.2) where no player will connect. The ecosystem is on it's own and again you can see that the population decreases after 24 hours. What is causing this and shall players (or admins) do something against it? ![2018-05-17 22_23_24-eco](https://user-images.githubusercontent.com/1303974/40202002-002c16c6-5a21-11e8-999a-1faecc68160e.png) ![2018-05-17 22_20_25-eco](https://user-images.githubusercontent.com/1303974/40202003-004eaf06-5a21-11e8-917d-2faca9ec6dc6.png) ![2018-05-17 22_22_48-eco](https://user-images.githubusercontent.com/1303974/40202004-00690202-5a21-11e8-967a-1e4f3c63ba01.png) ",1,water population decreases after hi there i m playing on a linux server in my private network on my first server world created with i wondered why the population starts decreasing after hours can be seen in web statistics with my second world created with i experienced the same so i started two worlds and where no player will connect the ecosystem is on it s own and again you can see that the population decreases after hours what is causing this and shall players or admins do something against it ,1 288511,8848004683.0,IssuesEvent,2019-01-08 04:44:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,High ping results in lag/desync fo player and server as a whole,Medium Priority,"High pings >300 and even more evident >500 not only cause lag and desync for the player connected to a server but its notable that when that player with a high ping joins a server it causes lag across the server and desyncs are experience by many players. I know this is not always something that a game can accommodate for as some high pings are the nature of internet location to server, hardware and other factors outside of the game. There have been requests for Eco to have what games like empyrion have and that would be a config setting where the admin of the server can decide what ping level might be too high for the server and set it so that if a player exceeds that ping when they log in the server will not log them in and tell them their ping is too high, or if the ping goes high during game play they can be auto kicked and renew tehir connection",1.0,"High ping results in lag/desync fo player and server as a whole - High pings >300 and even more evident >500 not only cause lag and desync for the player connected to a server but its notable that when that player with a high ping joins a server it causes lag across the server and desyncs are experience by many players. I know this is not always something that a game can accommodate for as some high pings are the nature of internet location to server, hardware and other factors outside of the game. There have been requests for Eco to have what games like empyrion have and that would be a config setting where the admin of the server can decide what ping level might be too high for the server and set it so that if a player exceeds that ping when they log in the server will not log them in and tell them their ping is too high, or if the ping goes high during game play they can be auto kicked and renew tehir connection",1,high ping results in lag desync fo player and server as a whole high pings and even more evident not only cause lag and desync for the player connected to a server but its notable that when that player with a high ping joins a server it causes lag across the server and desyncs are experience by many players i know this is not always something that a game can accommodate for as some high pings are the nature of internet location to server hardware and other factors outside of the game there have been requests for eco to have what games like empyrion have and that would be a config setting where the admin of the server can decide what ping level might be too high for the server and set it so that if a player exceeds that ping when they log in the server will not log them in and tell them their ping is too high or if the ping goes high during game play they can be auto kicked and renew tehir connection,1 466929,13437399674.0,IssuesEvent,2020-09-07 15:52:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1740] Empty notification when voting.,Category: UI Priority: Medium,"Step to reproduce: - start any election. Press Yes/No. I have empty notification: ![image](https://user-images.githubusercontent.com/45708377/91261691-87e14280-e778-11ea-9b18-45d24b30f4af.png) ![image](https://user-images.githubusercontent.com/45708377/91261773-8d3e8d00-e778-11ea-84e5-4c58da47aec2.png) ",1.0,"[0.9.0 staging-1740] Empty notification when voting. - Step to reproduce: - start any election. Press Yes/No. I have empty notification: ![image](https://user-images.githubusercontent.com/45708377/91261691-87e14280-e778-11ea-9b18-45d24b30f4af.png) ![image](https://user-images.githubusercontent.com/45708377/91261773-8d3e8d00-e778-11ea-84e5-4c58da47aec2.png) ",1, empty notification when voting step to reproduce start any election press yes no i have empty notification ,1 505583,14641575247.0,IssuesEvent,2020-12-25 07:31:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-stable-3] Teleporting fish,Category: Gameplay Priority: Medium Status: Reopen,"Fish was on floor : removing the block it's on will make it fall in lake, but putting back the block will make it teleport on the block again. Putting a block above this block will also teleport this fish above the new block. See video : https://imgur.com/a/Y5TSnyJ ",1.0,"[0.9.0.0 beta staging-stable-3] Teleporting fish - Fish was on floor : removing the block it's on will make it fall in lake, but putting back the block will make it teleport on the block again. Putting a block above this block will also teleport this fish above the new block. See video : https://imgur.com/a/Y5TSnyJ ",1, teleporting fish fish was on floor removing the block it s on will make it fall in lake but putting back the block will make it teleport on the block again putting a block above this block will also teleport this fish above the new block see video ,1 429954,12438631384.0,IssuesEvent,2020-05-26 08:45:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.0 staging-1565] Animals: stop at so,e point",Priority: Medium,"Just spend sometime flying aroung, then animals won't move anymore. ",1.0,"[0.9.0 staging-1565] Animals: stop at so,e point - Just spend sometime flying aroung, then animals won't move anymore. ",1, animals stop at so e point just spend sometime flying aroung then animals won t move anymore ,1 249133,7953881790.0,IssuesEvent,2018-07-12 04:30:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,connection failed dedicated server,Medium Priority Respond ASAP,"i have rented a dedicated server for 3 days the error message when i clcik on icon connect a message shows connected failed I tried many things that I changed but without success always the same message ""RequireAuthentication"": false, ""DetectNAT"": false, **## change ip address and reinstall the server too** few had the same problem on a server to dedicate ### **_I can connect but only add manual ip address_** # server 0.7.3.2 ip server ## **IP : 149.56.192.152: 40315** video problem youtube https://www.youtube.com/watch?v=JUYKxX76vqU&feature=youtu.be picture problem https://prnt.sc/j4apmu Thank you for your help LaTrouTe #6817 ",1.0,"connection failed dedicated server - i have rented a dedicated server for 3 days the error message when i clcik on icon connect a message shows connected failed I tried many things that I changed but without success always the same message ""RequireAuthentication"": false, ""DetectNAT"": false, **## change ip address and reinstall the server too** few had the same problem on a server to dedicate ### **_I can connect but only add manual ip address_** # server 0.7.3.2 ip server ## **IP : 149.56.192.152: 40315** video problem youtube https://www.youtube.com/watch?v=JUYKxX76vqU&feature=youtu.be picture problem https://prnt.sc/j4apmu Thank you for your help LaTrouTe #6817 ",1,connection failed dedicated server i have rented a dedicated server for days the error message when i clcik on icon connect a message shows connected failed i tried many things that i changed but without success always the same message requireauthentication false detectnat false change ip address and reinstall the server too few had the same problem on a server to dedicate i can connect but only add manual ip address server ip server ip video problem youtube picture problem thank you for your help latroute ,1 390845,11564636299.0,IssuesEvent,2020-02-20 09:02:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1416] Reseaching typo/flaws.,Priority: Medium,"- [ ] 1. Reduce Labor for Carpentry/Masonry/Farming Skill Book recipes to 500 Labor. - [ ] 2. Reduce Labor from 5000 to 4000; 15000 to 10000. We haven't any benefit for this recipes and Now it's really a lot, need to reduce for playtest. - [ ] 3. Carpentry Skill Book recipe: delete Basic Research. SHould be 3 Dendrology RP Basic: ![image](https://user-images.githubusercontent.com/45708377/74912156-21492980-53cf-11ea-8a4e-41eff9c0ef4c.png) - [ ] 4. Change requires for Baking and Cooking. They both should have same requires. I prefer Farming for it. - [ ] 5. Mechanics Skill Book recipe: Should be 10x Engineering Research Paper Basic: ![image](https://user-images.githubusercontent.com/45708377/74914136-f365e400-53d2-11ea-8b10-a509289457f1.png) recipe: Basic Research,20;Advanced Research,5; EngineeringResearchPaperBasic,10; EngineeringResearchPaperAdvanced,5; MetallurgyResearchPaperAdvanced,10. - [ ] 6. Need change recipes for: - AgricultureResearchPaperAdvanced - AgricultureResearchPaperModern - CulinaryResearchPaperAdvanced - CulinaryResearchPaperModern - DendrologyResearchPaperAdvanced - DendrologyResearchPaperBasic - EngineeringResearchPaperModern. Craft table to Assembly line. - EngineeringResearchPaperAdvanced. Craft table to Wainwright table. - GatheringResearchPaperBasic - GeologyResearchPaperAdvanced - GeologyResearchPaperBasic - GeologyResearchPaperModern - MetallurgyResearchPaperAdvanced - MetallurgyResearchPaperBasic These are almost all recipes for research papers. ",1.0,"[0.9.0 staging-1416] Reseaching typo/flaws. - - [ ] 1. Reduce Labor for Carpentry/Masonry/Farming Skill Book recipes to 500 Labor. - [ ] 2. Reduce Labor from 5000 to 4000; 15000 to 10000. We haven't any benefit for this recipes and Now it's really a lot, need to reduce for playtest. - [ ] 3. Carpentry Skill Book recipe: delete Basic Research. SHould be 3 Dendrology RP Basic: ![image](https://user-images.githubusercontent.com/45708377/74912156-21492980-53cf-11ea-8a4e-41eff9c0ef4c.png) - [ ] 4. Change requires for Baking and Cooking. They both should have same requires. I prefer Farming for it. - [ ] 5. Mechanics Skill Book recipe: Should be 10x Engineering Research Paper Basic: ![image](https://user-images.githubusercontent.com/45708377/74914136-f365e400-53d2-11ea-8b10-a509289457f1.png) recipe: Basic Research,20;Advanced Research,5; EngineeringResearchPaperBasic,10; EngineeringResearchPaperAdvanced,5; MetallurgyResearchPaperAdvanced,10. - [ ] 6. Need change recipes for: - AgricultureResearchPaperAdvanced - AgricultureResearchPaperModern - CulinaryResearchPaperAdvanced - CulinaryResearchPaperModern - DendrologyResearchPaperAdvanced - DendrologyResearchPaperBasic - EngineeringResearchPaperModern. Craft table to Assembly line. - EngineeringResearchPaperAdvanced. Craft table to Wainwright table. - GatheringResearchPaperBasic - GeologyResearchPaperAdvanced - GeologyResearchPaperBasic - GeologyResearchPaperModern - MetallurgyResearchPaperAdvanced - MetallurgyResearchPaperBasic These are almost all recipes for research papers. ",1, reseaching typo flaws reduce labor for carpentry masonry farming skill book recipes to labor reduce labor from to to we haven t any benefit for this recipes and now it s really a lot need to reduce for playtest carpentry skill book recipe delete basic research should be dendrology rp basic change requires for baking and cooking they both should have same requires i prefer farming for it mechanics skill book recipe should be engineering research paper basic recipe basic research advanced research engineeringresearchpaperbasic engineeringresearchpaperadvanced metallurgyresearchpaperadvanced need change recipes for agricultureresearchpaperadvanced agricultureresearchpapermodern culinaryresearchpaperadvanced culinaryresearchpapermodern dendrologyresearchpaperadvanced dendrologyresearchpaperbasic engineeringresearchpapermodern craft table to assembly line engineeringresearchpaperadvanced craft table to wainwright table gatheringresearchpaperbasic geologyresearchpaperadvanced geologyresearchpaperbasic geologyresearchpapermodern metallurgyresearchpaperadvanced metallurgyresearchpaperbasic these are almost all recipes for research papers ,1 249132,7953881140.0,IssuesEvent,2018-07-12 04:30:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Invisible bridge built too high - Now glitched out / Disappeared,Medium Priority Respond ASAP,"From Steam: ""Someone on our server built a bridge strait up until they clipped the ceiling of the world. They started from ground level and just layed bridges until they hit the “ceiling”. Once they hit said ceiling the entire bridge has disappeared yet still shows on the map. Is there a way that we can delete this thing as I believe it is the reason we are experiencing major lag. Any input would be greatly appreciated. Restoring to a previous save point would be sub-prime as this apparently was done several RL days ago. Thanks in advance.""",1.0,"Invisible bridge built too high - Now glitched out / Disappeared - From Steam: ""Someone on our server built a bridge strait up until they clipped the ceiling of the world. They started from ground level and just layed bridges until they hit the “ceiling”. Once they hit said ceiling the entire bridge has disappeared yet still shows on the map. Is there a way that we can delete this thing as I believe it is the reason we are experiencing major lag. Any input would be greatly appreciated. Restoring to a previous save point would be sub-prime as this apparently was done several RL days ago. Thanks in advance.""",1,invisible bridge built too high now glitched out disappeared from steam someone on our server built a bridge strait up until they clipped the ceiling of the world they started from ground level and just layed bridges until they hit the “ceiling” once they hit said ceiling the entire bridge has disappeared yet still shows on the map is there a way that we can delete this thing as i believe it is the reason we are experiencing major lag any input would be greatly appreciated restoring to a previous save point would be sub prime as this apparently was done several rl days ago thanks in advance ,1 530808,15436874444.0,IssuesEvent,2021-03-07 14:41:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[0.9.2 release] Feet Sink into Stone,Category: Art Priority: Medium Squad: Saguaro Status: Fixed Type: Bug,"When an avatar is standing on Sandstone, it looks like their feet are going into the stone. I am not sure if this applies to other stone types as well. ![FeetInStone](https://user-images.githubusercontent.com/47330823/106235878-7b8e6500-61b0-11eb-9740-d7c93b6c2d2b.png) ",1.0,"[0.9.2 release] Feet Sink into Stone - When an avatar is standing on Sandstone, it looks like their feet are going into the stone. I am not sure if this applies to other stone types as well. ![FeetInStone](https://user-images.githubusercontent.com/47330823/106235878-7b8e6500-61b0-11eb-9740-d7c93b6c2d2b.png) ",1, feet sink into stone when an avatar is standing on sandstone it looks like their feet are going into the stone i am not sure if this applies to other stone types as well ,1 256915,8130326353.0,IssuesEvent,2018-08-17 18:04:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.2] Currency of contracts switched on server restart,Medium Priority,Existing contracts with configured currency where switched to my own currency.,1.0,[7.6.2] Currency of contracts switched on server restart - Existing contracts with configured currency where switched to my own currency.,1, currency of contracts switched on server restart existing contracts with configured currency where switched to my own currency ,1 224364,7469500332.0,IssuesEvent,2018-04-02 23:12:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Client crash as soon as i try to connect to a server,Medium Priority,"The client just crashes, no error message or anything. It crashes when: I press join Try to join a server to quickly before letting the client load the server list. Try to join a server after waiting to long before joining a server. Trying to join a server Writing the wrong password into the server. Also pressing stop while loading the server list. And sometimes when i press continue. In order to work around this it's like goldie locks. I has to be just perfect.",1.0,"Client crash as soon as i try to connect to a server - The client just crashes, no error message or anything. It crashes when: I press join Try to join a server to quickly before letting the client load the server list. Try to join a server after waiting to long before joining a server. Trying to join a server Writing the wrong password into the server. Also pressing stop while loading the server list. And sometimes when i press continue. In order to work around this it's like goldie locks. I has to be just perfect.",1,client crash as soon as i try to connect to a server the client just crashes no error message or anything it crashes when i press join try to join a server to quickly before letting the client load the server list try to join a server after waiting to long before joining a server trying to join a server writing the wrong password into the server also pressing stop while loading the server list and sometimes when i press continue in order to work around this it s like goldie locks i has to be just perfect ,1 330019,10028362576.0,IssuesEvent,2019-07-17 11:29:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.9 release-preview] Skid Steer arm doesn't work,Medium Priority QA Regression,"Step to reproduce: - spawn Skid Steer - add fuel - mount Skid Steer - First try to swing arm up/down. It doesn't work. Arm and scoop will work If you First try to use move (WASD). - remount Skid Steer and First use WASD to fix it ",1.0,"[0.8.2.9 release-preview] Skid Steer arm doesn't work - Step to reproduce: - spawn Skid Steer - add fuel - mount Skid Steer - First try to swing arm up/down. It doesn't work. Arm and scoop will work If you First try to use move (WASD). - remount Skid Steer and First use WASD to fix it ",1, skid steer arm doesn t work step to reproduce spawn skid steer add fuel mount skid steer first try to swing arm up down it doesn t work arm and scoop will work if you first try to use move wasd remount skid steer and first use wasd to fix it ,1 368604,10881879070.0,IssuesEvent,2019-11-17 20:36:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Starter camp should have separate interactable parts for crafting vs storage,Medium Priority,"can easily do this with the specific interactable functionality, just need the mesh broken up into separate parts meant to be highlightable",1.0,"Starter camp should have separate interactable parts for crafting vs storage - can easily do this with the specific interactable functionality, just need the mesh broken up into separate parts meant to be highlightable",1,starter camp should have separate interactable parts for crafting vs storage can easily do this with the specific interactable functionality just need the mesh broken up into separate parts meant to be highlightable,1 306559,9396668088.0,IssuesEvent,2019-04-08 07:51:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: excavator missing,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** digging dirt with excavator **Expected behavior:** kept digging **Actual behavior:** threw me accross the map couldnt move until i got back to where my excavator was and then its gone completelyw",1.0,"USER ISSUE: excavator missing - **Version:** 0.7.2.5 beta **Steps to Reproduce:** digging dirt with excavator **Expected behavior:** kept digging **Actual behavior:** threw me accross the map couldnt move until i got back to where my excavator was and then its gone completelyw",1,user issue excavator missing version beta steps to reproduce digging dirt with excavator expected behavior kept digging actual behavior threw me accross the map couldnt move until i got back to where my excavator was and then its gone completelyw,1 518088,15023762881.0,IssuesEvent,2021-02-01 18:40:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stop user from clicking on tiers they already own (on upgrade page),Category: Accounts Category: Web Priority: Medium Status: Fixed,"On upgrade page, users should not be able to click to buy on tiers they already own. Also, can you update so the 'Purchase' tag that displays above each tier, does not display if the tier is owned.",1.0,"Stop user from clicking on tiers they already own (on upgrade page) - On upgrade page, users should not be able to click to buy on tiers they already own. Also, can you update so the 'Purchase' tag that displays above each tier, does not display if the tier is owned.",1,stop user from clicking on tiers they already own on upgrade page on upgrade page users should not be able to click to buy on tiers they already own also can you update so the purchase tag that displays above each tier does not display if the tier is owned ,1 259130,8188165043.0,IssuesEvent,2018-08-30 00:11:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,cannot login on Linux - double input,Medium Priority,"In the latest Linux version, the login boxes take double input making it impossible to enter your username and password. To be clear: you enter ""username"" and it comes up as ""uusseerrnnaammee"" - double input. Making it impossible to login.",1.0,"cannot login on Linux - double input - In the latest Linux version, the login boxes take double input making it impossible to enter your username and password. To be clear: you enter ""username"" and it comes up as ""uusseerrnnaammee"" - double input. Making it impossible to login.",1,cannot login on linux double input in the latest linux version the login boxes take double input making it impossible to enter your username and password to be clear you enter username and it comes up as uusseerrnnaammee double input making it impossible to login ,1 220553,7360918202.0,IssuesEvent,2018-03-10 23:49:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Suggestion: Settings for housing SP/day,Medium Priority,Would be great to have a seperate setting (along the already existing MaxHousingSkillRate) to set a housing SP mulltiplier. Without such a setting housing becomes less and less worth it the higher the passive SP multiplier is set on a server.,1.0,Suggestion: Settings for housing SP/day - Would be great to have a seperate setting (along the already existing MaxHousingSkillRate) to set a housing SP mulltiplier. Without such a setting housing becomes less and less worth it the higher the passive SP multiplier is set on a server.,1,suggestion settings for housing sp day would be great to have a seperate setting along the already existing maxhousingskillrate to set a housing sp mulltiplier without such a setting housing becomes less and less worth it the higher the passive sp multiplier is set on a server ,1 542351,15859005503.0,IssuesEvent,2021-04-08 07:29:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 staging-1061] Scroll wheel sensitivity in skid steer,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Fixed,"Since 8.2.9 scroll wheel sensitivity in skid steer became less. Now it's very hard to use. But if you set controls to keys it will be good. In excavator it's good as in 8.2.8. It will be nice to add Scroll wheel sensitivity like mouse sensitivity: ![image](https://user-images.githubusercontent.com/45708377/62356014-cde9b980-b518-11e9-8cca-5b2dc22f7a27.png) ",1.0,"[0.8.3.0 staging-1061] Scroll wheel sensitivity in skid steer - Since 8.2.9 scroll wheel sensitivity in skid steer became less. Now it's very hard to use. But if you set controls to keys it will be good. In excavator it's good as in 8.2.8. It will be nice to add Scroll wheel sensitivity like mouse sensitivity: ![image](https://user-images.githubusercontent.com/45708377/62356014-cde9b980-b518-11e9-8cca-5b2dc22f7a27.png) ",1, scroll wheel sensitivity in skid steer since scroll wheel sensitivity in skid steer became less now it s very hard to use but if you set controls to keys it will be good in excavator it s good as in it will be nice to add scroll wheel sensitivity like mouse sensitivity ,1 443409,12794025234.0,IssuesEvent,2020-07-02 05:53:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,'Brightness' Setting in graphics settings needs to be updated (no longer works),Category: Tech Priority: Medium Week Task,"**Note: This will only apply after my PR for lighting changes is merged, https://github.com/StrangeLoopGames/Eco/pull/6046** The brightness setting in the graphics setting is now being overridden by the autoexposure post process effect, from what I can tell (it may have broken for another reason). Instead of having this 'brightness' setting, I think we should replace it with a 'gamma' setting that affects the gamma, and leaves the EV and brightness values of the lighting/camera alone. Hopefully this makes sense and can be done relatively easily, I'm not totally sure it is the best way to fix it so that players still have an option to tweak based on their monitor brightness. If there is another way to have it re-activated without messing up auto-exposure, that's ok too (but I imagine it might just be a direct conflict). ",1.0,"'Brightness' Setting in graphics settings needs to be updated (no longer works) - **Note: This will only apply after my PR for lighting changes is merged, https://github.com/StrangeLoopGames/Eco/pull/6046** The brightness setting in the graphics setting is now being overridden by the autoexposure post process effect, from what I can tell (it may have broken for another reason). Instead of having this 'brightness' setting, I think we should replace it with a 'gamma' setting that affects the gamma, and leaves the EV and brightness values of the lighting/camera alone. Hopefully this makes sense and can be done relatively easily, I'm not totally sure it is the best way to fix it so that players still have an option to tweak based on their monitor brightness. If there is another way to have it re-activated without messing up auto-exposure, that's ok too (but I imagine it might just be a direct conflict). ",1, brightness setting in graphics settings needs to be updated no longer works note this will only apply after my pr for lighting changes is merged the brightness setting in the graphics setting is now being overridden by the autoexposure post process effect from what i can tell it may have broken for another reason instead of having this brightness setting i think we should replace it with a gamma setting that affects the gamma and leaves the ev and brightness values of the lighting camera alone hopefully this makes sense and can be done relatively easily i m not totally sure it is the best way to fix it so that players still have an option to tweak based on their monitor brightness if there is another way to have it re activated without messing up auto exposure that s ok too but i imagine it might just be a direct conflict ,1 565631,16766267364.0,IssuesEvent,2021-06-14 09:11:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,General UI Improvemant: Part 1,Category: UI Priority: Medium Squad: Mountain Goat,"1) Additional logic for buttons so they will behave with localization (adjust itself) 2) Pay attention to the font sizes, elements sizes so everything looks neat in general 2) Go through common windows first: Economy Viewer Repair Dialogs Transfer Contracts Treasury Real estate Bank",1.0,"General UI Improvemant: Part 1 - 1) Additional logic for buttons so they will behave with localization (adjust itself) 2) Pay attention to the font sizes, elements sizes so everything looks neat in general 2) Go through common windows first: Economy Viewer Repair Dialogs Transfer Contracts Treasury Real estate Bank",1,general ui improvemant part additional logic for buttons so they will behave with localization adjust itself pay attention to the font sizes elements sizes so everything looks neat in general go through common windows first economy viewer repair dialogs transfer contracts treasury real estate bank,1 528386,15365486446.0,IssuesEvent,2021-03-01 23:40:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4] Update Bug Hunter Icon to have background like other badge icons.,Category: Art Priority: Medium Squad: Saguaro Type: Task,"@MilenkoTunjic Let's just update the sprite for the bug hunter icon please. Inside UI_Icons_04.png, I think what we want is for this icon: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/ae39ff85-7880-4384-bfd1-35fa9916631a) To have a background like these ones do, of whatever color looks best: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/454989d3-f46b-43fb-88a8-719fc82084f8)",1.0,"[9.4] Update Bug Hunter Icon to have background like other badge icons. - @MilenkoTunjic Let's just update the sprite for the bug hunter icon please. Inside UI_Icons_04.png, I think what we want is for this icon: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/ae39ff85-7880-4384-bfd1-35fa9916631a) To have a background like these ones do, of whatever color looks best: ![image.png](https://images.zenhubusercontent.com/5ee003d5cfaa7fb4ca69f828/454989d3-f46b-43fb-88a8-719fc82084f8)",1, update bug hunter icon to have background like other badge icons milenkotunjic let s just update the sprite for the bug hunter icon please inside ui icons png i think what we want is for this icon to have a background like these ones do of whatever color looks best ,1 491371,14162840985.0,IssuesEvent,2020-11-12 00:49:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.1.4 beta release-116]Civics: Trigger ""Recieve government funds"" not functional",Category: Laws Priority: Medium,"This trigger does not react to payments via other law actions. ![Screenshot_52.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/312ac261-b012-4661-af82-06086d559047) ![Screenshot_57.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/d10ed87a-74b4-412a-96df-e6b86d2a146e)",1.0,"[0.9.1.4 beta release-116]Civics: Trigger ""Recieve government funds"" not functional - This trigger does not react to payments via other law actions. ![Screenshot_52.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/312ac261-b012-4661-af82-06086d559047) ![Screenshot_57.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/d10ed87a-74b4-412a-96df-e6b86d2a146e)",1, civics trigger recieve government funds not functional this trigger does not react to payments via other law actions ,1 242461,7842506219.0,IssuesEvent,2018-06-18 23:56:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Username with Chinese characters not rendered above other player's head,Localization Medium Priority,"Heard it from a player, did not test it.",1.0,"Username with Chinese characters not rendered above other player's head - Heard it from a player, did not test it.",1,username with chinese characters not rendered above other player s head heard it from a player did not test it ,1 511704,14879997926.0,IssuesEvent,2021-01-20 08:34:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1897] Last message in top notifications cutting off again.,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Regression,"I think this happens due to this strange spaces: ![image](https://user-images.githubusercontent.com/45708377/104428194-3bff3080-5595-11eb-994e-ee4f03a76253.png) Step to reproduce: - connect to server, all's right: ![image](https://user-images.githubusercontent.com/45708377/104428512-a2844e80-5595-11eb-9b54-2cbe4683b1eb.png) - make different actions until you will have this strange spaces: ![image](https://user-images.githubusercontent.com/45708377/104428801-f1ca7f00-5595-11eb-9732-517fc8042ba0.png) ",1.0,"[0.9.2 staging-1897] Last message in top notifications cutting off again. - I think this happens due to this strange spaces: ![image](https://user-images.githubusercontent.com/45708377/104428194-3bff3080-5595-11eb-994e-ee4f03a76253.png) Step to reproduce: - connect to server, all's right: ![image](https://user-images.githubusercontent.com/45708377/104428512-a2844e80-5595-11eb-9b54-2cbe4683b1eb.png) - make different actions until you will have this strange spaces: ![image](https://user-images.githubusercontent.com/45708377/104428801-f1ca7f00-5595-11eb-9732-517fc8042ba0.png) ",1, last message in top notifications cutting off again i think this happens due to this strange spaces step to reproduce connect to server all s right make different actions until you will have this strange spaces ,1 249086,7953764792.0,IssuesEvent,2018-07-12 03:40:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: game not using gpu,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** gpu amd HD 8970m cpu i7 4700mq windows 10 all latest drivers even when force booted with amd catalyst it refuses to use gpu **Expected behavior:** used gpu and ran 40-60 fps with some setting tweaks **Actual behavior:** the game refuses to run on my gpu opting to instead only use integrated graphics resulting in an abysmal frame rate even even ",1.0,"USER ISSUE: game not using gpu - **Version:** 0.7.1.2 beta **Steps to Reproduce:** gpu amd HD 8970m cpu i7 4700mq windows 10 all latest drivers even when force booted with amd catalyst it refuses to use gpu **Expected behavior:** used gpu and ran 40-60 fps with some setting tweaks **Actual behavior:** the game refuses to run on my gpu opting to instead only use integrated graphics resulting in an abysmal frame rate even even ",1,user issue game not using gpu version beta steps to reproduce gpu amd hd cpu windows all latest drivers even when force booted with amd catalyst it refuses to use gpu expected behavior used gpu and ran fps with some setting tweaks actual behavior the game refuses to run on my gpu opting to instead only use integrated graphics resulting in an abysmal frame rate even even ,1 316192,9638549534.0,IssuesEvent,2019-05-16 11:27:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Several plants dont show off in plant pots anymore,Medium Priority Not reproduced,"Some plants dont show off in plant pots anymore, although they did a few days ago. I tried to see, if I have the same problems on other servers. On some servers plants like King Fern worked for me totally fine - but not on my own server. The Heliconia seed does not show off anymore on any server for me.",1.0,"USER ISSUE: Several plants dont show off in plant pots anymore - Some plants dont show off in plant pots anymore, although they did a few days ago. I tried to see, if I have the same problems on other servers. On some servers plants like King Fern worked for me totally fine - but not on my own server. The Heliconia seed does not show off anymore on any server for me.",1,user issue several plants dont show off in plant pots anymore some plants dont show off in plant pots anymore although they did a few days ago i tried to see if i have the same problems on other servers on some servers plants like king fern worked for me totally fine but not on my own server the heliconia seed does not show off anymore on any server for me ,1 249083,7953756621.0,IssuesEvent,2018-07-12 03:37:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Continue loses info in the connection fails,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Load game and click Continue to connect to previous dedicated server. Times out and won't connect. **Expected behavior:** Connected to my previous server. **Actual behavior:** Times out and pops up Connection Failed. Can only connect again by going back to Join (which is extremely choppy and/or laggy).",1.0,"Continue loses info in the connection fails - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Load game and click Continue to connect to previous dedicated server. Times out and won't connect. **Expected behavior:** Connected to my previous server. **Actual behavior:** Times out and pops up Connection Failed. Can only connect again by going back to Join (which is extremely choppy and/or laggy).",1,continue loses info in the connection fails version beta steps to reproduce load game and click continue to connect to previous dedicated server times out and won t connect expected behavior connected to my previous server actual behavior times out and pops up connection failed can only connect again by going back to join which is extremely choppy and or laggy ,1 254738,8087344698.0,IssuesEvent,2018-08-09 01:10:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: stuk in nowhere,Medium Priority,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** I was just walking **Expected behavior:** walk, illuminate with a torch, back on surface when shutting down and restarting **Actual behavior:** stay stuk. all is black, even the visual is compromised (face allways on same spot). torch doesn't illuminate what is around me. oif I close the game and reopen it, the bug is still operating (so I can't make anything at all...)",1.0,"USER ISSUE: stuk in nowhere - **Version:** 0.7.3.2 beta **Steps to Reproduce:** I was just walking **Expected behavior:** walk, illuminate with a torch, back on surface when shutting down and restarting **Actual behavior:** stay stuk. all is black, even the visual is compromised (face allways on same spot). torch doesn't illuminate what is around me. oif I close the game and reopen it, the bug is still operating (so I can't make anything at all...)",1,user issue stuk in nowhere version beta steps to reproduce i was just walking expected behavior walk illuminate with a torch back on surface when shutting down and restarting actual behavior stay stuk all is black even the visual is compromised face allways on same spot torch doesn t illuminate what is around me oif i close the game and reopen it the bug is still operating so i can t make anything at all ,1 342448,10317236121.0,IssuesEvent,2019-08-30 12:12:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Trying to ""continue"" on a server that is not updated to the most recent version does not give an informative error message about that",Medium Priority,Either have the error say it is incompatible version or show it before even pressing continue.,1.0,"Trying to ""continue"" on a server that is not updated to the most recent version does not give an informative error message about that - Either have the error say it is incompatible version or show it before even pressing continue.",1,trying to continue on a server that is not updated to the most recent version does not give an informative error message about that either have the error say it is incompatible version or show it before even pressing continue ,1 492632,14216692013.0,IssuesEvent,2020-11-17 09:20:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make clicking a link insta-close the tooltip and not reopen immediately,Category: UI Priority: Medium,"So you dont get blocking tooltips like this: ![animx22](https://user-images.githubusercontent.com/3536496/97359747-7ab90080-185a-11eb-816b-b1e8ec49d851.gif) ",1.0,"Make clicking a link insta-close the tooltip and not reopen immediately - So you dont get blocking tooltips like this: ![animx22](https://user-images.githubusercontent.com/3536496/97359747-7ab90080-185a-11eb-816b-b1e8ec49d851.gif) ",1,make clicking a link insta close the tooltip and not reopen immediately so you dont get blocking tooltips like this ,1 257597,8139541060.0,IssuesEvent,2018-08-20 18:03:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.7.0] Changing Resolution from menu doesn't actually change the ingame screen resolution for windowed mode,Medium Priority,"Can't change if from 1920x1080 in the menu, can only do so manually. Edit: only occurs in windowed mode",1.0,"[7.7.0] Changing Resolution from menu doesn't actually change the ingame screen resolution for windowed mode - Can't change if from 1920x1080 in the menu, can only do so manually. Edit: only occurs in windowed mode",1, changing resolution from menu doesn t actually change the ingame screen resolution for windowed mode can t change if from in the menu can only do so manually edit only occurs in windowed mode,1 417535,12167071741.0,IssuesEvent,2020-04-27 10:16:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9 Staging-1514] Multiple inputs and outputs confuse pipes,Priority: Medium Status: Fixed Week Task,"I have problem with piping water over long distances. Here is my setup. First, 5 water pipes by the shore: ![image](https://user-images.githubusercontent.com/964559/79534461-84ea7e80-802f-11ea-85f6-79479727897d.png) (5 pumps each taking a separate water input and all connecting to one pipe on the output) Then, a long single pipe: ![image](https://user-images.githubusercontent.com/964559/79534566-c24f0c00-802f-11ea-86f5-22728878144f.png) And then my water consumers - two blast furnaces and 3 sinks: ![image](https://user-images.githubusercontent.com/964559/79534624-ed396000-802f-11ea-95f6-8ecb9fd6cfae.png) (yes, I know a pipe is disconnected in the screenshot) Sometimes all 5 of these get water and work. Sometimes some of them don't get water and stop working: ![image](https://user-images.githubusercontent.com/964559/79534915-cd566c00-8030-11ea-92d3-e523ec4a4130.png) There is no way to tell how or why. The sinks at the far end of the connection recognise the water pumps: ![image](https://user-images.githubusercontent.com/964559/79534700-21ad1c00-8030-11ea-988d-20a14906d044.png) So I'm not sure how to handle it. On top of that, it's hard to debug these things: - Water pumps don't say how much water they pipe - Blast furnaces only say how much water is available, not how much they want - Can't check the pipes for how much water they are actually piping etc. It would be nice to have better insight into it for further debugging... Maybe it's somehow due to pipes having some internal capacity / throughput? If so, it's not clear where to find that information... 1) Version 0.9 Staging-1514 2) Steps to reproduce - Connect multiple water pumps together into 1 pipe - Run the pipe over a long distance (100+ meters) - Connect the pipe into multiple water consumers - 2 blast furnaces, 3 sinks - Sometimes some of them won't work because of lack of access to water 3) Expected behaviour - Pipes should work regardless of distance and how many input / output machines are connected, provided enough water is supplied 4) Actual behaviour - Sometimes some machines won't have water to consume for no apparent reason ",1.0,"[0.9 Staging-1514] Multiple inputs and outputs confuse pipes - I have problem with piping water over long distances. Here is my setup. First, 5 water pipes by the shore: ![image](https://user-images.githubusercontent.com/964559/79534461-84ea7e80-802f-11ea-85f6-79479727897d.png) (5 pumps each taking a separate water input and all connecting to one pipe on the output) Then, a long single pipe: ![image](https://user-images.githubusercontent.com/964559/79534566-c24f0c00-802f-11ea-86f5-22728878144f.png) And then my water consumers - two blast furnaces and 3 sinks: ![image](https://user-images.githubusercontent.com/964559/79534624-ed396000-802f-11ea-95f6-8ecb9fd6cfae.png) (yes, I know a pipe is disconnected in the screenshot) Sometimes all 5 of these get water and work. Sometimes some of them don't get water and stop working: ![image](https://user-images.githubusercontent.com/964559/79534915-cd566c00-8030-11ea-92d3-e523ec4a4130.png) There is no way to tell how or why. The sinks at the far end of the connection recognise the water pumps: ![image](https://user-images.githubusercontent.com/964559/79534700-21ad1c00-8030-11ea-988d-20a14906d044.png) So I'm not sure how to handle it. On top of that, it's hard to debug these things: - Water pumps don't say how much water they pipe - Blast furnaces only say how much water is available, not how much they want - Can't check the pipes for how much water they are actually piping etc. It would be nice to have better insight into it for further debugging... Maybe it's somehow due to pipes having some internal capacity / throughput? If so, it's not clear where to find that information... 1) Version 0.9 Staging-1514 2) Steps to reproduce - Connect multiple water pumps together into 1 pipe - Run the pipe over a long distance (100+ meters) - Connect the pipe into multiple water consumers - 2 blast furnaces, 3 sinks - Sometimes some of them won't work because of lack of access to water 3) Expected behaviour - Pipes should work regardless of distance and how many input / output machines are connected, provided enough water is supplied 4) Actual behaviour - Sometimes some machines won't have water to consume for no apparent reason ",1, multiple inputs and outputs confuse pipes i have problem with piping water over long distances here is my setup first water pipes by the shore pumps each taking a separate water input and all connecting to one pipe on the output then a long single pipe and then my water consumers two blast furnaces and sinks yes i know a pipe is disconnected in the screenshot sometimes all of these get water and work sometimes some of them don t get water and stop working there is no way to tell how or why the sinks at the far end of the connection recognise the water pumps so i m not sure how to handle it on top of that it s hard to debug these things water pumps don t say how much water they pipe blast furnaces only say how much water is available not how much they want can t check the pipes for how much water they are actually piping etc it would be nice to have better insight into it for further debugging maybe it s somehow due to pipes having some internal capacity throughput if so it s not clear where to find that information version staging steps to reproduce connect multiple water pumps together into pipe run the pipe over a long distance meters connect the pipe into multiple water consumers blast furnaces sinks sometimes some of them won t work because of lack of access to water expected behaviour pipes should work regardless of distance and how many input output machines are connected provided enough water is supplied actual behaviour sometimes some machines won t have water to consume for no apparent reason ,1 367461,10853991961.0,IssuesEvent,2019-11-13 15:40:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.2.4 Player contracts Dysentery,Medium Priority,"**Server, Client or Website?** Client **OS/Web Browser?** Win10 **Detailed Description of Issue:** Player contracts Dysentery after eating an Elk Taco **Reproducible?** How difficult is it to reproduce? Yes. Easy. **Steps to reproduce bug/issue:** Consume Elk Taco **Additional Comments:** This is a serious issue. Player remains unable to remove the effect and all SP gain stops due to the player being unable to maintain calories. **Client Version?** 7.2.4 **Include recent Crash dump ( get only generated if the server crashes):** N/A",1.0,"7.2.4 Player contracts Dysentery - **Server, Client or Website?** Client **OS/Web Browser?** Win10 **Detailed Description of Issue:** Player contracts Dysentery after eating an Elk Taco **Reproducible?** How difficult is it to reproduce? Yes. Easy. **Steps to reproduce bug/issue:** Consume Elk Taco **Additional Comments:** This is a serious issue. Player remains unable to remove the effect and all SP gain stops due to the player being unable to maintain calories. **Client Version?** 7.2.4 **Include recent Crash dump ( get only generated if the server crashes):** N/A",1, player contracts dysentery server client or website client os web browser detailed description of issue player contracts dysentery after eating an elk taco reproducible how difficult is it to reproduce yes easy steps to reproduce bug issue consume elk taco additional comments this is a serious issue player remains unable to remove the effect and all sp gain stops due to the player being unable to maintain calories client version include recent crash dump get only generated if the server crashes n a,1 399205,11744562464.0,IssuesEvent,2020-03-12 08:01:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1447] Craft UI: need to check icons' size,Priority: Medium Status: Fixed,"1. Now this order icons look like eggs with pixels. We need to make them with proper size ![bandicam 2020-03-06 12-12-02-112](https://user-images.githubusercontent.com/27898520/76061032-6f9c2200-5fa4-11ea-93bb-b51e74cd9d72.jpg) ![bandicam 2020-03-06 12-12-17-682](https://user-images.githubusercontent.com/27898520/76061034-70cd4f00-5fa4-11ea-9b96-8386a8c607bf.jpg) 2. There is somw artifact ![bandicam 2020-03-06 12-12-17-682](https://user-images.githubusercontent.com/27898520/76061317-0ff24680-5fa5-11ea-8df4-2e49093639dd.jpg) 3. Can we change this effect for selected order? Maybe some border effect, its too much like this ![bandicam 2020-03-06 12-34-47-350](https://user-images.githubusercontent.com/27898520/76062141-e5a18880-5fa6-11ea-88c6-4fef840dbaba.jpg) ",1.0,"[0.9.0 staging-1447] Craft UI: need to check icons' size - 1. Now this order icons look like eggs with pixels. We need to make them with proper size ![bandicam 2020-03-06 12-12-02-112](https://user-images.githubusercontent.com/27898520/76061032-6f9c2200-5fa4-11ea-93bb-b51e74cd9d72.jpg) ![bandicam 2020-03-06 12-12-17-682](https://user-images.githubusercontent.com/27898520/76061034-70cd4f00-5fa4-11ea-9b96-8386a8c607bf.jpg) 2. There is somw artifact ![bandicam 2020-03-06 12-12-17-682](https://user-images.githubusercontent.com/27898520/76061317-0ff24680-5fa5-11ea-8df4-2e49093639dd.jpg) 3. Can we change this effect for selected order? Maybe some border effect, its too much like this ![bandicam 2020-03-06 12-34-47-350](https://user-images.githubusercontent.com/27898520/76062141-e5a18880-5fa6-11ea-88c6-4fef840dbaba.jpg) ",1, craft ui need to check icons size now this order icons look like eggs with pixels we need to make them with proper size there is somw artifact can we change this effect for selected order maybe some border effect its too much like this ,1 421200,12254994616.0,IssuesEvent,2020-05-06 09:26:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1540] Wrong checking for completing contract,Priority: Medium,"Step to reproduce: - first player creates contract without auto-accept (for example Put In Container) ![image](https://user-images.githubusercontent.com/45708377/81161425-3aa44f80-8f94-11ea-99a9-9fd6f38f4662.png) - second player takes this contract, don't add items (acorn) in stockpile and press job finished: ![image](https://user-images.githubusercontent.com/45708377/81161550-64f60d00-8f94-11ea-9a27-a7c99a59b31b.png) - it's said that second player completed contract, but it should say that second player still need to add necessary item. - first player has notification that second player completed contract: ![image](https://user-images.githubusercontent.com/45708377/81161704-a686b800-8f94-11ea-9d5c-f752e2a1e27d.png) - open contract and press mark finished. I havo notification that I need to add item in container: ![image](https://user-images.githubusercontent.com/45708377/81161774-c4541d00-8f94-11ea-83c7-7696a061ace2.png) ",1.0,"[0.9.0 staging-1540] Wrong checking for completing contract - Step to reproduce: - first player creates contract without auto-accept (for example Put In Container) ![image](https://user-images.githubusercontent.com/45708377/81161425-3aa44f80-8f94-11ea-99a9-9fd6f38f4662.png) - second player takes this contract, don't add items (acorn) in stockpile and press job finished: ![image](https://user-images.githubusercontent.com/45708377/81161550-64f60d00-8f94-11ea-9a27-a7c99a59b31b.png) - it's said that second player completed contract, but it should say that second player still need to add necessary item. - first player has notification that second player completed contract: ![image](https://user-images.githubusercontent.com/45708377/81161704-a686b800-8f94-11ea-9d5c-f752e2a1e27d.png) - open contract and press mark finished. I havo notification that I need to add item in container: ![image](https://user-images.githubusercontent.com/45708377/81161774-c4541d00-8f94-11ea-83c7-7696a061ace2.png) ",1, wrong checking for completing contract step to reproduce first player creates contract without auto accept for example put in container second player takes this contract don t add items acorn in stockpile and press job finished it s said that second player completed contract but it should say that second player still need to add necessary item first player has notification that second player completed contract open contract and press mark finished i havo notification that i need to add item in container ,1 390322,11542065327.0,IssuesEvent,2020-02-18 06:19:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1384] Migration: valid check for deleted items,Priority: Medium Status: Fixed,"Migration from #14497 cause this errors ![bandicam 2020-02-05 12-36-42-061](https://user-images.githubusercontent.com/27898520/73821160-232ebc80-4815-11ea-9966-74fe7334a181.jpg) But server is working fine after migration",1.0,"[0.9.0 staging-1384] Migration: valid check for deleted items - Migration from #14497 cause this errors ![bandicam 2020-02-05 12-36-42-061](https://user-images.githubusercontent.com/27898520/73821160-232ebc80-4815-11ea-9966-74fe7334a181.jpg) But server is working fine after migration",1, migration valid check for deleted items migration from cause this errors but server is working fine after migration,1 237363,7759156779.0,IssuesEvent,2018-05-31 22:07:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,7.5.0 Scythe Animation doesn't play in 3rd person when holding L-Click,Medium Priority,"When using the scythe in 3rd person view, if the player holds down L-Click, the scythe plays the animation once, then quits doing the animation. Sound clips still play just fine. ![3rdpersonscythe](https://user-images.githubusercontent.com/35509188/40810970-4f8df450-64e4-11e8-8e7c-51d367ff3593.gif) ",1.0,"7.5.0 Scythe Animation doesn't play in 3rd person when holding L-Click - When using the scythe in 3rd person view, if the player holds down L-Click, the scythe plays the animation once, then quits doing the animation. Sound clips still play just fine. ![3rdpersonscythe](https://user-images.githubusercontent.com/35509188/40810970-4f8df450-64e4-11e8-8e7c-51d367ff3593.gif) ",1, scythe animation doesn t play in person when holding l click when using the scythe in person view if the player holds down l click the scythe plays the animation once then quits doing the animation sound clips still play just fine ,1 379491,11222457563.0,IssuesEvent,2020-01-07 20:13:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Torch and Torch stand lag,Medium Priority Push Candidate QA,"**Version:** 0.7.4.4 beta **Steps to Reproduce:** use more than 2 torches in your house at once **Expected behavior:** produce less particles and less lag **Actual behavior:** decreases my PC's performance exponentially with each torch lit. Turning the torches off fixes the problem.
Log File(...previous log truncated...) [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0)
",1.0,"USER ISSUE: Torch and Torch stand lag - **Version:** 0.7.4.4 beta **Steps to Reproduce:** use more than 2 torches in your house at once **Expected behavior:** produce less particles and less lag **Actual behavior:** decreases my PC's performance exponentially with each torch lit. Turning the torches off fixes the problem.
Log File(...previous log truncated...) [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at TorchController.Update () [0x00000] in :0 (Filename: Line: 0)
",1,user issue torch and torch stand lag version beta steps to reproduce use more than torches in your house at once expected behavior produce less particles and less lag actual behavior decreases my pc s performance exponentially with each torch lit turning the torches off fixes the problem log file previous log truncated in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line nullreferenceexception object reference not set to an instance of an object at torchcontroller update in filename line ,1 324047,9883068714.0,IssuesEvent,2019-06-24 18:27:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.3] Infinity fish trap,Balance Medium Priority,I absent 3 days. It is necessary to limit the number of fish that Fish Trap catches .,1.0,[0.8.2.3] Infinity fish trap - I absent 3 days. It is necessary to limit the number of fish that Fish Trap catches .,1, infinity fish trap i absent days it is necessary to limit the number of fish that fish trap catches ,1 245095,7881082269.0,IssuesEvent,2018-06-26 17:52:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Unowned Cart,Medium Priority,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** After the most recent patch my server rolled back roughly 20 minutes. When logging back online my cart was listed as ""unowned"" and the deed says the same. I can still move and use the cart but I cannot pick it up with my hammer. **Expected behavior:** When hitting my cart with a hammer while having the deed in my inventory I expect to be able to pick up my cart **Actual behavior:** After hitting my cart with my hammer it tells me I must have the deed in order to pick it up",1.0,"USER ISSUE: Unowned Cart - **Version:** 0.7.3.2 beta **Steps to Reproduce:** After the most recent patch my server rolled back roughly 20 minutes. When logging back online my cart was listed as ""unowned"" and the deed says the same. I can still move and use the cart but I cannot pick it up with my hammer. **Expected behavior:** When hitting my cart with a hammer while having the deed in my inventory I expect to be able to pick up my cart **Actual behavior:** After hitting my cart with my hammer it tells me I must have the deed in order to pick it up",1,user issue unowned cart version beta steps to reproduce after the most recent patch my server rolled back roughly minutes when logging back online my cart was listed as unowned and the deed says the same i can still move and use the cart but i cannot pick it up with my hammer expected behavior when hitting my cart with a hammer while having the deed in my inventory i expect to be able to pick up my cart actual behavior after hitting my cart with my hammer it tells me i must have the deed in order to pick it up,1 239838,7800087387.0,IssuesEvent,2018-06-09 04:36:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Currency Exchange allowing infinite exchange,Medium Priority,"So my friends and I just started playing Eco recently and for our first game, we're trying to experiment with the various parts of the game. Tonight, we were playing with the currency exchange and trying to figure out how to make it work. I made a gold mint earlier and we've been loosely playing with that and how we might be able to implement it into our world. Anyway, we were running an experiment where my friend would allow the exchange of 10 of their player credits for 1 gold coin. I had 64 of their credits in my wallet and I tried to buy 10 gold, just to see what would happen. Turns out that the game exchanged 100 player credits for 10 gold, even though I didn't have that much on me to start with. Also, my total of player credits did not reduce. Upon discovering this, we tried another experiment, this time with me having 0 player credit and 1 to 1 exchange rate. Same issue was occurring. I could buy a virtually limitless amount of minted currency with none of the required player currency in my possession.",1.0,"Currency Exchange allowing infinite exchange - So my friends and I just started playing Eco recently and for our first game, we're trying to experiment with the various parts of the game. Tonight, we were playing with the currency exchange and trying to figure out how to make it work. I made a gold mint earlier and we've been loosely playing with that and how we might be able to implement it into our world. Anyway, we were running an experiment where my friend would allow the exchange of 10 of their player credits for 1 gold coin. I had 64 of their credits in my wallet and I tried to buy 10 gold, just to see what would happen. Turns out that the game exchanged 100 player credits for 10 gold, even though I didn't have that much on me to start with. Also, my total of player credits did not reduce. Upon discovering this, we tried another experiment, this time with me having 0 player credit and 1 to 1 exchange rate. Same issue was occurring. I could buy a virtually limitless amount of minted currency with none of the required player currency in my possession.",1,currency exchange allowing infinite exchange so my friends and i just started playing eco recently and for our first game we re trying to experiment with the various parts of the game tonight we were playing with the currency exchange and trying to figure out how to make it work i made a gold mint earlier and we ve been loosely playing with that and how we might be able to implement it into our world anyway we were running an experiment where my friend would allow the exchange of of their player credits for gold coin i had of their credits in my wallet and i tried to buy gold just to see what would happen turns out that the game exchanged player credits for gold even though i didn t have that much on me to start with also my total of player credits did not reduce upon discovering this we tried another experiment this time with me having player credit and to exchange rate same issue was occurring i could buy a virtually limitless amount of minted currency with none of the required player currency in my possession ,1 497377,14368868034.0,IssuesEvent,2020-12-01 09:00:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1860] Registrar and Bank UIs,Category: UI Priority: Medium,"- [ ] 1. Need some love here: ![image](https://user-images.githubusercontent.com/45708377/100718390-55289500-33cc-11eb-8712-8a873f82081c.png) and here: ![image](https://user-images.githubusercontent.com/45708377/100718439-64a7de00-33cc-11eb-99b9-863526f97353.png) Also names in Manages and Users are too small. - [ ] Selector doesn't save players. Step to reproduce: - add Dummy and Ice Forge to my Bank account: ![image](https://user-images.githubusercontent.com/45708377/100718682-ab95d380-33cc-11eb-8e9a-b25da2353080.png) - submit: ![image](https://user-images.githubusercontent.com/45708377/100718708-b2bce180-33cc-11eb-9e76-bdd7f258c708.png) - want to change it, press '+' again. They are not selected: ![image](https://user-images.githubusercontent.com/45708377/100718799-ce27ec80-33cc-11eb-87d8-fd0774ce004a.png) ",1.0,"[0.9.2 staging-1860] Registrar and Bank UIs - - [ ] 1. Need some love here: ![image](https://user-images.githubusercontent.com/45708377/100718390-55289500-33cc-11eb-8712-8a873f82081c.png) and here: ![image](https://user-images.githubusercontent.com/45708377/100718439-64a7de00-33cc-11eb-99b9-863526f97353.png) Also names in Manages and Users are too small. - [ ] Selector doesn't save players. Step to reproduce: - add Dummy and Ice Forge to my Bank account: ![image](https://user-images.githubusercontent.com/45708377/100718682-ab95d380-33cc-11eb-8e9a-b25da2353080.png) - submit: ![image](https://user-images.githubusercontent.com/45708377/100718708-b2bce180-33cc-11eb-9e76-bdd7f258c708.png) - want to change it, press '+' again. They are not selected: ![image](https://user-images.githubusercontent.com/45708377/100718799-ce27ec80-33cc-11eb-87d8-fd0774ce004a.png) ",1, registrar and bank uis need some love here and here also names in manages and users are too small selector doesn t save players step to reproduce add dummy and ice forge to my bank account submit want to change it press again they are not selected ,1 410522,11992810122.0,IssuesEvent,2020-04-08 10:47:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1494] Project incorrectly identified as being part of another work party,Priority: Medium Status: Fixed Week Task,"I tried chaining together some work parties on the test server. Basic Upgrade 3 and 4. When I created the first work party, it auto-populated with both of those upgrades. I deleted the BU4 and kept only work relating to BU3: ![image](https://user-images.githubusercontent.com/964559/78419818-418b1b80-75fe-11ea-9a4b-37ecc6831130.png) However, when it came time to creating a posting for BU4, I got this error: ![image](https://user-images.githubusercontent.com/964559/78419824-5071ce00-75fe-11ea-97bb-7f4019e27fac.png) Which was an odd bug.",1.0,"[0.9.0 Staging-1494] Project incorrectly identified as being part of another work party - I tried chaining together some work parties on the test server. Basic Upgrade 3 and 4. When I created the first work party, it auto-populated with both of those upgrades. I deleted the BU4 and kept only work relating to BU3: ![image](https://user-images.githubusercontent.com/964559/78419818-418b1b80-75fe-11ea-9a4b-37ecc6831130.png) However, when it came time to creating a posting for BU4, I got this error: ![image](https://user-images.githubusercontent.com/964559/78419824-5071ce00-75fe-11ea-97bb-7f4019e27fac.png) Which was an odd bug.",1, project incorrectly identified as being part of another work party i tried chaining together some work parties on the test server basic upgrade and when i created the first work party it auto populated with both of those upgrades i deleted the and kept only work relating to however when it came time to creating a posting for i got this error which was an odd bug ,1 242406,7841900365.0,IssuesEvent,2018-06-18 21:09:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need to do something about gif layers,Medium Priority Optimization,"marmot has over 1GB of layer GIFs these would only be like 10MB if they were mp4's or something similar - we should look into using FFMPEG or something similar",1.0,"Need to do something about gif layers - marmot has over 1GB of layer GIFs these would only be like 10MB if they were mp4's or something similar - we should look into using FFMPEG or something similar",1,need to do something about gif layers marmot has over of layer gifs these would only be like if they were s or something similar we should look into using ffmpeg or something similar,1 291349,8923701293.0,IssuesEvent,2019-01-21 16:20:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"If you use too low parameters in worldgen, you receive ""world size is too big"" error.",Medium Priority,"e.g. ``` ""Dimensions"": { ""x"": 72, ""y"": 72 }, ""WaterLevel"": 10, ""Height"": 40, ``` ``` [07:19:25] Failed to load server, Exception was Exception: ArgumentException Message:The maximum height for a (720, 720) world is 4140. (Total world volume of 720 x * 4150 y * 720 z = 2151360000 is larger than the max supported size of int.MaxValue (2147483647)) Source:Eco.Shared ``` Issue at steam - https://steamcommunity.com/app/382310/discussions/4/1743357605577469295/",1.0,"If you use too low parameters in worldgen, you receive ""world size is too big"" error. - e.g. ``` ""Dimensions"": { ""x"": 72, ""y"": 72 }, ""WaterLevel"": 10, ""Height"": 40, ``` ``` [07:19:25] Failed to load server, Exception was Exception: ArgumentException Message:The maximum height for a (720, 720) world is 4140. (Total world volume of 720 x * 4150 y * 720 z = 2151360000 is larger than the max supported size of int.MaxValue (2147483647)) Source:Eco.Shared ``` Issue at steam - https://steamcommunity.com/app/382310/discussions/4/1743357605577469295/",1,if you use too low parameters in worldgen you receive world size is too big error e g dimensions x y waterlevel height failed to load server exception was exception argumentexception message the maximum height for a world is total world volume of x y z is larger than the max supported size of int maxvalue source eco shared issue at steam ,1 548731,16074550319.0,IssuesEvent,2021-04-25 04:56:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3.1] Cotton Boll is not a crop,Category: Balance Priority: Medium Squad: Redwood Type: Bug,"Cotton Boll needs to have the crop tag to be included in filters for crops, including harvest contracts",1.0,"[0.9.3.1] Cotton Boll is not a crop - Cotton Boll needs to have the crop tag to be included in filters for crops, including harvest contracts",1, cotton boll is not a crop cotton boll needs to have the crop tag to be included in filters for crops including harvest contracts,1 422197,12267822400.0,IssuesEvent,2020-05-07 11:24:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0] Cannot select marker on screen,Priority: Medium Type: Regression,"Tab to leave mouselook, click on marker arrow does not select marker in 0.8.3.0 Linux client, it does nothing but reenter mouselook mode.",1.0,"[0.8.3.0] Cannot select marker on screen - Tab to leave mouselook, click on marker arrow does not select marker in 0.8.3.0 Linux client, it does nothing but reenter mouselook mode.",1, cannot select marker on screen tab to leave mouselook click on marker arrow does not select marker in linux client it does nothing but reenter mouselook mode ,1 351129,10512967822.0,IssuesEvent,2019-09-27 19:17:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Advanced Masonry table can fly,Medium Priority,"Step to reproduce: - place Advanced Masonry table ![image](https://user-images.githubusercontent.com/45708377/65664129-55e3cf80-e041-11e9-81ac-23ee07d26884.png) - Move away. It flies ![image](https://user-images.githubusercontent.com/45708377/65664162-698f3600-e041-11e9-9341-10985f4e4d3a.png) ",1.0,"Advanced Masonry table can fly - Step to reproduce: - place Advanced Masonry table ![image](https://user-images.githubusercontent.com/45708377/65664129-55e3cf80-e041-11e9-81ac-23ee07d26884.png) - Move away. It flies ![image](https://user-images.githubusercontent.com/45708377/65664162-698f3600-e041-11e9-9341-10985f4e4d3a.png) ",1,advanced masonry table can fly step to reproduce place advanced masonry table move away it flies ,1 567540,16870269005.0,IssuesEvent,2021-06-22 02:56:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-2020] A small delay when shot with bow,Priority: Medium Regression Squad: Otter Status: Fixed Type: Bug,"Step to reproduce: - take any bow and arrows: - hold LMB and wait 5 sec: ![image](https://user-images.githubusercontent.com/45708377/121868058-37d46c00-cd09-11eb-993c-f5d817924323.png) - release LMB, you have a small delay to shot. - pretty hard to hit animal now.",1.0,"[0.9.4 staging-2020] A small delay when shot with bow - Step to reproduce: - take any bow and arrows: - hold LMB and wait 5 sec: ![image](https://user-images.githubusercontent.com/45708377/121868058-37d46c00-cd09-11eb-993c-f5d817924323.png) - release LMB, you have a small delay to shot. - pretty hard to hit animal now.",1, a small delay when shot with bow step to reproduce take any bow and arrows hold lmb and wait sec release lmb you have a small delay to shot pretty hard to hit animal now ,1 459958,13202211968.0,IssuesEvent,2020-08-14 11:49:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[stagingland website] Password world can't contain ""csrf""",Category: Cloud Worlds Priority: Medium Status: Fixed,"Step to reproduce: - go on cloud world - try to set password to something containing `csrf`` Expected behaviour: - the password update Current behaviour: - we get the forbidden error (because ajax detect 'csrf' in the data string and believe we passed a csrf parameter)",1.0,"[stagingland website] Password world can't contain ""csrf"" - Step to reproduce: - go on cloud world - try to set password to something containing `csrf`` Expected behaviour: - the password update Current behaviour: - we get the forbidden error (because ajax detect 'csrf' in the data string and believe we passed a csrf parameter)",1, password world can t contain csrf step to reproduce go on cloud world try to set password to something containing csrf expected behaviour the password update current behaviour we get the forbidden error because ajax detect csrf in the data string and believe we passed a csrf parameter ,1 242440,7842206213.0,IssuesEvent,2018-06-18 22:21:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: No sound on halving coal,Medium Priority,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Find coal ore 2. Break it with (stone) pickaxe 3. Find a piece which can be halved. 4. Break the piece with pickaxe **Expected behavior:** Halving makes sound **Actual behavior:** Only whistle of pickaxe swipe is audible",1.0,"USER ISSUE: No sound on halving coal - **Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Find coal ore 2. Break it with (stone) pickaxe 3. Find a piece which can be halved. 4. Break the piece with pickaxe **Expected behavior:** Halving makes sound **Actual behavior:** Only whistle of pickaxe swipe is audible",1,user issue no sound on halving coal version beta steps to reproduce find coal ore break it with stone pickaxe find a piece which can be halved break the piece with pickaxe expected behavior halving makes sound actual behavior only whistle of pickaxe swipe is audible,1 361401,10708166476.0,IssuesEvent,2019-10-24 19:04:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.0] Laws missing ""where"" act like ""all""",Laws Medium Priority,"Pretty straight forward, sometimes laws will forget the status of the clauses while building the law and when you submit them they end up missing the ""where"", which causes them to act like ""all"" was selected. My personal example ![](https://i.imgur.com/mnoc72y.png) (raw) ![](https://i.imgur.com/cAYhMlz.png) Another example someone else made (the first clause is broken) ![](https://cdn.discordapp.com/attachments/469297188909088789/550056825580552232/unknown.png) ",1.0,"[0.8.0] Laws missing ""where"" act like ""all"" - Pretty straight forward, sometimes laws will forget the status of the clauses while building the law and when you submit them they end up missing the ""where"", which causes them to act like ""all"" was selected. My personal example ![](https://i.imgur.com/mnoc72y.png) (raw) ![](https://i.imgur.com/cAYhMlz.png) Another example someone else made (the first clause is broken) ![](https://cdn.discordapp.com/attachments/469297188909088789/550056825580552232/unknown.png) ",1, laws missing where act like all pretty straight forward sometimes laws will forget the status of the clauses while building the law and when you submit them they end up missing the where which causes them to act like all was selected my personal example raw another example someone else made the first clause is broken ,1 384168,11384540331.0,IssuesEvent,2020-01-29 09:14:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.0 staging-14-n] Tallent ""Natural Gatherer: Gathering"" incorrect works",Priority: Medium QA Staging Status: Fixed,"I get 6 beets/corns/ tomatoes without talent. I get 12 beets/corns/ tomatoes with talent. Increase at 100% instead 20% ![image](https://user-images.githubusercontent.com/45708377/58323988-3d16a380-7e2e-11e9-97fa-25389ca639f1.png) ",1.0,"[0.8.2.0 staging-14-n] Tallent ""Natural Gatherer: Gathering"" incorrect works - I get 6 beets/corns/ tomatoes without talent. I get 12 beets/corns/ tomatoes with talent. Increase at 100% instead 20% ![image](https://user-images.githubusercontent.com/45708377/58323988-3d16a380-7e2e-11e9-97fa-25389ca639f1.png) ",1, tallent natural gatherer gathering incorrect works i get beets corns tomatoes without talent i get beets corns tomatoes with talent increase at instead ,1 223435,7456852943.0,IssuesEvent,2018-03-30 00:02:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Users show online who are offline,Medium Priority,"**Version:** 0.7.3.0 beta **Steps to Reproduce:** Pressed 'o' in-game to see who is online. The list shows me and 2 friends, but I am the only one online. Using latest 'hotfix' 7.3 **Expected behavior:** List should have only shown me online **Actual behavior:** Showed offline players as online",1.0,"USER ISSUE: Users show online who are offline - **Version:** 0.7.3.0 beta **Steps to Reproduce:** Pressed 'o' in-game to see who is online. The list shows me and 2 friends, but I am the only one online. Using latest 'hotfix' 7.3 **Expected behavior:** List should have only shown me online **Actual behavior:** Showed offline players as online",1,user issue users show online who are offline version beta steps to reproduce pressed o in game to see who is online the list shows me and friends but i am the only one online using latest hotfix expected behavior list should have only shown me online actual behavior showed offline players as online,1 270650,8468165249.0,IssuesEvent,2018-10-23 18:57:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: cross over equator (x = 0) does strange things,Medium Priority,"![20180925210408_1](https://user-images.githubusercontent.com/7798500/46036859-e625c680-c106-11e8-9a42-68f90a1a5a86.jpg) **Version:** 0.7.7.2 beta **Steps to Reproduce:** take a vehicle (steam truck) and slowly drive over the equator. you can spot the point also by looking at the smoke comming out of the engine. it will disappear shortly when you drive over the point **Expected behavior:** nothing happens **Actual behavior:** the players drop for a short time (1/2 sec) into the ground and disappears then (after I drove over the point) they appear again. also nearby vehicles (steam tractor) are launched in the air and bug away. n **Do you have mods installed? Does issue happen when no mods are installed?:** no",1.0,"USER ISSUE: cross over equator (x = 0) does strange things - ![20180925210408_1](https://user-images.githubusercontent.com/7798500/46036859-e625c680-c106-11e8-9a42-68f90a1a5a86.jpg) **Version:** 0.7.7.2 beta **Steps to Reproduce:** take a vehicle (steam truck) and slowly drive over the equator. you can spot the point also by looking at the smoke comming out of the engine. it will disappear shortly when you drive over the point **Expected behavior:** nothing happens **Actual behavior:** the players drop for a short time (1/2 sec) into the ground and disappears then (after I drove over the point) they appear again. also nearby vehicles (steam tractor) are launched in the air and bug away. n **Do you have mods installed? Does issue happen when no mods are installed?:** no",1,user issue cross over equator x does strange things version beta steps to reproduce take a vehicle steam truck and slowly drive over the equator you can spot the point also by looking at the smoke comming out of the engine it will disappear shortly when you drive over the point expected behavior nothing happens actual behavior the players drop for a short time sec into the ground and disappears then after i drove over the point they appear again also nearby vehicles steam tractor are launched in the air and bug away n do you have mods installed does issue happen when no mods are installed no,1 369326,10895562964.0,IssuesEvent,2019-11-19 10:53:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1254] Steam tractor sower doesn't decrease number of seed.,Exploit Medium Priority,"Step to reproduce: - spawn Steam Tractor with Steam tractor sower. - add 1 Tomato seed to tractor storage. ![image](https://user-images.githubusercontent.com/45708377/69140310-5180e380-0ad3-11ea-97ca-785063c2337f.png) - hoe some ground - try to plant this field with 1 seed you can. ![image](https://user-images.githubusercontent.com/45708377/69140539-be947900-0ad3-11ea-90ff-5042b8403fa9.png) - Seed is still in tractor storage. ![image](https://user-images.githubusercontent.com/45708377/69140600-d966ed80-0ad3-11ea-990d-35cbae4d1265.png) ",1.0,"[0.9.0 staging-1254] Steam tractor sower doesn't decrease number of seed. - Step to reproduce: - spawn Steam Tractor with Steam tractor sower. - add 1 Tomato seed to tractor storage. ![image](https://user-images.githubusercontent.com/45708377/69140310-5180e380-0ad3-11ea-97ca-785063c2337f.png) - hoe some ground - try to plant this field with 1 seed you can. ![image](https://user-images.githubusercontent.com/45708377/69140539-be947900-0ad3-11ea-90ff-5042b8403fa9.png) - Seed is still in tractor storage. ![image](https://user-images.githubusercontent.com/45708377/69140600-d966ed80-0ad3-11ea-990d-35cbae4d1265.png) ",1, steam tractor sower doesn t decrease number of seed step to reproduce spawn steam tractor with steam tractor sower add tomato seed to tractor storage hoe some ground try to plant this field with seed you can seed is still in tractor storage ,1 376833,11157262331.0,IssuesEvent,2019-12-25 11:38:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Patch removes settings,Medium Priority Verified,"PROBLEM: Everytime I use SteamCMD to patch the server version of the game, all my settings are removed. I have tried saving the settings, patching, and then opening the saved setting but the settings do not apply. Settings dont seem to load no matter what. This problem seems to have been going on since early release on steam. INFO: ECO Version 0.7.3.0 beta, WINDOW 2012, CPU Phenom II x4, 4GB Ram",1.0,"Patch removes settings - PROBLEM: Everytime I use SteamCMD to patch the server version of the game, all my settings are removed. I have tried saving the settings, patching, and then opening the saved setting but the settings do not apply. Settings dont seem to load no matter what. This problem seems to have been going on since early release on steam. INFO: ECO Version 0.7.3.0 beta, WINDOW 2012, CPU Phenom II x4, 4GB Ram",1,patch removes settings problem everytime i use steamcmd to patch the server version of the game all my settings are removed i have tried saving the settings patching and then opening the saved setting but the settings do not apply settings dont seem to load no matter what this problem seems to have been going on since early release on steam info eco version beta window cpu phenom ii ram,1 307116,9414201967.0,IssuesEvent,2019-04-10 09:35:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Stuck when getting out of the seat.,Medium Priority,"As i see, the problem is a fixed point of exit and not exit to ""seat from %coord"" ![20181119231445_1](https://user-images.githubusercontent.com/4980243/48732663-4e011500-ec51-11e8-9ebf-e2bcec084389.jpg) ![20181119231448_1](https://user-images.githubusercontent.com/4980243/48732666-4fcad880-ec51-11e8-831d-762b7ef94165.jpg) ![20181119231505_1](https://user-images.githubusercontent.com/4980243/48732668-51949c00-ec51-11e8-8088-995c30c778c6.jpg) ",1.0,"Stuck when getting out of the seat. - As i see, the problem is a fixed point of exit and not exit to ""seat from %coord"" ![20181119231445_1](https://user-images.githubusercontent.com/4980243/48732663-4e011500-ec51-11e8-9ebf-e2bcec084389.jpg) ![20181119231448_1](https://user-images.githubusercontent.com/4980243/48732666-4fcad880-ec51-11e8-831d-762b7ef94165.jpg) ![20181119231505_1](https://user-images.githubusercontent.com/4980243/48732668-51949c00-ec51-11e8-8088-995c30c778c6.jpg) ",1,stuck when getting out of the seat as i see the problem is a fixed point of exit and not exit to seat from coord ,1 407444,11913542753.0,IssuesEvent,2020-03-31 12:11:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1418] Change access to commands /preset food and /preset economy,Priority: Medium,"They should be developer commands: ![image](https://user-images.githubusercontent.com/45708377/75031116-98a5b880-54b6-11ea-8233-713ea1d737c5.png) ",1.0,"[0.9.0 staging-1418] Change access to commands /preset food and /preset economy - They should be developer commands: ![image](https://user-images.githubusercontent.com/45708377/75031116-98a5b880-54b6-11ea-8233-713ea1d737c5.png) ",1, change access to commands preset food and preset economy they should be developer commands ,1 239836,7800086741.0,IssuesEvent,2018-06-09 04:35:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Treasury Allows Allocating Negative Currency,Feature Medium Priority,"**Version:** 0.7.3.3 beta Treasury currently supports stealing currency from users. This also works on credits, which is a much worse situation since you can get indefinite amount of that. Fortunately, you must be voted the world leader first. **Steps to Reproduce:** As the world leader, use the treasury and allocate negative coin to a user. **Expected behavior:** Treasury ~~only accepts positive~~ does not accept negative integers. **Actual behavior:** Treasury accepts negative integer and takes from the user. Using Coin: ![image](https://user-images.githubusercontent.com/5702579/38774437-fbaa5e54-4036-11e8-81b5-edcdbb026d65.png) Using Credit: ![image](https://user-images.githubusercontent.com/5702579/38774461-adfb3d30-4037-11e8-8482-da15055f96a2.png) ",1.0,"Treasury Allows Allocating Negative Currency - **Version:** 0.7.3.3 beta Treasury currently supports stealing currency from users. This also works on credits, which is a much worse situation since you can get indefinite amount of that. Fortunately, you must be voted the world leader first. **Steps to Reproduce:** As the world leader, use the treasury and allocate negative coin to a user. **Expected behavior:** Treasury ~~only accepts positive~~ does not accept negative integers. **Actual behavior:** Treasury accepts negative integer and takes from the user. Using Coin: ![image](https://user-images.githubusercontent.com/5702579/38774437-fbaa5e54-4036-11e8-81b5-edcdbb026d65.png) Using Credit: ![image](https://user-images.githubusercontent.com/5702579/38774461-adfb3d30-4037-11e8-8482-da15055f96a2.png) ",1,treasury allows allocating negative currency version beta treasury currently supports stealing currency from users this also works on credits which is a much worse situation since you can get indefinite amount of that fortunately you must be voted the world leader first steps to reproduce as the world leader use the treasury and allocate negative coin to a user expected behavior treasury only accepts positive does not accept negative integers actual behavior treasury accepts negative integer and takes from the user using coin using credit ,1 493203,14228032665.0,IssuesEvent,2020-11-18 02:45:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need playtest deployment,Category: DevOps Priority: Medium,"Whenever we want to invite users to test cloud worlds, we will often want to use a staging version. for example, right now, we need a staging version so we can do lag profiling. But the regular staging version is not helpful, because it auto updates every night. Delaying for user and introducing new bugs in our playtest. This deployment should go to steam and s3 as well. It would not be manually deployed when we want new playtest versions. ",1.0,"Need playtest deployment - Whenever we want to invite users to test cloud worlds, we will often want to use a staging version. for example, right now, we need a staging version so we can do lag profiling. But the regular staging version is not helpful, because it auto updates every night. Delaying for user and introducing new bugs in our playtest. This deployment should go to steam and s3 as well. It would not be manually deployed when we want new playtest versions. ",1,need playtest deployment whenever we want to invite users to test cloud worlds we will often want to use a staging version for example right now we need a staging version so we can do lag profiling but the regular staging version is not helpful because it auto updates every night delaying for user and introducing new bugs in our playtest this deployment should go to steam and as well it would not be manually deployed when we want new playtest versions ,1 491656,14168516755.0,IssuesEvent,2020-11-12 11:51:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 develop-111] Registrar UI flaw and NRE,Category: Tech Priority: Medium,"- [ ] 1. Strange Username string which you can't delete: ![image](https://user-images.githubusercontent.com/45708377/98936638-4601a600-24f6-11eb-8ae1-72969e0def70.png) - [ ] 2. When you add or delete user or manager you have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Alias.AliasSelectorUI+<>c__DisplayClass16_0.b__2 (IAliasView selection) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`2[T,TResult].Invoke (T arg) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI.Init (AliasSelectorView view) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.Data.DataTableClearEventHandler.Invoke (System.Object sender, System.Data.DataTableClearEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Assets.UI.Scripts.Alias.AliasSelectorUI:Init(AliasSelectorView) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.Data.DataTableClearEventHandler:Invoke(Object, DataTableClearEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5530409/Player.log) ",1.0,"[0.9.2 develop-111] Registrar UI flaw and NRE - - [ ] 1. Strange Username string which you can't delete: ![image](https://user-images.githubusercontent.com/45708377/98936638-4601a600-24f6-11eb-8ae1-72969e0def70.png) - [ ] 2. When you add or delete user or manager you have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.Alias.AliasSelectorUI+<>c__DisplayClass16_0.b__2 (IAliasView selection) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`2[T,TResult].Invoke (T arg) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Alias.AliasSelectorUI.Init (AliasSelectorView view) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.Data.DataTableClearEventHandler.Invoke (System.Object sender, System.Data.DataTableClearEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Assets.UI.Scripts.Alias.AliasSelectorUI:Init(AliasSelectorView) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.Data.DataTableClearEventHandler:Invoke(Object, DataTableClearEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5530409/Player.log) ",1, registrar ui flaw and nre strange username string which you can t delete when you add or delete user or manager you have exception nullreferenceexception object reference not set to an instance of an object at assets ui scripts alias aliasselectorui c b ialiasview selection in at system func invoke t arg in at system linq enumerable firstordefault system collections generic ienumerable source system func predicate in at assets ui scripts alias aliasselectorui d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in at assets ui scripts alias aliasselectorui init aliasselectorview view in at system action invoke t obj in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at unityengine ui toggle set system boolean value system boolean sendcallback in at system data datatablecleareventhandler invoke system object sender system data datatablecleareventargs e in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in at unityengine eventsystems standaloneinputmodule releasemouse unityengine eventsystems pointereventdata pointerevent unityengine gameobject currentovergo in at unityengine eventsystems standaloneinputmodule processmousepress unityengine eventsystems pointerinputmodule mousebuttoneventdata data in at unityengine eventsystems standaloneinputmodule processmouseevent system id in at unityengine eventsystems standaloneinputmodule process in at unityengine eventsystems eventsystem update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object assets ui scripts alias aliasselectorui init aliasselectorview system action invoke t unityengine events invokablecall invoke unityengine events unityevent invoke unityengine ui toggle set boolean boolean system data datatablecleareventhandler invoke object datatablecleareventargs unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule releasemouse pointereventdata gameobject unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update ,1 509621,14740565037.0,IssuesEvent,2021-01-07 09:17:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Extend display of bans,Category: Accounts Priority: Medium,"Bans of users should additionally display the reason and a note of ""If you think this is in error, contact support@strangeloopgames.com"" ",1.0,"Extend display of bans - Bans of users should additionally display the reason and a note of ""If you think this is in error, contact support@strangeloopgames.com"" ",1,extend display of bans bans of users should additionally display the reason and a note of if you think this is in error contact support strangeloopgames com ,1 251701,8025931700.0,IssuesEvent,2018-07-27 00:40:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Campfire Speed,Medium Priority,"talked to Pam on discord about this a little. Here is a GIF on Charred Tomato [![Screenshot from Gyazo](https://gyazo.com/d2d07c978be78877770001a47e871927/raw)](https://gyazo.com/d2d07c978be78877770001a47e871927) The TimeMult is set to 1.0 and everything else is running fine in seconds but anything in CampFire was going pretty fast, half speed basically.",1.0,"Campfire Speed - talked to Pam on discord about this a little. Here is a GIF on Charred Tomato [![Screenshot from Gyazo](https://gyazo.com/d2d07c978be78877770001a47e871927/raw)](https://gyazo.com/d2d07c978be78877770001a47e871927) The TimeMult is set to 1.0 and everything else is running fine in seconds but anything in CampFire was going pretty fast, half speed basically.",1,campfire speed talked to pam on discord about this a little here is a gif on charred tomato the timemult is set to and everything else is running fine in seconds but anything in campfire was going pretty fast half speed basically ,1 393672,11623246005.0,IssuesEvent,2020-02-27 08:33:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Eco Biome Generation Issues/Improvements,Priority: Medium Status: Fixed Status: Reopen,"Gen: - Cold forests should not spawn near coasts-- only warm forests should. This change will require a deeper world gen tweak. Plants: - Warm forests should not contain salal, only cold forests should. Common grass can be used as ground cover in warm forests until other plants are assigned to do so. - Warm forests should not contain Spruce or Fir trees at all. Geology: - In Deserts, remove rocky soil beneath desert sand, and replace with sand or with nothing.",1.0,"Eco Biome Generation Issues/Improvements - Gen: - Cold forests should not spawn near coasts-- only warm forests should. This change will require a deeper world gen tweak. Plants: - Warm forests should not contain salal, only cold forests should. Common grass can be used as ground cover in warm forests until other plants are assigned to do so. - Warm forests should not contain Spruce or Fir trees at all. Geology: - In Deserts, remove rocky soil beneath desert sand, and replace with sand or with nothing.",1,eco biome generation issues improvements gen cold forests should not spawn near coasts only warm forests should this change will require a deeper world gen tweak plants warm forests should not contain salal only cold forests should common grass can be used as ground cover in warm forests until other plants are assigned to do so warm forests should not contain spruce or fir trees at all geology in deserts remove rocky soil beneath desert sand and replace with sand or with nothing ,1 551614,16177521583.0,IssuesEvent,2021-05-03 09:22:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Web sandbox] ECO invitation has wrong info,Category: Accounts Priority: Medium Squad: Lattice Mushroom Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/110794507-e094aa80-8286-11eb-86ea-60c3b609dfba.png) We don't have this functionality, and this is looks strange. When you send invite to Email, but someone else can registrar into your e-mail (we don't nned to confim it now) and then change it). I guesss just delete this info. ",1.0,"[Web sandbox] ECO invitation has wrong info - ![image](https://user-images.githubusercontent.com/45708377/110794507-e094aa80-8286-11eb-86ea-60c3b609dfba.png) We don't have this functionality, and this is looks strange. When you send invite to Email, but someone else can registrar into your e-mail (we don't nned to confim it now) and then change it). I guesss just delete this info. ",1, eco invitation has wrong info we don t have this functionality and this is looks strange when you send invite to email but someone else can registrar into your e mail we don t nned to confim it now and then change it i guesss just delete this info ,1 282233,8704614147.0,IssuesEvent,2018-12-05 19:54:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ingredients on ordered recipes do not have tooltips,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/39898938-f9715d54-546d-11e8-848d-d81110d8965f.png) Green: has tooltips Red: No Tooltips",1.0,"Ingredients on ordered recipes do not have tooltips - ![image](https://user-images.githubusercontent.com/6262198/39898938-f9715d54-546d-11e8-848d-d81110d8965f.png) Green: has tooltips Red: No Tooltips",1,ingredients on ordered recipes do not have tooltips green has tooltips red no tooltips,1 491511,14165482549.0,IssuesEvent,2020-11-12 07:19:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.2 dev-54 ] synchronization fishing animations between clients,Category: Gameplay Priority: Medium Status: Fixed,"It is not syncing movement/animations with fishing actions between clients so the fishing line just magically appears out from the rod and disappear in the same manner. Expect to see other characters pulling fishing rod backwards, and throwing forward. closely related to https://github.com/StrangeLoopGames/EcoIssues/issues/17300",1.0,"[0.9.0.2 dev-54 ] synchronization fishing animations between clients - It is not syncing movement/animations with fishing actions between clients so the fishing line just magically appears out from the rod and disappear in the same manner. Expect to see other characters pulling fishing rod backwards, and throwing forward. closely related to https://github.com/StrangeLoopGames/EcoIssues/issues/17300",1, synchronization fishing animations between clients it is not syncing movement animations with fishing actions between clients so the fishing line just magically appears out from the rod and disappear in the same manner expect to see other characters pulling fishing rod backwards and throwing forward closely related to ,1 562288,16656148075.0,IssuesEvent,2021-06-05 15:06:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Vehicles should save vertical coordinate at not-loaded chunks,Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed,"Just look at the difference in behavior between player and vehicles in not-loaded chunks. The player continues to move on the flat. Please take a look at whether it is possible to give vehicles a similar behaviour. @mirasrael (debated in discord).",1.0,"Vehicles should save vertical coordinate at not-loaded chunks - Just look at the difference in behavior between player and vehicles in not-loaded chunks. The player continues to move on the flat. Please take a look at whether it is possible to give vehicles a similar behaviour. @mirasrael (debated in discord).",1,vehicles should save vertical coordinate at not loaded chunks just look at the difference in behavior between player and vehicles in not loaded chunks the player continues to move on the flat please take a look at whether it is possible to give vehicles a similar behaviour mirasrael debated in discord ,1 451105,13024752052.0,IssuesEvent,2020-07-27 12:26:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Anti aliasing not working.,Category: Tech Priority: Medium Status: Fixed,"Off: ![image](https://user-images.githubusercontent.com/3536496/87230490-4a119180-c365-11ea-9c13-d558d3668fef.png) High: ![image](https://user-images.githubusercontent.com/3536496/87230496-572e8080-c365-11ea-865e-074460d00229.png) Some difference but seems like the bulk of jaggies still there. I think something is wrong. ",1.0,"Anti aliasing not working. - Off: ![image](https://user-images.githubusercontent.com/3536496/87230490-4a119180-c365-11ea-9c13-d558d3668fef.png) High: ![image](https://user-images.githubusercontent.com/3536496/87230496-572e8080-c365-11ea-865e-074460d00229.png) Some difference but seems like the bulk of jaggies still there. I think something is wrong. ",1,anti aliasing not working off high some difference but seems like the bulk of jaggies still there i think something is wrong ,1 436437,12550488614.0,IssuesEvent,2020-06-06 11:19:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,DataGraphs add `ShortUnit` property,Priority: Medium Type: Task,"To `/datasets/treelist` endpoint along with `Unit`, please add `ShortUnit` property. E.g. if unit is `kilometers`, short unit should say `km`. Do it for all graphs, please ;) Referenced issue: https://github.com/StrangeLoopGames/EcoIssues/issues/16395 (`ShortUnit` will be used there instead of `Unit` as tooltip value suffix)",1.0,"DataGraphs add `ShortUnit` property - To `/datasets/treelist` endpoint along with `Unit`, please add `ShortUnit` property. E.g. if unit is `kilometers`, short unit should say `km`. Do it for all graphs, please ;) Referenced issue: https://github.com/StrangeLoopGames/EcoIssues/issues/16395 (`ShortUnit` will be used there instead of `Unit` as tooltip value suffix)",1,datagraphs add shortunit property to datasets treelist endpoint along with unit please add shortunit property e g if unit is kilometers short unit should say km do it for all graphs please referenced issue shortunit will be used there instead of unit as tooltip value suffix ,1 465912,13394756333.0,IssuesEvent,2020-09-03 07:20:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1740] : Removed map districts should not be listed,Category: UI Priority: Medium,"Removed districts are still selectable in the map view? Not sure if its intended but i would assume not? ![Screenshot_171](https://user-images.githubusercontent.com/24981362/91632823-bdd62f00-e9e3-11ea-9924-8d729c1e9162.jpg) ",1.0,"[0.9.0.0 beta staging-1740] : Removed map districts should not be listed - Removed districts are still selectable in the map view? Not sure if its intended but i would assume not? ![Screenshot_171](https://user-images.githubusercontent.com/24981362/91632823-bdd62f00-e9e3-11ea-9924-8d729c1e9162.jpg) ",1, removed map districts should not be listed removed districts are still selectable in the map view not sure if its intended but i would assume not ,1 387279,11459318846.0,IssuesEvent,2020-02-07 06:52:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1383] Skills: tooltips for benefit,Priority: Medium Status: Fixed,"Campfire and butchery have some strange empty line for the Calorie benefit. Recipes all are on the place. ![bandicam 2020-02-04 17-32-27-603](https://user-images.githubusercontent.com/27898520/73745990-0e4f1c00-4776-11ea-86ba-a817733aaea1.jpg) ",1.0,"[0.9.0 staging-1383] Skills: tooltips for benefit - Campfire and butchery have some strange empty line for the Calorie benefit. Recipes all are on the place. ![bandicam 2020-02-04 17-32-27-603](https://user-images.githubusercontent.com/27898520/73745990-0e4f1c00-4776-11ea-86ba-a817733aaea1.jpg) ",1, skills tooltips for benefit campfire and butchery have some strange empty line for the calorie benefit recipes all are on the place ,1 289825,8876977312.0,IssuesEvent,2019-01-12 19:57:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tree shouldn't be able to be planted in a Planter also some still giving Gaps 6.3.1,Medium Priority,"![snap799](https://user-images.githubusercontent.com/29383891/34327952-3618d062-e8ca-11e7-9067-396d05307994.png) ![snap800](https://user-images.githubusercontent.com/29383891/34327991-ef94d702-e8ca-11e7-9427-84b8fa94aff5.png) As can bee seen a Tree (both types) can be grown in a Planter ( if you still allow trees in planters maybe give the tree an arguement that it will grow no bigger than a sapling) also the trees are getting gaps again, which will also be shown when they are chopped down, but this is Not all trees as loads still look normal",1.0,"Tree shouldn't be able to be planted in a Planter also some still giving Gaps 6.3.1 - ![snap799](https://user-images.githubusercontent.com/29383891/34327952-3618d062-e8ca-11e7-9067-396d05307994.png) ![snap800](https://user-images.githubusercontent.com/29383891/34327991-ef94d702-e8ca-11e7-9427-84b8fa94aff5.png) As can bee seen a Tree (both types) can be grown in a Planter ( if you still allow trees in planters maybe give the tree an arguement that it will grow no bigger than a sapling) also the trees are getting gaps again, which will also be shown when they are chopped down, but this is Not all trees as loads still look normal",1,tree shouldn t be able to be planted in a planter also some still giving gaps as can bee seen a tree both types can be grown in a planter if you still allow trees in planters maybe give the tree an arguement that it will grow no bigger than a sapling also the trees are getting gaps again which will also be shown when they are chopped down but this is not all trees as loads still look normal,1 434427,12517952938.0,IssuesEvent,2020-06-03 12:06:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1577] Marker's name is shifted ,Priority: Medium,"Happened in the last few days (yesterday maybe). Name and distance should be in one line. ![bandicam 2020-06-03 17-02-13-934](https://user-images.githubusercontent.com/27898520/83634700-64b15780-a5bc-11ea-8f6e-9adacf6037ba.jpg) ",1.0,"[0.9.0 staging-1577] Marker's name is shifted - Happened in the last few days (yesterday maybe). Name and distance should be in one line. ![bandicam 2020-06-03 17-02-13-934](https://user-images.githubusercontent.com/27898520/83634700-64b15780-a5bc-11ea-8f6e-9adacf6037ba.jpg) ",1, marker s name is shifted happened in the last few days yesterday maybe name and distance should be in one line ,1 553655,16376202936.0,IssuesEvent,2021-05-16 06:12:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Cheat movement detected, but no cheating. ",Category: Gameplay Priority: Medium Squad: Pumpkin Status: Fixed Type: Bug,"\ **User Id: (Not logged user)** **Version:** 0.9.3.2 beta release-217 **Steps to Reproduce:** Logged on to server, attempted to pick up limestone that I was standing on. Error occurred. **Expected behavior:** Let me pick up the limestone. **Actual behavior:** The following error message popped up: ``` Cheat Cheat movement detected. Report the issue if you're not cheating. ``` **Do you have mods installed? Does the issue happen when no mods are installed?:** Big shovel mod installed. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Cheat movement detected, but no cheating. - \ **User Id: (Not logged user)** **Version:** 0.9.3.2 beta release-217 **Steps to Reproduce:** Logged on to server, attempted to pick up limestone that I was standing on. Error occurred. **Expected behavior:** Let me pick up the limestone. **Actual behavior:** The following error message popped up: ``` Cheat Cheat movement detected. Report the issue if you're not cheating. ``` **Do you have mods installed? Does the issue happen when no mods are installed?:** Big shovel mod installed. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue cheat movement detected but no cheating user id not logged user version beta release steps to reproduce logged on to server attempted to pick up limestone that i was standing on error occurred expected behavior let me pick up the limestone actual behavior the following error message popped up cheat cheat movement detected report the issue if you re not cheating do you have mods installed does the issue happen when no mods are installed big shovel mod installed please provide log files instruction is here ,1 463578,13284313927.0,IssuesEvent,2020-08-24 06:00:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1724] ArgumentNullException at VoiceManager,Category: Tech Priority: Medium,"Step to reproduce: - connect to any server, disconect, connect, disconnect... repeat several times until exception appears. Usually appears on 2-3 disconnects: ``` ArgumentNullException: Value cannot be null. Parameter name: uriString at System.Uri..ctor (System.String uriString) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.LoginUser (LoginVivoxTokenResult vivoxToken) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager+d__45.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5072811/Player.log) ",1.0,"[0.9.0 staging-1724] ArgumentNullException at VoiceManager - Step to reproduce: - connect to any server, disconect, connect, disconnect... repeat several times until exception appears. Usually appears on 2-3 disconnects: ``` ArgumentNullException: Value cannot be null. Parameter name: uriString at System.Uri..ctor (System.String uriString) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager.LoginUser (LoginVivoxTokenResult vivoxToken) [0x00000] in <00000000000000000000000000000000>:0 at VoiceManager+d__45.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5072811/Player.log) ",1, argumentnullexception at voicemanager step to reproduce connect to any server disconect connect disconnect repeat several times until exception appears usually appears on disconnects argumentnullexception value cannot be null parameter name uristring at system uri ctor system string uristring in at voicemanager loginuser loginvivoxtokenresult vivoxtoken in at voicemanager d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in ,1 458043,13167415606.0,IssuesEvent,2020-08-11 10:13:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Potted plants spawn away from the pot when the chunk containing the pot unloads/reloads.,Category: Gameplay Priority: Medium Status: Fixed,"![Beats From Planter Pot In Air and Dead (unloaded chunk).png](https://images.zenhubusercontent.com/5f0760e76c3aa4456b7d73f5/3f47ba65-805c-4f02-bfb5-2baf79f1c244)![Beats From Planter Pot In Air and Dead (unloaded chunk) Also had collapsed inventory before leaving.png](https://images.zenhubusercontent.com/5f0760e76c3aa4456b7d73f5/f2ec9cbe-aec1-4703-bab9-e10e5e416977) Version: 0.9.0.0 beta staging Steps to Reproduce: Put some seeds in a pot, fly away and unload the chunk, fly back, look at pot. Expected behavior: The plant should be in the pot when I return. Actual behavior: The plant appears floating off to the side. Do you have mods installed? Does the issue happen when no mods are installed?: No mods",1.0,"Potted plants spawn away from the pot when the chunk containing the pot unloads/reloads. - ![Beats From Planter Pot In Air and Dead (unloaded chunk).png](https://images.zenhubusercontent.com/5f0760e76c3aa4456b7d73f5/3f47ba65-805c-4f02-bfb5-2baf79f1c244)![Beats From Planter Pot In Air and Dead (unloaded chunk) Also had collapsed inventory before leaving.png](https://images.zenhubusercontent.com/5f0760e76c3aa4456b7d73f5/f2ec9cbe-aec1-4703-bab9-e10e5e416977) Version: 0.9.0.0 beta staging Steps to Reproduce: Put some seeds in a pot, fly away and unload the chunk, fly back, look at pot. Expected behavior: The plant should be in the pot when I return. Actual behavior: The plant appears floating off to the side. Do you have mods installed? Does the issue happen when no mods are installed?: No mods",1,potted plants spawn away from the pot when the chunk containing the pot unloads reloads version beta staging steps to reproduce put some seeds in a pot fly away and unload the chunk fly back look at pot expected behavior the plant should be in the pot when i return actual behavior the plant appears floating off to the side do you have mods installed does the issue happen when no mods are installed no mods,1 236678,7751903279.0,IssuesEvent,2018-05-30 18:33:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Suggestion: Allow logs to float down rivers,Medium Priority Suggestion,"Instead of felled trees sinking into water, they should float. Floating logs down a river was a form of log transportation for a long time. https://en.wikipedia.org/wiki/Log_driving ",1.0,"Suggestion: Allow logs to float down rivers - Instead of felled trees sinking into water, they should float. Floating logs down a river was a form of log transportation for a long time. https://en.wikipedia.org/wiki/Log_driving ",1,suggestion allow logs to float down rivers instead of felled trees sinking into water they should float floating logs down a river was a form of log transportation for a long time ,1 366994,10832972624.0,IssuesEvent,2019-11-11 11:51:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1244] I can enter electionf for adding a low or title,Medium Priority,"And I can even leave a speech. @johnkslg I assume I should be able enter election for the elected title only ![bandicam 2019-11-11 16-47-05-083](https://user-images.githubusercontent.com/27898520/68585200-5d512200-04a3-11ea-959e-b2b70ded3a97.jpg) ",1.0,"[0.9.0 staging-1244] I can enter electionf for adding a low or title - And I can even leave a speech. @johnkslg I assume I should be able enter election for the elected title only ![bandicam 2019-11-11 16-47-05-083](https://user-images.githubusercontent.com/27898520/68585200-5d512200-04a3-11ea-959e-b2b70ded3a97.jpg) ",1, i can enter electionf for adding a low or title and i can even leave a speech johnkslg i assume i should be able enter election for the elected title only ,1 415786,12134420598.0,IssuesEvent,2020-04-23 10:41:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1515] Error on server when one user add many comments.,Priority: Medium Status: Fixed Week Task,"Step to reproduce: - create some law: ![image](https://user-images.githubusercontent.com/45708377/79552283-8190da80-80a3-11ea-933c-0f02077e669f.png) - open web ui and start to add comments while you don't have this notification: ![image](https://user-images.githubusercontent.com/45708377/79552220-6a51ed00-80a3-11ea-9b36-34f84db1a90d.png) ![image](https://user-images.githubusercontent.com/45708377/79552408-a7b67a80-80a3-11ea-8fc3-5093091ada5d.png) - I have error on server: ![image](https://user-images.githubusercontent.com/45708377/79552511-ca489380-80a3-11ea-8c4e-930d117fca07.png) ``` Eco.WebServer.Web.Filters.ExceptionFilter[0] Error during execution of /api/v1/elections/addcomment?electionId=3&authtoken=14000000F4D27D7FACD187EB4137630501001001243B995E180000000100000002000000A7FE3F9D0000000099CB550006000000B80000003800000004000000413763050100100166D50500B49C63B0020AA8C0000000008333945E03E3AF5E0100F1170100010006490B0000000000B89A0769E171139C00AF803FD837903D946929047D6111BBC222004AE416FDF8C3B43961504A6932D9DD99C117B48E2AC83D9AF258FD44C75A990878C967CE42EADC24DBCF0C13C1C1F57D00586845E6C7F8D27116C0AE922A613219F4B51133B9007575BFD3A514055697BCF057995BBBBDEC8579D16C32E070D6095C3FEF76 Eco.Webserver.Web.Controllers.EcoWebServerException: [Too many comments from this user, wait awhile.] at Eco.Webserver.Web.Controllers.ControllerUtil.ThrowError(Controller controller, LocString message) at Eco.Webserver.Web.Controllers.ControllerUtil.ThrowError(Controller controller, String message) at Eco.Webserver.Web.Controllers.ElectionController.AddComment(User user, Election election, ChatMessageDTO comment) at Eco.Webserver.Web.Controllers.ElectionController.AddComment(ChatMessageDTO comment, Int32 electionId, String authtoken) at Microsoft.Extensions.Internal.ObjectMethodExecutor.<>c__DisplayClass33_0.b__0(Object target, Object[] parameters) at Microsoft.AspNetCore.Mvc.Internal.ActionMethodExecutor.VoidResultExecutor.Execute(IActionResultTypeMapper mapper, ObjectMethodExecutor executor, Object controller, Object[] arguments) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeActionMethodAsync() at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeNextActionFilterAsync() at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.Rethrow(ActionExecutedContext context) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.Next(State& next, Scope& scope, Object& state, Boolean& isCompleted) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeInnerFilterAsync() at Microsoft.AspNetCore.Mvc.Internal.ResourceInvoker.InvokeNextExceptionFilterAsync() ``` ",1.0,"[0.9.0 staging-1515] Error on server when one user add many comments. - Step to reproduce: - create some law: ![image](https://user-images.githubusercontent.com/45708377/79552283-8190da80-80a3-11ea-933c-0f02077e669f.png) - open web ui and start to add comments while you don't have this notification: ![image](https://user-images.githubusercontent.com/45708377/79552220-6a51ed00-80a3-11ea-9b36-34f84db1a90d.png) ![image](https://user-images.githubusercontent.com/45708377/79552408-a7b67a80-80a3-11ea-8fc3-5093091ada5d.png) - I have error on server: ![image](https://user-images.githubusercontent.com/45708377/79552511-ca489380-80a3-11ea-8c4e-930d117fca07.png) ``` Eco.WebServer.Web.Filters.ExceptionFilter[0] Error during execution of /api/v1/elections/addcomment?electionId=3&authtoken=14000000F4D27D7FACD187EB4137630501001001243B995E180000000100000002000000A7FE3F9D0000000099CB550006000000B80000003800000004000000413763050100100166D50500B49C63B0020AA8C0000000008333945E03E3AF5E0100F1170100010006490B0000000000B89A0769E171139C00AF803FD837903D946929047D6111BBC222004AE416FDF8C3B43961504A6932D9DD99C117B48E2AC83D9AF258FD44C75A990878C967CE42EADC24DBCF0C13C1C1F57D00586845E6C7F8D27116C0AE922A613219F4B51133B9007575BFD3A514055697BCF057995BBBBDEC8579D16C32E070D6095C3FEF76 Eco.Webserver.Web.Controllers.EcoWebServerException: [Too many comments from this user, wait awhile.] at Eco.Webserver.Web.Controllers.ControllerUtil.ThrowError(Controller controller, LocString message) at Eco.Webserver.Web.Controllers.ControllerUtil.ThrowError(Controller controller, String message) at Eco.Webserver.Web.Controllers.ElectionController.AddComment(User user, Election election, ChatMessageDTO comment) at Eco.Webserver.Web.Controllers.ElectionController.AddComment(ChatMessageDTO comment, Int32 electionId, String authtoken) at Microsoft.Extensions.Internal.ObjectMethodExecutor.<>c__DisplayClass33_0.b__0(Object target, Object[] parameters) at Microsoft.AspNetCore.Mvc.Internal.ActionMethodExecutor.VoidResultExecutor.Execute(IActionResultTypeMapper mapper, ObjectMethodExecutor executor, Object controller, Object[] arguments) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeActionMethodAsync() at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeNextActionFilterAsync() at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.Rethrow(ActionExecutedContext context) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.Next(State& next, Scope& scope, Object& state, Boolean& isCompleted) at Microsoft.AspNetCore.Mvc.Internal.ControllerActionInvoker.InvokeInnerFilterAsync() at Microsoft.AspNetCore.Mvc.Internal.ResourceInvoker.InvokeNextExceptionFilterAsync() ``` ",1, error on server when one user add many comments step to reproduce create some law open web ui and start to add comments while you don t have this notification i have error on server eco webserver web filters exceptionfilter error during execution of api elections addcomment electionid authtoken eco webserver web controllers ecowebserverexception at eco webserver web controllers controllerutil throwerror controller controller locstring message at eco webserver web controllers controllerutil throwerror controller controller string message at eco webserver web controllers electioncontroller addcomment user user election election chatmessagedto comment at eco webserver web controllers electioncontroller addcomment chatmessagedto comment electionid string authtoken at microsoft extensions internal objectmethodexecutor c b object target object parameters at microsoft aspnetcore mvc internal actionmethodexecutor voidresultexecutor execute iactionresulttypemapper mapper objectmethodexecutor executor object controller object arguments at microsoft aspnetcore mvc internal controlleractioninvoker invokeactionmethodasync at microsoft aspnetcore mvc internal controlleractioninvoker invokenextactionfilterasync at microsoft aspnetcore mvc internal controlleractioninvoker rethrow actionexecutedcontext context at microsoft aspnetcore mvc internal controlleractioninvoker next state next scope scope object state boolean iscompleted at microsoft aspnetcore mvc internal controlleractioninvoker invokeinnerfilterasync at microsoft aspnetcore mvc internal resourceinvoker invokenextexceptionfilterasync ,1 316090,9636227905.0,IssuesEvent,2019-05-16 05:00:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-8] Collision absents between avatar and jib arm with scoop in Excavator,Fixed Medium Priority Regression Verified,"0.8.1.4: ![image](https://user-images.githubusercontent.com/45708377/57788485-da434f00-773f-11e9-8a9c-8880cf4f7ea9.png) ![image](https://user-images.githubusercontent.com/45708377/57788514-e62f1100-773f-11e9-8943-47a7682d8d12.png) 0.8.2.0: ![image](https://user-images.githubusercontent.com/45708377/57788777-5b024b00-7740-11e9-8b8e-7ac7a8baa5c5.png) ![image](https://user-images.githubusercontent.com/45708377/57788799-62c1ef80-7740-11e9-81e1-e209204e4d28.png) ",1.0,"[0.8.2.0 staging-8] Collision absents between avatar and jib arm with scoop in Excavator - 0.8.1.4: ![image](https://user-images.githubusercontent.com/45708377/57788485-da434f00-773f-11e9-8a9c-8880cf4f7ea9.png) ![image](https://user-images.githubusercontent.com/45708377/57788514-e62f1100-773f-11e9-8943-47a7682d8d12.png) 0.8.2.0: ![image](https://user-images.githubusercontent.com/45708377/57788777-5b024b00-7740-11e9-8b8e-7ac7a8baa5c5.png) ![image](https://user-images.githubusercontent.com/45708377/57788799-62c1ef80-7740-11e9-81e1-e209204e4d28.png) ",1, collision absents between avatar and jib arm with scoop in excavator ,1 211480,7201450097.0,IssuesEvent,2018-02-05 22:39:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Clean up government web server API,Medium Priority,"Remove unused params, change remaining username things over to authtoken or auth id.",1.0,"Clean up government web server API - Remove unused params, change remaining username things over to authtoken or auth id.",1,clean up government web server api remove unused params change remaining username things over to authtoken or auth id ,1 474726,13675017411.0,IssuesEvent,2020-09-29 12:07:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.1 develop-67] Some fake plants appear displaced first time adding in pot.,Category: Gameplay Priority: Medium Type: Regression,"Step to reproduce: - take agave seed,100 - add it to pot. Agave will appear shifted by 4 blocks - take it and place again. All's fine: ![2020 09 29 Some fake plants appear displaced first time adding in pot](https://user-images.githubusercontent.com/45708377/94556163-51aa4d80-0265-11eb-84e5-af18aef00824.gif) check this one after fixing #17114. Maybe it's related",1.0,"[0.9.1 develop-67] Some fake plants appear displaced first time adding in pot. - Step to reproduce: - take agave seed,100 - add it to pot. Agave will appear shifted by 4 blocks - take it and place again. All's fine: ![2020 09 29 Some fake plants appear displaced first time adding in pot](https://user-images.githubusercontent.com/45708377/94556163-51aa4d80-0265-11eb-84e5-af18aef00824.gif) check this one after fixing #17114. Maybe it's related",1, some fake plants appear displaced first time adding in pot step to reproduce take agave seed add it to pot agave will appear shifted by blocks take it and place again all s fine check this one after fixing maybe it s related,1 451076,13024077132.0,IssuesEvent,2020-07-27 11:10:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1602] Sometimes I don't have Fill type choosing,Category: Gameplay Priority: Medium Status: Fixed,"We don't have any 100% case to reproduce it, but it happens sometimes. ![image](https://user-images.githubusercontent.com/45708377/84503882-ad0afc80-acc3-11ea-9c1b-203d38e44739.png) log is empty: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4770826/Player.log) @Quadbro Could changes in the crane break it",1.0,"[0.9.0 staging-1602] Sometimes I don't have Fill type choosing - We don't have any 100% case to reproduce it, but it happens sometimes. ![image](https://user-images.githubusercontent.com/45708377/84503882-ad0afc80-acc3-11ea-9c1b-203d38e44739.png) log is empty: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4770826/Player.log) @Quadbro Could changes in the crane break it",1, sometimes i don t have fill type choosing we don t have any case to reproduce it but it happens sometimes log is empty quadbro could changes in the crane break it,1 403000,11834100908.0,IssuesEvent,2020-03-23 08:14:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1473] Wrong display of craft time in UI,Priority: Medium Status: Fixed,"I think that a similar issue already existed (cou;ld be fixed, but we have this issue again), but I can't find it. Craft time says that i should spend 2 min 30 sec, but UI don't show 30 sec. ![image](https://user-images.githubusercontent.com/45708377/77141809-3af19580-6a8f-11ea-8bd1-1fd3f3627040.png) It happen with hours and day too. It should show me 1h 50min: ![image](https://user-images.githubusercontent.com/45708377/77141918-902da700-6a8f-11ea-8c1b-ea7f208bac5a.png) ",1.0,"[0.9.0 staging-1473] Wrong display of craft time in UI - I think that a similar issue already existed (cou;ld be fixed, but we have this issue again), but I can't find it. Craft time says that i should spend 2 min 30 sec, but UI don't show 30 sec. ![image](https://user-images.githubusercontent.com/45708377/77141809-3af19580-6a8f-11ea-8bd1-1fd3f3627040.png) It happen with hours and day too. It should show me 1h 50min: ![image](https://user-images.githubusercontent.com/45708377/77141918-902da700-6a8f-11ea-8c1b-ea7f208bac5a.png) ",1, wrong display of craft time in ui i think that a similar issue already existed cou ld be fixed but we have this issue again but i can t find it craft time says that i should spend min sec but ui don t show sec it happen with hours and day too it should show me ,1 451115,13024954438.0,IssuesEvent,2020-07-27 12:47:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1635] NullReferenceException sometimes appears when highlight some objects,Category: Tech Priority: Medium Status: Fixed,"When it happens I have a small freeze. To reproduce it you need to higlight steam truck and move interact cursor https://drive.google.com/file/d/1_8pxiRH3LMYts9ZRC7nT91Es4AOzttdY/view?usp=sharing ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Material.SetColor (System.Int32 nameID, UnityEngine.Color value) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterRenderer.SetColor (UnityEngine.Color clr) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterCore.FillBufferInternal (UnityEngine.Rendering.CommandBuffer buffer) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterCore.FillBuffer (UnityEngine.Rendering.CommandBuffer buffer) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlightingBase.RebuildCommandBuffer () [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlightingBase.OnPreRender () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4857502/Player.log) ",1.0,"[0.9.0 staging-1635] NullReferenceException sometimes appears when highlight some objects - When it happens I have a small freeze. To reproduce it you need to higlight steam truck and move interact cursor https://drive.google.com/file/d/1_8pxiRH3LMYts9ZRC7nT91Es4AOzttdY/view?usp=sharing ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Material.SetColor (System.Int32 nameID, UnityEngine.Color value) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterRenderer.SetColor (UnityEngine.Color clr) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterCore.FillBufferInternal (UnityEngine.Rendering.CommandBuffer buffer) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlighterCore.FillBuffer (UnityEngine.Rendering.CommandBuffer buffer) [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlightingBase.RebuildCommandBuffer () [0x00000] in <00000000000000000000000000000000>:0 at HighlightingSystem.HighlightingBase.OnPreRender () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4857502/Player.log) ",1, nullreferenceexception sometimes appears when highlight some objects when it happens i have a small freeze to reproduce it you need to higlight steam truck and move interact cursor nullreferenceexception object reference not set to an instance of an object at unityengine material setcolor system nameid unityengine color value in at highlightingsystem highlighterrenderer setcolor unityengine color clr in at highlightingsystem highlightercore fillbufferinternal unityengine rendering commandbuffer buffer in at highlightingsystem highlightercore fillbuffer unityengine rendering commandbuffer buffer in at highlightingsystem highlightingbase rebuildcommandbuffer in at highlightingsystem highlightingbase onprerender in ,1 511442,14860563416.0,IssuesEvent,2021-01-18 20:47:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Trying to close a window with UIManager that was not opened with UIManager,Category: Tech Priority: Medium Squad: Otter,"press: ![image](https://user-images.githubusercontent.com/45708377/102452942-57395780-404c-11eb-9de6-dd5f4e8733d8.png) and close this window: ![image](https://user-images.githubusercontent.com/45708377/102452966-615b5600-404c-11eb-99e5-39e7718fb080.png) ``` Trying to close a window with UIManager that was not opened with UIManager: MouseInputBlocker-1732960 EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UI.UIManager:Close(GameObject) ModalUI:OnDestroy() ``` _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/19288#issuecomment-747245720_",1.0,"Trying to close a window with UIManager that was not opened with UIManager - press: ![image](https://user-images.githubusercontent.com/45708377/102452942-57395780-404c-11eb-9de6-dd5f4e8733d8.png) and close this window: ![image](https://user-images.githubusercontent.com/45708377/102452966-615b5600-404c-11eb-99e5-39e7718fb080.png) ``` Trying to close a window with UIManager that was not opened with UIManager: MouseInputBlocker-1732960 EcoEngine.Logging.LogManager:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UI.UIManager:Close(GameObject) ModalUI:OnDestroy() ``` _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/19288#issuecomment-747245720_",1,trying to close a window with uimanager that was not opened with uimanager press and close this window trying to close a window with uimanager that was not opened with uimanager mouseinputblocker ecoengine logging logmanager logformat logtype object string object unityengine logger log logtype object unityengine debug logwarning object ui uimanager close gameobject modalui ondestroy originally posted by slaykswood in ,1 251708,8025951193.0,IssuesEvent,2018-07-27 00:48:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[SERVER ISSUE] Server crashes due to OutOfMemoryException, possible memory leak? [7.1.2]",Medium Priority,"Modded server, made changes to EcoSim.eco and installed CTK. This server breaking issue started when we updated to the latest patch. Just before one of the crashes there were only 2 players on and one of them was mining. World is 140 x 140. **Server Specs:** Intel Xeon CPU E3-1265L V2 @ 2.50Ghz 16 GB RAM I noticed that when there were only 3 people on RAM usage was at 60%, usually not like that. ` --BEGIN DUMP-- Dump Time 02/15/2018 06:39:09 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ` --BEGIN DUMP-- Dump Time 02/15/2018 08:48:06 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ` --BEGIN DUMP-- Dump Time 02/15/2018 09:05:28 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ",1.0,"[SERVER ISSUE] Server crashes due to OutOfMemoryException, possible memory leak? [7.1.2] - Modded server, made changes to EcoSim.eco and installed CTK. This server breaking issue started when we updated to the latest patch. Just before one of the crashes there were only 2 players on and one of them was mining. World is 140 x 140. **Server Specs:** Intel Xeon CPU E3-1265L V2 @ 2.50Ghz 16 GB RAM I noticed that when there were only 3 people on RAM usage was at 60%, usually not like that. ` --BEGIN DUMP-- Dump Time 02/15/2018 06:39:09 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ` --BEGIN DUMP-- Dump Time 02/15/2018 08:48:06 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ` --BEGIN DUMP-- Dump Time 02/15/2018 09:05:28 Exception System.OutOfMemoryException: Array dimensions exceeded supported range. at System.Collections.Generic.List`1.set_Capacity(Int32 value) at System.Collections.Generic.List`1.EnsureCapacity(Int32 min) at System.Collections.Generic.List`1.Add(T item) at Eco.Simulation.WorldLayers.Pushers.PlantSpawner.Apply(WorldRange area, Single[] layerValues, WorldLayerNeighborInfo[] neighborValues) at Eco.Simulation.WorldLayers.Layers.WorldLayer.<>c__DisplayClass141_0.b__0(Vector2i pos, WorldRange area) at Eco.Simulation.WorldLayers.Layers.WorldLayer.ForEachCell(Action`2 action) at Eco.Simulation.WorldLayers.NewWorldLayerSync.Push() at Eco.Simulation.WorldLayers.WorldLayerSync.<>c.b__11_5() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerSync.Tick() at Eco.Core.Plugins.TickTimeUtil.TimeSubprocess(Action func) at Eco.Simulation.WorldLayers.WorldLayerManager.Tick() at Eco.Simulation.WorldLayers.WorldLayerManager.TryTick() at Eco.Simulation.WorldLayers.WorldLayerManager.Run() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) --END DUMP-- ` ",1, server crashes due to outofmemoryexception possible memory leak modded server made changes to ecosim eco and installed ctk this server breaking issue started when we updated to the latest patch just before one of the crashes there were only players on and one of them was mining world is x server specs intel xeon cpu gb ram i noticed that when there were only people on ram usage was at usually not like that begin dump dump time exception system outofmemoryexception array dimensions exceeded supported range at system collections generic list set capacity value at system collections generic list ensurecapacity min at system collections generic list add t item at eco simulation worldlayers pushers plantspawner apply worldrange area single layervalues worldlayerneighborinfo neighborvalues at eco simulation worldlayers layers worldlayer c b pos worldrange area at eco simulation worldlayers layers worldlayer foreachcell action action at eco simulation worldlayers newworldlayersync push at eco simulation worldlayers worldlayersync c b at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayersync tick at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayermanager tick at eco simulation worldlayers worldlayermanager trytick at eco simulation worldlayers worldlayermanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj end dump begin dump dump time exception system outofmemoryexception array dimensions exceeded supported range at system collections generic list set capacity value at system collections generic list ensurecapacity min at system collections generic list add t item at eco simulation worldlayers pushers plantspawner apply worldrange area single layervalues worldlayerneighborinfo neighborvalues at eco simulation worldlayers layers worldlayer c b pos worldrange area at eco simulation worldlayers layers worldlayer foreachcell action action at eco simulation worldlayers newworldlayersync push at eco simulation worldlayers worldlayersync c b at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayersync tick at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayermanager tick at eco simulation worldlayers worldlayermanager trytick at eco simulation worldlayers worldlayermanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj end dump begin dump dump time exception system outofmemoryexception array dimensions exceeded supported range at system collections generic list set capacity value at system collections generic list ensurecapacity min at system collections generic list add t item at eco simulation worldlayers pushers plantspawner apply worldrange area single layervalues worldlayerneighborinfo neighborvalues at eco simulation worldlayers layers worldlayer c b pos worldrange area at eco simulation worldlayers layers worldlayer foreachcell action action at eco simulation worldlayers newworldlayersync push at eco simulation worldlayers worldlayersync c b at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayersync tick at eco core plugins ticktimeutil timesubprocess action func at eco simulation worldlayers worldlayermanager tick at eco simulation worldlayers worldlayermanager trytick at eco simulation worldlayers worldlayermanager run at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state boolean preservesyncctx at system threading executioncontext run executioncontext executioncontext contextcallback callback object state at system threading threadhelper threadstart object obj end dump ,1 318441,9692416680.0,IssuesEvent,2019-05-24 13:46:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"Talent ""Parallel processing"" doesn't work at ""no room requirement"" tables",Medium Priority QA Staging,"""no room requirement"" tables: Campfire, Blast Furnace, Bloomery, Workbench, Oil Refinery, Pump Jack. If you put 2 tables Craft speed will not change. Moreover, if instead of talent ""Parallel processing"" to take talent ""Focused Workflow"". You have established 2 tables, the talent ""Focused Workflow"" will work on two tables. I think this is wrong behavior. Tallent ""Parallel Processing: AdvancedCampfireCooking"" doesn't work at all. Because all recipes of this specialty craft at Campfire.",1.0,"Talent ""Parallel processing"" doesn't work at ""no room requirement"" tables - ""no room requirement"" tables: Campfire, Blast Furnace, Bloomery, Workbench, Oil Refinery, Pump Jack. If you put 2 tables Craft speed will not change. Moreover, if instead of talent ""Parallel processing"" to take talent ""Focused Workflow"". You have established 2 tables, the talent ""Focused Workflow"" will work on two tables. I think this is wrong behavior. Tallent ""Parallel Processing: AdvancedCampfireCooking"" doesn't work at all. Because all recipes of this specialty craft at Campfire.",1,talent parallel processing doesn t work at no room requirement tables no room requirement tables campfire blast furnace bloomery workbench oil refinery pump jack if you put tables craft speed will not change moreover if instead of talent parallel processing to take talent focused workflow you have established tables the talent focused workflow will work on two tables i think this is wrong behavior tallent parallel processing advancedcampfirecooking doesn t work at all because all recipes of this specialty craft at campfire ,1 308935,9459481638.0,IssuesEvent,2019-04-17 08:38:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.3] Hand Plough some troubles,Medium Priority Quality Assurance,"1. It isn't undestand how to use the hand plough. I determined this with the help of pushing all the buttons. (LMC) 2. It is very difficult to allocate a hand plough to give it authorization. It looks like as ![image](https://user-images.githubusercontent.com/45708377/56272633-cf2ade00-6103-11e9-9df2-c44ddc559711.png) It is necessary to put a aim point on the hand plough. But it need without highlighting. 3. Only hand plough doesn't display text from tab ""Text"". Does It need this tab? 4. 3d person view looks like: ![image](https://user-images.githubusercontent.com/45708377/56272177-d998a800-6102-11e9-9e82-3911d3e853d5.png) ",1.0,"[0.8.1.3] Hand Plough some troubles - 1. It isn't undestand how to use the hand plough. I determined this with the help of pushing all the buttons. (LMC) 2. It is very difficult to allocate a hand plough to give it authorization. It looks like as ![image](https://user-images.githubusercontent.com/45708377/56272633-cf2ade00-6103-11e9-9df2-c44ddc559711.png) It is necessary to put a aim point on the hand plough. But it need without highlighting. 3. Only hand plough doesn't display text from tab ""Text"". Does It need this tab? 4. 3d person view looks like: ![image](https://user-images.githubusercontent.com/45708377/56272177-d998a800-6102-11e9-9e82-3911d3e853d5.png) ",1, hand plough some troubles it isn t undestand how to use the hand plough i determined this with the help of pushing all the buttons lmc it is very difficult to allocate a hand plough to give it authorization it looks like as it is necessary to put a aim point on the hand plough but it need without highlighting only hand plough doesn t display text from tab text does it need this tab person view looks like ,1 426987,12391284005.0,IssuesEvent,2020-05-20 12:14:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Animals still spinning wildly,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"They should be using their turn-in-place animations and never spinning in place. ![animx22](https://user-images.githubusercontent.com/3536496/80658365-c836eb00-8a3a-11ea-8d71-ee1d11d6d1e1.gif) Also note the front-limb penetration in the ground. ",1.0,"Animals still spinning wildly - They should be using their turn-in-place animations and never spinning in place. ![animx22](https://user-images.githubusercontent.com/3536496/80658365-c836eb00-8a3a-11ea-8d71-ee1d11d6d1e1.gif) Also note the front-limb penetration in the ground. ",1,animals still spinning wildly they should be using their turn in place animations and never spinning in place also note the front limb penetration in the ground ,1 502873,14568957206.0,IssuesEvent,2020-12-17 12:24:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bird sounds no longer exist in minimal loader ,Category: Audio Priority: Medium Status: Fixed,"The startup is supposed to be black screen, tree icon, with gentle bird sounds as it loads. Those bird sounds should seamlessly continue when the scene loads. It should also restart when the user disconnects and returns to title screen. This used to all work, please revive it. The sounds should be birds + city sounds we have at the title screen now. Post video with sound in PR please",1.0,"Bird sounds no longer exist in minimal loader - The startup is supposed to be black screen, tree icon, with gentle bird sounds as it loads. Those bird sounds should seamlessly continue when the scene loads. It should also restart when the user disconnects and returns to title screen. This used to all work, please revive it. The sounds should be birds + city sounds we have at the title screen now. Post video with sound in PR please",1,bird sounds no longer exist in minimal loader the startup is supposed to be black screen tree icon with gentle bird sounds as it loads those bird sounds should seamlessly continue when the scene loads it should also restart when the user disconnects and returns to title screen this used to all work please revive it the sounds should be birds city sounds we have at the title screen now post video with sound in pr please,1 212237,7229585677.0,IssuesEvent,2018-02-11 21:10:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fertilizer does nothing ,Medium Priority,"(from steam comment) Fertilizers are broken at the moment. I used each and every one of them of tiled soil and they didn't affect numbers (nitrogen etc.) in any way.",1.0,"Fertilizer does nothing - (from steam comment) Fertilizers are broken at the moment. I used each and every one of them of tiled soil and they didn't affect numbers (nitrogen etc.) in any way.",1,fertilizer does nothing from steam comment fertilizers are broken at the moment i used each and every one of them of tiled soil and they didn t affect numbers nitrogen etc in any way ,1 474462,13670563297.0,IssuesEvent,2020-09-29 05:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, Getting Crashes Nviida card goes blank and Onboard graphics then follows Eco closes and reports crash then all comes back,Category: Tech Priority: Medium,"**Version:** 0.9.0.0 beta **Version:** 0.9.0.1 beta This is a weird Bug that i **only** seem to be getting when running eco, here are 9 Crash Reports in a zip all after exactly same thing happening [Crashes.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5204568/Crashes.zip) I have no idea how to reproduce this ,i can be mining or digging or just doing something in eco, then everything goes blank on my main monitor (Nvidia card) then my 2nd monitor goes blank as well (Intel onboard graphics), sometimes i see eco reporting a crash dump on this blank screen other times it doesn't, i can get my screens back by pressing ctrl alt and delete, if i am really unlucky i get a total lockup of PC (that only ever happened once) my graphic drivers are up to date, i even uninstalled and reinstalled a fresh copy ![snap7185](https://user-images.githubusercontent.com/29383891/92804357-31971500-f3b0-11ea-9aac-38f759f0175c.png) ![snap7186](https://user-images.githubusercontent.com/29383891/92804656-6014f000-f3b0-11ea-9257-06c83bfdb5b1.png) i had thought it was because game was in Fullscreen even changed that to full screen windowed (that didn;t make any difference) ![snap7187](https://user-images.githubusercontent.com/29383891/92805886-66f03280-f3b1-11ea-92ce-5567b193f739.png) ",1.0," Getting Crashes Nviida card goes blank and Onboard graphics then follows Eco closes and reports crash then all comes back - **Version:** 0.9.0.0 beta **Version:** 0.9.0.1 beta This is a weird Bug that i **only** seem to be getting when running eco, here are 9 Crash Reports in a zip all after exactly same thing happening [Crashes.zip](https://github.com/StrangeLoopGames/EcoIssues/files/5204568/Crashes.zip) I have no idea how to reproduce this ,i can be mining or digging or just doing something in eco, then everything goes blank on my main monitor (Nvidia card) then my 2nd monitor goes blank as well (Intel onboard graphics), sometimes i see eco reporting a crash dump on this blank screen other times it doesn't, i can get my screens back by pressing ctrl alt and delete, if i am really unlucky i get a total lockup of PC (that only ever happened once) my graphic drivers are up to date, i even uninstalled and reinstalled a fresh copy ![snap7185](https://user-images.githubusercontent.com/29383891/92804357-31971500-f3b0-11ea-9aac-38f759f0175c.png) ![snap7186](https://user-images.githubusercontent.com/29383891/92804656-6014f000-f3b0-11ea-9257-06c83bfdb5b1.png) i had thought it was because game was in Fullscreen even changed that to full screen windowed (that didn;t make any difference) ![snap7187](https://user-images.githubusercontent.com/29383891/92805886-66f03280-f3b1-11ea-92ce-5567b193f739.png) ",1, getting crashes nviida card goes blank and onboard graphics then follows eco closes and reports crash then all comes back version beta version beta this is a weird bug that i only seem to be getting when running eco here are crash reports in a zip all after exactly same thing happening i have no idea how to reproduce this i can be mining or digging or just doing something in eco then everything goes blank on my main monitor nvidia card then my monitor goes blank as well intel onboard graphics sometimes i see eco reporting a crash dump on this blank screen other times it doesn t i can get my screens back by pressing ctrl alt and delete if i am really unlucky i get a total lockup of pc that only ever happened once my graphic drivers are up to date i even uninstalled and reinstalled a fresh copy i had thought it was because game was in fullscreen even changed that to full screen windowed that didn t make any difference ,1 366047,10816879839.0,IssuesEvent,2019-11-08 08:24:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1241] Icons of completed orders appear after server restart.,Medium Priority,"Step to reproduce: - start new server. - connect to server - place campsite - add 13 Birch log and 12 Sandstone to stockpile. ![image](https://user-images.githubusercontent.com/45708377/68460498-16e89280-0219-11ea-8b48-16a445faf83f.png) - start 2 orders: Campfire and Workbench. Wait until orders will finish. - Checking: orders absent at Campsite. ![image](https://user-images.githubusercontent.com/45708377/68460632-6af37700-0219-11ea-9c92-e3cc8c51dc6e.png) - exit server, exit game. - start server, start game - connect to server - I see already completed orders at Campsite. ![image](https://user-images.githubusercontent.com/45708377/68460309-94f86980-0218-11ea-886b-d90b11077346.png) My log: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3823509/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/3823522/Player-prev.log) Anna's log: [Player (2).log](https://github.com/StrangeLoopGames/EcoIssues/files/3823521/Player.2.log) [Player-prev (1).log](https://github.com/StrangeLoopGames/EcoIssues/files/3823528/Player-prev.1.log) Video: https://drive.google.com/file/d/1kBTsOw45iQR20Ub7MsHMOtpMDDhyRK-u/view?usp=sharing",1.0,"[0.9.0 staging-1241] Icons of completed orders appear after server restart. - Step to reproduce: - start new server. - connect to server - place campsite - add 13 Birch log and 12 Sandstone to stockpile. ![image](https://user-images.githubusercontent.com/45708377/68460498-16e89280-0219-11ea-8b48-16a445faf83f.png) - start 2 orders: Campfire and Workbench. Wait until orders will finish. - Checking: orders absent at Campsite. ![image](https://user-images.githubusercontent.com/45708377/68460632-6af37700-0219-11ea-9c92-e3cc8c51dc6e.png) - exit server, exit game. - start server, start game - connect to server - I see already completed orders at Campsite. ![image](https://user-images.githubusercontent.com/45708377/68460309-94f86980-0218-11ea-886b-d90b11077346.png) My log: [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/3823509/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/3823522/Player-prev.log) Anna's log: [Player (2).log](https://github.com/StrangeLoopGames/EcoIssues/files/3823521/Player.2.log) [Player-prev (1).log](https://github.com/StrangeLoopGames/EcoIssues/files/3823528/Player-prev.1.log) Video: https://drive.google.com/file/d/1kBTsOw45iQR20Ub7MsHMOtpMDDhyRK-u/view?usp=sharing",1, icons of completed orders appear after server restart step to reproduce start new server connect to server place campsite add birch log and sandstone to stockpile start orders campfire and workbench wait until orders will finish checking orders absent at campsite exit server exit game start server start game connect to server i see already completed orders at campsite my log anna s log video ,1 211966,7220150118.0,IssuesEvent,2018-02-09 00:25:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cart duplication,Medium Priority,"**Version:** 0.6.4.2 alpha **Steps to Reproduce:** Log off after having a powered cart **Expected behavior:** i should continue to have one cart where i last parked the cart **Actual behavior:** I somehow have two carts one parked in front of one claim with no fuel or deed and another where i last parked my cart",1.0,"USER ISSUE: Cart duplication - **Version:** 0.6.4.2 alpha **Steps to Reproduce:** Log off after having a powered cart **Expected behavior:** i should continue to have one cart where i last parked the cart **Actual behavior:** I somehow have two carts one parked in front of one claim with no fuel or deed and another where i last parked my cart",1,user issue cart duplication version alpha steps to reproduce log off after having a powered cart expected behavior i should continue to have one cart where i last parked the cart actual behavior i somehow have two carts one parked in front of one claim with no fuel or deed and another where i last parked my cart,1 375698,11132994281.0,IssuesEvent,2019-12-20 08:19:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract Clause UI has overlapping elements,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34742775-39e8041e-f53c-11e7-8c53-83f777cb3006.png) The four buttons partially obscure the drop down arrow for the clause selection",1.0,"Contract Clause UI has overlapping elements - ![image](https://user-images.githubusercontent.com/6262198/34742775-39e8041e-f53c-11e7-8c53-83f777cb3006.png) The four buttons partially obscure the drop down arrow for the clause selection",1,contract clause ui has overlapping elements the four buttons partially obscure the drop down arrow for the clause selection,1 209814,7180152723.0,IssuesEvent,2018-01-31 22:09:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: [Art] Nutrition Window not quite central,Medium Priority,"**Version:** 0.7.0.0 beta staging-9488ed17 ![snap1312](https://user-images.githubusercontent.com/29383891/35472872-1e5b5728-036f-11e8-9458-9dd21b28b821.png) When it is full looks a bit untidy",1.0,"USER ISSUE: [Art] Nutrition Window not quite central - **Version:** 0.7.0.0 beta staging-9488ed17 ![snap1312](https://user-images.githubusercontent.com/29383891/35472872-1e5b5728-036f-11e8-9458-9dd21b28b821.png) When it is full looks a bit untidy",1,user issue nutrition window not quite central version beta staging when it is full looks a bit untidy,1 506849,14674368593.0,IssuesEvent,2020-12-30 15:11:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1866] Connection 'Cancelled by user' when activate another window.,Category: Tech Priority: Medium Status: Fixed Status: Reopen Type: Regression,"I hoped it will be fixed with this https://github.com/StrangeLoopGames/EcoIssues/issues/19405, but I still have this problem. So Step to reproduce: - press start to join to any server - alt+tab to activate another window, alt+tab to return to game. - connection cancelled by user, but I didn't cancel anything. It happened when we delete cursor during loading. https://drive.google.com/file/d/1C_ZACSTz58G2DpKxdJWccTfZ1lizSRQz/view?usp=sharing As far as I know the only way to cancel connection is pressing ESC ",1.0,"[0.9.2 staging-1866] Connection 'Cancelled by user' when activate another window. - I hoped it will be fixed with this https://github.com/StrangeLoopGames/EcoIssues/issues/19405, but I still have this problem. So Step to reproduce: - press start to join to any server - alt+tab to activate another window, alt+tab to return to game. - connection cancelled by user, but I didn't cancel anything. It happened when we delete cursor during loading. https://drive.google.com/file/d/1C_ZACSTz58G2DpKxdJWccTfZ1lizSRQz/view?usp=sharing As far as I know the only way to cancel connection is pressing ESC ",1, connection cancelled by user when activate another window i hoped it will be fixed with this but i still have this problem so step to reproduce press start to join to any server alt tab to activate another window alt tab to return to game connection cancelled by user but i didn t cancel anything it happened when we delete cursor during loading as far as i know the only way to cancel connection is pressing esc ,1 239117,7786818005.0,IssuesEvent,2018-06-06 20:14:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.5.0 Can't use crane to place objects in truckbed,Medium Priority,"Cranes are unable to place materials in a truckbed. In sample clip, I attempted to place a an object in a stockpile and a truckbed. Stockpile worked as intended, but the i couldn't place the object in the truck. ![crane_truck](https://user-images.githubusercontent.com/35509188/40570662-eb577dea-6041-11e8-8b70-2005435cb9bb.gif) ",1.0,"7.5.0 Can't use crane to place objects in truckbed - Cranes are unable to place materials in a truckbed. In sample clip, I attempted to place a an object in a stockpile and a truckbed. Stockpile worked as intended, but the i couldn't place the object in the truck. ![crane_truck](https://user-images.githubusercontent.com/35509188/40570662-eb577dea-6041-11e8-8b70-2005435cb9bb.gif) ",1, can t use crane to place objects in truckbed cranes are unable to place materials in a truckbed in sample clip i attempted to place a an object in a stockpile and a truckbed stockpile worked as intended but the i couldn t place the object in the truck ,1 307174,9414250262.0,IssuesEvent,2019-04-10 09:42:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: crane position reset after player rejoin,Medium Priority,"**Version:** 0.7.5.0 beta staging-04eb44af Crane position resets, if player rejoin. Before ![20180618101731_1](https://user-images.githubusercontent.com/4980243/41522976-f8492c90-72e0-11e8-988e-dbbacd63b567.jpg) After ![20180618101749_1](https://user-images.githubusercontent.com/4980243/41522978-fd4ee004-72e0-11e8-9736-d6f57971b7d0.jpg) @johnkslg ",1.0,"USER ISSUE: crane position reset after player rejoin - **Version:** 0.7.5.0 beta staging-04eb44af Crane position resets, if player rejoin. Before ![20180618101731_1](https://user-images.githubusercontent.com/4980243/41522976-f8492c90-72e0-11e8-988e-dbbacd63b567.jpg) After ![20180618101749_1](https://user-images.githubusercontent.com/4980243/41522978-fd4ee004-72e0-11e8-9736-d6f57971b7d0.jpg) @johnkslg ",1,user issue crane position reset after player rejoin version beta staging crane position resets if player rejoin before after johnkslg ,1 244431,7875078229.0,IssuesEvent,2018-06-25 19:10:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,User issue: Duping cosmetic clothing,Medium Priority,Can dupe clothing by removing it before going into edit mode for clothes and clicking the arrow. This currently makes the majority of the clothesmaking profession useless.,1.0,User issue: Duping cosmetic clothing - Can dupe clothing by removing it before going into edit mode for clothes and clicking the arrow. This currently makes the majority of the clothesmaking profession useless.,1,user issue duping cosmetic clothing can dupe clothing by removing it before going into edit mode for clothes and clicking the arrow this currently makes the majority of the clothesmaking profession useless ,1 231945,7646838898.0,IssuesEvent,2018-05-09 00:13:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Chat is not showing up correctly,Medium Priority,"Via Forum: http://ecoforum.strangeloopgames.com/topic/4417/chat-nachrichten-nicht-lesbar ""Hello since I play Eco and have a server, I can not communicate with others. I write something, in the server settings in the chat you can see it, but in-game not. Does anyone know advice? In general, I have definitely written, if I write to people privately, it is not synonymous."" ""I have the same problem. Some players on my server cannot read the chat. They can write and other players can see the message in the chat. The server version is 7.3.3.""",1.0,"Chat is not showing up correctly - Via Forum: http://ecoforum.strangeloopgames.com/topic/4417/chat-nachrichten-nicht-lesbar ""Hello since I play Eco and have a server, I can not communicate with others. I write something, in the server settings in the chat you can see it, but in-game not. Does anyone know advice? In general, I have definitely written, if I write to people privately, it is not synonymous."" ""I have the same problem. Some players on my server cannot read the chat. They can write and other players can see the message in the chat. The server version is 7.3.3.""",1,chat is not showing up correctly via forum hello since i play eco and have a server i can not communicate with others i write something in the server settings in the chat you can see it but in game not does anyone know advice in general i have definitely written if i write to people privately it is not synonymous i have the same problem some players on my server cannot read the chat they can write and other players can see the message in the chat the server version is ,1 222053,7422570181.0,IssuesEvent,2018-03-23 00:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Skillpoint on crafting turns off on game reload,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. When creating a new solo game; set ""generate skillpoints on crafting"" 2. Craft something; confirm you get SP. 3. Disconnect and reload game. 4. Craft something again; no SP gain. **Expected behavior:** It should remain consistent, i.e. not turn off on reload. **Actual behavior:** Turns off SP generation on crafting.",1.0,"USER ISSUE: Skillpoint on crafting turns off on game reload - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. When creating a new solo game; set ""generate skillpoints on crafting"" 2. Craft something; confirm you get SP. 3. Disconnect and reload game. 4. Craft something again; no SP gain. **Expected behavior:** It should remain consistent, i.e. not turn off on reload. **Actual behavior:** Turns off SP generation on crafting.",1,user issue skillpoint on crafting turns off on game reload version beta steps to reproduce when creating a new solo game set generate skillpoints on crafting craft something confirm you get sp disconnect and reload game craft something again no sp gain expected behavior it should remain consistent i e not turn off on reload actual behavior turns off sp generation on crafting ,1 548744,16075002012.0,IssuesEvent,2021-04-25 07:10:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-254]Food Tutorial: Food Pie Chart animation expands the Pie instead of shrinking it,Category: UI Priority: Medium Regression Squad: Wild Turkey Type: Bug,"Build: 0.9.4 Develop-254 ## Issue During the Food Pie Chart introduction where the Pie is supposed to shrink when calorie is mentioned, just before the start of the Food tutorial, expands the Pie instead. ### Repro 1. Complete tutorials until Food tutorial. 2. Observe the introduction of the Food Pie. ### Actual Result ![Pie Chart 2](https://user-images.githubusercontent.com/77248866/114845467-5ce25680-9e0e-11eb-8dd4-57746ff21a9a.gif) ### Expected Result: ![Pie Chart 9-33](https://user-images.githubusercontent.com/77248866/114845491-6370ce00-9e0e-11eb-8a74-9cfa38db56b6.gif) ",1.0,"[0.9.4 Develop-254]Food Tutorial: Food Pie Chart animation expands the Pie instead of shrinking it - Build: 0.9.4 Develop-254 ## Issue During the Food Pie Chart introduction where the Pie is supposed to shrink when calorie is mentioned, just before the start of the Food tutorial, expands the Pie instead. ### Repro 1. Complete tutorials until Food tutorial. 2. Observe the introduction of the Food Pie. ### Actual Result ![Pie Chart 2](https://user-images.githubusercontent.com/77248866/114845467-5ce25680-9e0e-11eb-8dd4-57746ff21a9a.gif) ### Expected Result: ![Pie Chart 9-33](https://user-images.githubusercontent.com/77248866/114845491-6370ce00-9e0e-11eb-8a74-9cfa38db56b6.gif) ",1, food tutorial food pie chart animation expands the pie instead of shrinking it build develop issue during the food pie chart introduction where the pie is supposed to shrink when calorie is mentioned just before the start of the food tutorial expands the pie instead repro complete tutorials until food tutorial observe the introduction of the food pie actual result expected result ,1 282123,8703891923.0,IssuesEvent,2018-12-05 17:50:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: minimap is not refresh if players use cart\vechicle.,Medium Priority,"**Version:** 0.7.6.1 beta ![default](https://user-images.githubusercontent.com/4980243/42914420-f1de1cd2-8b02-11e8-80a2-1de78643d547.png) ",1.0,"USER ISSUE: minimap is not refresh if players use cart\vechicle. - **Version:** 0.7.6.1 beta ![default](https://user-images.githubusercontent.com/4980243/42914420-f1de1cd2-8b02-11e8-80a2-1de78643d547.png) ",1,user issue minimap is not refresh if players use cart vechicle version beta ,1 568053,16945751141.0,IssuesEvent,2021-06-28 06:28:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Eco 0.8.3.2, crash immediately after launch",Category: Tech Priority: Medium,"win 10 x 64 cpu amd A10 video amd radeon HD 7600M + 7660G ![0Qauv0UoeLo](https://user-images.githubusercontent.com/4980243/73451782-74543180-4379-11ea-9359-4db11d8c7825.jpg) initialization not finished as i see (look at registry) ![HkGTRzbznHc](https://user-images.githubusercontent.com/4980243/73451811-846c1100-4379-11ea-95c5-be1edc103e4a.jpg) log&dmp [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4134046/Player.log) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/4134047/error.log) [crash.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4134048/crash.zip) changing\adding fullscreen keys is not helped. Same issue at 0.9 version. ",1.0,"Eco 0.8.3.2, crash immediately after launch - win 10 x 64 cpu amd A10 video amd radeon HD 7600M + 7660G ![0Qauv0UoeLo](https://user-images.githubusercontent.com/4980243/73451782-74543180-4379-11ea-9359-4db11d8c7825.jpg) initialization not finished as i see (look at registry) ![HkGTRzbznHc](https://user-images.githubusercontent.com/4980243/73451811-846c1100-4379-11ea-95c5-be1edc103e4a.jpg) log&dmp [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4134046/Player.log) [error.log](https://github.com/StrangeLoopGames/EcoIssues/files/4134047/error.log) [crash.zip](https://github.com/StrangeLoopGames/EcoIssues/files/4134048/crash.zip) changing\adding fullscreen keys is not helped. Same issue at 0.9 version. ",1,eco crash immediately after launch win x cpu amd video amd radeon hd initialization not finished as i see look at registry log dmp changing adding fullscreen keys is not helped same issue at version ,1 452886,13060767361.0,IssuesEvent,2020-07-30 12:57:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed, [0.9.0 staging-1641] Web election: candidates box improvements,Category: Elections Website Category: Web Priority: Medium Status: Fixed,"1) I can see how I was voting for the candidates ![bandicam 2020-07-06 14-18-37-633](https://user-images.githubusercontent.com/27898520/86578980-1e259300-bf96-11ea-82c8-780aab8a1b74.jpg) Maybe we can leave candidates in the Ranked box after voting? 2) Can we move ranked box with scrolling? If the list is big we won't see the box for dropping there. Quite inconvenience. ![bandicam 2020-07-06 14-53-21-079](https://user-images.githubusercontent.com/27898520/86581055-fc79db00-bf98-11ea-92a8-d6dae72bf172.jpg) ",1.0," [0.9.0 staging-1641] Web election: candidates box improvements - 1) I can see how I was voting for the candidates ![bandicam 2020-07-06 14-18-37-633](https://user-images.githubusercontent.com/27898520/86578980-1e259300-bf96-11ea-82c8-780aab8a1b74.jpg) Maybe we can leave candidates in the Ranked box after voting? 2) Can we move ranked box with scrolling? If the list is big we won't see the box for dropping there. Quite inconvenience. ![bandicam 2020-07-06 14-53-21-079](https://user-images.githubusercontent.com/27898520/86581055-fc79db00-bf98-11ea-92a8-d6dae72bf172.jpg) ",1, web election candidates box improvements i can see how i was voting for the candidates maybe we can leave candidates in the ranked box after voting can we move ranked box with scrolling if the list is big we won t see the box for dropping there quite inconvenience ,1 278850,8651179401.0,IssuesEvent,2018-11-27 01:52:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Text on trucks is not resized anymore,Fixed Medium Priority,"See this screenshot. Earlier this would have been resized to fit the sign, i did it before. ",1.0,"Text on trucks is not resized anymore - See this screenshot. Earlier this would have been resized to fit the sign, i did it before. ",1,text on trucks is not resized anymore see this screenshot earlier this would have been resized to fit the sign i did it before img width alt resize src ,1 207844,7134205325.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,You can accept your own contract,Medium Priority,"Seems like this should not be possible, looks like it breaks a multitude of other things. ",1.0,"You can accept your own contract - Seems like this should not be possible, looks like it breaks a multitude of other things. ",1,you can accept your own contract seems like this should not be possible looks like it breaks a multitude of other things ,1 242346,7841166193.0,IssuesEvent,2018-06-18 18:42:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Dedicated Server Product on steam stuck on staging,Medium Priority,"If you review beta options for Eco Dedicated server on Steam you can NOT opt out of staging. This means it’s impossible to use SteamCmd to keep server in sync with stable branch Repo steps: In Steam: Library > Tools > *right click* Properties on Eco Server > Beta > No other option than Staging exists. This version is out of sync from the existing client version at time of writing 0.7.2.2",1.0,"Dedicated Server Product on steam stuck on staging - If you review beta options for Eco Dedicated server on Steam you can NOT opt out of staging. This means it’s impossible to use SteamCmd to keep server in sync with stable branch Repo steps: In Steam: Library > Tools > *right click* Properties on Eco Server > Beta > No other option than Staging exists. This version is out of sync from the existing client version at time of writing 0.7.2.2",1,dedicated server product on steam stuck on staging if you review beta options for eco dedicated server on steam you can not opt out of staging this means it’s impossible to use steamcmd to keep server in sync with stable branch repo steps in steam library tools right click properties on eco server beta no other option than staging exists this version is out of sync from the existing client version at time of writing ,1 385364,11419512559.0,IssuesEvent,2020-02-03 08:09:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Marker under minimap,Priority: Medium Status: Fixed Status: Reopen,"UI in the lower right corner has been increased. Now the marker appears under it. ![image](https://user-images.githubusercontent.com/45708377/65222575-101a8a80-dac8-11e9-86e1-ab326238d3e8.png) ",1.0,"[master-preview] Marker under minimap - UI in the lower right corner has been increased. Now the marker appears under it. ![image](https://user-images.githubusercontent.com/45708377/65222575-101a8a80-dac8-11e9-86e1-ab326238d3e8.png) ",1, marker under minimap ui in the lower right corner has been increased now the marker appears under it ,1 551969,16192099090.0,IssuesEvent,2021-05-04 09:55:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Develop] Shovel is deselected with pick up,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Fixed Type: Bug,"Currently the shovel is deselected when you pick up a block like Dirt etc. The Shovel is no longer displayed with Blockmaterial and you can not select back to the Shovel. ![grafik](https://user-images.githubusercontent.com/37456949/112225533-3ecd7000-8c2d-11eb-8c9b-d31067577c4b.png) ",1.0,"[9.4 Develop] Shovel is deselected with pick up - Currently the shovel is deselected when you pick up a block like Dirt etc. The Shovel is no longer displayed with Blockmaterial and you can not select back to the Shovel. ![grafik](https://user-images.githubusercontent.com/37456949/112225533-3ecd7000-8c2d-11eb-8c9b-d31067577c4b.png) ",1, shovel is deselected with pick up currently the shovel is deselected when you pick up a block like dirt etc the shovel is no longer displayed with blockmaterial and you can not select back to the shovel ,1 219181,7333772608.0,IssuesEvent,2018-03-05 20:29:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Caught exception invoking RPC SendChat on ChatManager,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC SendChat on ChatManager! Exception has been thrown by the target of an invocation. Object reference not set to an instance of an object. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) at Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) at Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user) ```",1.0,"USER ISSUE: Caught exception invoking RPC SendChat on ChatManager - **Version:** 0.7.1.2 beta **Steps to Reproduce:** **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC SendChat on ChatManager! Exception has been thrown by the target of an invocation. Object reference not set to an instance of an object. Stack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Eco.Gameplay.Systems.Chat.ChatManager.InvokeCommand(String commandName, MethodInfo method, String args, User user) at Eco.Gameplay.Systems.Chat.ChatManager.ProcessAsCommand(String text, User user) at Eco.Gameplay.Systems.Chat.ChatManager.SendChat(ChatMessage msg, String text, User user) ```",1,user issue caught exception invoking rpc sendchat on chatmanager version beta steps to reproduce expected behavior actual behavior the following error message popped up caught exception caught exception invoking rpc sendchat on chatmanager exception has been thrown by the target of an invocation object reference not set to an instance of an object stack at system runtimemethodhandle invokemethod object target object arguments signature sig boolean constructor at system reflection runtimemethodinfo unsafeinvokeinternal object obj object parameters object arguments at system reflection runtimemethodinfo invoke object obj bindingflags invokeattr binder binder object parameters cultureinfo culture at eco gameplay systems chat chatmanager invokecommand string commandname methodinfo method string args user user at eco gameplay systems chat chatmanager processascommand string text user user at eco gameplay systems chat chatmanager sendchat chatmessage msg string text user user ,1 341000,10281404453.0,IssuesEvent,2019-08-26 08:25:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Learn Specialty where skill is,Laws Medium Priority,"Since v0.8.0.0 we have been unable to select specific specialties in the `where` clause of a `Learn Specialty` law trigger. ![image](https://user-images.githubusercontent.com/2676134/63582451-6532b180-c599-11e9-92a2-05c608b4509e.png) This makes it impossible to make laws the limit learning of specialties/skills in any meaningful way. I am unsure if #8183 is still an issue, but that could make this even worse. Don't know why we hadn't made a bug report about it at all until now. I assume there isn't time to fix this before v0.9.0.0, but still good to have a bug report for it finally.",1.0,"Learn Specialty where skill is - Since v0.8.0.0 we have been unable to select specific specialties in the `where` clause of a `Learn Specialty` law trigger. ![image](https://user-images.githubusercontent.com/2676134/63582451-6532b180-c599-11e9-92a2-05c608b4509e.png) This makes it impossible to make laws the limit learning of specialties/skills in any meaningful way. I am unsure if #8183 is still an issue, but that could make this even worse. Don't know why we hadn't made a bug report about it at all until now. I assume there isn't time to fix this before v0.9.0.0, but still good to have a bug report for it finally.",1,learn specialty where skill is since we have been unable to select specific specialties in the where clause of a learn specialty law trigger this makes it impossible to make laws the limit learning of specialties skills in any meaningful way i am unsure if is still an issue but that could make this even worse don t know why we hadn t made a bug report about it at all until now i assume there isn t time to fix this before but still good to have a bug report for it finally ,1 250687,7979944245.0,IssuesEvent,2018-07-18 00:23:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Game client don't work on MacOS by steam,Medium Priority,"Hello guys. My pc ![screen shot 2018-02-13 at 5 05 42 pm](https://user-images.githubusercontent.com/17027851/36263335-b2e036c2-1272-11e8-90f3-877d30c281c2.png) Im trying run ECO from steam on Mac And after installing and running game its not responding ![screen shot 2018-02-15 at 4 53 58 pm](https://user-images.githubusercontent.com/17027851/36263386-cc8f4e96-1272-11e8-92f8-cd5ca3d71560.png) Plz help me or fix that.",1.0,"Game client don't work on MacOS by steam - Hello guys. My pc ![screen shot 2018-02-13 at 5 05 42 pm](https://user-images.githubusercontent.com/17027851/36263335-b2e036c2-1272-11e8-90f3-877d30c281c2.png) Im trying run ECO from steam on Mac And after installing and running game its not responding ![screen shot 2018-02-15 at 4 53 58 pm](https://user-images.githubusercontent.com/17027851/36263386-cc8f4e96-1272-11e8-92f8-cd5ca3d71560.png) Plz help me or fix that.",1,game client don t work on macos by steam hello guys my pc im trying run eco from steam on mac and after installing and running game its not responding plz help me or fix that ,1 502697,14565188798.0,IssuesEvent,2020-12-17 06:47:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 develop-118] Displaying districts in Minimap,Category: UI Priority: Medium Status: Fixed Status: Reopen,"- [ ] bug with displaying when creating the first district Step to reproduce: - create a new server - check minimap, I don't have district map and it shouldn't be: ![image](https://user-images.githubusercontent.com/45708377/99531199-71cbd280-29b3-11eb-8a54-44c877c9d172.png) - place capitol and ratify, place zoning office start to create district map. I have Districts when edit: ![image](https://user-images.githubusercontent.com/45708377/99531525-e7d03980-29b3-11eb-9f1d-52f693b63d78.png) - submit and winelection: ![image](https://user-images.githubusercontent.com/45708377/99531596-06cecb80-29b4-11eb-97c7-6cf244c14bc9.png) - open map and I have 5! 'Test map' draft, but I lost settlements: ![image](https://user-images.githubusercontent.com/45708377/99531654-1ea64f80-29b4-11eb-8b96-2f741d0b4568.png) - but when I first time want to see (on my other new server) I don't have districts at all. - restart client, all's fine: ![image](https://user-images.githubusercontent.com/45708377/99532415-5235a980-29b5-11eb-9bff-ab54e48a5a42.png) - [ ] Displaying deleted disctrict maps. Start to revise district map: ![image](https://user-images.githubusercontent.com/45708377/99532457-61b4f280-29b5-11eb-915e-dc4910dad265.png) - delete revision and open map: ![image](https://user-images.githubusercontent.com/45708377/99532491-71ccd200-29b5-11eb-99a1-11fc62ff7952.png) -start to revise again: ![image](https://user-images.githubusercontent.com/45708377/99532675-b9ebf480-29b5-11eb-96ce-5fb5d5216a4c.png) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5560089/Player.log) ",1.0,"[0.9.2 develop-118] Displaying districts in Minimap - - [ ] bug with displaying when creating the first district Step to reproduce: - create a new server - check minimap, I don't have district map and it shouldn't be: ![image](https://user-images.githubusercontent.com/45708377/99531199-71cbd280-29b3-11eb-8a54-44c877c9d172.png) - place capitol and ratify, place zoning office start to create district map. I have Districts when edit: ![image](https://user-images.githubusercontent.com/45708377/99531525-e7d03980-29b3-11eb-9f1d-52f693b63d78.png) - submit and winelection: ![image](https://user-images.githubusercontent.com/45708377/99531596-06cecb80-29b4-11eb-97c7-6cf244c14bc9.png) - open map and I have 5! 'Test map' draft, but I lost settlements: ![image](https://user-images.githubusercontent.com/45708377/99531654-1ea64f80-29b4-11eb-8b96-2f741d0b4568.png) - but when I first time want to see (on my other new server) I don't have districts at all. - restart client, all's fine: ![image](https://user-images.githubusercontent.com/45708377/99532415-5235a980-29b5-11eb-9bff-ab54e48a5a42.png) - [ ] Displaying deleted disctrict maps. Start to revise district map: ![image](https://user-images.githubusercontent.com/45708377/99532457-61b4f280-29b5-11eb-915e-dc4910dad265.png) - delete revision and open map: ![image](https://user-images.githubusercontent.com/45708377/99532491-71ccd200-29b5-11eb-99a1-11fc62ff7952.png) -start to revise again: ![image](https://user-images.githubusercontent.com/45708377/99532675-b9ebf480-29b5-11eb-96ce-5fb5d5216a4c.png) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5560089/Player.log) ",1, displaying districts in minimap bug with displaying when creating the first district step to reproduce create a new server check minimap i don t have district map and it shouldn t be place capitol and ratify place zoning office start to create district map i have districts when edit submit and winelection open map and i have test map draft but i lost settlements but when i first time want to see on my other new server i don t have districts at all restart client all s fine displaying deleted disctrict maps start to revise district map delete revision and open map start to revise again ,1 319456,9744461838.0,IssuesEvent,2019-06-03 07:02:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Leader Objective is not shown in the entering field when too long,Medium Priority,"When you write in a long objective, eg. several sentences only the first words can really be seen in the field where you type them, the rest of the typed in words are there, but invisible, so it's very hard to e.g. find a typing error in the last sentence.",1.0,"Leader Objective is not shown in the entering field when too long - When you write in a long objective, eg. several sentences only the first words can really be seen in the field where you type them, the rest of the typed in words are there, but invisible, so it's very hard to e.g. find a typing error in the last sentence.",1,leader objective is not shown in the entering field when too long when you write in a long objective eg several sentences only the first words can really be seen in the field where you type them the rest of the typed in words are there but invisible so it s very hard to e g find a typing error in the last sentence ,1 221292,7375414756.0,IssuesEvent,2018-03-14 00:20:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: After Meteor Event,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Meteor hits - all items magically disappear **Expected behavior:** metor hits stuff does not vanish unless hit or blows up that way we can keep playing after words, and rebuild **Actual behavior:** ahve to use admin to generate workbenchs for people ",1.0,"USER ISSUE: After Meteor Event - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Meteor hits - all items magically disappear **Expected behavior:** metor hits stuff does not vanish unless hit or blows up that way we can keep playing after words, and rebuild **Actual behavior:** ahve to use admin to generate workbenchs for people ",1,user issue after meteor event version beta steps to reproduce meteor hits all items magically disappear expected behavior metor hits stuff does not vanish unless hit or blows up that way we can keep playing after words and rebuild actual behavior ahve to use admin to generate workbenchs for people ,1 488400,14077011192.0,IssuesEvent,2020-11-04 11:20:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Refactor of Popup,Category: Tech Priority: Medium Status: Fixed,"Popups now contains a lot of duplicated code doing same things I am proposing to refactor it with builder pattern to something like that: public static DialogBuilder MakePopup() public class DialogBuilder { public PopupUI ui; public DialogBuilder WithInputString() { ... return this; } public DialogBuilder WithQuantity(...) public DialogBuilder WithSingleButton(string text) public DialogBuilder WithTwoButtons(string leftText, string rightText) public DialogBuilder WithCheckbox(...) public DialogBuilder WithStringInput(...) public DialogBuilder WithCallbacks(Action leftButton = null, Action rightButton = null, Action leftButtonWithData. = null..) } So code at connectionUi will be something like that: Popup.ConfirmBox().WithStringInput().WithCheckbox().WithCallbacks() It can contain public static DialogBuilder OkBox() => CreatePopup().WithSingleButton() since it's very popular method. The same for Confirm and YesNo. And after that it will be possible to remove all this duplicated methods: InputString, ChooseValue, ChooseOption, Choice, ChoiceLoc, YesNo, YesNoCheckbox, and remove duplications inside of confirm, okbox and yesno. ",1.0,"Refactor of Popup - Popups now contains a lot of duplicated code doing same things I am proposing to refactor it with builder pattern to something like that: public static DialogBuilder MakePopup() public class DialogBuilder { public PopupUI ui; public DialogBuilder WithInputString() { ... return this; } public DialogBuilder WithQuantity(...) public DialogBuilder WithSingleButton(string text) public DialogBuilder WithTwoButtons(string leftText, string rightText) public DialogBuilder WithCheckbox(...) public DialogBuilder WithStringInput(...) public DialogBuilder WithCallbacks(Action leftButton = null, Action rightButton = null, Action leftButtonWithData. = null..) } So code at connectionUi will be something like that: Popup.ConfirmBox().WithStringInput().WithCheckbox().WithCallbacks() It can contain public static DialogBuilder OkBox() => CreatePopup().WithSingleButton() since it's very popular method. The same for Confirm and YesNo. And after that it will be possible to remove all this duplicated methods: InputString, ChooseValue, ChooseOption, Choice, ChoiceLoc, YesNo, YesNoCheckbox, and remove duplications inside of confirm, okbox and yesno. ",1,refactor of popup popups now contains a lot of duplicated code doing same things i am proposing to refactor it with builder pattern to something like that public static dialogbuilder makepopup public class dialogbuilder public popupui ui public dialogbuilder withinputstring return this public dialogbuilder withquantity public dialogbuilder withsinglebutton string text public dialogbuilder withtwobuttons string lefttext string righttext public dialogbuilder withcheckbox public dialogbuilder withstringinput public dialogbuilder withcallbacks action leftbutton null action rightbutton null action leftbuttonwithdata null so code at connectionui will be something like that popup confirmbox withstringinput withcheckbox withcallbacks it can contain public static dialogbuilder okbox createpopup withsinglebutton since it s very popular method the same for confirm and yesno and after that it will be possible to remove all this duplicated methods inputstring choosevalue chooseoption choice choiceloc yesno yesnocheckbox and remove duplications inside of confirm okbox and yesno ,1 309063,9460886130.0,IssuesEvent,2019-04-17 12:12:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.1.3] Chat history loading,Medium Priority Quality Assurance,"[0.8.1.3] no mods **Steps ** 1. Have a goooood chat history 2. Open chat log and scroll up, trying to find some old message **Expected** Chat log will be loading old messages **Actual** At some point chat log will stuck while you are trying to scroll up. Then you will try to scoll down and then chat will loead some porsion of history.;",1.0,"[0.8.1.3] Chat history loading - [0.8.1.3] no mods **Steps ** 1. Have a goooood chat history 2. Open chat log and scroll up, trying to find some old message **Expected** Chat log will be loading old messages **Actual** At some point chat log will stuck while you are trying to scroll up. Then you will try to scoll down and then chat will loead some porsion of history.;",1, chat history loading no mods steps have a goooood chat history open chat log and scroll up trying to find some old message expected chat log will be loading old messages actual at some point chat log will stuck while you are trying to scroll up then you will try to scoll down and then chat will loead some porsion of history ,1 481778,13891716051.0,IssuesEvent,2020-10-19 11:06:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Civics: Notification text overlap,Category: UI Priority: Medium Status: Fixed,"Notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap ![Screenshot_34.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/878b13c3-2f49-4afe-b63c-2e991a0d8200) Split from #18590",1.0,"Civics: Notification text overlap - Notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap ![Screenshot_34.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/878b13c3-2f49-4afe-b63c-2e991a0d8200) Split from #18590",1,civics notification text overlap notifications for the new baked multi elective stuff needs to be nested somehow to avoid the text overlap split from ,1 246281,7894240363.0,IssuesEvent,2018-06-28 20:47:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Truck flies up,Medium Priority,"Steps to Reproduce: Get a truck, drive it. Expected behavior: Truck drives around corners and straight roads without problems. Actual behavior: Every time you make a turn on a stone road, it glitches and flies up in the air.",1.0,"Truck flies up - Steps to Reproduce: Get a truck, drive it. Expected behavior: Truck drives around corners and straight roads without problems. Actual behavior: Every time you make a turn on a stone road, it glitches and flies up in the air.",1,truck flies up steps to reproduce get a truck drive it expected behavior truck drives around corners and straight roads without problems actual behavior every time you make a turn on a stone road it glitches and flies up in the air ,1 293473,8996229101.0,IssuesEvent,2019-02-02 00:11:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minting abuse,Medium Priority,"I've witnessed person who was minting his coal ore just because it was easier than storing it somewhere. That looks like an abuse of a system to me. what do you think ?",1.0,"Minting abuse - I've witnessed person who was minting his coal ore just because it was easier than storing it somewhere. That looks like an abuse of a system to me. what do you think ?",1,minting abuse i ve witnessed person who was minting his coal ore just because it was easier than storing it somewhere that looks like an abuse of a system to me what do you think ,1 367495,10854424310.0,IssuesEvent,2019-11-13 16:24:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Mono 5.16 causes server crash,Medium Priority,"The latest mono version, [5.16](https://www.mono-project.com/docs/about-mono/releases/5.16.0/), causes the server to crash on startup as follows: ``` --BEGIN DUMP-- Dump Time 10/09/2018 21:07:05 Exception Exception: ReflectionTypeLoadException Message:Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <3833a6edf2074b959d3dab898627f0ac>:0 at Eco.Core.Serialization.SimpleSerializer+<>c.b__32_1 (System.Reflection.Assembly assembly) [0x00000] in :0 at System.Linq.Enumerable+d__167`3[TSource,TCollection,TResult].MoveNext () [0x0004e] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+SelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00029] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+d__167`3[TSource,TCollection,TResult].MoveNext () [0x000d1] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at Eco.Core.Serialization.SimpleSerializer.BuildSerializableTypes () [0x00115] in :0 at Eco.Core.Serialization.SimpleSerializer..ctor () [0x00030] in :0 at Eco.Core.Serialization.CurrentSerializer..ctor () [0x00006] in :0 at Eco.Core.Serialization.EcoSerializer.Initialize () [0x00021] in :0 at Eco.Core.Plugins.StorageManager.Initialize () [0x00000] in :0 at Eco.Core.Plugins.StorageManager..ctor () [0x000f3] in :0 at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&) at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00005] in <3833a6edf2074b959d3dab898627f0ac>:0 --END DUMP-- ``` Reverting to version 5.14 resolves the issue. Startup command is simply `mono --server EcoServer.exe -nogui`, using [Docker images](https://hub.docker.com/_/mono/) `mono:5.16` and `mono:5.14`. Eco version `0.7.7.2 beta`.",1.0,"Mono 5.16 causes server crash - The latest mono version, [5.16](https://www.mono-project.com/docs/about-mono/releases/5.16.0/), causes the server to crash on startup as follows: ``` --BEGIN DUMP-- Dump Time 10/09/2018 21:07:05 Exception Exception: ReflectionTypeLoadException Message:Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <3833a6edf2074b959d3dab898627f0ac>:0 at Eco.Core.Serialization.SimpleSerializer+<>c.b__32_1 (System.Reflection.Assembly assembly) [0x00000] in :0 at System.Linq.Enumerable+d__167`3[TSource,TCollection,TResult].MoveNext () [0x0004e] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+SelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00029] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at System.Linq.Enumerable+d__167`3[TSource,TCollection,TResult].MoveNext () [0x000d1] in <9a2f23a52d30476eafb596a55ecb4b63>:0 at Eco.Core.Serialization.SimpleSerializer.BuildSerializableTypes () [0x00115] in :0 at Eco.Core.Serialization.SimpleSerializer..ctor () [0x00030] in :0 at Eco.Core.Serialization.CurrentSerializer..ctor () [0x00006] in :0 at Eco.Core.Serialization.EcoSerializer.Initialize () [0x00021] in :0 at Eco.Core.Plugins.StorageManager.Initialize () [0x00000] in :0 at Eco.Core.Plugins.StorageManager..ctor () [0x000f3] in :0 at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&) at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00005] in <3833a6edf2074b959d3dab898627f0ac>:0 --END DUMP-- ``` Reverting to version 5.14 resolves the issue. Startup command is simply `mono --server EcoServer.exe -nogui`, using [Docker images](https://hub.docker.com/_/mono/) `mono:5.16` and `mono:5.14`. Eco version `0.7.7.2 beta`.",1,mono causes server crash the latest mono version causes the server to crash on startup as follows begin dump dump time exception exception reflectiontypeloadexception message exception of type system reflection reflectiontypeloadexception was thrown system reflection reflectiontypeloadexception exception of type system reflection reflectiontypeloadexception was thrown at wrapper managed to native system reflection assembly gettypes system reflection assembly bool at system reflection assembly gettypes in at eco core serialization simpleserializer c b system reflection assembly assembly in at system linq enumerable d movenext in at system linq enumerable selectenumerableiterator movenext in at system linq enumerable whereenumerableiterator movenext in at system linq enumerable d movenext in at eco core serialization simpleserializer buildserializabletypes in at eco core serialization simpleserializer ctor in at eco core serialization currentserializer ctor in at eco core serialization ecoserializer initialize in at eco core plugins storagemanager initialize in at eco core plugins storagemanager ctor in at wrapper managed to native system reflection monocmethod internalinvoke system reflection monocmethod object object system exception at system reflection monocmethod internalinvoke system object obj system object parameters system boolean wrapexceptions in end dump reverting to version resolves the issue startup command is simply mono server ecoserver exe nogui using mono and mono eco version beta ,1 522486,15160816430.0,IssuesEvent,2021-02-12 07:52:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server exceptions should not boot the client when server is running debug,Category: Tech Priority: Medium Squad: Wild Turkey,"It interferes with debugging, it should not boot them. ",1.0,"Server exceptions should not boot the client when server is running debug - It interferes with debugging, it should not boot them. ",1,server exceptions should not boot the client when server is running debug it interferes with debugging it should not boot them ,1 462157,13241992846.0,IssuesEvent,2020-08-19 09:04:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-19] Make property and District map setting in the map look fancy,Category: UI Priority: Medium Status: Reopen,"We should have property and districts under the one category. ![bandicam 2020-08-03 15-31-37-646](https://user-images.githubusercontent.com/27898520/89174030-9fc10e80-d59e-11ea-84f9-cce5768c12b0.jpg) Its not looking good. Like under Land Management or something And maybe we can make it like different category? On one level with World Layers. And make 'Show in the world' for this category too. ",1.0,"[0.9.0 develop-19] Make property and District map setting in the map look fancy - We should have property and districts under the one category. ![bandicam 2020-08-03 15-31-37-646](https://user-images.githubusercontent.com/27898520/89174030-9fc10e80-d59e-11ea-84f9-cce5768c12b0.jpg) Its not looking good. Like under Land Management or something And maybe we can make it like different category? On one level with World Layers. And make 'Show in the world' for this category too. ",1, make property and district map setting in the map look fancy we should have property and districts under the one category its not looking good like under land management or something and maybe we can make it like different category on one level with world layers and make show in the world for this category too ,1 381806,11288309097.0,IssuesEvent,2020-01-16 07:32:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.7.0] Exception in log w/ AvatarEditingSafetyBubble,Priority: Medium,"(Filename: Line: 0) Setting up 4 worker threads for Enlighten. Thread -> id: 4b20 -> priority: 1 Thread -> id: 2b20 -> priority: 1 Thread -> id: 41c0 -> priority: 1 Thread -> id: 2dc -> priority: 1 NullReferenceException: Object reference not set to an instance of an object at AvatarEditingSafetyBubble.OnDisable () [0x00005] in :0 ",1.0,"[7.7.0] Exception in log w/ AvatarEditingSafetyBubble - (Filename: Line: 0) Setting up 4 worker threads for Enlighten. Thread -> id: 4b20 -> priority: 1 Thread -> id: 2b20 -> priority: 1 Thread -> id: 41c0 -> priority: 1 Thread -> id: 2dc -> priority: 1 NullReferenceException: Object reference not set to an instance of an object at AvatarEditingSafetyBubble.OnDisable () [0x00005] in :0 ",1, exception in log w avatareditingsafetybubble filename line setting up worker threads for enlighten thread id priority thread id priority thread id priority thread id priority nullreferenceexception object reference not set to an instance of an object at avatareditingsafetybubble ondisable in ,1 122564,4837204998.0,IssuesEvent,2016-11-08 21:53:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Front Page graphs query dislaying dead data, on fresh server.",Medium Priority,"The Front Page Info query tells which graphs to display on the World Status page. On a fresh server, it says to display ""Humans/Polluting"" on the Pollution Status graph. But when querying for that data, there is an error. Can you remove that from the Front Page Info query. So on a fresh server, it does not ask to display anything for Pollution (since there is none yet) That way, on web side, we can check if the Pollution Status graph is empty, and then hide the graph it is empty. Currently we check if its empty, but its not because of ""Humans/Polluting""",1.0,"Front Page graphs query dislaying dead data, on fresh server. - The Front Page Info query tells which graphs to display on the World Status page. On a fresh server, it says to display ""Humans/Polluting"" on the Pollution Status graph. But when querying for that data, there is an error. Can you remove that from the Front Page Info query. So on a fresh server, it does not ask to display anything for Pollution (since there is none yet) That way, on web side, we can check if the Pollution Status graph is empty, and then hide the graph it is empty. Currently we check if its empty, but its not because of ""Humans/Polluting""",1,front page graphs query dislaying dead data on fresh server the front page info query tells which graphs to display on the world status page on a fresh server it says to display humans polluting on the pollution status graph but when querying for that data there is an error can you remove that from the front page info query so on a fresh server it does not ask to display anything for pollution since there is none yet that way on web side we can check if the pollution status graph is empty and then hide the graph it is empty currently we check if its empty but its not because of humans polluting ,1 379798,11235807115.0,IssuesEvent,2020-01-09 09:10:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Recipe: Missing Advanced Campfire Cooking Recipes,Fixed Priority: Medium,"The Advanced Campfire Cooking recipes ""Campfire Roast"" and ""Charred Sausage"" are missing right now with no substitute recipe. ![CampfireRoast](https://user-images.githubusercontent.com/47330823/70268654-c3089500-1755-11ea-9d86-d11177799ec3.png) ",1.0,"[0.9.0 staging] Recipe: Missing Advanced Campfire Cooking Recipes - The Advanced Campfire Cooking recipes ""Campfire Roast"" and ""Charred Sausage"" are missing right now with no substitute recipe. ![CampfireRoast](https://user-images.githubusercontent.com/47330823/70268654-c3089500-1755-11ea-9d86-d11177799ec3.png) ",1, recipe missing advanced campfire cooking recipes the advanced campfire cooking recipes campfire roast and charred sausage are missing right now with no substitute recipe ,1 384470,11393422088.0,IssuesEvent,2020-01-30 06:34:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Remove SLG accounts getting admin + dev access on third party servers,Priority: Medium Status: Reopen,Too abuseable and we're too big to risk it now. ,1.0,Remove SLG accounts getting admin + dev access on third party servers - Too abuseable and we're too big to risk it now. ,1,remove slg accounts getting admin dev access on third party servers too abuseable and we re too big to risk it now ,1 471899,13612872556.0,IssuesEvent,2020-09-23 10:58:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1706] Turtle hide animation is broken and they become fearless,Category: Gameplay Priority: Medium Status: Fixed,"When you approach turtles they would normally hide in their shells. But the animation appears broken because their legs bend in weird directions and they don't retract their heads. They move from their normal position into a broken state when the player approaches. They will remove to their normal walking positions but then get stuck in a fearless mode where they ignore the player and are not scared of them. I tired standing in there way and jumping on them and they just ignored me. They remain in this state for a random amount of time. One turtle was fearless for about a minute before hiding again and I have another turtle which is still walking around ignoring me. (Stopped randomly and hid a far way away from me while I was writing this) ![20200807121929_1](https://user-images.githubusercontent.com/68478692/89666639-b7530c80-d8a8-11ea-9df9-a2c75a95a214.jpg) ![20200807121907_1](https://user-images.githubusercontent.com/68478692/89666637-b6ba7600-d8a8-11ea-812a-ef10cdec8c12.jpg) ![20200807121924_1](https://user-images.githubusercontent.com/68478692/89666638-b6ba7600-d8a8-11ea-9462-6471ee75393f.jpg) **Fearless turtle:** (You can see it's front leg is in the middle of the walking animation) ![20200807123125_1](https://user-images.githubusercontent.com/68478692/89667328-f59cfb80-d8a9-11ea-9b62-74892fef6887.jpg)",1.0,"[0.9.0.0 beta staging-1706] Turtle hide animation is broken and they become fearless - When you approach turtles they would normally hide in their shells. But the animation appears broken because their legs bend in weird directions and they don't retract their heads. They move from their normal position into a broken state when the player approaches. They will remove to their normal walking positions but then get stuck in a fearless mode where they ignore the player and are not scared of them. I tired standing in there way and jumping on them and they just ignored me. They remain in this state for a random amount of time. One turtle was fearless for about a minute before hiding again and I have another turtle which is still walking around ignoring me. (Stopped randomly and hid a far way away from me while I was writing this) ![20200807121929_1](https://user-images.githubusercontent.com/68478692/89666639-b7530c80-d8a8-11ea-9df9-a2c75a95a214.jpg) ![20200807121907_1](https://user-images.githubusercontent.com/68478692/89666637-b6ba7600-d8a8-11ea-812a-ef10cdec8c12.jpg) ![20200807121924_1](https://user-images.githubusercontent.com/68478692/89666638-b6ba7600-d8a8-11ea-9462-6471ee75393f.jpg) **Fearless turtle:** (You can see it's front leg is in the middle of the walking animation) ![20200807123125_1](https://user-images.githubusercontent.com/68478692/89667328-f59cfb80-d8a9-11ea-9b62-74892fef6887.jpg)",1, turtle hide animation is broken and they become fearless when you approach turtles they would normally hide in their shells but the animation appears broken because their legs bend in weird directions and they don t retract their heads they move from their normal position into a broken state when the player approaches they will remove to their normal walking positions but then get stuck in a fearless mode where they ignore the player and are not scared of them i tired standing in there way and jumping on them and they just ignored me they remain in this state for a random amount of time one turtle was fearless for about a minute before hiding again and i have another turtle which is still walking around ignoring me stopped randomly and hid a far way away from me while i was writing this fearless turtle you can see it s front leg is in the middle of the walking animation ,1 298075,9195577623.0,IssuesEvent,2019-03-07 03:01:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Different speed bonuses on roads and ramps.,Medium Priority,"I thought that ramps=roads? All ok > Wheelbarrow, Small Wood Cart, Wood Cart, Skidsteer, Excavator > dirt road - 1 > dirt ramp - 1 > > stone road - 1,2 > stone ramp - 1,2 > > asphalt road - 1,4 > asphalt ramp - 1,4 looks strange > Steam Truck, Truck > dirt road - 1 > dirt ramp - 1 > > stone road - 1,4 > stone ramp - 1,2 > > asphalt road - 1,8 > asphalt ramp - 1,4 > > Powered Cart > dirt road - 1 > dirt ramp - 1 > > stone road - 1,3 > stone ramp - 1,2 > > asphalt road - 1,6 > asphalt ramp - 1,4",1.0,"Different speed bonuses on roads and ramps. - I thought that ramps=roads? All ok > Wheelbarrow, Small Wood Cart, Wood Cart, Skidsteer, Excavator > dirt road - 1 > dirt ramp - 1 > > stone road - 1,2 > stone ramp - 1,2 > > asphalt road - 1,4 > asphalt ramp - 1,4 looks strange > Steam Truck, Truck > dirt road - 1 > dirt ramp - 1 > > stone road - 1,4 > stone ramp - 1,2 > > asphalt road - 1,8 > asphalt ramp - 1,4 > > Powered Cart > dirt road - 1 > dirt ramp - 1 > > stone road - 1,3 > stone ramp - 1,2 > > asphalt road - 1,6 > asphalt ramp - 1,4",1,different speed bonuses on roads and ramps i thought that ramps roads all ok wheelbarrow small wood cart wood cart skidsteer excavator dirt road dirt ramp stone road stone ramp asphalt road asphalt ramp looks strange steam truck truck dirt road dirt ramp stone road stone ramp asphalt road asphalt ramp powered cart dirt road dirt ramp stone road stone ramp asphalt road asphalt ramp ,1 534107,15609723238.0,IssuesEvent,2021-03-19 12:17:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1943] Triggers Lost/Win Election fire 2 times,Category: Laws Priority: Medium Squad: Mountain Goat,"Step to reproduce: - Create a law: ![image](https://user-images.githubusercontent.com/45708377/109773063-d2ec7e80-7c0f-11eb-8c88-fa9ae733d9dd.png) - create any elected title: ![image](https://user-images.githubusercontent.com/45708377/109773274-134bfc80-7c10-11eb-966e-89900a6c2eb8.png) - start election and join to it with 2 players: ![image](https://user-images.githubusercontent.com/45708377/109773419-3b3b6000-7c10-11eb-8853-efa22fab152a.png) - both player vote for Slaйks. - election will be immediatly fineshed and I have double tax/payment: ![image](https://user-images.githubusercontent.com/45708377/109774482-70947d80-7c11-11eb-81c3-1c404ee644fd.png) after cheking #19732",1.0,"[0.9.3 staging-1943] Triggers Lost/Win Election fire 2 times - Step to reproduce: - Create a law: ![image](https://user-images.githubusercontent.com/45708377/109773063-d2ec7e80-7c0f-11eb-8c88-fa9ae733d9dd.png) - create any elected title: ![image](https://user-images.githubusercontent.com/45708377/109773274-134bfc80-7c10-11eb-966e-89900a6c2eb8.png) - start election and join to it with 2 players: ![image](https://user-images.githubusercontent.com/45708377/109773419-3b3b6000-7c10-11eb-8853-efa22fab152a.png) - both player vote for Slaйks. - election will be immediatly fineshed and I have double tax/payment: ![image](https://user-images.githubusercontent.com/45708377/109774482-70947d80-7c11-11eb-81c3-1c404ee644fd.png) after cheking #19732",1, triggers lost win election fire times step to reproduce create a law create any elected title start election and join to it with players both player vote for slaйks election will be immediatly fineshed and i have double tax payment after cheking ,1 320168,9777188461.0,IssuesEvent,2019-06-07 08:24:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sweeping hands causing connection issues?,Investigate Medium Priority,"After using sweeping hands a number of times in an area I will sometimes get a long delay after using it where the disconnection icon will show, and after maybe 10 seconds I pick everything up and the game continues. I also get times where it will pick up each stone with a second or two delay in between",1.0,"Sweeping hands causing connection issues? - After using sweeping hands a number of times in an area I will sometimes get a long delay after using it where the disconnection icon will show, and after maybe 10 seconds I pick everything up and the game continues. I also get times where it will pick up each stone with a second or two delay in between",1,sweeping hands causing connection issues after using sweeping hands a number of times in an area i will sometimes get a long delay after using it where the disconnection icon will show and after maybe seconds i pick everything up and the game continues i also get times where it will pick up each stone with a second or two delay in between,1 560201,16590135085.0,IssuesEvent,2021-06-01 06:33:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1939] Elevator call post linking issue,Category: Gameplay Priority: Medium Squad: Otter Status: Reopen Type: Quality of Life,"- [ ] 1. Elevator should have linking point in center, or +/- 1 block from center. - [ ] 2. When linking call post we should include calculation with elevator size. And so now what's the problem. Currently we have that call post is linking to the nearest center of Elevator. But we can have a strange situation, when one elevator is closer, but the Call Post will link to another: ![image](https://user-images.githubusercontent.com/45708377/109124512-0df83900-775c-11eb-9204-61adcee92a39.png) Call post will be linked to Industrial Elevator №2, because his center is closer. But if we change center we still need to include elevator size, because we have smaller version (Wooden Elevator): ![image](https://user-images.githubusercontent.com/45708377/109125442-23ba2e00-775d-11eb-81fd-3d43055e7c42.png) So The center of Wooden elevator is closer, but Call post must link to the nearest Elecator(Industrial)",1.0,"[0.9.3 staging-1939] Elevator call post linking issue - - [ ] 1. Elevator should have linking point in center, or +/- 1 block from center. - [ ] 2. When linking call post we should include calculation with elevator size. And so now what's the problem. Currently we have that call post is linking to the nearest center of Elevator. But we can have a strange situation, when one elevator is closer, but the Call Post will link to another: ![image](https://user-images.githubusercontent.com/45708377/109124512-0df83900-775c-11eb-9204-61adcee92a39.png) Call post will be linked to Industrial Elevator №2, because his center is closer. But if we change center we still need to include elevator size, because we have smaller version (Wooden Elevator): ![image](https://user-images.githubusercontent.com/45708377/109125442-23ba2e00-775d-11eb-81fd-3d43055e7c42.png) So The center of Wooden elevator is closer, but Call post must link to the nearest Elecator(Industrial)",1, elevator call post linking issue elevator should have linking point in center or block from center when linking call post we should include calculation with elevator size and so now what s the problem currently we have that call post is linking to the nearest center of elevator but we can have a strange situation when one elevator is closer but the call post will link to another call post will be linked to industrial elevator № because his center is closer but if we change center we still need to include elevator size because we have smaller version wooden elevator so the center of wooden elevator is closer but call post must link to the nearest elecator industrial ,1 269163,8432709101.0,IssuesEvent,2018-10-17 03:32:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Citizen Activity says undefined,Medium Priority,"On Citizen Activity page, if /suggest query is empty, displays 'undefined' in Current area. https://gyazo.com/a3d46f90f6f391b5bb1823b7ef11f85f Should display text 'No Activity'",1.0,"Citizen Activity says undefined - On Citizen Activity page, if /suggest query is empty, displays 'undefined' in Current area. https://gyazo.com/a3d46f90f6f391b5bb1823b7ef11f85f Should display text 'No Activity'",1,citizen activity says undefined on citizen activity page if suggest query is empty displays undefined in current area should display text no activity ,1 315661,9630596542.0,IssuesEvent,2019-05-15 12:29:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0] Filter Glitch,Medium Priority Regression Staging,"Step to reproduce: - click New Game - click left Filter ![image](https://user-images.githubusercontent.com/45708377/57775368-87f53480-7725-11e9-8e9f-daced51c7b7f.png) - click Apply ![image](https://user-images.githubusercontent.com/45708377/57775386-93e0f680-7725-11e9-9503-382b5a604a45.png) - random server will open ![image](https://user-images.githubusercontent.com/45708377/57775415-a22f1280-7725-11e9-9516-d9fab9a8d7df.png) - press Escape two times (Go to main menu) ![image](https://user-images.githubusercontent.com/45708377/57775454-bffc7780-7725-11e9-87fc-bfc399e1171a.png) - one more random server will be open Video: https://drive.google.com/file/d/1XTsV2L5AKQOuT_kFE0rhxIrWhRFU6PoH/view?usp=sharing",1.0,"[0.8.2.0] Filter Glitch - Step to reproduce: - click New Game - click left Filter ![image](https://user-images.githubusercontent.com/45708377/57775368-87f53480-7725-11e9-8e9f-daced51c7b7f.png) - click Apply ![image](https://user-images.githubusercontent.com/45708377/57775386-93e0f680-7725-11e9-9503-382b5a604a45.png) - random server will open ![image](https://user-images.githubusercontent.com/45708377/57775415-a22f1280-7725-11e9-9516-d9fab9a8d7df.png) - press Escape two times (Go to main menu) ![image](https://user-images.githubusercontent.com/45708377/57775454-bffc7780-7725-11e9-87fc-bfc399e1171a.png) - one more random server will be open Video: https://drive.google.com/file/d/1XTsV2L5AKQOuT_kFE0rhxIrWhRFU6PoH/view?usp=sharing",1, filter glitch step to reproduce click new game click left filter click apply random server will open press escape two times go to main menu one more random server will be open video ,1 463398,13264667722.0,IssuesEvent,2020-08-21 04:24:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1732] NullReferenceException when have shadowplacement of Wooden Elevator Call Post,Category: Tech Priority: Medium,"- /give wooden elevator call post, add to toolbar it, select and mouseover to some surface: ![image](https://user-images.githubusercontent.com/45708377/90758950-6f8ca600-e2e8-11ea-96aa-7df54470f254.png) - I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at EcoEngine.Rendering.RenderingSystem.IsIndirect (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.TryGetIndirectRenderingBatch (UnityEngine.Renderer renderer, EcoEngine.Rendering.IndirectRenderingBatch& batch) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.OnHighlightRenderer (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtils.ForEachComponentInChildrenWithValue[TComponent,TValue] (UnityEngine.GameObject obj, TValue value, System.Boolean includeInactive, System.Action`2[T1,T2] action) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.OnObjectHighlighted (HighlightableObject obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at HighlightableObject.Highlight (UnityEngine.Color highlightColor) [0x00000] in <00000000000000000000000000000000>:0 at ShadowPlacement.SetVisible (System.Boolean visible) [0x00000] in <00000000000000000000000000000000>:0 at PlayerHeldObject.UpdateHeldObject (ItemStackView stack, HeldObject held, System.Boolean& somethingVisible) [0x00000] in <00000000000000000000000000000000>:0 at PlayerHeldObject.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5102305/Player.log) ",1.0,"[0.9.0 staging-1732] NullReferenceException when have shadowplacement of Wooden Elevator Call Post - - /give wooden elevator call post, add to toolbar it, select and mouseover to some surface: ![image](https://user-images.githubusercontent.com/45708377/90758950-6f8ca600-e2e8-11ea-96aa-7df54470f254.png) - I have exception: ``` NullReferenceException: Object reference not set to an instance of an object. at EcoEngine.Rendering.RenderingSystem.IsIndirect (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.TryGetIndirectRenderingBatch (UnityEngine.Renderer renderer, EcoEngine.Rendering.IndirectRenderingBatch& batch) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.OnHighlightRenderer (UnityEngine.Renderer renderer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtils.ForEachComponentInChildrenWithValue[TComponent,TValue] (UnityEngine.GameObject obj, TValue value, System.Boolean includeInactive, System.Action`2[T1,T2] action) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Rendering.RenderingSystem.OnObjectHighlighted (HighlightableObject obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at HighlightableObject.Highlight (UnityEngine.Color highlightColor) [0x00000] in <00000000000000000000000000000000>:0 at ShadowPlacement.SetVisible (System.Boolean visible) [0x00000] in <00000000000000000000000000000000>:0 at PlayerHeldObject.UpdateHeldObject (ItemStackView stack, HeldObject held, System.Boolean& somethingVisible) [0x00000] in <00000000000000000000000000000000>:0 at PlayerHeldObject.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5102305/Player.log) ",1, nullreferenceexception when have shadowplacement of wooden elevator call post give wooden elevator call post add to toolbar it select and mouseover to some surface i have exception nullreferenceexception object reference not set to an instance of an object at ecoengine rendering renderingsystem isindirect unityengine renderer renderer in at ecoengine rendering renderingsystem trygetindirectrenderingbatch unityengine renderer renderer ecoengine rendering indirectrenderingbatch batch in at ecoengine rendering renderingsystem onhighlightrenderer unityengine renderer renderer in at system action invoke in at unityutils foreachcomponentinchildrenwithvalue unityengine gameobject obj tvalue value system boolean includeinactive system action action in at ecoengine rendering renderingsystem onobjecthighlighted highlightableobject obj in at system action invoke t obj in at highlightableobject highlight unityengine color highlightcolor in at shadowplacement setvisible system boolean visible in at playerheldobject updateheldobject itemstackview stack heldobject held system boolean somethingvisible in at playerheldobject update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 280289,8679702517.0,IssuesEvent,2018-12-01 01:41:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.2] A Eco process is still active after closing eco console,Medium Priority,"we remark that after closing the eco cmd window, an eco process is still active and use server ressources: ![image](https://user-images.githubusercontent.com/29807119/43041080-ce07c556-8d55-11e8-82ee-2addbeeb64e4.png) Only way to remove that process is to restart dedicated server , impossible to kill it! Thats not normal !",1.0,"[7.6.2] A Eco process is still active after closing eco console - we remark that after closing the eco cmd window, an eco process is still active and use server ressources: ![image](https://user-images.githubusercontent.com/29807119/43041080-ce07c556-8d55-11e8-82ee-2addbeeb64e4.png) Only way to remove that process is to restart dedicated server , impossible to kill it! Thats not normal !",1, a eco process is still active after closing eco console we remark that after closing the eco cmd window an eco process is still active and use server ressources only way to remove that process is to restart dedicated server impossible to kill it thats not normal ,1 285862,8780250855.0,IssuesEvent,2018-12-19 16:48:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[8.0.0 Steam Beta] Laws don't get converted correctly.,Medium Priority,"World convert correctly despite laws. It takes it 120 seconds to to do initialisation of legislation and all the laws are converted to laws with the correct description but only a ""tax X"" clause. Use this world to retry: https://download.godsofwar.de/eco/cycle-5.zip ",1.0,"[8.0.0 Steam Beta] Laws don't get converted correctly. - World convert correctly despite laws. It takes it 120 seconds to to do initialisation of legislation and all the laws are converted to laws with the correct description but only a ""tax X"" clause. Use this world to retry: https://download.godsofwar.de/eco/cycle-5.zip ",1, laws don t get converted correctly world convert correctly despite laws it takes it seconds to to do initialisation of legislation and all the laws are converted to laws with the correct description but only a tax x clause use this world to retry img width alt laws src ,1 307061,9414156186.0,IssuesEvent,2019-04-10 09:29:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.8 as i see fix ""vechicle fall from ground"" broken.",Medium Priority,"![20190203023410_1](https://user-images.githubusercontent.com/4980243/52170486-5222d600-275c-11e9-95ef-fd1e6046c58e.jpg) For now, carts\vechicles loads before ground, and fall trough it. ",1.0,"0.8 as i see fix ""vechicle fall from ground"" broken. - ![20190203023410_1](https://user-images.githubusercontent.com/4980243/52170486-5222d600-275c-11e9-95ef-fd1e6046c58e.jpg) For now, carts\vechicles loads before ground, and fall trough it. ",1, as i see fix vechicle fall from ground broken for now carts vechicles loads before ground and fall trough it ,1 376428,11146966269.0,IssuesEvent,2019-12-23 11:10:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Contract Exploit,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** Get limited access to a certain number of items in a stockpile (of another player) granted because of a transport contract. Use ""quick access"" (left click for taking) instead of using the menu to take items out or put them in. **Expected behavior:** Should count towards contract goal. **Actual behavior:** Does not count towards contract goal thus never revoking your access rights. In fact not even limiting them to the agreed number of items. (Very exploitable when combined with shop. Take items out and resell as often as desired).",1.0,"USER ISSUE: Contract Exploit - **Version:** 0.7.2.3 beta **Steps to Reproduce:** Get limited access to a certain number of items in a stockpile (of another player) granted because of a transport contract. Use ""quick access"" (left click for taking) instead of using the menu to take items out or put them in. **Expected behavior:** Should count towards contract goal. **Actual behavior:** Does not count towards contract goal thus never revoking your access rights. In fact not even limiting them to the agreed number of items. (Very exploitable when combined with shop. Take items out and resell as often as desired).",1,user issue contract exploit version beta steps to reproduce get limited access to a certain number of items in a stockpile of another player granted because of a transport contract use quick access left click for taking instead of using the menu to take items out or put them in expected behavior should count towards contract goal actual behavior does not count towards contract goal thus never revoking your access rights in fact not even limiting them to the agreed number of items very exploitable when combined with shop take items out and resell as often as desired ,1 211545,7202047398.0,IssuesEvent,2018-02-06 01:39:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Workorder madness,Medium Priority,Sometimes the icons for needed resources do not properly display in workorders,1.0,Workorder madness - Sometimes the icons for needed resources do not properly display in workorders,1,workorder madness sometimes the icons for needed resources do not properly display in workorders,1 244434,7875082710.0,IssuesEvent,2018-06-25 19:11:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Pressing escape with cursor showing but no windows does nothing,Medium Priority,Should it hide cursor or show escape menu? I am not sure,1.0,Pressing escape with cursor showing but no windows does nothing - Should it hide cursor or show escape menu? I am not sure,1,pressing escape with cursor showing but no windows does nothing should it hide cursor or show escape menu i am not sure,1 205415,7097778540.0,IssuesEvent,2018-01-14 22:57:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"When starting in a new world, the avatar creation screen often gets closed unintentionally",Medium Priority,Because something is hiding the cursor etc,1.0,"When starting in a new world, the avatar creation screen often gets closed unintentionally - Because something is hiding the cursor etc",1,when starting in a new world the avatar creation screen often gets closed unintentionally because something is hiding the cursor etc,1 428536,12412966962.0,IssuesEvent,2020-05-22 11:42:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law spam,Priority: Medium Status: Fixed," 2. Spam from law notification in chat. Step to reproduce: - create law like this: ![image](https://user-images.githubusercontent.com/45708377/82206814-92867300-9911-11ea-9b0f-8da1ef09304e.png) - start to place something 3 times. I have very strange notifications (I have civics debug off): ![image](https://user-images.githubusercontent.com/45708377/82206221-83eb8c00-9910-11ea-8a21-1407363fcb3a.png) - if you place it very fast it can appear here: ![image](https://user-images.githubusercontent.com/45708377/82207010-da0cff00-9911-11ea-8a2b-a333808a0faa.png) 3. Notification from executive office. Step to reproduce: - create executive action like: ![image](https://user-images.githubusercontent.com/45708377/82208825-e5155e80-9914-11ea-8cf4-3fd05dc2f3ec.png) - /civics winelection. This notification doesn't always appear: ![image](https://user-images.githubusercontent.com/45708377/82208797-d9c23300-9914-11ea-90ca-0e19f7bf298d.png) - I can't see it in chat only in tooltip: ![image](https://user-images.githubusercontent.com/45708377/82209121-6967e180-9915-11ea-94ae-ce36c29b5883.png) ",1.0,"Law spam - 2. Spam from law notification in chat. Step to reproduce: - create law like this: ![image](https://user-images.githubusercontent.com/45708377/82206814-92867300-9911-11ea-9b0f-8da1ef09304e.png) - start to place something 3 times. I have very strange notifications (I have civics debug off): ![image](https://user-images.githubusercontent.com/45708377/82206221-83eb8c00-9910-11ea-8a21-1407363fcb3a.png) - if you place it very fast it can appear here: ![image](https://user-images.githubusercontent.com/45708377/82207010-da0cff00-9911-11ea-8a2b-a333808a0faa.png) 3. Notification from executive office. Step to reproduce: - create executive action like: ![image](https://user-images.githubusercontent.com/45708377/82208825-e5155e80-9914-11ea-8cf4-3fd05dc2f3ec.png) - /civics winelection. This notification doesn't always appear: ![image](https://user-images.githubusercontent.com/45708377/82208797-d9c23300-9914-11ea-90ca-0e19f7bf298d.png) - I can't see it in chat only in tooltip: ![image](https://user-images.githubusercontent.com/45708377/82209121-6967e180-9915-11ea-94ae-ce36c29b5883.png) ",1,law spam spam from law notification in chat step to reproduce create law like this start to place something times i have very strange notifications i have civics debug off if you place it very fast it can appear here notification from executive office step to reproduce create executive action like civics winelection this notification doesn t always appear i can t see it in chat only in tooltip ,1 393647,11622870094.0,IssuesEvent,2020-02-27 07:40:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ingredients have no tooltip,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/74566560-9973a300-4f28-11ea-8a2d-77b2113f506b.png) Looks like its in recipes that have specific items required, rather than just tags Tagging @mirasrael to advise",1.0,"Ingredients have no tooltip - ![image](https://user-images.githubusercontent.com/3536496/74566560-9973a300-4f28-11ea-8a2d-77b2113f506b.png) Looks like its in recipes that have specific items required, rather than just tags Tagging @mirasrael to advise",1,ingredients have no tooltip looks like its in recipes that have specific items required rather than just tags tagging mirasrael to advise,1 258823,8179968667.0,IssuesEvent,2018-08-28 17:59:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law for all plants and all animals,Feature Laws Medium Priority Needs Triage,"Version: 0.7.6.3 beta Steps to Reproduce: Login to the game and hit L to open up the law window Try and specify a law for all animals or all plants Expected behavior: To write a law that would cover all plants or all animals. Actual behavior: Well the actual behavior right now is to do a law for each one of the species of animals separately it makes it for a novel of a law trust me I did it. An example of this is: When attempting to Harvest where (species is Bison) If in district Hunting District #1 Then allow Otherwise If in district Hunting District #2 Then allow Otherwise If in district Hunting District #3 Then allow Otherwise prevent Ok so basically what this law does is if the species is a Bison and you are in one of the three hunting districts which are already setup on this server then allow the hunting to occur but if you are outside of these three hunting zones prevent the player from killing the bison. Now I had to specify each species separately because there was no way to say ""all animals"" in the law So you end up doing a law for Bison, Elk, Wolves, Turkey, Fox, Tortoise, Hare all separately the same way as above all in one big long rule. It would really be easier if we could specify either ""all animals"" or ""all plants"" and would shorten the law a lot . Make it so that all animals or plants are included so that you can just do this once instead of having to repeat it over and over again. An example of what the law may look like may be: For an animal: When attempting to Harvest where (species is Animal) If in district Hunting District #1 Then allow Otherwise If in district Hunting District #2 Then allow Otherwise If in district Hunting District #3 Then allow Otherwise prevent And one for plants: When attempting to Harvest where (species is Plant) If in district Gathering District #1 Then allow Otherwise If in district Gathering District #2 Then allow Otherwise If in district Gathering District #3 Then allow Otherwise prevent It would make things so much easier and simpler can you please fix the laws this would be a great fix if you can do this because it will shorten down the laws a lot when writing laws like this! My law for animals is massive right now so big I couldn't even get the whole thing in the screenshot. you only see a couple of the laws for the animals. ![hunting laws aug 25 2018](https://user-images.githubusercontent.com/38896397/44616950-5cd55880-a817-11e8-98fc-a7f5c8066372.jpg) ",1.0,"Law for all plants and all animals - Version: 0.7.6.3 beta Steps to Reproduce: Login to the game and hit L to open up the law window Try and specify a law for all animals or all plants Expected behavior: To write a law that would cover all plants or all animals. Actual behavior: Well the actual behavior right now is to do a law for each one of the species of animals separately it makes it for a novel of a law trust me I did it. An example of this is: When attempting to Harvest where (species is Bison) If in district Hunting District #1 Then allow Otherwise If in district Hunting District #2 Then allow Otherwise If in district Hunting District #3 Then allow Otherwise prevent Ok so basically what this law does is if the species is a Bison and you are in one of the three hunting districts which are already setup on this server then allow the hunting to occur but if you are outside of these three hunting zones prevent the player from killing the bison. Now I had to specify each species separately because there was no way to say ""all animals"" in the law So you end up doing a law for Bison, Elk, Wolves, Turkey, Fox, Tortoise, Hare all separately the same way as above all in one big long rule. It would really be easier if we could specify either ""all animals"" or ""all plants"" and would shorten the law a lot . Make it so that all animals or plants are included so that you can just do this once instead of having to repeat it over and over again. An example of what the law may look like may be: For an animal: When attempting to Harvest where (species is Animal) If in district Hunting District #1 Then allow Otherwise If in district Hunting District #2 Then allow Otherwise If in district Hunting District #3 Then allow Otherwise prevent And one for plants: When attempting to Harvest where (species is Plant) If in district Gathering District #1 Then allow Otherwise If in district Gathering District #2 Then allow Otherwise If in district Gathering District #3 Then allow Otherwise prevent It would make things so much easier and simpler can you please fix the laws this would be a great fix if you can do this because it will shorten down the laws a lot when writing laws like this! My law for animals is massive right now so big I couldn't even get the whole thing in the screenshot. you only see a couple of the laws for the animals. ![hunting laws aug 25 2018](https://user-images.githubusercontent.com/38896397/44616950-5cd55880-a817-11e8-98fc-a7f5c8066372.jpg) ",1,law for all plants and all animals version beta steps to reproduce login to the game and hit l to open up the law window try and specify a law for all animals or all plants expected behavior to write a law that would cover all plants or all animals actual behavior well the actual behavior right now is to do a law for each one of the species of animals separately it makes it for a novel of a law trust me i did it an example of this is when attempting to harvest where species is bison if in district hunting district then allow otherwise if in district hunting district then allow otherwise if in district hunting district then allow otherwise prevent ok so basically what this law does is if the species is a bison and you are in one of the three hunting districts which are already setup on this server then allow the hunting to occur but if you are outside of these three hunting zones prevent the player from killing the bison now i had to specify each species separately because there was no way to say all animals in the law so you end up doing a law for bison elk wolves turkey fox tortoise hare all separately the same way as above all in one big long rule it would really be easier if we could specify either all animals or all plants and would shorten the law a lot make it so that all animals or plants are included so that you can just do this once instead of having to repeat it over and over again an example of what the law may look like may be for an animal when attempting to harvest where species is animal if in district hunting district then allow otherwise if in district hunting district then allow otherwise if in district hunting district then allow otherwise prevent and one for plants when attempting to harvest where species is plant if in district gathering district then allow otherwise if in district gathering district then allow otherwise if in district gathering district then allow otherwise prevent it would make things so much easier and simpler can you please fix the laws this would be a great fix if you can do this because it will shorten down the laws a lot when writing laws like this my law for animals is massive right now so big i couldn t even get the whole thing in the screenshot you only see a couple of the laws for the animals ,1 454537,13103097144.0,IssuesEvent,2020-08-04 07:58:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,No easy way to rep people?,Category: UI Priority: Medium Type: Regression,"The reputation indicator behind player names in the ""O"" menu has been removed. The only way to rep people is through tooltip gore and that doesn't even work reliably on click. We need the indicator back or an even easier way to rep people.",1.0,"No easy way to rep people? - The reputation indicator behind player names in the ""O"" menu has been removed. The only way to rep people is through tooltip gore and that doesn't even work reliably on click. We need the indicator back or an even easier way to rep people.",1,no easy way to rep people the reputation indicator behind player names in the o menu has been removed the only way to rep people is through tooltip gore and that doesn t even work reliably on click we need the indicator back or an even easier way to rep people ,1 327778,9980877494.0,IssuesEvent,2019-07-10 05:37:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.2.4] General Chat,Fixed Localization Medium Priority Verified,"![grafik](https://user-images.githubusercontent.com/37456949/60445669-f2076180-9c1f-11e9-9483-76fc0d4c3c7a.png) We have 2 general chats. One German and one English. But you never see when someone else in the other chat has written something because only one can be selected. especially if you hide the chat window. That is confusing. Should have same Chatid?? but only the name translated? ",1.0,"[8.2.4] General Chat - ![grafik](https://user-images.githubusercontent.com/37456949/60445669-f2076180-9c1f-11e9-9483-76fc0d4c3c7a.png) We have 2 general chats. One German and one English. But you never see when someone else in the other chat has written something because only one can be selected. especially if you hide the chat window. That is confusing. Should have same Chatid?? but only the name translated? ",1, general chat we have general chats one german and one english but you never see when someone else in the other chat has written something because only one can be selected especially if you hide the chat window that is confusing should have same chatid but only the name translated ,1 441470,12718555054.0,IssuesEvent,2020-06-24 07:45:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1602] issues with oil refinery and water supply ,Priority: Medium Status: Fixed Week Task," Time of finding: 10 June we did testing to try and make it work different ways but was happening before and is still. Play test version [0.9.0 staging-1595] and before Bug/issue: oil refinery wont stay working for more than 24hrs, without needing to be picked up and placed again, without giving an issues with water supply. tried both plumed in to its own water with multiple pumps and with 2 different water sources and 2 different pumps and still having same issue with the error and pump not working properly. Have tried having it close to water supply and further away with no change. Also tried both mechanical and Electric pumps to pump the water have tried having it on its own plumbing and in with other items like blast furnace and happens either way. blast furnace however stays working even when the oil refinery dose not ",1.0,"[0.9.0 staging-1602] issues with oil refinery and water supply - Time of finding: 10 June we did testing to try and make it work different ways but was happening before and is still. Play test version [0.9.0 staging-1595] and before Bug/issue: oil refinery wont stay working for more than 24hrs, without needing to be picked up and placed again, without giving an issues with water supply. tried both plumed in to its own water with multiple pumps and with 2 different water sources and 2 different pumps and still having same issue with the error and pump not working properly. Have tried having it close to water supply and further away with no change. Also tried both mechanical and Electric pumps to pump the water have tried having it on its own plumbing and in with other items like blast furnace and happens either way. blast furnace however stays working even when the oil refinery dose not ",1, issues with oil refinery and water supply time of finding june we did testing to try and make it work different ways but was happening before and is still play test version and before bug issue oil refinery wont stay working for more than without needing to be picked up and placed again without giving an issues with water supply tried both plumed in to its own water with multiple pumps and with different water sources and different pumps and still having same issue with the error and pump not working properly have tried having it close to water supply and further away with no change also tried both mechanical and electric pumps to pump the water have tried having it on its own plumbing and in with other items like blast furnace and happens either way blast furnace however stays working even when the oil refinery dose not ,1 325403,9923834602.0,IssuesEvent,2019-07-01 08:16:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened," [0.8.2.5 release-preview] The text in the ""text"" tab of Sign disappears",Medium Priority QA Regression,"Step to reproduce: - spawn Sign ![image](https://user-images.githubusercontent.com/45708377/60420443-6fb37900-9bf0-11e9-8c47-0af106625602.png) - write some text on the sign and wait a couple of minutes or relog. ![image](https://user-images.githubusercontent.com/45708377/60420466-81951c00-9bf0-11e9-96e0-678fcfdd9a23.png) - open the sign, select the text tab. It will be empty until you enter any character. ![image](https://user-images.githubusercontent.com/45708377/60420631-da64b480-9bf0-11e9-8408-00e54d5a3da4.png) ",1.0," [0.8.2.5 release-preview] The text in the ""text"" tab of Sign disappears - Step to reproduce: - spawn Sign ![image](https://user-images.githubusercontent.com/45708377/60420443-6fb37900-9bf0-11e9-8c47-0af106625602.png) - write some text on the sign and wait a couple of minutes or relog. ![image](https://user-images.githubusercontent.com/45708377/60420466-81951c00-9bf0-11e9-96e0-678fcfdd9a23.png) - open the sign, select the text tab. It will be empty until you enter any character. ![image](https://user-images.githubusercontent.com/45708377/60420631-da64b480-9bf0-11e9-8408-00e54d5a3da4.png) ",1, the text in the text tab of sign disappears step to reproduce spawn sign write some text on the sign and wait a couple of minutes or relog open the sign select the text tab it will be empty until you enter any character ,1 250702,7986253409.0,IssuesEvent,2018-07-19 00:59:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: sower -> spam in server console,Medium Priority,"**Version:** 0.7.5.0 beta staging-04eb44af **Steps to Reproduce:** If steam tractor with sower not contain plantable seed - they HUGE spam to server console. ![default](https://user-images.githubusercontent.com/4980243/41560995-68c4c608-7351-11e8-9fd9-8d328e735af5.png) ![default](https://user-images.githubusercontent.com/4980243/41561012-71a04f7c-7351-11e8-960d-6e75492f5786.png) ",1.0,"USER ISSUE: sower -> spam in server console - **Version:** 0.7.5.0 beta staging-04eb44af **Steps to Reproduce:** If steam tractor with sower not contain plantable seed - they HUGE spam to server console. ![default](https://user-images.githubusercontent.com/4980243/41560995-68c4c608-7351-11e8-9fd9-8d328e735af5.png) ![default](https://user-images.githubusercontent.com/4980243/41561012-71a04f7c-7351-11e8-960d-6e75492f5786.png) ",1,user issue sower spam in server console version beta staging steps to reproduce if steam tractor with sower not contain plantable seed they huge spam to server console ,1 493298,14230449551.0,IssuesEvent,2020-11-18 08:07:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0. staging-1554] Texture dirt road,Category: Optimization Priority: Medium Status: Fixed,The texture of the dirt road is not combined into one common texture. It may affect optimization.,1.0,[0.9.0. staging-1554] Texture dirt road - The texture of the dirt road is not combined into one common texture. It may affect optimization.,1, texture dirt road the texture of the dirt road is not combined into one common texture it may affect optimization ,1 284531,8743318818.0,IssuesEvent,2018-12-12 18:49:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Scything shrubs to root out not possible if not mature !?,Medium Priority,"Version: v0.7.8.3-beta This functionality was meant to prevent harvesting/destroying farming-plants and get out no yield. Using a scythe should be different considered, other reasons then yield may be intended and most farming-plants doesn’t trigger the scythe-action (reap). ![scythe2](https://user-images.githubusercontent.com/38510829/48847411-c4149180-eda1-11e8-8e25-abb692a16dbc.jpg) ",1.0,"Scything shrubs to root out not possible if not mature !? - Version: v0.7.8.3-beta This functionality was meant to prevent harvesting/destroying farming-plants and get out no yield. Using a scythe should be different considered, other reasons then yield may be intended and most farming-plants doesn’t trigger the scythe-action (reap). ![scythe2](https://user-images.githubusercontent.com/38510829/48847411-c4149180-eda1-11e8-8e25-abb692a16dbc.jpg) ",1,scything shrubs to root out not possible if not mature version beta this functionality was meant to prevent harvesting destroying farming plants and get out no yield using a scythe should be different considered other reasons then yield may be intended and most farming plants doesn’t trigger the scythe action reap ,1 209943,7181409121.0,IssuesEvent,2018-02-01 04:49:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Some skills do not give you benefits at level 0,Medium Priority,"ex. Buy skill, tooltip reads ""+0%, next level +20%"" Confirmed is the case for Woodworking efficiency 1, but have seen it elsewhere too.",1.0,"Some skills do not give you benefits at level 0 - ex. Buy skill, tooltip reads ""+0%, next level +20%"" Confirmed is the case for Woodworking efficiency 1, but have seen it elsewhere too.",1,some skills do not give you benefits at level ex buy skill tooltip reads next level confirmed is the case for woodworking efficiency but have seen it elsewhere too ,1 394912,11660807805.0,IssuesEvent,2020-03-03 04:40:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Workbench need option to craft Hewn Door,Priority: Medium Status: Verified,"We have an officially supported server option to not allow any holes in houses for them to be rooms, with that option doors cannot be made, as other tables require them to be in a room. A room cannot be made without doors (or playing idiot i close my room up) That was fixed a while ago, no idea why it's back.",1.0,"Workbench need option to craft Hewn Door - We have an officially supported server option to not allow any holes in houses for them to be rooms, with that option doors cannot be made, as other tables require them to be in a room. A room cannot be made without doors (or playing idiot i close my room up) That was fixed a while ago, no idea why it's back.",1,workbench need option to craft hewn door we have an officially supported server option to not allow any holes in houses for them to be rooms with that option doors cannot be made as other tables require them to be in a room a room cannot be made without doors or playing idiot i close my room up that was fixed a while ago no idea why it s back ,1 510718,14815167361.0,IssuesEvent,2021-01-14 06:43:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1898] Some Skid steer controls is broken.,Category: Gameplay Priority: Medium Type: Regression,"Skid steer should use this controls: ![image](https://user-images.githubusercontent.com/45708377/104554051-b17a0800-564c-11eb-9ccc-5e9b693f4a70.png) but they don't work now. I can't rotate skid steer scoop at all. Skid Steer Arm use 'Vehicle Scoop rotate' instead of 'Vehicle Swing Arm Down/Up'",1.0,"[0.9.2 staging-1898] Some Skid steer controls is broken. - Skid steer should use this controls: ![image](https://user-images.githubusercontent.com/45708377/104554051-b17a0800-564c-11eb-9ccc-5e9b693f4a70.png) but they don't work now. I can't rotate skid steer scoop at all. Skid Steer Arm use 'Vehicle Scoop rotate' instead of 'Vehicle Swing Arm Down/Up'",1, some skid steer controls is broken skid steer should use this controls but they don t work now i can t rotate skid steer scoop at all skid steer arm use vehicle scoop rotate instead of vehicle swing arm down up ,1 320662,9784418096.0,IssuesEvent,2019-06-08 19:01:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Waterwheel Placement [0.7.3.0 staging-eb6e4ece],Medium Priority,"Having some problems with the waterwheel placement in 'staging' Unable to place it in the water anymore. Can place on the side of a hill thats not close to the water/river though. 'Can't place there, Blocked' ",1.0,"Waterwheel Placement [0.7.3.0 staging-eb6e4ece] - Having some problems with the waterwheel placement in 'staging' Unable to place it in the water anymore. Can place on the side of a hill thats not close to the water/river though. 'Can't place there, Blocked' ",1,waterwheel placement having some problems with the waterwheel placement in staging unable to place it in the water anymore can place on the side of a hill thats not close to the water river though can t place there blocked ,1 307043,9414140155.0,IssuesEvent,2019-04-10 09:27:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Electric planer description - ""45m3 free volume in room"" (de-facto - 150)",Medium Priority,"![default](https://user-images.githubusercontent.com/4980243/52876218-9902c980-3167-11e9-8029-cb27aed25195.png) But de-facto, electric stamping press requiere 150! (5x6x5) free space in room only to place. ![20190215211646_1](https://user-images.githubusercontent.com/4980243/52876189-87212680-3167-11e9-865e-bd5379d8e361.jpg) This situation is really painfull for new players.",1.0,"Electric planer description - ""45m3 free volume in room"" (de-facto - 150) - ![default](https://user-images.githubusercontent.com/4980243/52876218-9902c980-3167-11e9-8029-cb27aed25195.png) But de-facto, electric stamping press requiere 150! (5x6x5) free space in room only to place. ![20190215211646_1](https://user-images.githubusercontent.com/4980243/52876189-87212680-3167-11e9-865e-bd5379d8e361.jpg) This situation is really painfull for new players.",1,electric planer description free volume in room de facto but de facto electric stamping press requiere free space in room only to place this situation is really painfull for new players ,1 198529,6973929543.0,IssuesEvent,2017-12-11 22:19:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Planting on Join of World gave me Error and then Crashed Server 6.1.1,Medium Priority,"I tried planting some beans and i got this Caught exception: Object reference not set to an instance of an object. and i had crashed the server server was restarted, Admin planted beans ok, i tried again and got dropped and server crashed, this time i didnt get error (admin said was for inactivity) attaching the crash file [Crash_11255737.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1502999/Crash_11255737.zip) ",1.0,"Planting on Join of World gave me Error and then Crashed Server 6.1.1 - I tried planting some beans and i got this Caught exception: Object reference not set to an instance of an object. and i had crashed the server server was restarted, Admin planted beans ok, i tried again and got dropped and server crashed, this time i didnt get error (admin said was for inactivity) attaching the crash file [Crash_11255737.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1502999/Crash_11255737.zip) ",1,planting on join of world gave me error and then crashed server i tried planting some beans and i got this caught exception object reference not set to an instance of an object and i had crashed the server server was restarted admin planted beans ok i tried again and got dropped and server crashed this time i didnt get error admin said was for inactivity attaching the crash file ,1 355437,10580655661.0,IssuesEvent,2019-10-08 07:22:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[master-preview] Tooltip in ""window selecting "" ",Medium Priority,"You can open it in Mint, Economy viewer, Contract Board, Store, Distribution Station, Court ![image](https://user-images.githubusercontent.com/45708377/66374750-5cb10180-e9b4-11e9-8144-e8156e9d8b15.png) ![image](https://user-images.githubusercontent.com/45708377/66374974-e3fe7500-e9b4-11e9-8629-91323ff0db0b.png) ",1.0,"[master-preview] Tooltip in ""window selecting "" - You can open it in Mint, Economy viewer, Contract Board, Store, Distribution Station, Court ![image](https://user-images.githubusercontent.com/45708377/66374750-5cb10180-e9b4-11e9-8144-e8156e9d8b15.png) ![image](https://user-images.githubusercontent.com/45708377/66374974-e3fe7500-e9b4-11e9-8629-91323ff0db0b.png) ",1, tooltip in window selecting you can open it in mint economy viewer contract board store distribution station court ,1 691126,23683531692.0,IssuesEvent,2022-08-29 02:30:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make sounds not spawn objects,Priority: Medium Status: Fixed Category: Audio Category: Tech,"Instead of these two PRs: https://github.com/StrangeLoopGames/Eco/pull/7822 https://github.com/StrangeLoopGames/Eco/pull/7817 Make a system that doesnt need to spam objects to make sounds. ",1.0,"Make sounds not spawn objects - Instead of these two PRs: https://github.com/StrangeLoopGames/Eco/pull/7822 https://github.com/StrangeLoopGames/Eco/pull/7817 Make a system that doesnt need to spam objects to make sounds. ",1,make sounds not spawn objects instead of these two prs make a system that doesnt need to spam objects to make sounds ,1 241154,7809208700.0,IssuesEvent,2018-06-11 23:14:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Artifacts flickering all over screen,Medium Priority,"Whenever I boot up the game, both in the starting menu and in the game, artifacts/textures seem to randomly flicker around across my screen. In order to fix this I've tried verifying steam files and reinstalling the game, as well as updating my graphics card driver. PC specs included as a PNG. ![specs](https://user-images.githubusercontent.com/38013636/38207747-d961fb9a-367c-11e8-9b14-5fff1757da23.PNG) ",1.0,"Artifacts flickering all over screen - Whenever I boot up the game, both in the starting menu and in the game, artifacts/textures seem to randomly flicker around across my screen. In order to fix this I've tried verifying steam files and reinstalling the game, as well as updating my graphics card driver. PC specs included as a PNG. ![specs](https://user-images.githubusercontent.com/38013636/38207747-d961fb9a-367c-11e8-9b14-5fff1757da23.PNG) ",1,artifacts flickering all over screen whenever i boot up the game both in the starting menu and in the game artifacts textures seem to randomly flicker around across my screen in order to fix this i ve tried verifying steam files and reinstalling the game as well as updating my graphics card driver pc specs included as a png ,1 567419,16858225744.0,IssuesEvent,2021-06-21 09:34:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Extending Meteor time works weird,Category: Gameplay Priority: Medium Squad: Mountain Goat Status: Fixed,"White Tiger had the default setting of 30 days until meteor hits. Step by Step: 1. Extending Meteor time by 3 days via command on day 29, this did work, but only until restart of the server. (This is fixed by now by WeaselDog afaik) 2. Noticing the world blew up due to restart, so i changed impact time in the config to 33 days from 30 days after i restored a backup. 3. Expected behaviour: Meteor hitting on day 33, 3 days from then. 4. What actually happened: Meteor hitting on day 63, 33 days from then. (Setting config to 33 days did prolongue impact time for 33 days, instead of setting it to day 33) 5. Now, 1 day before scheduled hit time i wanted to prolongue it again via command. The command now does no longer work at all, not even until restart. 6. What will now happen if i change the meteor time in disaster.eco again? Will it blow up immediately when i set the days to impact to 15 because my 33 day prolonguing is reverted to 15? Will it be extended by 15 days again? Will it be set back to day 15? This works really badly and is totally unexpectable, especially if i think about wanting to prolongue the meteor by exactly 33 days again - that day is already in the config, so would i need to type 32, restart, then set 1 to get 33 additional days? It doesn't seem to prolongue several times by 33 days, only on the first restart. The behaviour it should have is that no matter what is in disaster.eco, that should be the day from the beginning, when the meteor hits. So if it's day 29 and i set the config to day 35, it explodes on day 35. If it's day 35 and i revert the meteor time to day 30, it will explode on startup of the server, as the scheduled time is over.",1.0,"Extending Meteor time works weird - White Tiger had the default setting of 30 days until meteor hits. Step by Step: 1. Extending Meteor time by 3 days via command on day 29, this did work, but only until restart of the server. (This is fixed by now by WeaselDog afaik) 2. Noticing the world blew up due to restart, so i changed impact time in the config to 33 days from 30 days after i restored a backup. 3. Expected behaviour: Meteor hitting on day 33, 3 days from then. 4. What actually happened: Meteor hitting on day 63, 33 days from then. (Setting config to 33 days did prolongue impact time for 33 days, instead of setting it to day 33) 5. Now, 1 day before scheduled hit time i wanted to prolongue it again via command. The command now does no longer work at all, not even until restart. 6. What will now happen if i change the meteor time in disaster.eco again? Will it blow up immediately when i set the days to impact to 15 because my 33 day prolonguing is reverted to 15? Will it be extended by 15 days again? Will it be set back to day 15? This works really badly and is totally unexpectable, especially if i think about wanting to prolongue the meteor by exactly 33 days again - that day is already in the config, so would i need to type 32, restart, then set 1 to get 33 additional days? It doesn't seem to prolongue several times by 33 days, only on the first restart. The behaviour it should have is that no matter what is in disaster.eco, that should be the day from the beginning, when the meteor hits. So if it's day 29 and i set the config to day 35, it explodes on day 35. If it's day 35 and i revert the meteor time to day 30, it will explode on startup of the server, as the scheduled time is over.",1,extending meteor time works weird white tiger had the default setting of days until meteor hits step by step extending meteor time by days via command on day this did work but only until restart of the server this is fixed by now by weaseldog afaik noticing the world blew up due to restart so i changed impact time in the config to days from days after i restored a backup expected behaviour meteor hitting on day days from then what actually happened meteor hitting on day days from then setting config to days did prolongue impact time for days instead of setting it to day now day before scheduled hit time i wanted to prolongue it again via command the command now does no longer work at all not even until restart what will now happen if i change the meteor time in disaster eco again will it blow up immediately when i set the days to impact to because my day prolonguing is reverted to will it be extended by days again will it be set back to day this works really badly and is totally unexpectable especially if i think about wanting to prolongue the meteor by exactly days again that day is already in the config so would i need to type restart then set to get additional days it doesn t seem to prolongue several times by days only on the first restart the behaviour it should have is that no matter what is in disaster eco that should be the day from the beginning when the meteor hits so if it s day and i set the config to day it explodes on day if it s day and i revert the meteor time to day it will explode on startup of the server as the scheduled time is over ,1 532193,15531226741.0,IssuesEvent,2021-03-13 22:32:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1952] Difficulty using Wall2Point fill type when placing Blocks and Ramps,Category: Gameplay Priority: Medium Type: Quality of Life,"Build: 0.9.3 Staging-1952 ### Issue When placing blocks with Fill Type set to Wall2Point or Rectangle, setting up a wall of blocks is kind of difficult compared to Fill Type Floor. Note: - For Ramps, there should be an existing block behind. - For both, it feels like I'm limited to 2 length blocks when initially starting with height before width. - For Blocks, placing Blocks on the ground first and setting it up in line, trying to set the height doesn't work (looking up). Repro: **For Blocks** 1. Get more than 1 pc of lumber. 2. Grab a hammer (any). 3. Set Fill Type to Wall2Point. 4. Select the initial point. 5. Drag and move to place multiple lumber on the ground. 6. Then lookup. 7. Observe. 8. Alternatively, do step 4 and then look up to stack multiple lumber blocks. 9. Move to place a wall of lumber. 10. Try to set a wall with 3 blocks in height and more than 3 blocks in length. 11. Observe. **For Ramp** 1. Get Asphalt Concrete. 2. Grab a hammer (any). 3. Set Fill Type to Wall2Point. 4. Setpoint A by placing the initial ramp on the ground. 5. Try to look up to stack Ramps. 6. Observe. 7. Set Ramps by placing them in line on the ground. 8. Lookup. 9. Observe. Actual Result: Difficulty using Wall2Point and Rectangle Fill Type when setting up walls or stacks of Ramps. Expect Result: Wall2Point Fill Type should work like Floor Fill Type but vertically. Video Repro for Blocks: https://images.zenhubusercontent.com/42199084/3f7a1d11-00f7-4280-9106-d3ca5113fbd5/blocks.mp4 Video Repro for Ramps: https://images.zenhubusercontent.com/42199084/1503d6f0-7549-4a34-ae09-5072555fd55d/ramps.mp4",1.0,"[0.9.3 Staging-1952] Difficulty using Wall2Point fill type when placing Blocks and Ramps - Build: 0.9.3 Staging-1952 ### Issue When placing blocks with Fill Type set to Wall2Point or Rectangle, setting up a wall of blocks is kind of difficult compared to Fill Type Floor. Note: - For Ramps, there should be an existing block behind. - For both, it feels like I'm limited to 2 length blocks when initially starting with height before width. - For Blocks, placing Blocks on the ground first and setting it up in line, trying to set the height doesn't work (looking up). Repro: **For Blocks** 1. Get more than 1 pc of lumber. 2. Grab a hammer (any). 3. Set Fill Type to Wall2Point. 4. Select the initial point. 5. Drag and move to place multiple lumber on the ground. 6. Then lookup. 7. Observe. 8. Alternatively, do step 4 and then look up to stack multiple lumber blocks. 9. Move to place a wall of lumber. 10. Try to set a wall with 3 blocks in height and more than 3 blocks in length. 11. Observe. **For Ramp** 1. Get Asphalt Concrete. 2. Grab a hammer (any). 3. Set Fill Type to Wall2Point. 4. Setpoint A by placing the initial ramp on the ground. 5. Try to look up to stack Ramps. 6. Observe. 7. Set Ramps by placing them in line on the ground. 8. Lookup. 9. Observe. Actual Result: Difficulty using Wall2Point and Rectangle Fill Type when setting up walls or stacks of Ramps. Expect Result: Wall2Point Fill Type should work like Floor Fill Type but vertically. Video Repro for Blocks: https://images.zenhubusercontent.com/42199084/3f7a1d11-00f7-4280-9106-d3ca5113fbd5/blocks.mp4 Video Repro for Ramps: https://images.zenhubusercontent.com/42199084/1503d6f0-7549-4a34-ae09-5072555fd55d/ramps.mp4",1, difficulty using fill type when placing blocks and ramps build staging issue when placing blocks with fill type set to or rectangle setting up a wall of blocks is kind of difficult compared to fill type floor note for ramps there should be an existing block behind for both it feels like i m limited to length blocks when initially starting with height before width for blocks placing blocks on the ground first and setting it up in line trying to set the height doesn t work looking up repro for blocks get more than pc of lumber grab a hammer any set fill type to select the initial point drag and move to place multiple lumber on the ground then lookup observe alternatively do step and then look up to stack multiple lumber blocks move to place a wall of lumber try to set a wall with blocks in height and more than blocks in length observe for ramp get asphalt concrete grab a hammer any set fill type to setpoint a by placing the initial ramp on the ground try to look up to stack ramps observe set ramps by placing them in line on the ground lookup observe actual result difficulty using and rectangle fill type when setting up walls or stacks of ramps expect result fill type should work like floor fill type but vertically video repro for blocks video repro for ramps ,1 400958,11783547021.0,IssuesEvent,2020-03-17 05:57:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Tagged crafting doesn't let you craft until you click the show all button and select,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/14983165/75203087-11f51380-5722-11ea-8a00-762cd04bb1a7.png) The craft button is disabled even though I have a tuna to craft. I have to click 'show all', then select it. If I then collapse it back, I can still craft, but it's disabled until I do that. Technically this means the players are not stopped from crafting but... it's very bad. ",1.0,"Tagged crafting doesn't let you craft until you click the show all button and select - ![image](https://user-images.githubusercontent.com/14983165/75203087-11f51380-5722-11ea-8a00-762cd04bb1a7.png) The craft button is disabled even though I have a tuna to craft. I have to click 'show all', then select it. If I then collapse it back, I can still craft, but it's disabled until I do that. Technically this means the players are not stopped from crafting but... it's very bad. ",1,tagged crafting doesn t let you craft until you click the show all button and select the craft button is disabled even though i have a tuna to craft i have to click show all then select it if i then collapse it back i can still craft but it s disabled until i do that technically this means the players are not stopped from crafting but it s very bad ,1 532447,15556878425.0,IssuesEvent,2021-03-16 08:25:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1937] IndexOutOfRangeException during editing district map.,Category: Tech Priority: Medium Squad: Wild Turkey Status: Fixed,"#20194 was fixed, but I still have another exception during editing district map. Step to reproduce: - connect to server, start to edit district map. - I just change brush size and moving brush without painting (I crossed world border too). ``` IndexOutOfRangeException: Index was outside the bounds of the array. at Eco.Shared.Utils.Array2D`1[T].get_Item (Eco.Shared.Math.Vector2i v) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Maps.OverlayUtils.DescribePos (Eco.Shared.Gameplay.IOverlay overlay, System.Text.StringBuilder sb, Eco.Shared.Math.Vector2i worldPos) [0x00000] in <00000000000000000000000000000000>:0 at MinimapUIDisplayManager.UpdateCenterText () [0x00000] in <00000000000000000000000000000000>:0 at MinimapUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` - It is not that hard to reproduce if you reconnect to the client and repeat this steps again. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027041/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027042/Player-prev.log) Video: https://drive.google.com/file/d/1q6EHeTPlU7JkVKfT6N7vAI6xFo23rOgN/view?usp=sharing ",1.0,"[0.9.3 staging-1937] IndexOutOfRangeException during editing district map. - #20194 was fixed, but I still have another exception during editing district map. Step to reproduce: - connect to server, start to edit district map. - I just change brush size and moving brush without painting (I crossed world border too). ``` IndexOutOfRangeException: Index was outside the bounds of the array. at Eco.Shared.Utils.Array2D`1[T].get_Item (Eco.Shared.Math.Vector2i v) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.Maps.OverlayUtils.DescribePos (Eco.Shared.Gameplay.IOverlay overlay, System.Text.StringBuilder sb, Eco.Shared.Math.Vector2i worldPos) [0x00000] in <00000000000000000000000000000000>:0 at MinimapUIDisplayManager.UpdateCenterText () [0x00000] in <00000000000000000000000000000000>:0 at MinimapUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` - It is not that hard to reproduce if you reconnect to the client and repeat this steps again. [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027041/Player.log) [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/6027042/Player-prev.log) Video: https://drive.google.com/file/d/1q6EHeTPlU7JkVKfT6N7vAI6xFo23rOgN/view?usp=sharing ",1, indexoutofrangeexception during editing district map was fixed but i still have another exception during editing district map step to reproduce connect to server start to edit district map i just change brush size and moving brush without painting i crossed world border too indexoutofrangeexception index was outside the bounds of the array at eco shared utils get item eco shared math v in at assets ui scripts maps overlayutils describepos eco shared gameplay ioverlay overlay system text stringbuilder sb eco shared math worldpos in at minimapuidisplaymanager updatecentertext in at minimapui update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object it is not that hard to reproduce if you reconnect to the client and repeat this steps again video ,1 394142,11632568773.0,IssuesEvent,2020-02-28 05:38:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Laws Web Issue: Difference between two laws is ""No Data""",Category: Web Priority: Medium,"![changesdontworkyet](https://user-images.githubusercontent.com/25908592/68974046-0ecbbc80-07f0-11ea-91f8-8ba60cfce727.png) Given neither old or new law is at least displayed, this is high priority, cause what i am voting on?",1.0,"Laws Web Issue: Difference between two laws is ""No Data"" - ![changesdontworkyet](https://user-images.githubusercontent.com/25908592/68974046-0ecbbc80-07f0-11ea-91f8-8ba60cfce727.png) Given neither old or new law is at least displayed, this is high priority, cause what i am voting on?",1,laws web issue difference between two laws is no data given neither old or new law is at least displayed this is high priority cause what i am voting on ,1 121682,4820058058.0,IssuesEvent,2016-11-04 21:20:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Multiple Blast Furnaces in single room (enabled/disabled flicker),bug Medium Priority,"Room has original Blast Furnace Combustion Gen Electrical Gen Rolling Mill Industrial Cutter (i think, whatever allows rebar) Works fine by itself, when second Blast Furnace is added and a job is run in it, it does what the image shows. Enables/Disabled continuously. Both Blast Furnaces are considered valid when placed. No other tables in room. ![image](https://cloud.githubusercontent.com/assets/10489431/17179169/30817962-53e6-11e6-951b-0c7894df16d9.png) ",1.0,"Multiple Blast Furnaces in single room (enabled/disabled flicker) - Room has original Blast Furnace Combustion Gen Electrical Gen Rolling Mill Industrial Cutter (i think, whatever allows rebar) Works fine by itself, when second Blast Furnace is added and a job is run in it, it does what the image shows. Enables/Disabled continuously. Both Blast Furnaces are considered valid when placed. No other tables in room. ![image](https://cloud.githubusercontent.com/assets/10489431/17179169/30817962-53e6-11e6-951b-0c7894df16d9.png) ",1,multiple blast furnaces in single room enabled disabled flicker room has original blast furnace combustion gen electrical gen rolling mill industrial cutter i think whatever allows rebar works fine by itself when second blast furnace is added and a job is run in it it does what the image shows enables disabled continuously both blast furnaces are considered valid when placed no other tables in room ,1 205168,7094351396.0,IssuesEvent,2018-01-13 02:00:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Picking Up and Replacing Mint Unlinks Currency,Medium Priority,"I have now lost the means to mint any new global currency on my server because I had to pick up and replace the mint because it would not recognize the ingots in my inventory until I did. There should be an option for the the person placing the mint to link it to and previously created currency by that person. Also I believe there should be some way you can take any coin that has been minted and melt 10 of them back into an ingot.",1.0,"Picking Up and Replacing Mint Unlinks Currency - I have now lost the means to mint any new global currency on my server because I had to pick up and replace the mint because it would not recognize the ingots in my inventory until I did. There should be an option for the the person placing the mint to link it to and previously created currency by that person. Also I believe there should be some way you can take any coin that has been minted and melt 10 of them back into an ingot.",1,picking up and replacing mint unlinks currency i have now lost the means to mint any new global currency on my server because i had to pick up and replace the mint because it would not recognize the ingots in my inventory until i did there should be an option for the the person placing the mint to link it to and previously created currency by that person also i believe there should be some way you can take any coin that has been minted and melt of them back into an ingot ,1 541362,15825934150.0,IssuesEvent,2021-04-06 06:40:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3 staging-1969] Can't interact with block on distance between 5,5 and 6 blocks",Category: Gameplay Priority: Medium Squad: Pumpkin Status: Fixed,"Step to reproduce: - make a block at a height of 6 blocks: ![image](https://user-images.githubusercontent.com/45708377/113260933-83b17080-92d7-11eb-93a0-ef58b5ba73a4.png) - place rubble on florr, so you distance will be 5,5 blocks: ![image](https://user-images.githubusercontent.com/45708377/113261140-c2472b00-92d7-11eb-96c1-ed7e13c69415.png) - start mining this block slightly diagonally: ![image](https://user-images.githubusercontent.com/45708377/113261261-eacf2500-92d7-11eb-8d4d-b4c6da871f43.png) - the block will be disappeared visually, but it still exists: ![image](https://user-images.githubusercontent.com/45708377/113263119-0dfad400-92da-11eb-8c3a-f6c6925ccef9.png) Video: https://drive.google.com/file/d/1acjjzXkTo4jVs2ogpfj5RtDBZ7VSuddM/view?usp=sharing",1.0,"[0.9.3 staging-1969] Can't interact with block on distance between 5,5 and 6 blocks - Step to reproduce: - make a block at a height of 6 blocks: ![image](https://user-images.githubusercontent.com/45708377/113260933-83b17080-92d7-11eb-93a0-ef58b5ba73a4.png) - place rubble on florr, so you distance will be 5,5 blocks: ![image](https://user-images.githubusercontent.com/45708377/113261140-c2472b00-92d7-11eb-96c1-ed7e13c69415.png) - start mining this block slightly diagonally: ![image](https://user-images.githubusercontent.com/45708377/113261261-eacf2500-92d7-11eb-8d4d-b4c6da871f43.png) - the block will be disappeared visually, but it still exists: ![image](https://user-images.githubusercontent.com/45708377/113263119-0dfad400-92da-11eb-8c3a-f6c6925ccef9.png) Video: https://drive.google.com/file/d/1acjjzXkTo4jVs2ogpfj5RtDBZ7VSuddM/view?usp=sharing",1, can t interact with block on distance between and blocks step to reproduce make a block at a height of blocks place rubble on florr so you distance will be blocks start mining this block slightly diagonally the block will be disappeared visually but it still exists video ,1 431060,12474623233.0,IssuesEvent,2020-05-29 09:59:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1542] Lawsystem - edit existing law with comma number will be changed,Priority: Medium Status: Fixed Week Task,"If you create a law with a number having comma value after save and edit the value will be replaced without comma. ![image](https://user-images.githubusercontent.com/47274045/81978630-1992cd00-962c-11ea-9f30-010ff69dc169.png) after click on revise the law: ![image](https://user-images.githubusercontent.com/47274045/81978682-2adbd980-962c-11ea-86f9-84cd8c7c6caa.png) ",1.0,"[0.9.0 staging-1542] Lawsystem - edit existing law with comma number will be changed - If you create a law with a number having comma value after save and edit the value will be replaced without comma. ![image](https://user-images.githubusercontent.com/47274045/81978630-1992cd00-962c-11ea-9f30-010ff69dc169.png) after click on revise the law: ![image](https://user-images.githubusercontent.com/47274045/81978682-2adbd980-962c-11ea-86f9-84cd8c7c6caa.png) ",1, lawsystem edit existing law with comma number will be changed if you create a law with a number having comma value after save and edit the value will be replaced without comma after click on revise the law ,1 273704,8551819182.0,IssuesEvent,2018-11-07 19:10:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Highlight Server Admins,Fixed Medium Priority,"In request of johnk, we'd like to add a way to show who is Admin in the server, so players know who they can contact. ",1.0,"Highlight Server Admins - In request of johnk, we'd like to add a way to show who is Admin in the server, so players know who they can contact. ",1,highlight server admins in request of johnk we d like to add a way to show who is admin in the server so players know who they can contact ,1 427818,12399394197.0,IssuesEvent,2020-05-21 05:05:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Chat not responding,Priority: Medium,"**Version:** 0.7.4.2 beta **Steps to Reproduce:** When ever anyone attempts to type in chat, the server never receives it and it never shows in the chat log, even for the typer. Confirmation that we have the correct channel shown in the chat log, and we're typing in the correct channel. Server UI confirms nothing is going through. I have attached the chatlog [ExportedChat-2018-05-11T1757.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1996081/ExportedChat-2018-05-11T1757.zip) the ""."" was at ~10:50 UK time after I restarted to fix the issue initially, and then any subsequent messages didn't go through. Even after a restart (Xs left Xs joined) nothing went through. ",1.0,"USER ISSUE: Chat not responding - **Version:** 0.7.4.2 beta **Steps to Reproduce:** When ever anyone attempts to type in chat, the server never receives it and it never shows in the chat log, even for the typer. Confirmation that we have the correct channel shown in the chat log, and we're typing in the correct channel. Server UI confirms nothing is going through. I have attached the chatlog [ExportedChat-2018-05-11T1757.zip](https://github.com/StrangeLoopGames/EcoIssues/files/1996081/ExportedChat-2018-05-11T1757.zip) the ""."" was at ~10:50 UK time after I restarted to fix the issue initially, and then any subsequent messages didn't go through. Even after a restart (Xs left Xs joined) nothing went through. ",1,user issue chat not responding version beta steps to reproduce when ever anyone attempts to type in chat the server never receives it and it never shows in the chat log even for the typer confirmation that we have the correct channel shown in the chat log and we re typing in the correct channel server ui confirms nothing is going through i have attached the chatlog the was at uk time after i restarted to fix the issue initially and then any subsequent messages didn t go through even after a restart xs left xs joined nothing went through ,1 539796,15795045260.0,IssuesEvent,2021-04-02 12:21:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Check if clicking an invite via mail and creating the account through this link will give the game,Priority: Medium,"![image](https://user-images.githubusercontent.com/25908592/113407731-318f4e80-93ae-11eb-8afd-e9f8fe9dcc65.png) Doesn't seem so.",1.0,"Check if clicking an invite via mail and creating the account through this link will give the game - ![image](https://user-images.githubusercontent.com/25908592/113407731-318f4e80-93ae-11eb-8afd-e9f8fe9dcc65.png) Doesn't seem so.",1,check if clicking an invite via mail and creating the account through this link will give the game doesn t seem so ,1 399594,11757468638.0,IssuesEvent,2020-03-13 13:44:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1461] Softwood lumber: can't rotate fence,Priority: Medium,"Fence element from softwood lumber won't connect in a line ![bandicam 2020-03-13 17-14-21-465](https://user-images.githubusercontent.com/27898520/76626254-a7820700-655a-11ea-95d6-6e0dd5952435.jpg) ",1.0,"[0.9.0 staging-1461] Softwood lumber: can't rotate fence - Fence element from softwood lumber won't connect in a line ![bandicam 2020-03-13 17-14-21-465](https://user-images.githubusercontent.com/27898520/76626254-a7820700-655a-11ea-95d6-6e0dd5952435.jpg) ",1, softwood lumber can t rotate fence fence element from softwood lumber won t connect in a line ,1 307175,9414250617.0,IssuesEvent,2019-04-10 09:42:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crane hook is not change state if interface hidden.,Medium Priority,"Version: 0.7.5.0 beta staging-04eb44af See video! https://youtu.be/_RdF1iYvp-Y",1.0,"Crane hook is not change state if interface hidden. - Version: 0.7.5.0 beta staging-04eb44af See video! https://youtu.be/_RdF1iYvp-Y",1,crane hook is not change state if interface hidden version beta staging see video ,1 545568,15953053632.0,IssuesEvent,2021-04-15 11:58:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.4 Develop-254]Jerky vehicle wheel tires rolling animation,Category: Gameplay Priority: Medium Squad: Otter,"Build: 0.9.4 Develop-254 ## Issue For some reason, the rear-end wheels of a vehicle such as Truck, Powered Cart, Steam Truck, Steam Tracktor, and all the wheels of Skid Steer have some jerky rolling animation. To reproduce, just drive any of the mentioned vehicles and observe the rear wheels. **Note:** - For the Skid Steer, all-wheel tires are affected. - If you make a turn while driving, the Jerky animation disappears for one of the wheel tires but returns if you are driving straight. Observe https://images.zenhubusercontent.com/42199084/8982fb02-a41e-4b7f-9d47-95e1452bd9ab/2021_04_15_19_20.mp4",1.0,"[0.9.4 Develop-254]Jerky vehicle wheel tires rolling animation - Build: 0.9.4 Develop-254 ## Issue For some reason, the rear-end wheels of a vehicle such as Truck, Powered Cart, Steam Truck, Steam Tracktor, and all the wheels of Skid Steer have some jerky rolling animation. To reproduce, just drive any of the mentioned vehicles and observe the rear wheels. **Note:** - For the Skid Steer, all-wheel tires are affected. - If you make a turn while driving, the Jerky animation disappears for one of the wheel tires but returns if you are driving straight. Observe https://images.zenhubusercontent.com/42199084/8982fb02-a41e-4b7f-9d47-95e1452bd9ab/2021_04_15_19_20.mp4",1, jerky vehicle wheel tires rolling animation build develop issue for some reason the rear end wheels of a vehicle such as truck powered cart steam truck steam tracktor and all the wheels of skid steer have some jerky rolling animation to reproduce just drive any of the mentioned vehicles and observe the rear wheels note for the skid steer all wheel tires are affected if you make a turn while driving the jerky animation disappears for one of the wheel tires but returns if you are driving straight observe ,1 501935,14536815013.0,IssuesEvent,2020-12-15 08:15:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Incorrect username shows `Password should contain...` error on signup,Category: Accounts Priority: Medium Status: Fixed,When trying to use username using extended latin you'll get `Password should contain...` error instead of `Username should contain`.,1.0,Incorrect username shows `Password should contain...` error on signup - When trying to use username using extended latin you'll get `Password should contain...` error instead of `Username should contain`.,1,incorrect username shows password should contain error on signup when trying to use username using extended latin you ll get password should contain error instead of username should contain ,1 246248,7893740567.0,IssuesEvent,2018-06-28 19:03:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Truck sound issue,Medium Priority,"Steps to Reproduce: Craft, get a truck. Expected behavior: You drive a truck, you heard a engine. everything good. Actual behavior: If you don't put gasoline in it, it sounds like a wooden cart being pulled. if you put gasoline in it, it sounds like a powered cart, not like a truck.",1.0,"Truck sound issue - Steps to Reproduce: Craft, get a truck. Expected behavior: You drive a truck, you heard a engine. everything good. Actual behavior: If you don't put gasoline in it, it sounds like a wooden cart being pulled. if you put gasoline in it, it sounds like a powered cart, not like a truck.",1,truck sound issue steps to reproduce craft get a truck expected behavior you drive a truck you heard a engine everything good actual behavior if you don t put gasoline in it it sounds like a wooden cart being pulled if you put gasoline in it it sounds like a powered cart not like a truck ,1 242407,7841901318.0,IssuesEvent,2018-06-18 21:10:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Website not loading additional layers (Linux-Server),Medium Priority,"Hi there, I'm running my Server on Linux and since 0.6.2.5-beta, the map in the World Status page can't display additional layers (like AirPollutionSpread). Tested with Chrome (v 66) and Edge Browser How to reproduce: Open the website and wait for map loaded -> Click on Select map layer and select something (happens for all layers) -> Map get's a little bit darker but nothing else changes (but error occurs in Chrome Browser console). Server versions: Mono linux standalone with 0.6.2.5, 0.7.3.3, 0.7.4.2 Edge Browser is not displaying ocean Log from Chrome console when switching to AirPollutionSpread layer: ``` ecomap.js:419 Starting to parse AirPollutionSpread ecomap.js:112 Uncaught TypeError: Cannot read property 'concat' of undefined at lzwDecode (ecomap.js:112) at parseImg (ecomap.js:311) at parseBlock (ecomap.js:331) ``` Default view without selected layer: ![2018-05-12 12_07_53-eco-worldmap](https://user-images.githubusercontent.com/1303974/39956322-510c3374-55de-11e8-8d8d-9aa46b9db1fe.png) View with selected layer: ![2018-05-12 12_15_58-eco-layerselected](https://user-images.githubusercontent.com/1303974/39956323-51248348-55de-11e8-855c-66ece023dd3a.png) Default view in Microsoft Edge: ![2018-05-12 12_16_11-microsoft edge](https://user-images.githubusercontent.com/1303974/39956324-513ff146-55de-11e8-9065-833a50563d5f.png) ",1.0,"Website not loading additional layers (Linux-Server) - Hi there, I'm running my Server on Linux and since 0.6.2.5-beta, the map in the World Status page can't display additional layers (like AirPollutionSpread). Tested with Chrome (v 66) and Edge Browser How to reproduce: Open the website and wait for map loaded -> Click on Select map layer and select something (happens for all layers) -> Map get's a little bit darker but nothing else changes (but error occurs in Chrome Browser console). Server versions: Mono linux standalone with 0.6.2.5, 0.7.3.3, 0.7.4.2 Edge Browser is not displaying ocean Log from Chrome console when switching to AirPollutionSpread layer: ``` ecomap.js:419 Starting to parse AirPollutionSpread ecomap.js:112 Uncaught TypeError: Cannot read property 'concat' of undefined at lzwDecode (ecomap.js:112) at parseImg (ecomap.js:311) at parseBlock (ecomap.js:331) ``` Default view without selected layer: ![2018-05-12 12_07_53-eco-worldmap](https://user-images.githubusercontent.com/1303974/39956322-510c3374-55de-11e8-8d8d-9aa46b9db1fe.png) View with selected layer: ![2018-05-12 12_15_58-eco-layerselected](https://user-images.githubusercontent.com/1303974/39956323-51248348-55de-11e8-855c-66ece023dd3a.png) Default view in Microsoft Edge: ![2018-05-12 12_16_11-microsoft edge](https://user-images.githubusercontent.com/1303974/39956324-513ff146-55de-11e8-9065-833a50563d5f.png) ",1,website not loading additional layers linux server hi there i m running my server on linux and since beta the map in the world status page can t display additional layers like airpollutionspread tested with chrome v and edge browser how to reproduce open the website and wait for map loaded click on select map layer and select something happens for all layers map get s a little bit darker but nothing else changes but error occurs in chrome browser console server versions mono linux standalone with edge browser is not displaying ocean log from chrome console when switching to airpollutionspread layer ecomap js starting to parse airpollutionspread ecomap js uncaught typeerror cannot read property concat of undefined at lzwdecode ecomap js at parseimg ecomap js at parseblock ecomap js default view without selected layer view with selected layer default view in microsoft edge ,1 370154,10926022054.0,IssuesEvent,2019-11-22 13:53:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Inaccessible titles after deleting other titles,Medium Priority QA Staging,"Version: 0.8.1.4 beta In the Registrar GUI, deleting a title higher up in the list of titles causes all titles below the deleted title to disappear from the GUI and become inaccessible. These titles still exist as titles in /titlelist, law propositions, etc but do not appear in the registrar.",1.0,"Inaccessible titles after deleting other titles - Version: 0.8.1.4 beta In the Registrar GUI, deleting a title higher up in the list of titles causes all titles below the deleted title to disappear from the GUI and become inaccessible. These titles still exist as titles in /titlelist, law propositions, etc but do not appear in the registrar.",1,inaccessible titles after deleting other titles version beta in the registrar gui deleting a title higher up in the list of titles causes all titles below the deleted title to disappear from the gui and become inaccessible these titles still exist as titles in titlelist law propositions etc but do not appear in the registrar ,1 513875,14927751617.0,IssuesEvent,2021-01-24 16:37:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 Staging 1910]Civics doesn't recognize the player's Survivalist level if value is set higher than 0.,Category: Gameplay Category: Laws Priority: Medium Type: Bug,"Build: 0.9.2 Staging-1910 Issue: Civics doesn't recognize the player's Survivalist level if the **If-Then** condition is set to Survivalist with a level higher than 0. This issue affects Government Office and Court when setting Titles and Law. Repro: 1. Log in to the game as usual. 2. Interact with Government Office or Court. 3. Create a Title draft or Law that has an **If** condition set to **Skill Requirements**. 4. Select Survivalist and set the level requirement higher than the value of 0. 5. Proceed to submit the draft for Title or Law and then start elections. 6. Finish the election /fin. 7. Observe the chat box if you chose to make a Title. Otherwise, perform the necessary action to trigger the Law you created. Result: - Government Office: Player is unable to run for the Title because he/she lacks the needed level of Survivalist level higher than 0 even if the Survivalist Level is at the max of level 7. - Court: The Law will not trigger. Video Repro: Government Office for Titles https://images.zenhubusercontent.com/47210472/bd0fc4d7-c1a7-490b-a213-67effa8a99d8/2021_01_25_00_22_trim.mp4 Court for Law ![LAW.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/6a63932d-ef17-4916-881f-5884b323e4b2) Video of triggering the Chat Law https://images.zenhubusercontent.com/47210472/81248270-2c0c-4a1e-8c13-78db4f8af9cc/2021_01_25_00_31.mp4 Video of trying to trigger the Dug Law https://images.zenhubusercontent.com/47210472/5dd19723-130a-454c-999d-c98f3b35399b/2021_01_25_00_32_trim.mp4",1.0,"[0.9.2 Staging 1910]Civics doesn't recognize the player's Survivalist level if value is set higher than 0. - Build: 0.9.2 Staging-1910 Issue: Civics doesn't recognize the player's Survivalist level if the **If-Then** condition is set to Survivalist with a level higher than 0. This issue affects Government Office and Court when setting Titles and Law. Repro: 1. Log in to the game as usual. 2. Interact with Government Office or Court. 3. Create a Title draft or Law that has an **If** condition set to **Skill Requirements**. 4. Select Survivalist and set the level requirement higher than the value of 0. 5. Proceed to submit the draft for Title or Law and then start elections. 6. Finish the election /fin. 7. Observe the chat box if you chose to make a Title. Otherwise, perform the necessary action to trigger the Law you created. Result: - Government Office: Player is unable to run for the Title because he/she lacks the needed level of Survivalist level higher than 0 even if the Survivalist Level is at the max of level 7. - Court: The Law will not trigger. Video Repro: Government Office for Titles https://images.zenhubusercontent.com/47210472/bd0fc4d7-c1a7-490b-a213-67effa8a99d8/2021_01_25_00_22_trim.mp4 Court for Law ![LAW.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/6a63932d-ef17-4916-881f-5884b323e4b2) Video of triggering the Chat Law https://images.zenhubusercontent.com/47210472/81248270-2c0c-4a1e-8c13-78db4f8af9cc/2021_01_25_00_31.mp4 Video of trying to trigger the Dug Law https://images.zenhubusercontent.com/47210472/5dd19723-130a-454c-999d-c98f3b35399b/2021_01_25_00_32_trim.mp4",1, civics doesn t recognize the player s survivalist level if value is set higher than build staging issue civics doesn t recognize the player s survivalist level if the if then condition is set to survivalist with a level higher than this issue affects government office and court when setting titles and law repro log in to the game as usual interact with government office or court create a title draft or law that has an if condition set to skill requirements select survivalist and set the level requirement higher than the value of proceed to submit the draft for title or law and then start elections finish the election fin observe the chat box if you chose to make a title otherwise perform the necessary action to trigger the law you created result government office player is unable to run for the title because he she lacks the needed level of survivalist level higher than even if the survivalist level is at the max of level court the law will not trigger video repro government office for titles court for law video of triggering the chat law video of trying to trigger the dug law ,1 256932,8130479398.0,IssuesEvent,2018-08-17 18:38:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,loading tree appears behind steam overlay,Medium Priority,"![image](https://user-images.githubusercontent.com/3150561/43870213-3d5d1cc0-9b2b-11e8-9e6b-66c0858173f1.png) I think you can either configure steam overlay to be in a different corner, or move the loading tree somewhere else",1.0,"loading tree appears behind steam overlay - ![image](https://user-images.githubusercontent.com/3150561/43870213-3d5d1cc0-9b2b-11e8-9e6b-66c0858173f1.png) I think you can either configure steam overlay to be in a different corner, or move the loading tree somewhere else",1,loading tree appears behind steam overlay i think you can either configure steam overlay to be in a different corner or move the loading tree somewhere else,1 403836,11847649525.0,IssuesEvent,2020-03-24 12:26:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1443] 'Pay as you Go' works wrong in Work Party.,Priority: Medium Status: Fixed,"Step to reproduce: - start order: ![image](https://user-images.githubusercontent.com/45708377/75770969-13de5880-5d5a-11ea-9e98-a30eb23f4cc9.png) - start workparty. Select 'Paid as work is performed' for both payment: ![image](https://user-images.githubusercontent.com/45708377/75771347-dd550d80-5d5a-11ea-967b-42cc0ee4d656.png) - another player take workparty: ![image](https://user-images.githubusercontent.com/45708377/75771433-08d7f800-5d5b-11ea-8779-81d562296121.png) - after completing it I should have 100 Devqa credit and 10 Reputation. Now I have 0/0: ![image](https://user-images.githubusercontent.com/45708377/75771498-2ad17a80-5d5b-11ea-8c6f-51233ce11dc6.png) ![image](https://user-images.githubusercontent.com/45708377/75771518-30c75b80-5d5b-11ea-8de8-c42a8017ad26.png) - take workparty and add 1 Birch log. I added 3%(3,33%) work and devqa paid me 3,33 Devqacredit and 0,33 reputation (seems right) ![image](https://user-images.githubusercontent.com/45708377/75771621-61a79080-5d5b-11ea-9784-4d7d8c5188af.png) - add another birch log: ![image](https://user-images.githubusercontent.com/45708377/75771986-248fce00-5d5c-11ea-89e9-8838bb40112b.png) - now devqa start to pay me less. I think now he pay 3,33% from remaining 9,67 reputation and 96,67 credit, but it should pay 3,33% from 10/100. - continue add ress one by one: ![image](https://user-images.githubusercontent.com/45708377/75772100-57d25d00-5d5c-11ea-9f7b-d5c658ab349e.png) - each time he pays me less, but I add same 1 ingredient: ![image](https://user-images.githubusercontent.com/45708377/75772203-87816500-5d5c-11ea-905b-cab579e8f9dc.png) - complete workparty. He paid me for the last sandstone: ![image](https://user-images.githubusercontent.com/45708377/75772265-a97ae780-5d5c-11ea-9c4b-6e6e2b658d78.png) - So instead 10 reputation I got almost 7: ![image](https://user-images.githubusercontent.com/45708377/75772301-bac3f400-5d5c-11ea-8f9a-42472ca0e29f.png) - instead 100 DevqaCredit I got almost 70: ![image](https://user-images.githubusercontent.com/45708377/75772342-cd3e2d80-5d5c-11ea-80ba-223669bc033e.png) ",1.0,"[0.9.0 staging-1443] 'Pay as you Go' works wrong in Work Party. - Step to reproduce: - start order: ![image](https://user-images.githubusercontent.com/45708377/75770969-13de5880-5d5a-11ea-9e98-a30eb23f4cc9.png) - start workparty. Select 'Paid as work is performed' for both payment: ![image](https://user-images.githubusercontent.com/45708377/75771347-dd550d80-5d5a-11ea-967b-42cc0ee4d656.png) - another player take workparty: ![image](https://user-images.githubusercontent.com/45708377/75771433-08d7f800-5d5b-11ea-8779-81d562296121.png) - after completing it I should have 100 Devqa credit and 10 Reputation. Now I have 0/0: ![image](https://user-images.githubusercontent.com/45708377/75771498-2ad17a80-5d5b-11ea-8c6f-51233ce11dc6.png) ![image](https://user-images.githubusercontent.com/45708377/75771518-30c75b80-5d5b-11ea-8de8-c42a8017ad26.png) - take workparty and add 1 Birch log. I added 3%(3,33%) work and devqa paid me 3,33 Devqacredit and 0,33 reputation (seems right) ![image](https://user-images.githubusercontent.com/45708377/75771621-61a79080-5d5b-11ea-9784-4d7d8c5188af.png) - add another birch log: ![image](https://user-images.githubusercontent.com/45708377/75771986-248fce00-5d5c-11ea-89e9-8838bb40112b.png) - now devqa start to pay me less. I think now he pay 3,33% from remaining 9,67 reputation and 96,67 credit, but it should pay 3,33% from 10/100. - continue add ress one by one: ![image](https://user-images.githubusercontent.com/45708377/75772100-57d25d00-5d5c-11ea-9f7b-d5c658ab349e.png) - each time he pays me less, but I add same 1 ingredient: ![image](https://user-images.githubusercontent.com/45708377/75772203-87816500-5d5c-11ea-905b-cab579e8f9dc.png) - complete workparty. He paid me for the last sandstone: ![image](https://user-images.githubusercontent.com/45708377/75772265-a97ae780-5d5c-11ea-9c4b-6e6e2b658d78.png) - So instead 10 reputation I got almost 7: ![image](https://user-images.githubusercontent.com/45708377/75772301-bac3f400-5d5c-11ea-8f9a-42472ca0e29f.png) - instead 100 DevqaCredit I got almost 70: ![image](https://user-images.githubusercontent.com/45708377/75772342-cd3e2d80-5d5c-11ea-80ba-223669bc033e.png) ",1, pay as you go works wrong in work party step to reproduce start order start workparty select paid as work is performed for both payment another player take workparty after completing it i should have devqa credit and reputation now i have take workparty and add birch log i added work and devqa paid me devqacredit and reputation seems right add another birch log now devqa start to pay me less i think now he pay from remaining reputation and credit but it should pay from continue add ress one by one each time he pays me less but i add same ingredient complete workparty he paid me for the last sandstone so instead reputation i got almost instead devqacredit i got almost ,1 553947,16385996161.0,IssuesEvent,2021-05-17 10:29:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.8] WIP projects provide wrong estimates for how many items will be needed,Category: UI Priority: Medium Squad: Otter Status: Fixed,"When you look at a WIP project that benefits from Lavish Workspace or some efficiency modules, you may see that you don't have enough items to complete the project while the project is running: ![image](https://user-images.githubusercontent.com/964559/101598622-4f731680-39ad-11eb-8b89-3b546a8d0854.png) However, when you get to the final repetition, you suddenly have all the items you need: ![image](https://user-images.githubusercontent.com/964559/101598640-54d06100-39ad-11eb-8bbc-a919d188795c.png) It might have something to do with rounding and so on. One way or the other, it would be nice to have a look at how those numbers are estimated to be more accurate.",1.0,"[0.9.1.8] WIP projects provide wrong estimates for how many items will be needed - When you look at a WIP project that benefits from Lavish Workspace or some efficiency modules, you may see that you don't have enough items to complete the project while the project is running: ![image](https://user-images.githubusercontent.com/964559/101598622-4f731680-39ad-11eb-8b89-3b546a8d0854.png) However, when you get to the final repetition, you suddenly have all the items you need: ![image](https://user-images.githubusercontent.com/964559/101598640-54d06100-39ad-11eb-8bbc-a919d188795c.png) It might have something to do with rounding and so on. One way or the other, it would be nice to have a look at how those numbers are estimated to be more accurate.",1, wip projects provide wrong estimates for how many items will be needed when you look at a wip project that benefits from lavish workspace or some efficiency modules you may see that you don t have enough items to complete the project while the project is running however when you get to the final repetition you suddenly have all the items you need it might have something to do with rounding and so on one way or the other it would be nice to have a look at how those numbers are estimated to be more accurate ,1 381663,11278086086.0,IssuesEvent,2020-01-15 05:28:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1266] Trade: can't delete item for bying,Priority: Medium Status: Fixed Status: Reopen,"1. Place store 2. Add something to the buy list 3. Try to delet this item with cross ""x"" - Nothing will happen + Item should be deleted ![bandicam 2019-11-22 15-39-44-296](https://user-images.githubusercontent.com/27898520/69419827-213d7d00-0d3f-11ea-9548-609b54163d72.jpg) ",1.0,"[0.9.0 staging-1266] Trade: can't delete item for bying - 1. Place store 2. Add something to the buy list 3. Try to delet this item with cross ""x"" - Nothing will happen + Item should be deleted ![bandicam 2019-11-22 15-39-44-296](https://user-images.githubusercontent.com/27898520/69419827-213d7d00-0d3f-11ea-9548-609b54163d72.jpg) ",1, trade can t delete item for bying place store add something to the buy list try to delet this item with cross x nothing will happen item should be deleted ,1 390413,11543420464.0,IssuesEvent,2020-02-18 09:34:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1341] Workparty does not use the right amount,Priority: Medium Status: Fixed Status: Needs Information,"While creating a workparty user cannot change the work section. automatically it is filled but with wrong amount of ressouces: ![image](https://user-images.githubusercontent.com/47274045/72608584-47d4fa00-3923-11ea-895a-817f31dbb748.png) While the amount of total calories is right (total work), the amount to add of ressouces is only the current outstanding next bunch of ressources: ![image](https://user-images.githubusercontent.com/47274045/72608662-823e9700-3923-11ea-83ae-86b06a203d39.png) for the workparty as well the total amount of the needed ressources should be covered. Furhter issue, if you add a new line of work, all is been deleted and an empty notification box with only OK button comes up. Recommendation: By default the WorkParty collects all open crafting projects into one party. You have to manually delete all other craft projects to have only one of your current running Projects as a party. I would recommend to have only one project per party default and other can be added manually. I would assume player expectation is this way. ",1.0,"[0.9.0 staging-1341] Workparty does not use the right amount - While creating a workparty user cannot change the work section. automatically it is filled but with wrong amount of ressouces: ![image](https://user-images.githubusercontent.com/47274045/72608584-47d4fa00-3923-11ea-895a-817f31dbb748.png) While the amount of total calories is right (total work), the amount to add of ressouces is only the current outstanding next bunch of ressources: ![image](https://user-images.githubusercontent.com/47274045/72608662-823e9700-3923-11ea-83ae-86b06a203d39.png) for the workparty as well the total amount of the needed ressources should be covered. Furhter issue, if you add a new line of work, all is been deleted and an empty notification box with only OK button comes up. Recommendation: By default the WorkParty collects all open crafting projects into one party. You have to manually delete all other craft projects to have only one of your current running Projects as a party. I would recommend to have only one project per party default and other can be added manually. I would assume player expectation is this way. ",1, workparty does not use the right amount while creating a workparty user cannot change the work section automatically it is filled but with wrong amount of ressouces while the amount of total calories is right total work the amount to add of ressouces is only the current outstanding next bunch of ressources for the workparty as well the total amount of the needed ressources should be covered furhter issue if you add a new line of work all is been deleted and an empty notification box with only ok button comes up recommendation by default the workparty collects all open crafting projects into one party you have to manually delete all other craft projects to have only one of your current running projects as a party i would recommend to have only one project per party default and other can be added manually i would assume player expectation is this way ,1 384135,11383963767.0,IssuesEvent,2020-01-29 07:45:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1334] missing ALL UI after using Drill ,Priority: Medium Status: Fixed,"Step to reproduce: - start use Modern Rock Drill. Use it many times without closing prospecting. I didn't always finish Drilling. - Sometimes (1/5) after closing prospecting UI other UI is missing. ![2020 01 13 missing ALL UI after using Drill ](https://user-images.githubusercontent.com/45708377/72240548-88680700-35f5-11ea-9600-9f1b33c07638.gif) ",1.0,"[0.9.0 staging-1334] missing ALL UI after using Drill - Step to reproduce: - start use Modern Rock Drill. Use it many times without closing prospecting. I didn't always finish Drilling. - Sometimes (1/5) after closing prospecting UI other UI is missing. ![2020 01 13 missing ALL UI after using Drill ](https://user-images.githubusercontent.com/45708377/72240548-88680700-35f5-11ea-9600-9f1b33c07638.gif) ",1, missing all ui after using drill step to reproduce start use modern rock drill use it many times without closing prospecting i didn t always finish drilling sometimes after closing prospecting ui other ui is missing ,1 335040,10148109497.0,IssuesEvent,2019-08-05 12:23:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server Crash - Putting Biodiesel into full Skid Steer,Medium Priority,"Steps to reproduce: 1) Fill all Skid Steer slots with dirt. 2) Remove biodiesel fuel from Skid Steer using non-shovel tool. 3) Put biodiesel back into Skid Steer by right clicking the Skid Steer. 4) Crash --BEGIN DUMP-- Dump Time 07/21/2018 11:06:42 Exception Exception: ArgumentNullException Message:Value cannot be null. Parameter name: source Source:System.Core System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source) at Eco.Gameplay.Components.VehicleToolComponent.WorldObjectInteract(Player player, INetObject obj, InteractionMethod method) --END DUMP--",1.0,"Server Crash - Putting Biodiesel into full Skid Steer - Steps to reproduce: 1) Fill all Skid Steer slots with dirt. 2) Remove biodiesel fuel from Skid Steer using non-shovel tool. 3) Put biodiesel back into Skid Steer by right clicking the Skid Steer. 4) Crash --BEGIN DUMP-- Dump Time 07/21/2018 11:06:42 Exception Exception: ArgumentNullException Message:Value cannot be null. Parameter name: source Source:System.Core System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source) at Eco.Gameplay.Components.VehicleToolComponent.WorldObjectInteract(Player player, INetObject obj, InteractionMethod method) --END DUMP--",1,server crash putting biodiesel into full skid steer steps to reproduce fill all skid steer slots with dirt remove biodiesel fuel from skid steer using non shovel tool put biodiesel back into skid steer by right clicking the skid steer crash begin dump dump time exception exception argumentnullexception message value cannot be null parameter name source source system core system argumentnullexception value cannot be null parameter name source at system linq enumerable any ienumerable source at eco gameplay components vehicletoolcomponent worldobjectinteract player player inetobject obj interactionmethod method end dump ,1 195277,6910142475.0,IssuesEvent,2017-11-28 00:34:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Stuck on ""Loading""",Medium Priority,"When I disconnect and reconnect while still running the client, I frequently get stuck loading the world. Often at 4% or 12%, if that's relevant. This is in the editor, haven't verified it happens in the built version.",1.0,"Stuck on ""Loading"" - When I disconnect and reconnect while still running the client, I frequently get stuck loading the world. Often at 4% or 12%, if that's relevant. This is in the editor, haven't verified it happens in the built version.",1,stuck on loading when i disconnect and reconnect while still running the client i frequently get stuck loading the world often at or if that s relevant this is in the editor haven t verified it happens in the built version ,1 519113,15044664408.0,IssuesEvent,2021-02-03 03:31:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fix quotes in eco tree,Category: Accounts Category: Web Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/103810912-e49b1680-5010-11eb-9f62-788f6896f861.png) Some of the eco tree sections have quotes that should look like quotes, find and fix @j3fffff please reassign to squad",1.0,"Fix quotes in eco tree - ![image](https://user-images.githubusercontent.com/3536496/103810912-e49b1680-5010-11eb-9f62-788f6896f861.png) Some of the eco tree sections have quotes that should look like quotes, find and fix @j3fffff please reassign to squad",1,fix quotes in eco tree some of the eco tree sections have quotes that should look like quotes find and fix please reassign to squad,1 541215,15823384986.0,IssuesEvent,2021-04-06 00:36:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,New Research Paper Icon Variations Per Tier,Category: Art Priority: Medium Squad: Saguaro,"From Dis#4336 on Discord, Dis is a red green colour blind player ""the colors of research papers are hard for me to see as colorblind. I can hardly tell difference between Advanced and Modern.""",1.0,"New Research Paper Icon Variations Per Tier - From Dis#4336 on Discord, Dis is a red green colour blind player ""the colors of research papers are hard for me to see as colorblind. I can hardly tell difference between Advanced and Modern.""",1,new research paper icon variations per tier from dis on discord dis is a red green colour blind player the colors of research papers are hard for me to see as colorblind i can hardly tell difference between advanced and modern ,1 307019,9414124187.0,IssuesEvent,2019-04-10 09:25:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Shaper and Electric planer have ""out of collision"" parts.",Medium Priority Push Candidate,"Found some notes about bugs, want to place it before stop volontier work. ![shaper](https://user-images.githubusercontent.com/4980243/53541912-0847c880-3b2d-11e9-99af-47831f529571.gif) ![electricplaner](https://user-images.githubusercontent.com/4980243/53541911-0847c880-3b2d-11e9-9dba-cf979dbe1ab6.gif) ",1.0,"Shaper and Electric planer have ""out of collision"" parts. - Found some notes about bugs, want to place it before stop volontier work. ![shaper](https://user-images.githubusercontent.com/4980243/53541912-0847c880-3b2d-11e9-99af-47831f529571.gif) ![electricplaner](https://user-images.githubusercontent.com/4980243/53541911-0847c880-3b2d-11e9-9dba-cf979dbe1ab6.gif) ",1,shaper and electric planer have out of collision parts found some notes about bugs want to place it before stop volontier work ,1 209935,7181352588.0,IssuesEvent,2018-02-01 04:24:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Concrete recipe prerequisites,Medium Priority,"Version 6.4.1 The requirement of the Concrete recipe of Cement Construction 1 (in the Stone Construction Specialisation) appears out of keeping with other similar recipes (Bricks, Mortared Stone, Reinforced Concrete) which are unlocked in the same line as their production bonus The current situation thus requires 2 specialisations to produce concrete efficiently Suggest altering Concrete recipe prerequisite to Cement Production 1",1.0,"Concrete recipe prerequisites - Version 6.4.1 The requirement of the Concrete recipe of Cement Construction 1 (in the Stone Construction Specialisation) appears out of keeping with other similar recipes (Bricks, Mortared Stone, Reinforced Concrete) which are unlocked in the same line as their production bonus The current situation thus requires 2 specialisations to produce concrete efficiently Suggest altering Concrete recipe prerequisite to Cement Production 1",1,concrete recipe prerequisites version the requirement of the concrete recipe of cement construction in the stone construction specialisation appears out of keeping with other similar recipes bricks mortared stone reinforced concrete which are unlocked in the same line as their production bonus the current situation thus requires specialisations to produce concrete efficiently suggest altering concrete recipe prerequisite to cement production ,1 254728,8087315358.0,IssuesEvent,2018-08-09 00:59:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,SERVER ISSUE: Crash server with /unstuck,Medium Priority,"Version: 0.7.1 beta Steps to Reproduce: Type /unstuck when you have control of a wood cart stuck in water Expected behavior: Teleport on top of the current block Actual behavior: Crash server",1.0,"SERVER ISSUE: Crash server with /unstuck - Version: 0.7.1 beta Steps to Reproduce: Type /unstuck when you have control of a wood cart stuck in water Expected behavior: Teleport on top of the current block Actual behavior: Crash server",1,server issue crash server with unstuck version beta steps to reproduce type unstuck when you have control of a wood cart stuck in water expected behavior teleport on top of the current block actual behavior crash server,1 452749,13058895838.0,IssuesEvent,2020-07-30 09:44:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-stable-8] Web - Vulnerability - Script in comment are executed,Category: Elections Website Priority: Medium Status: Fixed,"Step to reproduce: - Open the Web UI and open a page where you can comment (exemple : law vote) - Write `` Expected: - The comment contain `` in plain text Actual: - The script in comment is executed and an alert appear ![image](https://user-images.githubusercontent.com/339611/88348902-eddc4380-cd4e-11ea-8e87-3285bf6a2e2d.png) ",1.0,"[0.9.0.0 beta staging-stable-8] Web - Vulnerability - Script in comment are executed - Step to reproduce: - Open the Web UI and open a page where you can comment (exemple : law vote) - Write `` Expected: - The comment contain `` in plain text Actual: - The script in comment is executed and an alert appear ![image](https://user-images.githubusercontent.com/339611/88348902-eddc4380-cd4e-11ea-8e87-3285bf6a2e2d.png) ",1, web vulnerability script in comment are executed step to reproduce open the web ui and open a page where you can comment exemple law vote write alert expected the comment contain alert in plain text actual the script in comment is executed and an alert appear ,1 249063,7953569235.0,IssuesEvent,2018-07-12 02:24:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.5.1] Client crash when place Mint / NullReferenceException at .MintComponent.InitializeCurrency,Medium Priority,"When place Mint on ground, Client crashes with attached crash log. There is no crafted coin of the configured currency (maybe that's important) . Server Dump: --BEGIN DUMP-- Dump Time 07/08/2018 00:28:55 Exception Exception: NullReferenceException Message:Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. Source:Eco.Gameplay System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. at Eco.Gameplay.Components.MintComponent.InitializeCurrency(CurrencyHandle currencyHandle) at Eco.Mods.TechTree.MintItem.OnWorldObjectPlaced(WorldObject placedObject) at Eco.Gameplay.Items.WorldObjectItem.<>c__DisplayClass13_0.b__0(BSONObject response) at Eco.Shared.Networking.RPCManager.HandleQueryResponse(BSONObject bson) at Eco.Plugins.Networking.Client.<.ctor>b__52_1() --END DUMP-- [Client crash log.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2173219/Client.crash.log.zip) ",1.0,"[7.5.1] Client crash when place Mint / NullReferenceException at .MintComponent.InitializeCurrency - When place Mint on ground, Client crashes with attached crash log. There is no crafted coin of the configured currency (maybe that's important) . Server Dump: --BEGIN DUMP-- Dump Time 07/08/2018 00:28:55 Exception Exception: NullReferenceException Message:Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. Source:Eco.Gameplay System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. at Eco.Gameplay.Components.MintComponent.InitializeCurrency(CurrencyHandle currencyHandle) at Eco.Mods.TechTree.MintItem.OnWorldObjectPlaced(WorldObject placedObject) at Eco.Gameplay.Items.WorldObjectItem.<>c__DisplayClass13_0.b__0(BSONObject response) at Eco.Shared.Networking.RPCManager.HandleQueryResponse(BSONObject bson) at Eco.Plugins.Networking.Client.<.ctor>b__52_1() --END DUMP-- [Client crash log.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2173219/Client.crash.log.zip) ",1, client crash when place mint nullreferenceexception at mintcomponent initializecurrency when place mint on ground client crashes with attached crash log there is no crafted coin of the configured currency maybe that s important server dump begin dump dump time exception exception nullreferenceexception message der objektverweis wurde nicht auf eine objektinstanz festgelegt source eco gameplay system nullreferenceexception der objektverweis wurde nicht auf eine objektinstanz festgelegt at eco gameplay components mintcomponent initializecurrency currencyhandle currencyhandle at eco mods techtree mintitem onworldobjectplaced worldobject placedobject at eco gameplay items worldobjectitem c b bsonobject response at eco shared networking rpcmanager handlequeryresponse bsonobject bson at eco plugins networking client b end dump ,1 530349,15421551615.0,IssuesEvent,2021-03-05 13:13:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator wheels swamp into surface near walls,Category: Gameplay Priority: Medium,"It's an old bug. Just drive close to wall and wheels will fall through the floor. ![2018-11-17 22 29 13](https://user-images.githubusercontent.com/430542/48664074-f892ff80-eaba-11e8-821f-852cafe37226.png)",1.0,"Excavator wheels swamp into surface near walls - It's an old bug. Just drive close to wall and wheels will fall through the floor. ![2018-11-17 22 29 13](https://user-images.githubusercontent.com/430542/48664074-f892ff80-eaba-11e8-821f-852cafe37226.png)",1,excavator wheels swamp into surface near walls it s an old bug just drive close to wall and wheels will fall through the floor ,1 374202,11081749502.0,IssuesEvent,2019-12-13 10:28:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1293] UI: can't close filter UI with the cross,Medium Priority,"Create a law (Add work order trigger), try to choose something in the fields under the trigger. Opened filter UI wom't close with the cross. ![bandicam 2019-12-13 15-20-41-784](https://user-images.githubusercontent.com/27898520/70793446-24b3a980-1dbd-11ea-90c2-fc51e8c15917.jpg) ",1.0,"[0.9.0 staging-1293] UI: can't close filter UI with the cross - Create a law (Add work order trigger), try to choose something in the fields under the trigger. Opened filter UI wom't close with the cross. ![bandicam 2019-12-13 15-20-41-784](https://user-images.githubusercontent.com/27898520/70793446-24b3a980-1dbd-11ea-90c2-fc51e8c15917.jpg) ",1, ui can t close filter ui with the cross create a law add work order trigger try to choose something in the fields under the trigger opened filter ui wom t close with the cross ,1 376439,11147127449.0,IssuesEvent,2019-12-23 11:40:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1307] Work Party: hard to find UI,Medium Priority,"1. If someone has created a work party I don't have a place for taking a role in it. UI won't appear in the Work or Economy Viewer. It will only be accessable through the link in the main chat. - the one, who has created a party sees it in the Work panel ![bandicam 2019-12-23 15-35-51-020](https://user-images.githubusercontent.com/27898520/71354794-d95c8080-259e-11ea-815e-5268c6659b32.jpg) - others can't see it ![unknown (34)](https://user-images.githubusercontent.com/27898520/71355623-6dc7e280-25a1-11ea-9d01-5e5a577cbb82.png) - Economy is empty too, ![bandicam 2019-12-23 12-35-43-700](https://user-images.githubusercontent.com/27898520/71355756-dc0ca500-25a1-11ea-974f-6e5c835f9806.jpg) 2. It doesn't appear when a role is taken either 3. Notifications wom't update properly when labor is added ![unknown (34)](https://user-images.githubusercontent.com/27898520/71356026-c0ee6500-25a2-11ea-85cd-71ac3c3592d2.png) ",1.0,"[0.9.0 staging-1307] Work Party: hard to find UI - 1. If someone has created a work party I don't have a place for taking a role in it. UI won't appear in the Work or Economy Viewer. It will only be accessable through the link in the main chat. - the one, who has created a party sees it in the Work panel ![bandicam 2019-12-23 15-35-51-020](https://user-images.githubusercontent.com/27898520/71354794-d95c8080-259e-11ea-815e-5268c6659b32.jpg) - others can't see it ![unknown (34)](https://user-images.githubusercontent.com/27898520/71355623-6dc7e280-25a1-11ea-9d01-5e5a577cbb82.png) - Economy is empty too, ![bandicam 2019-12-23 12-35-43-700](https://user-images.githubusercontent.com/27898520/71355756-dc0ca500-25a1-11ea-974f-6e5c835f9806.jpg) 2. It doesn't appear when a role is taken either 3. Notifications wom't update properly when labor is added ![unknown (34)](https://user-images.githubusercontent.com/27898520/71356026-c0ee6500-25a2-11ea-85cd-71ac3c3592d2.png) ",1, work party hard to find ui if someone has created a work party i don t have a place for taking a role in it ui won t appear in the work or economy viewer it will only be accessable through the link in the main chat the one who has created a party sees it in the work panel others can t see it economy is empty too it doesn t appear when a role is taken either notifications wom t update properly when labor is added ,1 532759,15571008678.0,IssuesEvent,2021-03-17 03:51:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Develop-192/0.9.3 Staging-1937]Large Corrugated Steel Door is intangible,Category: Gameplay Priority: Medium Regression Squad: Redwood Squad: Saguaro Status: Fixed Type: Bug,"Tested on both 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can pass through a closed Large Corrugated Steel Door. Repro: 1. Place a Large Corrugated Steel Door. 2. Make sure it's closed. 3. Passthrough it and observe. Video Repro: https://images.zenhubusercontent.com/42199084/88a8e91c-d4af-4b5b-816b-27d5c133c5e2/2021_02_24_09_24.mp4 Related: #19534",1.0,"[0.9.4 Develop-192/0.9.3 Staging-1937]Large Corrugated Steel Door is intangible - Tested on both 0.9.4 Develop-192 and 0.9.3 Staging-1937. Issue: Players can pass through a closed Large Corrugated Steel Door. Repro: 1. Place a Large Corrugated Steel Door. 2. Make sure it's closed. 3. Passthrough it and observe. Video Repro: https://images.zenhubusercontent.com/42199084/88a8e91c-d4af-4b5b-816b-27d5c133c5e2/2021_02_24_09_24.mp4 Related: #19534",1, large corrugated steel door is intangible tested on both develop and staging issue players can pass through a closed large corrugated steel door repro place a large corrugated steel door make sure it s closed passthrough it and observe video repro related ,1 376823,11157246376.0,IssuesEvent,2019-12-25 11:32:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1309] Wrong position for some civics objects.,Medium Priority,"1. Executive office. It occupies 4x4 plot: ![image](https://user-images.githubusercontent.com/45708377/71444414-14d38800-2722-11ea-8906-2f1efe88bb4f.png) But it has empty space with half block in right and left. Also it has empy space with full block behind ![image](https://user-images.githubusercontent.com/45708377/71444468-6e3bb700-2722-11ea-8e80-ccdefc72f22e.png) So it should occupy 3x3 plot. 2. Capitol. It occupies 3x4 plot: ![image](https://user-images.githubusercontent.com/45708377/71444494-b5c24300-2722-11ea-9436-c61810866f32.png) But it offsets in right. Also it has empy space with full block infront: ![image](https://user-images.githubusercontent.com/45708377/71444508-dd191000-2722-11ea-8888-5033ea27c68e.png) It should occupy 3x3 plot and doesn't overlap other blocks. 3. Court. It isn't in center position. Court haven't space in left: ![image](https://user-images.githubusercontent.com/45708377/71444556-3a14c600-2723-11ea-987c-a9bd396fa8c8.png) But have some space in right: ![image](https://user-images.githubusercontent.com/45708377/71444559-426d0100-2723-11ea-99fc-121c647e15b8.png) ",1.0,"[0.9.0 staging-1309] Wrong position for some civics objects. - 1. Executive office. It occupies 4x4 plot: ![image](https://user-images.githubusercontent.com/45708377/71444414-14d38800-2722-11ea-8906-2f1efe88bb4f.png) But it has empty space with half block in right and left. Also it has empy space with full block behind ![image](https://user-images.githubusercontent.com/45708377/71444468-6e3bb700-2722-11ea-8e80-ccdefc72f22e.png) So it should occupy 3x3 plot. 2. Capitol. It occupies 3x4 plot: ![image](https://user-images.githubusercontent.com/45708377/71444494-b5c24300-2722-11ea-9436-c61810866f32.png) But it offsets in right. Also it has empy space with full block infront: ![image](https://user-images.githubusercontent.com/45708377/71444508-dd191000-2722-11ea-8888-5033ea27c68e.png) It should occupy 3x3 plot and doesn't overlap other blocks. 3. Court. It isn't in center position. Court haven't space in left: ![image](https://user-images.githubusercontent.com/45708377/71444556-3a14c600-2723-11ea-987c-a9bd396fa8c8.png) But have some space in right: ![image](https://user-images.githubusercontent.com/45708377/71444559-426d0100-2723-11ea-99fc-121c647e15b8.png) ",1, wrong position for some civics objects executive office it occupies plot but it has empty space with half block in right and left also it has empy space with full block behind so it should occupy plot capitol it occupies plot but it offsets in right also it has empy space with full block infront it should occupy plot and doesn t overlap other blocks court it isn t in center position court haven t space in left but have some space in right ,1 428402,12411212586.0,IssuesEvent,2020-05-22 08:08:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.3] Hand Plough can delete trees,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"When ploughing dirt, hand plough can destroy trees, and not just saplings. It cant destroy trees that are too big and take up the entire tile though. Everything else is fair game.",1.0,"[8.3] Hand Plough can delete trees - When ploughing dirt, hand plough can destroy trees, and not just saplings. It cant destroy trees that are too big and take up the entire tile though. Everything else is fair game.",1, hand plough can delete trees when ploughing dirt hand plough can destroy trees and not just saplings it cant destroy trees that are too big and take up the entire tile though everything else is fair game ,1 379965,11252200488.0,IssuesEvent,2020-01-11 06:35:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,freshwater reset,Priority: Medium,"before the server restart i manage to make a irrigation system with freshwater and alot of bricks(aqueducts) after the server reset, all the freshwater vanishes and does not return before server restart ![before reset](https://user-images.githubusercontent.com/31690293/49025419-e7717f00-f19b-11e8-9576-31302961d028.png) after server restart ![after reset](https://user-images.githubusercontent.com/31690293/49025424-ea6c6f80-f19b-11e8-801f-d650d6c4b8de.png) ",1.0,"freshwater reset - before the server restart i manage to make a irrigation system with freshwater and alot of bricks(aqueducts) after the server reset, all the freshwater vanishes and does not return before server restart ![before reset](https://user-images.githubusercontent.com/31690293/49025419-e7717f00-f19b-11e8-9576-31302961d028.png) after server restart ![after reset](https://user-images.githubusercontent.com/31690293/49025424-ea6c6f80-f19b-11e8-801f-d650d6c4b8de.png) ",1,freshwater reset before the server restart i manage to make a irrigation system with freshwater and alot of bricks aqueducts after the server reset all the freshwater vanishes and does not return before server restart after server restart ,1 330951,10058031261.0,IssuesEvent,2019-07-22 13:05:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.8.2.9 release-preview] ""prevent to Claim Property"" works incorrect",Laws Medium Priority QA,"If you simplify the law to a minimum, it will look like this: ![image](https://user-images.githubusercontent.com/45708377/61633711-5609cc80-ac98-11e9-808e-67c3b3dc05b3.png) I think that I should not be able to claim the territory with this condition. Example law when it can be used: ![unknown (2)](https://user-images.githubusercontent.com/45708377/61634533-2d82d200-ac9a-11e9-8a03-04b51c2251ba.png) ",1.0,"[0.8.2.9 release-preview] ""prevent to Claim Property"" works incorrect - If you simplify the law to a minimum, it will look like this: ![image](https://user-images.githubusercontent.com/45708377/61633711-5609cc80-ac98-11e9-808e-67c3b3dc05b3.png) I think that I should not be able to claim the territory with this condition. Example law when it can be used: ![unknown (2)](https://user-images.githubusercontent.com/45708377/61634533-2d82d200-ac9a-11e9-8a03-04b51c2251ba.png) ",1, prevent to claim property works incorrect if you simplify the law to a minimum it will look like this i think that i should not be able to claim the territory with this condition example law when it can be used ,1 491698,14169378765.0,IssuesEvent,2020-11-12 13:09:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2.0 beta develop-111]Districts: Can draw district without seeing it,Category: UI Priority: Medium,"If i select another district layer, my current view disappears but if i do not have the district layer i am editing as active, i should not be able to draw on the map as i do not have interactive cursor. ![Screenshot_64.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/56f7e691-983f-48c5-b4e8-2de32841622d)",1.0,"[0.9.2.0 beta develop-111]Districts: Can draw district without seeing it - If i select another district layer, my current view disappears but if i do not have the district layer i am editing as active, i should not be able to draw on the map as i do not have interactive cursor. ![Screenshot_64.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/56f7e691-983f-48c5-b4e8-2de32841622d)",1, districts can draw district without seeing it if i select another district layer my current view disappears but if i do not have the district layer i am editing as active i should not be able to draw on the map as i do not have interactive cursor ,1 444401,12811620364.0,IssuesEvent,2020-07-04 00:07:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1607] Glitches of UI in ""Elected title"" election.",Category: Web Priority: Medium,"1. Two-digit numbers are trimmed: ![image](https://user-images.githubusercontent.com/45708377/84737435-9bba3c80-afb0-11ea-9cfe-846e4f381f4f.png) 2. If there are many candidates, then the page looks a little crooked: ![image](https://user-images.githubusercontent.com/45708377/84737567-d7ed9d00-afb0-11ea-9a63-1b1fe318252a.png) Column with selecting ranks for candidates is very big. ",1.0,"[0.9.0 staging-1607] Glitches of UI in ""Elected title"" election. - 1. Two-digit numbers are trimmed: ![image](https://user-images.githubusercontent.com/45708377/84737435-9bba3c80-afb0-11ea-9cfe-846e4f381f4f.png) 2. If there are many candidates, then the page looks a little crooked: ![image](https://user-images.githubusercontent.com/45708377/84737567-d7ed9d00-afb0-11ea-9a63-1b1fe318252a.png) Column with selecting ranks for candidates is very big. ",1, glitches of ui in elected title election two digit numbers are trimmed if there are many candidates then the page looks a little crooked column with selecting ranks for candidates is very big ,1 430005,12439754493.0,IssuesEvent,2020-05-26 10:41:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1565] Double numbers in transport contract,Fix Version: 0.9.1.0 Priority: Medium,"Step to reproduce: - create contract: I add 2 transport clause and select one source in both clauses. ![image](https://user-images.githubusercontent.com/45708377/82890683-3d6fe000-9f55-11ea-907b-eb7ff38c0b2a.png) - second player take this contract and he see that he need to take 2 Coal, but storage has only one ![bandicam_2020-05-26_15-39-03-137](https://user-images.githubusercontent.com/45708377/82891464-73fa2a80-9f56-11ea-9cde-356a147ababe.jpg) May be we should have preventing to create this contract? we need to find good solution, because for this I should use nested clause. But I can create this contract without nested.",1.0,"[0.9.0 staging-1565] Double numbers in transport contract - Step to reproduce: - create contract: I add 2 transport clause and select one source in both clauses. ![image](https://user-images.githubusercontent.com/45708377/82890683-3d6fe000-9f55-11ea-907b-eb7ff38c0b2a.png) - second player take this contract and he see that he need to take 2 Coal, but storage has only one ![bandicam_2020-05-26_15-39-03-137](https://user-images.githubusercontent.com/45708377/82891464-73fa2a80-9f56-11ea-9cde-356a147ababe.jpg) May be we should have preventing to create this contract? we need to find good solution, because for this I should use nested clause. But I can create this contract without nested.",1, double numbers in transport contract step to reproduce create contract i add transport clause and select one source in both clauses second player take this contract and he see that he need to take coal but storage has only one may be we should have preventing to create this contract we need to find good solution because for this i should use nested clause but i can create this contract without nested ,1 223474,7457302927.0,IssuesEvent,2018-03-30 03:19:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Found DotNetZip-2vbicujv.tmp file in Storage folder (V7.3),Medium Priority,"Today I found a file named 'DotNetZip-2vbicujv.tmp' in the Storage folder of our server. What is this, what can I do with it and in which case will this be created. Can I delete it? (may be relevant: some of the ECO-backups generates the timetamp-folder and the Game.eco file but not the Game.db file. )",1.0,"Found DotNetZip-2vbicujv.tmp file in Storage folder (V7.3) - Today I found a file named 'DotNetZip-2vbicujv.tmp' in the Storage folder of our server. What is this, what can I do with it and in which case will this be created. Can I delete it? (may be relevant: some of the ECO-backups generates the timetamp-folder and the Game.eco file but not the Game.db file. )",1,found dotnetzip tmp file in storage folder today i found a file named dotnetzip tmp in the storage folder of our server what is this what can i do with it and in which case will this be created can i delete it may be relevant some of the eco backups generates the timetamp folder and the game eco file but not the game db file ,1 316002,9634738184.0,IssuesEvent,2019-05-15 22:08:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Sleeping isn't smooth,Fixed Medium Priority,It sort of jumps between times now whereas previously it had a smoother transition.,1.0,Sleeping isn't smooth - It sort of jumps between times now whereas previously it had a smoother transition.,1,sleeping isn t smooth it sort of jumps between times now whereas previously it had a smoother transition ,1 327817,9981641956.0,IssuesEvent,2019-07-10 08:00:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.5 release-preview] Weight in ""Misc"" benefit of Self Improvement doesn't update without relog.",Fixed Medium Priority QA Verified,"Only weight, calorie increase is updated good. Step to reproduce: - have Self improvement level 1. Carrying 34.1 / 35 kg ![image](https://user-images.githubusercontent.com/45708377/60495942-79a1ae80-9cba-11e9-8115-58bb50f5750d.png) - get Self Improvement level 2. Try to pick up 1kg Otter carcass. I can't -> Talent isn't updated not only visually ![image](https://user-images.githubusercontent.com/45708377/60496080-c08fa400-9cba-11e9-8776-8c692789b45c.png) - relog. I can take otter carcass. Carrying 35 / 35.5 kg (lost weight from arrows because shot a bow). ![image](https://user-images.githubusercontent.com/45708377/60496182-f2a10600-9cba-11e9-8074-6e70667b1863.png) ",1.0,"[0.8.2.5 release-preview] Weight in ""Misc"" benefit of Self Improvement doesn't update without relog. - Only weight, calorie increase is updated good. Step to reproduce: - have Self improvement level 1. Carrying 34.1 / 35 kg ![image](https://user-images.githubusercontent.com/45708377/60495942-79a1ae80-9cba-11e9-8115-58bb50f5750d.png) - get Self Improvement level 2. Try to pick up 1kg Otter carcass. I can't -> Talent isn't updated not only visually ![image](https://user-images.githubusercontent.com/45708377/60496080-c08fa400-9cba-11e9-8776-8c692789b45c.png) - relog. I can take otter carcass. Carrying 35 / 35.5 kg (lost weight from arrows because shot a bow). ![image](https://user-images.githubusercontent.com/45708377/60496182-f2a10600-9cba-11e9-8074-6e70667b1863.png) ",1, weight in misc benefit of self improvement doesn t update without relog only weight calorie increase is updated good step to reproduce have self improvement level carrying kg get self improvement level try to pick up otter carcass i can t talent isn t updated not only visually relog i can take otter carcass carrying kg lost weight from arrows because shot a bow ,1 538007,15760227551.0,IssuesEvent,2021-03-31 08:45:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 Staging-1967]Industrial elevator controls can stop working and malfunction permanently,Category: Gameplay Priority: Medium Type: Bug,"Build: 0.9.3 Staging-1967 ### Issue Player's can accidentally spam industrial elevator controls by simply pressing and holding the E key when the action pointer is at the right position. Note: - Once the bug triggers, it permanently disables the Industrial Elevator. - Relogging in doesn't fix the issue. - Restarting the game client doesn't fix the issue. - Player's has to manually climb their way up. Repro: 1. Install Industrial Elevator. 2. Position the player's interaction point at the top boarder of the Down button which is almost in between the stop and the down button. 3. Press E and observe the alternating call function for each button. 4. Try to move away and keep trying. Eventually, you'll get locked out from the controls with an error message **""You Should Be Closer To Interact.""** Video Repro: https://images.zenhubusercontent.com/42199084/79903971-6ca8-445f-8cd3-d13d83fc9cf5/2021_03_30_22_14_trim__2_.mp4 Relaunching the Client https://images.zenhubusercontent.com/47210472/7b9011b5-75f8-4732-8901-82d058158138/untitled.mp4",1.0,"[0.9.3 Staging-1967]Industrial elevator controls can stop working and malfunction permanently - Build: 0.9.3 Staging-1967 ### Issue Player's can accidentally spam industrial elevator controls by simply pressing and holding the E key when the action pointer is at the right position. Note: - Once the bug triggers, it permanently disables the Industrial Elevator. - Relogging in doesn't fix the issue. - Restarting the game client doesn't fix the issue. - Player's has to manually climb their way up. Repro: 1. Install Industrial Elevator. 2. Position the player's interaction point at the top boarder of the Down button which is almost in between the stop and the down button. 3. Press E and observe the alternating call function for each button. 4. Try to move away and keep trying. Eventually, you'll get locked out from the controls with an error message **""You Should Be Closer To Interact.""** Video Repro: https://images.zenhubusercontent.com/42199084/79903971-6ca8-445f-8cd3-d13d83fc9cf5/2021_03_30_22_14_trim__2_.mp4 Relaunching the Client https://images.zenhubusercontent.com/47210472/7b9011b5-75f8-4732-8901-82d058158138/untitled.mp4",1, industrial elevator controls can stop working and malfunction permanently build staging issue player s can accidentally spam industrial elevator controls by simply pressing and holding the e key when the action pointer is at the right position note once the bug triggers it permanently disables the industrial elevator relogging in doesn t fix the issue restarting the game client doesn t fix the issue player s has to manually climb their way up repro install industrial elevator position the player s interaction point at the top boarder of the down button which is almost in between the stop and the down button press e and observe the alternating call function for each button try to move away and keep trying eventually you ll get locked out from the controls with an error message you should be closer to interact video repro relaunching the client ,1 244430,7875076854.0,IssuesEvent,2018-06-25 19:10:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: stone multiplies,Medium Priority,"**Version:** 0.7.1.0 beta staging-b9d4fcf5 **Steps to Reproduce:** place the stone on the wall and below it is least 1 empty block **Expected behavior:** stone falls to the ground **Actual behavior:** orginal stone falls to the ground and the second appears in the place where the stone was placed same hapens with ores too",1.0,"USER ISSUE: stone multiplies - **Version:** 0.7.1.0 beta staging-b9d4fcf5 **Steps to Reproduce:** place the stone on the wall and below it is least 1 empty block **Expected behavior:** stone falls to the ground **Actual behavior:** orginal stone falls to the ground and the second appears in the place where the stone was placed same hapens with ores too",1,user issue stone multiplies version beta staging steps to reproduce place the stone on the wall and below it is least empty block expected behavior stone falls to the ground actual behavior orginal stone falls to the ground and the second appears in the place where the stone was placed same hapens with ores too,1 241164,7809253582.0,IssuesEvent,2018-06-11 23:29:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Animals are extremely strong,Medium Priority,"Hitting an animal with a vehicle is the same as hitting a wall, they should be softer, either run away from the vehicle or die. Even a turkey can push a truck, saw one truck fall off a bridge because of that.",1.0,"Animals are extremely strong - Hitting an animal with a vehicle is the same as hitting a wall, they should be softer, either run away from the vehicle or die. Even a turkey can push a truck, saw one truck fall off a bridge because of that.",1,animals are extremely strong hitting an animal with a vehicle is the same as hitting a wall they should be softer either run away from the vehicle or die even a turkey can push a truck saw one truck fall off a bridge because of that ,1 513292,14919377833.0,IssuesEvent,2021-01-22 23:57:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Move chunk rendering to separate service,Category: Optimization Priority: Medium Squad: Pumpkin,"Currently chunk rendering performed with standard MeshRenderer/MeshFilter components combination, but we have lot of chunks which are changes often enough. For every change it also seems to recalculate rendering bounds (which is expensive for big meshes). If instead of this we will have DrawMesh calls (probably optimized for SRP) then we can get benefits of less overhead for CPU, memory and GPU calls.",1.0,"Move chunk rendering to separate service - Currently chunk rendering performed with standard MeshRenderer/MeshFilter components combination, but we have lot of chunks which are changes often enough. For every change it also seems to recalculate rendering bounds (which is expensive for big meshes). If instead of this we will have DrawMesh calls (probably optimized for SRP) then we can get benefits of less overhead for CPU, memory and GPU calls.",1,move chunk rendering to separate service currently chunk rendering performed with standard meshrenderer meshfilter components combination but we have lot of chunks which are changes often enough for every change it also seems to recalculate rendering bounds which is expensive for big meshes if instead of this we will have drawmesh calls probably optimized for srp then we can get benefits of less overhead for cpu memory and gpu calls ,1 376471,11147416247.0,IssuesEvent,2019-12-23 12:35:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1307] Stone/Ore Rubble physics messed up when another player mining it.,Medium Priority,"If the friend of mine mines rock the physic of these rocks are very weird. But only for me. In his vision everything is normal. The broken physics also affects my FPS alot. If he doesn't mine anything I maybe get around 80FPS. If he starts to mine (in the same area) I loose like 30-40FPS. Steps to reproduce: Have a friend join your server and let him mine something. I'm not sure, but I think we encountered this bug for the first time when we had the level6 mining ability. _Originally posted by @Siesma in_ #14215",1.0,"[0.9.0 staging-1307] Stone/Ore Rubble physics messed up when another player mining it. - If the friend of mine mines rock the physic of these rocks are very weird. But only for me. In his vision everything is normal. The broken physics also affects my FPS alot. If he doesn't mine anything I maybe get around 80FPS. If he starts to mine (in the same area) I loose like 30-40FPS. Steps to reproduce: Have a friend join your server and let him mine something. I'm not sure, but I think we encountered this bug for the first time when we had the level6 mining ability. _Originally posted by @Siesma in_ #14215",1, stone ore rubble physics messed up when another player mining it if the friend of mine mines rock the physic of these rocks are very weird but only for me in his vision everything is normal the broken physics also affects my fps alot if he doesn t mine anything i maybe get around if he starts to mine in the same area i loose like steps to reproduce have a friend join your server and let him mine something i m not sure but i think we encountered this bug for the first time when we had the mining ability originally posted by siesma in ,1 316100,9636388814.0,IssuesEvent,2019-05-16 05:45:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 staging-8-d] Contracts:the owner sees Accept button,Medium Priority QA Regression Staging,"1. Create Contract 2. See ""Accept"" button When you click it the error message is poping ""Contractor Bank account must be set"". ![bandicam 2019-05-15 15-46-46-836](https://user-images.githubusercontent.com/27898520/57770111-01daed00-7729-11e9-8afe-a70b27d788f1.jpg) ",1.0,"[0.8.2 staging-8-d] Contracts:the owner sees Accept button - 1. Create Contract 2. See ""Accept"" button When you click it the error message is poping ""Contractor Bank account must be set"". ![bandicam 2019-05-15 15-46-46-836](https://user-images.githubusercontent.com/27898520/57770111-01daed00-7729-11e9-8afe-a70b27d788f1.jpg) ",1, contracts the owner sees accept button create contract see accept button when you click it the error message is poping contractor bank account must be set ,1 196332,6926911272.0,IssuesEvent,2017-11-30 20:52:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,6.1.1- huckleberries,Medium Priority,"In alpha 6.1.1 cant take off huckleberries bush I tried to use the shovel as usual it doesn't work , scythe? nope i took off the dirt under it in the end ",1.0,"6.1.1- huckleberries - In alpha 6.1.1 cant take off huckleberries bush I tried to use the shovel as usual it doesn't work , scythe? nope i took off the dirt under it in the end ",1, huckleberries in alpha cant take off huckleberries bush i tried to use the shovel as usual it doesn t work scythe nope i took off the dirt under it in the end ,1 237338,7758739463.0,IssuesEvent,2018-05-31 20:37:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Empty trash pile no more disappears,Medium Priority,"**Version:** 0.7.4.0 beta staging-b79d89de **Steps to Reproduce:** 1. drop any to trash. 2. open trash pile and get dropped item back. **Expected behavior:** Emty trash pile disappears - woohoo! **Actual behavior:** Empty trashpile stay on ground. ![20180421222930_1](https://user-images.githubusercontent.com/4980243/39088049-2c81f866-45b4-11e8-9ed5-160b9e1b7918.jpg)",1.0,"USER ISSUE: Empty trash pile no more disappears - **Version:** 0.7.4.0 beta staging-b79d89de **Steps to Reproduce:** 1. drop any to trash. 2. open trash pile and get dropped item back. **Expected behavior:** Emty trash pile disappears - woohoo! **Actual behavior:** Empty trashpile stay on ground. ![20180421222930_1](https://user-images.githubusercontent.com/4980243/39088049-2c81f866-45b4-11e8-9ed5-160b9e1b7918.jpg)",1,user issue empty trash pile no more disappears version beta staging steps to reproduce drop any to trash open trash pile and get dropped item back expected behavior emty trash pile disappears woohoo actual behavior empty trashpile stay on ground ,1 434165,12515237054.0,IssuesEvent,2020-06-03 07:17:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1528] Can't set default currency.,Priority: Medium Status: Fixed Status: Reopen Week Task,"Step to reproduce: - create World title with treasury privileges and be occupant: ![image](https://user-images.githubusercontent.com/45708377/80479276-723d4700-8957-11ea-8bff-cf731654376e.png) ![image](https://user-images.githubusercontent.com/45708377/80479290-76696480-8957-11ea-906b-cb690e64b22f.png) - place Treasury, place Mint and create new ""Test coin"": ![image](https://user-images.githubusercontent.com/45708377/80479306-7e290900-8957-11ea-86c6-f0c3fda9ba44.png) - open treasury and set ""Test coin"" as default ![image](https://user-images.githubusercontent.com/45708377/80479323-86814400-8957-11ea-83c9-2d047208e464.png) - place new store. It should use default ""Test coin"" by default. But it isn't. ![image](https://user-images.githubusercontent.com/45708377/80479365-96008d00-8957-11ea-8d42-e0bf3a3b0fce.png) - after time (or you can restart server) default currency: ![image](https://user-images.githubusercontent.com/45708377/80479382-9dc03180-8957-11ea-8449-1db71a45d6fe.png) ",1.0,"[0.9.0 staging-1528] Can't set default currency. - Step to reproduce: - create World title with treasury privileges and be occupant: ![image](https://user-images.githubusercontent.com/45708377/80479276-723d4700-8957-11ea-8bff-cf731654376e.png) ![image](https://user-images.githubusercontent.com/45708377/80479290-76696480-8957-11ea-906b-cb690e64b22f.png) - place Treasury, place Mint and create new ""Test coin"": ![image](https://user-images.githubusercontent.com/45708377/80479306-7e290900-8957-11ea-86c6-f0c3fda9ba44.png) - open treasury and set ""Test coin"" as default ![image](https://user-images.githubusercontent.com/45708377/80479323-86814400-8957-11ea-83c9-2d047208e464.png) - place new store. It should use default ""Test coin"" by default. But it isn't. ![image](https://user-images.githubusercontent.com/45708377/80479365-96008d00-8957-11ea-8d42-e0bf3a3b0fce.png) - after time (or you can restart server) default currency: ![image](https://user-images.githubusercontent.com/45708377/80479382-9dc03180-8957-11ea-8449-1db71a45d6fe.png) ",1, can t set default currency step to reproduce create world title with treasury privileges and be occupant place treasury place mint and create new test coin open treasury and set test coin as default place new store it should use default test coin by default but it isn t after time or you can restart server default currency ,1 254740,8087349113.0,IssuesEvent,2018-08-09 01:12:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Wooden pulp won't be cut,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** I think i dug dirt under the pulp, or did something else related to digging around a piece of wooden pulp. **Expected behavior:** When using stone ax to cut it, it should be marked green and go to inventory. Note that my inventory is not full. **Actual behavior:** It is not indicating green, nor will it be cut when using stone ax. Nothing happens. I can even put dirt in the same spot, when I obviously shouldn't be able to do that.",1.0,"USER ISSUE: Wooden pulp won't be cut - **Version:** 0.7.3.3 beta **Steps to Reproduce:** I think i dug dirt under the pulp, or did something else related to digging around a piece of wooden pulp. **Expected behavior:** When using stone ax to cut it, it should be marked green and go to inventory. Note that my inventory is not full. **Actual behavior:** It is not indicating green, nor will it be cut when using stone ax. Nothing happens. I can even put dirt in the same spot, when I obviously shouldn't be able to do that.",1,user issue wooden pulp won t be cut version beta steps to reproduce i think i dug dirt under the pulp or did something else related to digging around a piece of wooden pulp expected behavior when using stone ax to cut it it should be marked green and go to inventory note that my inventory is not full actual behavior it is not indicating green nor will it be cut when using stone ax nothing happens i can even put dirt in the same spot when i obviously shouldn t be able to do that ,1 414114,12099224408.0,IssuesEvent,2020-04-20 11:46:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Usability\suggestion - reciepe name should have hint too.,Priority: Medium,"You know, some reciepes have ingredients like 1,25. In this case, in requirements, we see 2. So... we want to see reciepe hint. But... Instead of hover over reciepe name ![изображение](https://user-images.githubusercontent.com/4980243/68076720-9a455680-fdc9-11e9-8758-cb45f04a4c94.png) we need to do this... ![изображение](https://user-images.githubusercontent.com/4980243/68076732-bd700600-fdc9-11e9-9120-96bece6942ad.png) Usability... Ecopedia a little help, but not ideal. @D3nnis3n i want your opinion :P",1.0,"Usability\suggestion - reciepe name should have hint too. - You know, some reciepes have ingredients like 1,25. In this case, in requirements, we see 2. So... we want to see reciepe hint. But... Instead of hover over reciepe name ![изображение](https://user-images.githubusercontent.com/4980243/68076720-9a455680-fdc9-11e9-8758-cb45f04a4c94.png) we need to do this... ![изображение](https://user-images.githubusercontent.com/4980243/68076732-bd700600-fdc9-11e9-9120-96bece6942ad.png) Usability... Ecopedia a little help, but not ideal. @D3nnis3n i want your opinion :P",1,usability suggestion reciepe name should have hint too you know some reciepes have ingredients like in this case in requirements we see so we want to see reciepe hint but instead of hover over reciepe name we need to do this usability ecopedia a little help but not ideal i want your opinion p,1 436199,12546900222.0,IssuesEvent,2020-06-05 21:37:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Web feedback,Category: Web Priority: Medium Week Task,"![image](https://user-images.githubusercontent.com/3536496/82355249-d2ebfc80-99b6-11ea-8a3d-e0069e828998.png) - [x] Need a way to make the graphs take the whole width while you mess with them ![image](https://user-images.githubusercontent.com/3536496/82355309-e26b4580-99b6-11ea-90ff-8f60b98b1748.png) - [x] Jeff: Make this bar draggable so you can see the full names. Also make it auto-expand if the text on the left is too big if possible ![image](https://user-images.githubusercontent.com/3536496/82355501-23fbf080-99b7-11ea-8af7-70590e5cc30b.png) - [x] Make the counts displayed on stat selections also count sub categories. For example, Player Actions should have (1) here because it has a child with (1) ![image](https://user-images.githubusercontent.com/3536496/82355612-4ee64480-99b7-11ea-85ce-f894c49f990e.png) - [ ] Make the color of the axis labels (organisms, actions per hour) match the color of the stats being displayed (if there are multiple stats, just pick one of them arbitrarily. BUT, if you can make all stats of a given unit-type have a color theme, like they're shades of blue, that would be cool and make it more readable) - Even 2nd case is sadly, but impossbible ( Group unit types together. Stack them by type if possible, like this: ![image](https://user-images.githubusercontent.com/3536496/82356318-39254f00-99b8-11ea-92ff-ab4071d269b8.png) (I realize this might not be possible, but if not you can group them by type from left to right)\ ![image](https://user-images.githubusercontent.com/3536496/82356484-7be72700-99b8-11ea-9d67-0f93f5863f14.png) - [x] If only one stat type is being displayed, make it lines. Comment: Done, but if you select 1st, then 2nd type, then disable 1st, surely you will still get columns, but after disabling it and enabling again you will get lines now, yep (changes really made here). ![image](https://user-images.githubusercontent.com/3536496/82356767-e39d7200-99b8-11ea-9ec4-6521db8f25ea.png) - [ ] In the popup, add the unit type to each stat",1.0,"Web feedback - ![image](https://user-images.githubusercontent.com/3536496/82355249-d2ebfc80-99b6-11ea-8a3d-e0069e828998.png) - [x] Need a way to make the graphs take the whole width while you mess with them ![image](https://user-images.githubusercontent.com/3536496/82355309-e26b4580-99b6-11ea-90ff-8f60b98b1748.png) - [x] Jeff: Make this bar draggable so you can see the full names. Also make it auto-expand if the text on the left is too big if possible ![image](https://user-images.githubusercontent.com/3536496/82355501-23fbf080-99b7-11ea-8af7-70590e5cc30b.png) - [x] Make the counts displayed on stat selections also count sub categories. For example, Player Actions should have (1) here because it has a child with (1) ![image](https://user-images.githubusercontent.com/3536496/82355612-4ee64480-99b7-11ea-85ce-f894c49f990e.png) - [ ] Make the color of the axis labels (organisms, actions per hour) match the color of the stats being displayed (if there are multiple stats, just pick one of them arbitrarily. BUT, if you can make all stats of a given unit-type have a color theme, like they're shades of blue, that would be cool and make it more readable) - Even 2nd case is sadly, but impossbible ( Group unit types together. Stack them by type if possible, like this: ![image](https://user-images.githubusercontent.com/3536496/82356318-39254f00-99b8-11ea-92ff-ab4071d269b8.png) (I realize this might not be possible, but if not you can group them by type from left to right)\ ![image](https://user-images.githubusercontent.com/3536496/82356484-7be72700-99b8-11ea-9d67-0f93f5863f14.png) - [x] If only one stat type is being displayed, make it lines. Comment: Done, but if you select 1st, then 2nd type, then disable 1st, surely you will still get columns, but after disabling it and enabling again you will get lines now, yep (changes really made here). ![image](https://user-images.githubusercontent.com/3536496/82356767-e39d7200-99b8-11ea-9ec4-6521db8f25ea.png) - [ ] In the popup, add the unit type to each stat",1,web feedback need a way to make the graphs take the whole width while you mess with them jeff make this bar draggable so you can see the full names also make it auto expand if the text on the left is too big if possible make the counts displayed on stat selections also count sub categories for example player actions should have here because it has a child with make the color of the axis labels organisms actions per hour match the color of the stats being displayed if there are multiple stats just pick one of them arbitrarily but if you can make all stats of a given unit type have a color theme like they re shades of blue that would be cool and make it more readable even case is sadly but impossbible group unit types together stack them by type if possible like this i realize this might not be possible but if not you can group them by type from left to right if only one stat type is being displayed make it lines comment done but if you select then type then disable surely you will still get columns but after disabling it and enabling again you will get lines now yep changes really made here in the popup add the unit type to each stat,1 307094,9414185735.0,IssuesEvent,2019-04-10 09:33:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Master: ""species"" tooltip disappears",Medium Priority,"In addition, please, any way to show this info in stable window, not as tooltip. https://youtu.be/ifpHKbHsJNA",1.0,"Master: ""species"" tooltip disappears - In addition, please, any way to show this info in stable window, not as tooltip. https://youtu.be/ifpHKbHsJNA",1,master species tooltip disappears in addition please any way to show this info in stable window not as tooltip ,1 307055,9414154105.0,IssuesEvent,2019-04-10 09:29:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"0.8 pipes can be connected not only from ""port"" side.",Medium Priority,"(I saw this issue before, but cannot found it again.) ![default](https://user-images.githubusercontent.com/4980243/52333782-2713dd00-2a0f-11e9-81ad-126dac441ecc.png) ",1.0,"0.8 pipes can be connected not only from ""port"" side. - (I saw this issue before, but cannot found it again.) ![default](https://user-images.githubusercontent.com/4980243/52333782-2713dd00-2a0f-11e9-81ad-126dac441ecc.png) ",1, pipes can be connected not only from port side i saw this issue before but cannot found it again ,1 576278,17083322121.0,IssuesEvent,2021-07-08 08:39:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-1995] ArgumentException: An item with the same key has already been added. Key: IntegrationTestsEvents,Category: Tech Priority: Medium Squad: Wild Turkey Type: Bug,"Always happen for me in 3rd reconnect. I use Steam version. Step to reproduce: - start a game. - connect to any server. - disconnect from server press continue to connect again. Don't have this exception. - disconnect and reconnect again, have exception in log file: ``` ArgumentException: An item with the same key has already been added. Key: IntegrationTestsEvents at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at ClientObjectMap.AddFromTransform () [0x00000] in <00000000000000000000000000000000>:0 at ClientObjectMap+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at ModBundleManager+d__47.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) d__47:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568482/Player.log) ",1.0,"[0.9.4 staging-1995] ArgumentException: An item with the same key has already been added. Key: IntegrationTestsEvents - Always happen for me in 3rd reconnect. I use Steam version. Step to reproduce: - start a game. - connect to any server. - disconnect from server press continue to connect again. Don't have this exception. - disconnect and reconnect again, have exception in log file: ``` ArgumentException: An item with the same key has already been added. Key: IntegrationTestsEvents at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at ClientObjectMap.AddFromTransform () [0x00000] in <00000000000000000000000000000000>:0 at ClientObjectMap+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 at ModBundleManager+d__47.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) d__47:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568482/Player.log) ",1, argumentexception an item with the same key has already been added key integrationtestsevents always happen for me in reconnect i use steam version step to reproduce start a game connect to any server disconnect from server press continue to connect again don t have this exception disconnect and reconnect again have exception in log file argumentexception an item with the same key has already been added key integrationtestsevents at system collections generic dictionary tryinsert tkey key tvalue value system collections generic insertionbehavior behavior in at system collections generic dictionary add tkey key tvalue value in at clientobjectmap addfromtransform in at clientobjectmap d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in at modbundlemanager d movenext in at unityengine setupcoroutine invokemovenext system collections ienumerator enumerator system intptr returnvalueaddress in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object d movenext unityengine setupcoroutine invokemovenext ienumerator intptr ,1 209944,7181412227.0,IssuesEvent,2018-02-01 04:50:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Air polluters need to pollute at different rates,Medium Priority,"After testing a single stove for a few hrs I got what appears to be max air pollution spread so we also probably need to reduce the rate for everything as well. ![image](https://user-images.githubusercontent.com/774628/27112254-be5aaeda-506a-11e7-9284-014508992bbc.png) ",1.0,"Air polluters need to pollute at different rates - After testing a single stove for a few hrs I got what appears to be max air pollution spread so we also probably need to reduce the rate for everything as well. ![image](https://user-images.githubusercontent.com/774628/27112254-be5aaeda-506a-11e7-9284-014508992bbc.png) ",1,air polluters need to pollute at different rates after testing a single stove for a few hrs i got what appears to be max air pollution spread so we also probably need to reduce the rate for everything as well ,1 376444,11147158177.0,IssuesEvent,2019-12-23 11:46:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Missing law functions - Species population,Feature Laws Medium Priority Verified,"I tried to create a law to allocate 50€ when harvesting turtles, when population is over 800 turtles. We got a huge population of turtles, and we want players to get motivated to harvest, so we get the population down to a accepable level. But it seems we cant control population with laws. I added a screenshot of my law, so you understand what I mean. ![turtles](https://user-images.githubusercontent.com/40342749/41674079-2f3492e6-74bf-11e8-9dac-e3c0c5a3b242.PNG) ",1.0,"Missing law functions - Species population - I tried to create a law to allocate 50€ when harvesting turtles, when population is over 800 turtles. We got a huge population of turtles, and we want players to get motivated to harvest, so we get the population down to a accepable level. But it seems we cant control population with laws. I added a screenshot of my law, so you understand what I mean. ![turtles](https://user-images.githubusercontent.com/40342749/41674079-2f3492e6-74bf-11e8-9dac-e3c0c5a3b242.PNG) ",1,missing law functions species population i tried to create a law to allocate € when harvesting turtles when population is over turtles we got a huge population of turtles and we want players to get motivated to harvest so we get the population down to a accepable level but it seems we cant control population with laws i added a screenshot of my law so you understand what i mean ,1 221125,7374037509.0,IssuesEvent,2018-03-13 19:01:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Contract: Clause: Put Items in Container,Medium Priority,"Version 6.1.1 The items of the clause are lost after a restart and the contract is listed as invalid.",1.0,"Contract: Clause: Put Items in Container - Version 6.1.1 The items of the clause are lost after a restart and the contract is listed as invalid.",1,contract clause put items in container version the items of the clause are lost after a restart and the contract is listed as invalid ,1 368605,10881880018.0,IssuesEvent,2019-11-17 20:36:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Hewing XP doesnt come from Workbench, confusing",Medium Priority,"I believe this is intended, but we need to explain to the user why this is the case. Let's add the xp you gain from crafting to the recipe display. And for hewing specifically, we should probably put a note in the tooltip.",1.0,"Hewing XP doesnt come from Workbench, confusing - I believe this is intended, but we need to explain to the user why this is the case. Let's add the xp you gain from crafting to the recipe display. And for hewing specifically, we should probably put a note in the tooltip.",1,hewing xp doesnt come from workbench confusing i believe this is intended but we need to explain to the user why this is the case let s add the xp you gain from crafting to the recipe display and for hewing specifically we should probably put a note in the tooltip ,1 370130,10925683454.0,IssuesEvent,2019-11-22 13:08:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[staging] Can break laws with stack Court,Fixed Medium Priority,"To replicate, you need a court placed with active laws on it. Pick up the court and then type /give court. The courts will be in a stack: ![court1](https://user-images.githubusercontent.com/47330823/69177084-bfb9ac00-0abb-11ea-8aea-c4ce04ac2c43.png) - Place the two courts; law becomes active again. - Pickup the courts; law is inactive again. Looks like this: ![court2](https://user-images.githubusercontent.com/47330823/69177323-28a12400-0abc-11ea-85e8-de998f116488.png) - Place the courts; law remains inactive with no way to access the law.",1.0,"[staging] Can break laws with stack Court - To replicate, you need a court placed with active laws on it. Pick up the court and then type /give court. The courts will be in a stack: ![court1](https://user-images.githubusercontent.com/47330823/69177084-bfb9ac00-0abb-11ea-8aea-c4ce04ac2c43.png) - Place the two courts; law becomes active again. - Pickup the courts; law is inactive again. Looks like this: ![court2](https://user-images.githubusercontent.com/47330823/69177323-28a12400-0abc-11ea-85e8-de998f116488.png) - Place the courts; law remains inactive with no way to access the law.",1, can break laws with stack court to replicate you need a court placed with active laws on it pick up the court and then type give court the courts will be in a stack place the two courts law becomes active again pickup the courts law is inactive again looks like this place the courts law remains inactive with no way to access the law ,1 284219,8736690493.0,IssuesEvent,2018-12-11 20:15:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Main Menu Serverlist Scrollview horizontal movement,Fixed Medium Priority,"I don't know for sure if this is intended but I think not. The main menu server list Scrollview has ""Horizontal"" Movement not disabled and therefore you can drag it however you like. ![20181210211448_1](https://user-images.githubusercontent.com/41338825/49759238-64831500-fcc1-11e8-94c0-95e5c5d7fe70.jpg) ",1.0,"Main Menu Serverlist Scrollview horizontal movement - I don't know for sure if this is intended but I think not. The main menu server list Scrollview has ""Horizontal"" Movement not disabled and therefore you can drag it however you like. ![20181210211448_1](https://user-images.githubusercontent.com/41338825/49759238-64831500-fcc1-11e8-94c0-95e5c5d7fe70.jpg) ",1,main menu serverlist scrollview horizontal movement i don t know for sure if this is intended but i think not the main menu server list scrollview has horizontal movement not disabled and therefore you can drag it however you like ,1 562434,16660717578.0,IssuesEvent,2021-06-06 09:22:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Failed to handle RPCResponseSystem,Category: Tech Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"original issue #21162, crash was fixed but we still have this exception. > Receiving RPC Response error when using hammer to put down blocks. > > ![image.png](https://camo.githubusercontent.com/050342a777129629628751e6ac53e41b1d7dc9f9adaedbc63498aa76dbab7dde/68747470733a2f2f696d616765732e7a656e68756275736572636f6e74656e742e636f6d2f3630313762656463626630653662666231346531323030332f61616334633433342d373336312d343466352d383138612d616265376336633436623131) > > Issue happens during private server session, no mods installed or used. > > Unable to provide reproduction steps as this issue seems to happen 70% of the time (will provide steps when able to reproduce issue reliably) > > Error message from log as follow : ``` [05:56:20.109] Failed to handle RPCResponseSystem.NullReferenceException: Object reference not set to an instance of an object. at HasViewTooltipNoClick.OnGotBSON (Eco.Shared.Serialization.BSONObject info) [0x00000] in <00000000000000000000000000000000>:0 at System.Action1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager+<>c__DisplayClass22_01[T].b__0 (System.Object o) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleQueryResponse (Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) ```",1.0,"Failed to handle RPCResponseSystem - original issue #21162, crash was fixed but we still have this exception. > Receiving RPC Response error when using hammer to put down blocks. > > ![image.png](https://camo.githubusercontent.com/050342a777129629628751e6ac53e41b1d7dc9f9adaedbc63498aa76dbab7dde/68747470733a2f2f696d616765732e7a656e68756275736572636f6e74656e742e636f6d2f3630313762656463626630653662666231346531323030332f61616334633433342d373336312d343466352d383138612d616265376336633436623131) > > Issue happens during private server session, no mods installed or used. > > Unable to provide reproduction steps as this issue seems to happen 70% of the time (will provide steps when able to reproduce issue reliably) > > Error message from log as follow : ``` [05:56:20.109] Failed to handle RPCResponseSystem.NullReferenceException: Object reference not set to an instance of an object. at HasViewTooltipNoClick.OnGotBSON (Eco.Shared.Serialization.BSONObject info) [0x00000] in <00000000000000000000000000000000>:0 at System.Action1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager+<>c__DisplayClass22_01[T].b__0 (System.Object o) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleQueryResponse (Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) ```",1,failed to handle rpcresponsesystem original issue crash was fixed but we still have this exception receiving rpc response error when using hammer to put down blocks issue happens during private server session no mods installed or used unable to provide reproduction steps as this issue seems to happen of the time will provide steps when able to reproduce issue reliably error message from log as follow failed to handle rpcresponsesystem nullreferenceexception object reference not set to an instance of an object at hasviewtooltipnoclick ongotbson eco shared serialization bsonobject info in at system invoke t obj in at eco shared networking rpcmanager c b system object o in at system action invoke t obj in at eco shared networking rpcmanager handlequeryresponse eco shared serialization bsonobject bson in at networkmanager eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson in at eco shared networking netobject receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bsonobj ,1 251715,8025983992.0,IssuesEvent,2018-07-27 01:02:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: reaping,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** Big world, iron scythe, reap grass too fast.... **Expected behavior:** reap grass, stack items in slot **Actual behavior:** The following error message popped up: ```Caught exception: Caught exception invoking RPC PlayerInteract on Player! Value cannot be null. Parameter name: key Stack: at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.Gameplay.Items.ItemAttribute.Get[T](Type itemType) at Eco.Gameplay.Plants.PlantEntity.TryHarvest(Player player, Boolean picked) at Eco.Mods.TechTree.ScytheItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) Caught exception: Caught exception invoking RPC PlayerInteract on Player! Value cannot be null. Parameter name: key Stack: at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.Gameplay.Items.ItemAttribute.Get[T](Type itemType) at Eco.Gameplay.Plants.PlantEntity.TryHarvest(Player player, Boolean picked) at Eco.Mods.TechTree.ScytheItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1.0,"USER ISSUE: reaping - **Version:** 0.7.1.2 beta **Steps to Reproduce:** Big world, iron scythe, reap grass too fast.... **Expected behavior:** reap grass, stack items in slot **Actual behavior:** The following error message popped up: ```Caught exception: Caught exception invoking RPC PlayerInteract on Player! Value cannot be null. Parameter name: key Stack: at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.Gameplay.Items.ItemAttribute.Get[T](Type itemType) at Eco.Gameplay.Plants.PlantEntity.TryHarvest(Player player, Boolean picked) at Eco.Mods.TechTree.ScytheItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) Caught exception: Caught exception invoking RPC PlayerInteract on Player! Value cannot be null. Parameter name: key Stack: at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at Eco.Gameplay.Items.ItemAttribute.Get[T](Type itemType) at Eco.Gameplay.Plants.PlantEntity.TryHarvest(Player player, Boolean picked) at Eco.Mods.TechTree.ScytheItem.OnActLeft(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1,user issue reaping version beta steps to reproduce big world iron scythe reap grass too fast expected behavior reap grass stack items in slot actual behavior the following error message popped up caught exception caught exception invoking rpc playerinteract on player value cannot be null parameter name key stack at system throwhelper throwargumentnullexception exceptionargument argument at system collections generic dictionary findentry tkey key at system collections generic dictionary trygetvalue tkey key tvalue value at eco gameplay items itemattribute get type itemtype at eco gameplay plants plantentity tryharvest player player boolean picked at eco mods techtree scytheitem onactleft interactioncontext context at eco gameplay interactions interactionextensions executeuntilsuccess ienumerable results at eco gameplay players player playerinteract interactioninfo info caught exception caught exception invoking rpc playerinteract on player value cannot be null parameter name key stack at system throwhelper throwargumentnullexception exceptionargument argument at system collections generic dictionary findentry tkey key at system collections generic dictionary trygetvalue tkey key tvalue value at eco gameplay items itemattribute get type itemtype at eco gameplay plants plantentity tryharvest player player boolean picked at eco mods techtree scytheitem onactleft interactioncontext context at eco gameplay interactions interactionextensions executeuntilsuccess ienumerable results at eco gameplay players player playerinteract interactioninfo info ,1 566778,16829870371.0,IssuesEvent,2021-06-18 01:54:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[CW] Disable 'Update subscription' button until current payment will finish processing,Category: Cloud Worlds Category: Web Priority: Medium Squad: Lattice Mushroom Status: Fixed,"Step to reproduce: - buy 1 world and several citiziens, complete payment. You will redirect to Worlds page: ![image](https://user-images.githubusercontent.com/45708377/99661560-119d6500-2a75-11eb-958b-71f63b1f9523.png) - press Subscription, you will have payment notification: ![image](https://user-images.githubusercontent.com/45708377/99661582-195d0980-2a75-11eb-819a-9e3bcc936228.png) - hide it and change world number, you will have window to choose region: ![image](https://user-images.githubusercontent.com/45708377/99661593-20841780-2a75-11eb-9649-827df601e307.png) - select any region, payment notification disappeared, but if I refresh page I will have it again: ![image](https://user-images.githubusercontent.com/45708377/99661607-2843bc00-2a75-11eb-9b2f-eae8e1b6b091.png) - So I can make another payment if I enter the numbers of the Server or the Citizens are different from the first ones.",1.0,"[CW] Disable 'Update subscription' button until current payment will finish processing - Step to reproduce: - buy 1 world and several citiziens, complete payment. You will redirect to Worlds page: ![image](https://user-images.githubusercontent.com/45708377/99661560-119d6500-2a75-11eb-958b-71f63b1f9523.png) - press Subscription, you will have payment notification: ![image](https://user-images.githubusercontent.com/45708377/99661582-195d0980-2a75-11eb-819a-9e3bcc936228.png) - hide it and change world number, you will have window to choose region: ![image](https://user-images.githubusercontent.com/45708377/99661593-20841780-2a75-11eb-9649-827df601e307.png) - select any region, payment notification disappeared, but if I refresh page I will have it again: ![image](https://user-images.githubusercontent.com/45708377/99661607-2843bc00-2a75-11eb-9b2f-eae8e1b6b091.png) - So I can make another payment if I enter the numbers of the Server or the Citizens are different from the first ones.",1, disable update subscription button until current payment will finish processing step to reproduce buy world and several citiziens complete payment you will redirect to worlds page press subscription you will have payment notification hide it and change world number you will have window to choose region select any region payment notification disappeared but if i refresh page i will have it again so i can make another payment if i enter the numbers of the server or the citizens are different from the first ones ,1 321361,9797673202.0,IssuesEvent,2019-06-11 10:29:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.8.2.0 staging-993] Use Objects with ""Red"" Status",Medium Priority QA Staging,"Treasury: ![image](https://user-images.githubusercontent.com/45708377/59264808-995e2d80-8c4c-11e9-9eeb-2b8e5f7caf64.png) ![image](https://user-images.githubusercontent.com/45708377/59264820-9f540e80-8c4c-11e9-8a69-6f846e55d317.png) Registrar: ![image](https://user-images.githubusercontent.com/45708377/59261475-349fd480-8c46-11e9-9b89-b51bdb0acce1.png) ![image](https://user-images.githubusercontent.com/45708377/59261506-41242d00-8c46-11e9-8fbb-9fb097d122e7.png) Bank: ![image](https://user-images.githubusercontent.com/45708377/59261602-77fa4300-8c46-11e9-8302-7686afe54d74.png) ![image](https://user-images.githubusercontent.com/45708377/59261613-7a5c9d00-8c46-11e9-982e-a39b215ae27e.png) Contract Board: ![image](https://user-images.githubusercontent.com/45708377/59262444-e390e000-8c47-11e9-9c9e-6b5c5911d91b.png) ![image](https://user-images.githubusercontent.com/45708377/59262453-e8ee2a80-8c47-11e9-8221-3b76dde1bc12.png) Distribution Station: ![image](https://user-images.githubusercontent.com/45708377/59262594-2ce12f80-8c48-11e9-91d2-e51f9955ddbd.png) ![image](https://user-images.githubusercontent.com/45708377/59262601-2f438980-8c48-11e9-8015-a8763a1133a4.png) ",1.0,"[0.8.2.0 staging-993] Use Objects with ""Red"" Status - Treasury: ![image](https://user-images.githubusercontent.com/45708377/59264808-995e2d80-8c4c-11e9-9eeb-2b8e5f7caf64.png) ![image](https://user-images.githubusercontent.com/45708377/59264820-9f540e80-8c4c-11e9-8a69-6f846e55d317.png) Registrar: ![image](https://user-images.githubusercontent.com/45708377/59261475-349fd480-8c46-11e9-9b89-b51bdb0acce1.png) ![image](https://user-images.githubusercontent.com/45708377/59261506-41242d00-8c46-11e9-8fbb-9fb097d122e7.png) Bank: ![image](https://user-images.githubusercontent.com/45708377/59261602-77fa4300-8c46-11e9-8302-7686afe54d74.png) ![image](https://user-images.githubusercontent.com/45708377/59261613-7a5c9d00-8c46-11e9-982e-a39b215ae27e.png) Contract Board: ![image](https://user-images.githubusercontent.com/45708377/59262444-e390e000-8c47-11e9-9c9e-6b5c5911d91b.png) ![image](https://user-images.githubusercontent.com/45708377/59262453-e8ee2a80-8c47-11e9-8221-3b76dde1bc12.png) Distribution Station: ![image](https://user-images.githubusercontent.com/45708377/59262594-2ce12f80-8c48-11e9-91d2-e51f9955ddbd.png) ![image](https://user-images.githubusercontent.com/45708377/59262601-2f438980-8c48-11e9-8015-a8763a1133a4.png) ",1, use objects with red status treasury registrar bank contract board distribution station ,1 250660,7979640060.0,IssuesEvent,2018-07-17 22:39:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,AuthComponent.OwnerUser is slow to query now,Medium Priority,"In profiling this was appearing. It's been changed into a more complex calculation with the new auth changes, but many algorithms are relying on it being a fast query. Needs caching or storing some other way.",1.0,"AuthComponent.OwnerUser is slow to query now - In profiling this was appearing. It's been changed into a more complex calculation with the new auth changes, but many algorithms are relying on it being a fast query. Needs caching or storing some other way.",1,authcomponent owneruser is slow to query now in profiling this was appearing it s been changed into a more complex calculation with the new auth changes but many algorithms are relying on it being a fast query needs caching or storing some other way ,1 511001,14851423905.0,IssuesEvent,2021-01-18 06:52:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Incorrect room definition near Zero Point (volume increase and tier decrease),Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"**Version:** 0.8.3.2 beta **Steps to Reproduce:** 1. Make a room with all Tier 1 materials (Mortared Stone) 2. Make sure the room has ""Tier: 1"" in the bottom right. 3. Place a Mortared Stone stair block inside the room. **Expected behavior:** The room should remain all Tier 1, since the added block is still Tier 1 **Actual behavior:** Instead, the room value drops to 0.98 (depending on the room volume of course). **Do you have mods installed? Does issue happen when no mods are installed?:** Not using any mods.",1.0,"Incorrect room definition near Zero Point (volume increase and tier decrease) - **Version:** 0.8.3.2 beta **Steps to Reproduce:** 1. Make a room with all Tier 1 materials (Mortared Stone) 2. Make sure the room has ""Tier: 1"" in the bottom right. 3. Place a Mortared Stone stair block inside the room. **Expected behavior:** The room should remain all Tier 1, since the added block is still Tier 1 **Actual behavior:** Instead, the room value drops to 0.98 (depending on the room volume of course). **Do you have mods installed? Does issue happen when no mods are installed?:** Not using any mods.",1,incorrect room definition near zero point volume increase and tier decrease version beta steps to reproduce make a room with all tier materials mortared stone make sure the room has tier in the bottom right place a mortared stone stair block inside the room expected behavior the room should remain all tier since the added block is still tier actual behavior instead the room value drops to depending on the room volume of course do you have mods installed does issue happen when no mods are installed not using any mods ,1 443417,12794145597.0,IssuesEvent,2020-07-02 06:12:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1636] Law UI after #6326,Category: UI Priority: Medium,"- [ ] 1. Overlapping delete and expand buttons in section: ![image](https://user-images.githubusercontent.com/45708377/86319360-0ae49180-bc3d-11ea-9327-fa87efecc5a7.png) - [ ] 2. Wrong position for ""delete"" button in trigger: ![image](https://user-images.githubusercontent.com/45708377/86319805-08366c00-bc3e-11ea-85ed-60d67372b506.png) It has position like it should delete all triggers. so you need to move a little in red zone: ![image](https://user-images.githubusercontent.com/45708377/86319965-65cab880-bc3e-11ea-9638-644cd5bb7594.png) ![image](https://user-images.githubusercontent.com/45708377/86320012-8266f080-bc3e-11ea-8b96-e63d5285920b.png) - [ ] 3. Strange double ""-"" if mouseover None zone: ![image](https://user-images.githubusercontent.com/45708377/86320349-60ba3900-bc3f-11ea-8df4-b522d758f895.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them, so it make harder to delete this part. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/86320438-965f2200-bc3f-11ea-8c44-7664764357b1.png) ![image](https://user-images.githubusercontent.com/45708377/86320480-a5de6b00-bc3f-11ea-9669-41f46b88dc61.png) ![image](https://user-images.githubusercontent.com/45708377/86320518-b8f13b00-bc3f-11ea-85c1-41eddcd740dd.png) > * The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: > ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) - [ ] 5. Still hard to add if/then if I delete it: ![image](https://user-images.githubusercontent.com/45708377/86320761-35841980-bc40-11ea-82e6-c5b7c01d6399.png) Seems button is offsetted. I need to mouseover this to see it: ![image](https://user-images.githubusercontent.com/45708377/86320848-649a8b00-bc40-11ea-9e35-2d4e991fb850.png) - [ ] 6. Still an issue: > The 'Trigger Configs' are a special dynamically generated list that should be treated as a block of properties, and users cant add/remove elements from it. Use attributes on the list property that get propoagated to the client (follow other property attribute examples) to force the system to behave this way. ![image](https://user-images.githubusercontent.com/45708377/86321264-526d1c80-bc41-11ea-8620-855eed885207.png) - [ ] 7. When you write many words in section sescription then UI moves after pressing every ""space"": ![2020 07 02 Law UI moves](https://user-images.githubusercontent.com/45708377/86322445-aa0c8780-bc43-11ea-8c71-939b7867326c.gif) - [ ] 8. If you write a long string in section description it will have free space under it: ![image](https://user-images.githubusercontent.com/45708377/86322326-72054480-bc43-11ea-89cc-effc5052110e.png) - [ ] 9. Exclamation point is offsetted: ![image](https://user-images.githubusercontent.com/45708377/86322555-e2ac6100-bc43-11ea-8b95-74088c6ef940.png) ",1.0,"[0.9.0 staging-1636] Law UI after #6326 - - [ ] 1. Overlapping delete and expand buttons in section: ![image](https://user-images.githubusercontent.com/45708377/86319360-0ae49180-bc3d-11ea-9327-fa87efecc5a7.png) - [ ] 2. Wrong position for ""delete"" button in trigger: ![image](https://user-images.githubusercontent.com/45708377/86319805-08366c00-bc3e-11ea-85ed-60d67372b506.png) It has position like it should delete all triggers. so you need to move a little in red zone: ![image](https://user-images.githubusercontent.com/45708377/86319965-65cab880-bc3e-11ea-9638-644cd5bb7594.png) ![image](https://user-images.githubusercontent.com/45708377/86320012-8266f080-bc3e-11ea-8b96-e63d5285920b.png) - [ ] 3. Strange double ""-"" if mouseover None zone: ![image](https://user-images.githubusercontent.com/45708377/86320349-60ba3900-bc3f-11ea-8df4-b522d758f895.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them, so it make harder to delete this part. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/86320438-965f2200-bc3f-11ea-8c44-7664764357b1.png) ![image](https://user-images.githubusercontent.com/45708377/86320480-a5de6b00-bc3f-11ea-9669-41f46b88dc61.png) ![image](https://user-images.githubusercontent.com/45708377/86320518-b8f13b00-bc3f-11ea-85c1-41eddcd740dd.png) > * The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: > ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) - [ ] 5. Still hard to add if/then if I delete it: ![image](https://user-images.githubusercontent.com/45708377/86320761-35841980-bc40-11ea-82e6-c5b7c01d6399.png) Seems button is offsetted. I need to mouseover this to see it: ![image](https://user-images.githubusercontent.com/45708377/86320848-649a8b00-bc40-11ea-9e35-2d4e991fb850.png) - [ ] 6. Still an issue: > The 'Trigger Configs' are a special dynamically generated list that should be treated as a block of properties, and users cant add/remove elements from it. Use attributes on the list property that get propoagated to the client (follow other property attribute examples) to force the system to behave this way. ![image](https://user-images.githubusercontent.com/45708377/86321264-526d1c80-bc41-11ea-8620-855eed885207.png) - [ ] 7. When you write many words in section sescription then UI moves after pressing every ""space"": ![2020 07 02 Law UI moves](https://user-images.githubusercontent.com/45708377/86322445-aa0c8780-bc43-11ea-8c71-939b7867326c.gif) - [ ] 8. If you write a long string in section description it will have free space under it: ![image](https://user-images.githubusercontent.com/45708377/86322326-72054480-bc43-11ea-89cc-effc5052110e.png) - [ ] 9. Exclamation point is offsetted: ![image](https://user-images.githubusercontent.com/45708377/86322555-e2ac6100-bc43-11ea-8b95-74088c6ef940.png) ",1, law ui after overlapping delete and expand buttons in section wrong position for delete button in trigger it has position like it should delete all triggers so you need to move a little in red zone strange double if mouseover none zone a lot of es lie outside the zone to be removed so it’s difficult to remove them so it make harder to delete this part for example i want to delete trigger the best way is green you can always highlight yellow if you move the mouse quickly then most likely you will highlight red never still hard to add if then if i delete it seems button is offsetted i need to mouseover this to see it still an issue the trigger configs are a special dynamically generated list that should be treated as a block of properties and users cant add remove elements from it use attributes on the list property that get propoagated to the client follow other property attribute examples to force the system to behave this way when you write many words in section sescription then ui moves after pressing every space if you write a long string in section description it will have free space under it exclamation point is offsetted ,1 551554,16175956682.0,IssuesEvent,2021-05-03 06:48:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.2 Joining game from server browser does not go back to main menu screen,Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed,"text overlaps the browser, when joining from ""your worlds"" it correctly goes back to the main menu background ![image](https://user-images.githubusercontent.com/61889138/106326681-c70a4700-6274-11eb-84a7-33769946f7a6.png) ",1.0,"9.2 Joining game from server browser does not go back to main menu screen - text overlaps the browser, when joining from ""your worlds"" it correctly goes back to the main menu background ![image](https://user-images.githubusercontent.com/61889138/106326681-c70a4700-6274-11eb-84a7-33769946f7a6.png) ",1, joining game from server browser does not go back to main menu screen text overlaps the browser when joining from your worlds it correctly goes back to the main menu background ,1 543036,15876614572.0,IssuesEvent,2021-04-09 08:35:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.0 staging-1967] Residency in Ecopedia shows content for Constitution,Category: Ecopedia Priority: Medium Regression Squad: Redwood Status: Fixed,"In Ecopedia, the Residency entry shows some text for the constitution. I do not see this text in the Constitution entry, so will need to see where it is coming from. ![ResidencyEcopedia](https://user-images.githubusercontent.com/47330823/113066465-6c577380-916f-11eb-9e16-b3dd2e6389ef.png) ",1.0,"[0.9.3.0 staging-1967] Residency in Ecopedia shows content for Constitution - In Ecopedia, the Residency entry shows some text for the constitution. I do not see this text in the Constitution entry, so will need to see where it is coming from. ![ResidencyEcopedia](https://user-images.githubusercontent.com/47330823/113066465-6c577380-916f-11eb-9e16-b3dd2e6389ef.png) ",1, residency in ecopedia shows content for constitution in ecopedia the residency entry shows some text for the constitution i do not see this text in the constitution entry so will need to see where it is coming from ,1 221627,7393634459.0,IssuesEvent,2018-03-17 00:13:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Minimap property text isn't always updated,Medium Priority,"If you move from one property, straight into a directly adjacent property, the property text in the minimap is not updated.",1.0,"Minimap property text isn't always updated - If you move from one property, straight into a directly adjacent property, the property text in the minimap is not updated.",1,minimap property text isn t always updated if you move from one property straight into a directly adjacent property the property text in the minimap is not updated ,1 368931,10886191224.0,IssuesEvent,2019-11-18 12:01:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Water deletes Plants,Fixed Medium Priority,"**Version:** 0.8.0.5 beta **Steps to Reproduce:** Get a Pump and some Pipes pump water along a pipe and add more pipes to the sides a puddle of water appears (very buggy water with lots of vertex stitching errors) do this near some plants **Expected behavior:** plants will be under water and die some day when soil moisture gets too high **Actual behavior:** they instantly disappear **Do you have mods installed? Does issue happen when no mods are installed?:** no mods vanilla server before: https://i.imgur.com/0I9vIIF.jpg puddle of water forms: https://i.imgur.com/uv6dhqP.jpg plants are gone: https://i.imgur.com/EvojtDO.jpg Does not appear to happen on trees/cactus",1.0,"USER ISSUE: Water deletes Plants - **Version:** 0.8.0.5 beta **Steps to Reproduce:** Get a Pump and some Pipes pump water along a pipe and add more pipes to the sides a puddle of water appears (very buggy water with lots of vertex stitching errors) do this near some plants **Expected behavior:** plants will be under water and die some day when soil moisture gets too high **Actual behavior:** they instantly disappear **Do you have mods installed? Does issue happen when no mods are installed?:** no mods vanilla server before: https://i.imgur.com/0I9vIIF.jpg puddle of water forms: https://i.imgur.com/uv6dhqP.jpg plants are gone: https://i.imgur.com/EvojtDO.jpg Does not appear to happen on trees/cactus",1,user issue water deletes plants version beta steps to reproduce get a pump and some pipes pump water along a pipe and add more pipes to the sides a puddle of water appears very buggy water with lots of vertex stitching errors do this near some plants expected behavior plants will be under water and die some day when soil moisture gets too high actual behavior they instantly disappear do you have mods installed does issue happen when no mods are installed no mods vanilla server before puddle of water forms plants are gone does not appear to happen on trees cactus,1 405658,11880613408.0,IssuesEvent,2020-03-27 11:01:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Thank you for your Korean support, but I have another request.",Category: Localization Priority: Medium Status: Fixed,"If you enter a terminal vowel, ??????? There's a phenomenon that comes out. In the game, for example, This is what happens when you chat. ㅋㅋㅋㅋㅋㅋㅋ -> ??????? ㅎㅎㅎㅎㅎㅎㅎ -> ??????? 감사합니다ㅋㅋ -> 감사합니다 ?? 안녕하세요ㅎㅎ -> 안녕하세요 ?? Please check it out!",1.0,"Thank you for your Korean support, but I have another request. - If you enter a terminal vowel, ??????? There's a phenomenon that comes out. In the game, for example, This is what happens when you chat. ㅋㅋㅋㅋㅋㅋㅋ -> ??????? ㅎㅎㅎㅎㅎㅎㅎ -> ??????? 감사합니다ㅋㅋ -> 감사합니다 ?? 안녕하세요ㅎㅎ -> 안녕하세요 ?? Please check it out!",1,thank you for your korean support but i have another request if you enter a terminal vowel there s a phenomenon that comes out in the game for example this is what happens when you chat ㅋㅋㅋㅋㅋㅋㅋ ㅎㅎㅎㅎㅎㅎㅎ 감사합니다ㅋㅋ 감사합니다 안녕하세요ㅎㅎ 안녕하세요 please check it out ,1 447278,12887471406.0,IssuesEvent,2020-07-13 11:18:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Oil Refinery has significant issues,Category: Balance Priority: Medium,"During the most recent playtest, we have tracked the major source of over-pollution to the Oil Refinery. There are a few reasons for this: - Multiple refineries are running 24/7. With barrels being refunded 100%, we can setup a loop where the oil refineries run indefinitely as long as the labor as been added. - It is world object with the highest pollution - Late game we need a very large supply of Fiberglass & Epoxy for crafting circuits and other recipes, making a huge demand for products made from oil drilling Edit: This issue is designed to address the oil refinery loop. We have a separate issue for pollution.",1.0,"Oil Refinery has significant issues - During the most recent playtest, we have tracked the major source of over-pollution to the Oil Refinery. There are a few reasons for this: - Multiple refineries are running 24/7. With barrels being refunded 100%, we can setup a loop where the oil refineries run indefinitely as long as the labor as been added. - It is world object with the highest pollution - Late game we need a very large supply of Fiberglass & Epoxy for crafting circuits and other recipes, making a huge demand for products made from oil drilling Edit: This issue is designed to address the oil refinery loop. We have a separate issue for pollution.",1,oil refinery has significant issues during the most recent playtest we have tracked the major source of over pollution to the oil refinery there are a few reasons for this multiple refineries are running with barrels being refunded we can setup a loop where the oil refineries run indefinitely as long as the labor as been added it is world object with the highest pollution late game we need a very large supply of fiberglass epoxy for crafting circuits and other recipes making a huge demand for products made from oil drilling edit this issue is designed to address the oil refinery loop we have a separate issue for pollution ,1 441523,12719348502.0,IssuesEvent,2020-06-24 09:08:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1554] Possibility to change clothes color.,Category: UI Priority: Medium Status: Fixed Type: Regression Week Task,"May be just delete possibility to change clothes in Edit mode ![image](https://user-images.githubusercontent.com/45708377/82293583-73d9b800-99b5-11ea-922e-567233c5d238.png) instead deleting all tabs: ![image](https://user-images.githubusercontent.com/45708377/82293510-54db2600-99b5-11ea-9224-aff229b60e75.png) So you still can change clothes color.",1.0,"[0.9.0 staging-1554] Possibility to change clothes color. - May be just delete possibility to change clothes in Edit mode ![image](https://user-images.githubusercontent.com/45708377/82293583-73d9b800-99b5-11ea-922e-567233c5d238.png) instead deleting all tabs: ![image](https://user-images.githubusercontent.com/45708377/82293510-54db2600-99b5-11ea-9224-aff229b60e75.png) So you still can change clothes color.",1, possibility to change clothes color may be just delete possibility to change clothes in edit mode instead deleting all tabs so you still can change clothes color ,1 542472,15861043140.0,IssuesEvent,2021-04-08 09:51:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add switches to world object UI that allows you to turn them on and off. ,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed,Make it work on most objects. ,1.0,Add switches to world object UI that allows you to turn them on and off. - Make it work on most objects. ,1,add switches to world object ui that allows you to turn them on and off make it work on most objects ,1 282257,8704824184.0,IssuesEvent,2018-12-05 20:32:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Multiple currencies with the same name.,Medium Priority,"Currently in the game, you can mint 2 currencies with the exact same name. We decided to make a world wide currency called ""bitz"". Initially we backed it with gold. Later we decided to make one backed by torches then make a law limiting torch production. We called this new currency ""bitz"" as well. Our world now has to different currencies called ""bitz"". I'm not sure but i would assume that would cause problems when trying to use the /pay command. It also adds much confusion when people are trying to set up stores, exchanges, and contracts, as they aren't sure which currency to use. I have 2 requests: 1. Don't allow worlds to mint more than one currency with the exact same name 2. Add an Admin Chat Command to completely remove a specific currency. we have a small amount of gold backed bitz that none of us ever intend to use that we would just like gone.",1.0,"Multiple currencies with the same name. - Currently in the game, you can mint 2 currencies with the exact same name. We decided to make a world wide currency called ""bitz"". Initially we backed it with gold. Later we decided to make one backed by torches then make a law limiting torch production. We called this new currency ""bitz"" as well. Our world now has to different currencies called ""bitz"". I'm not sure but i would assume that would cause problems when trying to use the /pay command. It also adds much confusion when people are trying to set up stores, exchanges, and contracts, as they aren't sure which currency to use. I have 2 requests: 1. Don't allow worlds to mint more than one currency with the exact same name 2. Add an Admin Chat Command to completely remove a specific currency. we have a small amount of gold backed bitz that none of us ever intend to use that we would just like gone.",1,multiple currencies with the same name currently in the game you can mint currencies with the exact same name we decided to make a world wide currency called bitz initially we backed it with gold later we decided to make one backed by torches then make a law limiting torch production we called this new currency bitz as well our world now has to different currencies called bitz i m not sure but i would assume that would cause problems when trying to use the pay command it also adds much confusion when people are trying to set up stores exchanges and contracts as they aren t sure which currency to use i have requests don t allow worlds to mint more than one currency with the exact same name add an admin chat command to completely remove a specific currency we have a small amount of gold backed bitz that none of us ever intend to use that we would just like gone ,1 557599,16512637550.0,IssuesEvent,2021-05-26 06:57:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Black 'shadow' mesh planes appear in block geometry independent of block meshes.,Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed,"Not sure who is best to investigate solutions to this one since it's something fundamental with block meshes/chunks. These have been around for a long time now, and they are always annoying to see because there is nothing you can do to remove them from the art side-- they are something going wrong with the shadow mesh builder, or something else in code. Basically, little planes of black will extend beyond the interior of block meshes in various consistent (when a particular arrangement of blocks exists, it seems) spots. ![image](https://user-images.githubusercontent.com/14983165/95250523-14970b80-07cf-11eb-8f13-9d8864b28f18.png) ",1.0,"Black 'shadow' mesh planes appear in block geometry independent of block meshes. - Not sure who is best to investigate solutions to this one since it's something fundamental with block meshes/chunks. These have been around for a long time now, and they are always annoying to see because there is nothing you can do to remove them from the art side-- they are something going wrong with the shadow mesh builder, or something else in code. Basically, little planes of black will extend beyond the interior of block meshes in various consistent (when a particular arrangement of blocks exists, it seems) spots. ![image](https://user-images.githubusercontent.com/14983165/95250523-14970b80-07cf-11eb-8f13-9d8864b28f18.png) ",1,black shadow mesh planes appear in block geometry independent of block meshes not sure who is best to investigate solutions to this one since it s something fundamental with block meshes chunks these have been around for a long time now and they are always annoying to see because there is nothing you can do to remove them from the art side they are something going wrong with the shadow mesh builder or something else in code basically little planes of black will extend beyond the interior of block meshes in various consistent when a particular arrangement of blocks exists it seems spots ,1 206105,7108646402.0,IssuesEvent,2018-01-17 01:14:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Brodie Bug: Skill points icon too small,Feature Medium Priority,-the skill points icon is super small but is actually the #1 most important thing to do when starting. Make it a bigger deal and call to action.,1.0,Brodie Bug: Skill points icon too small - -the skill points icon is super small but is actually the #1 most important thing to do when starting. Make it a bigger deal and call to action.,1,brodie bug skill points icon too small the skill points icon is super small but is actually the most important thing to do when starting make it a bigger deal and call to action ,1 467343,13446230469.0,IssuesEvent,2020-09-08 12:40:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1488] Crash for investigation,Priority: Medium Status: Investigate,"1. It happened when I press Draft Law button: ``` erver encountered an exception: Exception: KeyNotFoundException Message:The given key was not present in the dictionary. Source:System.Collections.Immutable System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Core.Controller.ControllerManager.GetControllerInstanceInfo(IController controller) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Gameplay.Systems.ViewEditor.UpdateValidity(PropertyInfo prop, Object objParent) at Eco.Gameplay.Systems.ViewEditor.b__32_0() at Eco.Shared.View.SubscriptionsExtensions.SubscribeAndCall(ISubscriptions ss, IObservable s, String propname, Action changedCallback) at Eco.Gameplay.Systems.ViewEditor.Setup(User user, ISaveablePlugin toSave, String buttonText, String overrideTitle) at Eco.Gameplay.Systems.ViewEditor..ctor(User user, IController toEdit, ISaveablePlugin toSave, String buttonText, String overrideTitle, Type restrictToType, Boolean readOnly) at Eco.Gameplay.Systems.ViewEditor.Edit(User user, IController controller, ISaveablePlugin toSave, Action`1 onSubmit, String buttonText, String overrideTitle, String uiStyle, Type restrictToType, Boolean readOnly) at Eco.Gameplay.Components.CivicObjectComponent.Edit(Player player, Int32 index) ``` [Crash start to draft Law.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4394606/Crash.start.to.draft.Law.txt) 2. It happened when I placed Capitol (after reconnect after crash capitol was placed and working good.) ``` Server encountered an exception: Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: 7186 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: 7186 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Controller.ControllerManager.TryBindController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.AddPendingView(IController controller, IMvcNetClient client) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.AddPendingView(IController controller, IMvcNetClient client) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.GetChanges(IMvcNetClient client) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__61_0() ``` [Crash place capitol.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4394605/Crash.place.capitol.txt)",1.0,"[0.9.0 staging-1488] Crash for investigation - 1. It happened when I press Draft Law button: ``` erver encountered an exception: Exception: KeyNotFoundException Message:The given key was not present in the dictionary. Source:System.Collections.Immutable System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Immutable.ImmutableDictionary`2.get_Item(TKey key) at Eco.Core.Controller.ControllerManager.GetControllerInstanceInfo(IController controller) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Core.Controller.ControllerExtensions.SubscribeAllRecursive(ISubscriptions subs, IController controller, Action`2 changedCallback, Func`2 filter) at Eco.Gameplay.Systems.ViewEditor.UpdateValidity(PropertyInfo prop, Object objParent) at Eco.Gameplay.Systems.ViewEditor.b__32_0() at Eco.Shared.View.SubscriptionsExtensions.SubscribeAndCall(ISubscriptions ss, IObservable s, String propname, Action changedCallback) at Eco.Gameplay.Systems.ViewEditor.Setup(User user, ISaveablePlugin toSave, String buttonText, String overrideTitle) at Eco.Gameplay.Systems.ViewEditor..ctor(User user, IController toEdit, ISaveablePlugin toSave, String buttonText, String overrideTitle, Type restrictToType, Boolean readOnly) at Eco.Gameplay.Systems.ViewEditor.Edit(User user, IController controller, ISaveablePlugin toSave, Action`1 onSubmit, String buttonText, String overrideTitle, String uiStyle, Type restrictToType, Boolean readOnly) at Eco.Gameplay.Components.CivicObjectComponent.Edit(Player player, Int32 index) ``` [Crash start to draft Law.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4394606/Crash.start.to.draft.Law.txt) 2. It happened when I placed Capitol (after reconnect after crash capitol was placed and working good.) ``` Server encountered an exception: Exception: ArgumentException Message:An element with the same key but a different value already exists. Key: 7186 Source:System.Collections.Immutable System.ArgumentException: An element with the same key but a different value already exists. Key: 7186 at System.Collections.Immutable.ImmutableDictionary`2.HashBucket.Add(TKey key, TValue value, IEqualityComparer`1 keyOnlyComparer, IEqualityComparer`1 valueComparer, KeyCollisionBehavior behavior, OperationResult& result) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value, KeyCollisionBehavior behavior, MutationInput origin) at System.Collections.Immutable.ImmutableDictionary`2.Add(TKey key, TValue value) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Controller.ControllerManager.TryBindController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.AddPendingView(IController controller, IMvcNetClient client) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.AddPendingView(IController controller, IMvcNetClient client) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, IMvcNetClient boundClient) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Utils.EnumerableExtensions.ToBson(IEnumerable enumeration, INetClient client, Boolean doAllParams) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(IDictionary dictionary, INetClient client, Boolean useReflection) at Eco.Shared.Serialization.BsonManipulator.ToBson(Object val, INetClient client, Boolean useReflection) at Eco.Core.Controller.ControllerManager.PackageValue(IMvcNetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageMember(IMvcNetClient boundClient, IController controller, Int32 nameID) at Eco.Core.Controller.ControllerManager.GetChanges(IMvcNetClient client) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__61_0() ``` [Crash place capitol.txt](https://github.com/StrangeLoopGames/EcoIssues/files/4394605/Crash.place.capitol.txt)",1, crash for investigation it happened when i press draft law button erver encountered an exception exception keynotfoundexception message the given key was not present in the dictionary source system collections immutable system collections generic keynotfoundexception the given key was not present in the dictionary at system collections immutable immutabledictionary get item tkey key at eco core controller controllermanager getcontrollerinstanceinfo icontroller controller at eco core controller controllerextensions subscribeallrecursive isubscriptions subs icontroller controller action changedcallback func filter at eco core controller controllerextensions subscribeallrecursive isubscriptions subs icontroller controller action changedcallback func filter at eco core controller controllerextensions subscribeallrecursive isubscriptions subs icontroller controller action changedcallback func filter at eco gameplay systems vieweditor updatevalidity propertyinfo prop object objparent at eco gameplay systems vieweditor b at eco shared view subscriptionsextensions subscribeandcall isubscriptions ss iobservable s string propname action changedcallback at eco gameplay systems vieweditor setup user user isaveableplugin tosave string buttontext string overridetitle at eco gameplay systems vieweditor ctor user user icontroller toedit isaveableplugin tosave string buttontext string overridetitle type restricttotype boolean readonly at eco gameplay systems vieweditor edit user user icontroller controller isaveableplugin tosave action onsubmit string buttontext string overridetitle string uistyle type restricttotype boolean readonly at eco gameplay components civicobjectcomponent edit player player index it happened when i placed capitol after reconnect after crash capitol was placed and working good server encountered an exception exception argumentexception message an element with the same key but a different value already exists key source system collections immutable system argumentexception an element with the same key but a different value already exists key at system collections immutable immutabledictionary hashbucket add tkey key tvalue value iequalitycomparer keyonlycomparer iequalitycomparer valuecomparer keycollisionbehavior behavior operationresult result at system collections immutable immutabledictionary add tkey key tvalue value keycollisionbehavior behavior mutationinput origin at system collections immutable immutabledictionary add tkey key tvalue value at eco core utils immutablehelper applyimmutable t original func apply at eco core controller controllermanager trybindcontroller icontroller controller imvcnetclient boundclient at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco core controller controllermanager packagevalue imvcnetclient boundclient object value nameid at eco core controller controllermanager packagemember imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager addpendingview icontroller controller imvcnetclient client at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco core controller controllermanager packagevalue imvcnetclient boundclient object value nameid at eco core controller controllermanager packagemember imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager addpendingview icontroller controller imvcnetclient client at eco core controller controllermanager packagecontroller icontroller controller imvcnetclient boundclient at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared utils enumerableextensions tobson ienumerable enumeration inetclient client boolean doallparams at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson idictionary dictionary inetclient client boolean usereflection at eco shared serialization bsonmanipulator tobson object val inetclient client boolean usereflection at eco core controller controllermanager packagevalue imvcnetclient boundclient object value nameid at eco core controller controllermanager packagemember imvcnetclient boundclient icontroller controller nameid at eco core controller controllermanager getchanges imvcnetclient client at eco plugins networking client update at eco plugins networking client b ,1 426662,12377351272.0,IssuesEvent,2020-05-19 08:52:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hovering over ingredient shows work order tooltip instead of ingredient tooltip,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/82103849-80b28f00-96c9-11ea-8444-94e106e64fe9.png) On the right",1.0,"Hovering over ingredient shows work order tooltip instead of ingredient tooltip - ![image](https://user-images.githubusercontent.com/3536496/82103849-80b28f00-96c9-11ea-8444-94e106e64fe9.png) On the right",1,hovering over ingredient shows work order tooltip instead of ingredient tooltip on the right,1 360422,10688472165.0,IssuesEvent,2019-10-22 18:18:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,2D minimap should be able to display entire world,Feature Medium Priority,"![image](https://user-images.githubusercontent.com/14983165/66869964-54793900-ef55-11e9-870b-65f7e9f42f5b.png) One of the biggest advantages to being able to look at the world in 2D is to be able to view the entire thing at once, on-screen. This is not possible with the current system. When zooming out, currently the system automatically switches back to 3D. It also is very glitchy about loading unseen chunks of the world. Instead, the 2D view should load the whole world automatically and terminate it in the display at the edges. Edges will not be straight because the 2D view is currently 3D-- and this is fine. I think the map should eventually become a fully 2D map that is more polished, but for now, this is what I want to see when I zoom out: ![image](https://user-images.githubusercontent.com/14983165/66870729-f2213800-ef56-11e9-8a78-83234ebe795c.png) (pretending that the square is the entire world) ",1.0,"2D minimap should be able to display entire world - ![image](https://user-images.githubusercontent.com/14983165/66869964-54793900-ef55-11e9-870b-65f7e9f42f5b.png) One of the biggest advantages to being able to look at the world in 2D is to be able to view the entire thing at once, on-screen. This is not possible with the current system. When zooming out, currently the system automatically switches back to 3D. It also is very glitchy about loading unseen chunks of the world. Instead, the 2D view should load the whole world automatically and terminate it in the display at the edges. Edges will not be straight because the 2D view is currently 3D-- and this is fine. I think the map should eventually become a fully 2D map that is more polished, but for now, this is what I want to see when I zoom out: ![image](https://user-images.githubusercontent.com/14983165/66870729-f2213800-ef56-11e9-8a78-83234ebe795c.png) (pretending that the square is the entire world) ",1, minimap should be able to display entire world one of the biggest advantages to being able to look at the world in is to be able to view the entire thing at once on screen this is not possible with the current system when zooming out currently the system automatically switches back to it also is very glitchy about loading unseen chunks of the world instead the view should load the whole world automatically and terminate it in the display at the edges edges will not be straight because the view is currently and this is fine i think the map should eventually become a fully map that is more polished but for now this is what i want to see when i zoom out pretending that the square is the entire world ,1 254782,8093421966.0,IssuesEvent,2018-08-10 00:44:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Minimap gets resized all weird when zooming to a position,Medium Priority Needs Triage,"This happens the first time zooming to a position after recently opening/closing the settings panel. It might also happen similarly after resizing or re-positioning the minimap window. After this happens, the map image will be stretched or squished until the next time you resize or otherwise modify the window size. It kind of looks like a unity internal bug, similar to the resizing issues we were seeing before, where a recttransform is mysteriously reset to a recent state.",1.0,"Minimap gets resized all weird when zooming to a position - This happens the first time zooming to a position after recently opening/closing the settings panel. It might also happen similarly after resizing or re-positioning the minimap window. After this happens, the map image will be stretched or squished until the next time you resize or otherwise modify the window size. It kind of looks like a unity internal bug, similar to the resizing issues we were seeing before, where a recttransform is mysteriously reset to a recent state.",1,minimap gets resized all weird when zooming to a position this happens the first time zooming to a position after recently opening closing the settings panel it might also happen similarly after resizing or re positioning the minimap window after this happens the map image will be stretched or squished until the next time you resize or otherwise modify the window size it kind of looks like a unity internal bug similar to the resizing issues we were seeing before where a recttransform is mysteriously reset to a recent state ,1 219132,7333384591.0,IssuesEvent,2018-03-05 19:14:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Carts Underground,Medium Priority,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** 1. Use a cart underground where the ceiling is 4 high 2. mine a little, or look away, walk around, look back 3. Watch cart move around/wobble or listen to cart moving sounds. Cart sometimes disappears, moves to above ground. **Expected behavior:** - Cart sits nice and still where it was stopped **Actual behavior:** - Cart wobbles around, and teleports above ground.",1.0,"USER ISSUE: Carts Underground - **Version:** 0.7.1.0 beta **Steps to Reproduce:** 1. Use a cart underground where the ceiling is 4 high 2. mine a little, or look away, walk around, look back 3. Watch cart move around/wobble or listen to cart moving sounds. Cart sometimes disappears, moves to above ground. **Expected behavior:** - Cart sits nice and still where it was stopped **Actual behavior:** - Cart wobbles around, and teleports above ground.",1,user issue carts underground version beta steps to reproduce use a cart underground where the ceiling is high mine a little or look away walk around look back watch cart move around wobble or listen to cart moving sounds cart sometimes disappears moves to above ground expected behavior cart sits nice and still where it was stopped actual behavior cart wobbles around and teleports above ground ,1 550664,16129474615.0,IssuesEvent,2021-04-29 00:42:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"develop pipeline uploading to staging bucket, needs own bucket",Category: DevOps Priority: Medium Squad: Lattice Mushroom,"develop pipeline might be pushing strange builds to staging buckets https://jks.strangeloopgames.com/job/Eco%20Develop/ staging bucket is available on production, so need to put those in a different bucket",1.0,"develop pipeline uploading to staging bucket, needs own bucket - develop pipeline might be pushing strange builds to staging buckets https://jks.strangeloopgames.com/job/Eco%20Develop/ staging bucket is available on production, so need to put those in a different bucket",1,develop pipeline uploading to staging bucket needs own bucket develop pipeline might be pushing strange builds to staging buckets staging bucket is available on production so need to put those in a different bucket,1 237259,7757926565.0,IssuesEvent,2018-05-31 17:54:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.4.6 SkidSteer can't owned by user.,Medium Priority,"Game version 0.7.4.6 1. build a SkidSteer 2. put her on the ground 3. open it (press the ""E"" key) 4. We see in the top the mark ""Owned by ."" 5. Any player can use this SkidSteer because he has no owner. ![20180528210710_1](https://user-images.githubusercontent.com/1098421/40626840-d8b4e748-62c3-11e8-8a35-ed1d1b59dc0e.jpg)",1.0,"0.7.4.6 SkidSteer can't owned by user. - Game version 0.7.4.6 1. build a SkidSteer 2. put her on the ground 3. open it (press the ""E"" key) 4. We see in the top the mark ""Owned by ."" 5. Any player can use this SkidSteer because he has no owner. ![20180528210710_1](https://user-images.githubusercontent.com/1098421/40626840-d8b4e748-62c3-11e8-8a35-ed1d1b59dc0e.jpg)",1, skidsteer can t owned by user game version build a skidsteer put her on the ground open it press the e key we see in the top the mark owned by any player can use this skidsteer because he has no owner ,1 408379,11946126385.0,IssuesEvent,2020-04-03 07:30:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,IPersistentData for items with credit component,Priority: Medium Status: Fixed,"Objects like store and capitol already marked as persistent data in the tech tree, but it's still needed to be done for others (all crafting stations in particular). When you update the tree and rebuild server, second-hand workbenches will start to look like this: ![image](https://user-images.githubusercontent.com/56091594/78184674-87b37400-7472-11ea-9ec5-36129c3e3763.png) ",1.0,"IPersistentData for items with credit component - Objects like store and capitol already marked as persistent data in the tech tree, but it's still needed to be done for others (all crafting stations in particular). When you update the tree and rebuild server, second-hand workbenches will start to look like this: ![image](https://user-images.githubusercontent.com/56091594/78184674-87b37400-7472-11ea-9ec5-36129c3e3763.png) ",1,ipersistentdata for items with credit component objects like store and capitol already marked as persistent data in the tech tree but it s still needed to be done for others all crafting stations in particular when you update the tree and rebuild server second hand workbenches will start to look like this ,1 307145,9414230270.0,IssuesEvent,2019-04-10 09:39:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.6 USER ISSUE: you cannot easy remove huckleberry bush,Medium Priority,"**Version:** 0.7.6.0 beta staging-d839db67 Only one way - get shovel and dig block under bush! (or place block over bush) ![20180713212400_1](https://user-images.githubusercontent.com/4980243/42709018-b841cc22-86e7-11e8-80f3-c5571c277cdf.jpg) ",1.0,"0.7.6 USER ISSUE: you cannot easy remove huckleberry bush - **Version:** 0.7.6.0 beta staging-d839db67 Only one way - get shovel and dig block under bush! (or place block over bush) ![20180713212400_1](https://user-images.githubusercontent.com/4980243/42709018-b841cc22-86e7-11e8-80f3-c5571c277cdf.jpg) ",1, user issue you cannot easy remove huckleberry bush version beta staging only one way get shovel and dig block under bush or place block over bush ,1 380844,11271084060.0,IssuesEvent,2020-01-14 12:18:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Ramp disappearing in own territory: Invisible, not functioning as ramp ",Priority: Medium,"**Version:** 0.7.4.6 beta **Steps to Reproduce:** 1. Dirt ramp placed (long time ago, own territory) 2. Dirt ramp disappeared: Not functioning as ramp and invisible, no actions by players with rights to property **Expected behavior:** 1.) ramp existing 2.) building of new ramp possible **Actual behavior:** 1.) ramp invisible 2.) No use via carts and other vehicles possible 3.) Building in area of the ramp blocked: no more building/replacing details> Log File(...previous log truncated...) a14c2a2baa3940d0969f235d02df648a>:0 at MinimapUI.OnDisable () [0x00025] in :0 UnityEngine.Object:Destroy(Object, Single) UnityEngine.Object:Destroy(Object) UI.UIManager:Destroy(GameObject) UI.UIManager:CloseAll() Player:OnDestroy() (Filename: Line: 0) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filen",1.0,"USER ISSUE: Ramp disappearing in own territory: Invisible, not functioning as ramp - **Version:** 0.7.4.6 beta **Steps to Reproduce:** 1. Dirt ramp placed (long time ago, own territory) 2. Dirt ramp disappeared: Not functioning as ramp and invisible, no actions by players with rights to property **Expected behavior:** 1.) ramp existing 2.) building of new ramp possible **Actual behavior:** 1.) ramp invisible 2.) No use via carts and other vehicles possible 3.) Building in area of the ramp blocked: no more building/replacing details> Log File(...previous log truncated...) a14c2a2baa3940d0969f235d02df648a>:0 at MinimapUI.OnDisable () [0x00025] in :0 UnityEngine.Object:Destroy(Object, Single) UnityEngine.Object:Destroy(Object) UI.UIManager:Destroy(GameObject) UI.UIManager:CloseAll() Player:OnDestroy() (Filename: Line: 0) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filen",1,user issue ramp disappearing in own territory invisible not functioning as ramp version beta steps to reproduce dirt ramp placed long time ago own territory dirt ramp disappeared not functioning as ramp and invisible no actions by players with rights to property expected behavior ramp existing building of new ramp possible actual behavior ramp invisible no use via carts and other vehicles possible building in area of the ramp blocked no more building replacing details log file previous log truncated at minimapui ondisable in unityengine object destroy object single unityengine object destroy object ui uimanager destroy gameobject ui uimanager closeall player ondestroy filename line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filen,1 221433,7388202311.0,IssuesEvent,2018-03-16 01:10:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Deposit into a container for a contract and remove your marchandise before validating job,Medium Priority,"**Version:** 0.7.2.4 beta **Steps to Reproduce:** 1. Create a contract ""Put into a container"". 2. Put the marchandise into the container. 3. Remove the marchandise. 4. Valid the job -> success. **Expected behavior:** See above **Actual behavior:** See above",1.0,"USER ISSUE: Deposit into a container for a contract and remove your marchandise before validating job - **Version:** 0.7.2.4 beta **Steps to Reproduce:** 1. Create a contract ""Put into a container"". 2. Put the marchandise into the container. 3. Remove the marchandise. 4. Valid the job -> success. **Expected behavior:** See above **Actual behavior:** See above",1,user issue deposit into a container for a contract and remove your marchandise before validating job version beta steps to reproduce create a contract put into a container put the marchandise into the container remove the marchandise valid the job success expected behavior see above actual behavior see above,1 516313,14979145095.0,IssuesEvent,2021-01-28 11:49:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.9.2 release-144] ""Ping Pong"" with another player",Category: Gameplay Priority: Medium Type: Bug,"Step to reproduce: - first player stays in one position and doesn't do anything - second player tries to interact with first player in 3rd person view: https://drive.google.com/file/d/15IweQX4DYIAFV-WBuQOp6VrkPYwpMVw4/view?usp=sharing",1.0,"[0.9.2 release-144] ""Ping Pong"" with another player - Step to reproduce: - first player stays in one position and doesn't do anything - second player tries to interact with first player in 3rd person view: https://drive.google.com/file/d/15IweQX4DYIAFV-WBuQOp6VrkPYwpMVw4/view?usp=sharing",1, ping pong with another player step to reproduce first player stays in one position and doesn t do anything second player tries to interact with first player in person view ,1 381220,11275129112.0,IssuesEvent,2020-01-14 20:04:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Default hosted world creates many strange admin users for world.,Priority: Medium,"The default world save for v8.3.0 is supposed to add certain devs as admins to all worlds. But it is adding long list of users that are not devs. Should just add slg154238 ",1.0,"Default hosted world creates many strange admin users for world. - The default world save for v8.3.0 is supposed to add certain devs as admins to all worlds. But it is adding long list of users that are not devs. Should just add slg154238 ",1,default hosted world creates many strange admin users for world the default world save for is supposed to add certain devs as admins to all worlds but it is adding long list of users that are not devs should just add ,1 445533,12832265482.0,IssuesEvent,2020-07-07 07:21:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Default biome percentages need to be adjusted in WorldGenerator.eco,Category: Balance Priority: Medium Status: Fixed Week Task,"With the fixes to world generation, we need to readjust the biome percentages in the server configs. The oceans are far too big, and the total non-grassland biome percentage is greater than 100%. Refer to Keegan's biome planning document for the intended percentages.",1.0,"Default biome percentages need to be adjusted in WorldGenerator.eco - With the fixes to world generation, we need to readjust the biome percentages in the server configs. The oceans are far too big, and the total non-grassland biome percentage is greater than 100%. Refer to Keegan's biome planning document for the intended percentages.",1,default biome percentages need to be adjusted in worldgenerator eco with the fixes to world generation we need to readjust the biome percentages in the server configs the oceans are far too big and the total non grassland biome percentage is greater than refer to keegan s biome planning document for the intended percentages ,1 417444,12165893179.0,IssuesEvent,2020-04-27 08:21:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1401] Store UI,Priority: Medium Status: Fixed Week Task,"- [x] 1. Column names display are incorrect. Or all on the left: ![image](https://user-images.githubusercontent.com/45708377/74429611-5d7b0800-4e6c-11ea-8918-cdb7af0cc5fa.png) or may be all center. - [x] 2. need center by height: ![image](https://user-images.githubusercontent.com/45708377/74429804-b34fb000-4e6c-11ea-9ec7-6d6ef5e84f63.png) - [x] 3. Add distance to first item: ![image](https://user-images.githubusercontent.com/45708377/74430008-10e3fc80-4e6d-11ea-9d06-e29f47f01c40.png) ",1.0,"[0.9.0 staging-1401] Store UI - - [x] 1. Column names display are incorrect. Or all on the left: ![image](https://user-images.githubusercontent.com/45708377/74429611-5d7b0800-4e6c-11ea-8918-cdb7af0cc5fa.png) or may be all center. - [x] 2. need center by height: ![image](https://user-images.githubusercontent.com/45708377/74429804-b34fb000-4e6c-11ea-9ec7-6d6ef5e84f63.png) - [x] 3. Add distance to first item: ![image](https://user-images.githubusercontent.com/45708377/74430008-10e3fc80-4e6d-11ea-9d06-e29f47f01c40.png) ",1, store ui column names display are incorrect or all on the left or may be all center need center by height add distance to first item ,1 307100,9414188789.0,IssuesEvent,2019-04-10 09:34:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Duplicating content in bug report.,Medium Priority,"Client generated bug reports have duplicate ""Actual behavior:"" into ""Do you have mods installed? Does issue happen when no mods are installed?:"" ![default](https://user-images.githubusercontent.com/4980243/50781581-c893fb80-12b6-11e9-8567-676b1ce9e7aa.png) ![default](https://user-images.githubusercontent.com/4980243/50781598-d5b0ea80-12b6-11e9-87a3-6905c26e344a.png) e.g. happens on > Connection Failed https://github.com/StrangeLoopGames/EcoIssues/issues/10497 Looks partially refer to https://github.com/StrangeLoopGames/EcoIssues/issues/10012 And maybe question about mods need to be added into client bugreport interface?",1.0,"Duplicating content in bug report. - Client generated bug reports have duplicate ""Actual behavior:"" into ""Do you have mods installed? Does issue happen when no mods are installed?:"" ![default](https://user-images.githubusercontent.com/4980243/50781581-c893fb80-12b6-11e9-8567-676b1ce9e7aa.png) ![default](https://user-images.githubusercontent.com/4980243/50781598-d5b0ea80-12b6-11e9-87a3-6905c26e344a.png) e.g. happens on > Connection Failed https://github.com/StrangeLoopGames/EcoIssues/issues/10497 Looks partially refer to https://github.com/StrangeLoopGames/EcoIssues/issues/10012 And maybe question about mods need to be added into client bugreport interface?",1,duplicating content in bug report client generated bug reports have duplicate actual behavior into do you have mods installed does issue happen when no mods are installed e g happens on connection failed looks partially refer to and maybe question about mods need to be added into client bugreport interface ,1 509016,14710734339.0,IssuesEvent,2021-01-05 05:57:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Linking Steam to SLG doesn't work for a user,Category: Accounts Priority: Medium,"`Doesnt link slg and steam account. Writes You do not own Eco, while the game was bought on Steam several years ago. I would like to link and change the icon. User ID: slg187377 Steam ID: STEAM_0:0:29674335 (SteamID64: 76561198019614398)`",1.0,"Linking Steam to SLG doesn't work for a user - `Doesnt link slg and steam account. Writes You do not own Eco, while the game was bought on Steam several years ago. I would like to link and change the icon. User ID: slg187377 Steam ID: STEAM_0:0:29674335 (SteamID64: 76561198019614398)`",1,linking steam to slg doesn t work for a user doesnt link slg and steam account writes you do not own eco while the game was bought on steam several years ago i would like to link and change the icon user id steam id steam ,1 246526,7895387393.0,IssuesEvent,2018-06-29 02:57:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add a README linking to the Issues page of this project,Medium Priority,"It's pretty easy to visit the base page for the EcoIssues Github project and not realize that all of the actual content is tucked away under the ""Issues"" tab, since it prominently says that the repository is empty. A README with just a link to https://github.com/StrangeLoopGames/EcoIssues/issues would be trivial to add and would solve the issue completely.",1.0,"Add a README linking to the Issues page of this project - It's pretty easy to visit the base page for the EcoIssues Github project and not realize that all of the actual content is tucked away under the ""Issues"" tab, since it prominently says that the repository is empty. A README with just a link to https://github.com/StrangeLoopGames/EcoIssues/issues would be trivial to add and would solve the issue completely.",1,add a readme linking to the issues page of this project it s pretty easy to visit the base page for the ecoissues github project and not realize that all of the actual content is tucked away under the issues tab since it prominently says that the repository is empty a readme with just a link to would be trivial to add and would solve the issue completely ,1 440316,12697696054.0,IssuesEvent,2020-06-22 12:16:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1534] Freezes in game,Priority: Medium Status: Fixed Week Task,"look on grass: https://drive.google.com/file/d/15JKcINrJzRsdFKgZ8Ozj3Zoemn-mP-3o/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4563842/Player.log) and I have mini freezes when just play. It was fixed afret relog.",1.0,"[0.9.0 staging-1534] Freezes in game - look on grass: https://drive.google.com/file/d/15JKcINrJzRsdFKgZ8Ozj3Zoemn-mP-3o/view?usp=sharing [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4563842/Player.log) and I have mini freezes when just play. It was fixed afret relog.",1, freezes in game look on grass and i have mini freezes when just play it was fixed afret relog ,1 564659,16738204029.0,IssuesEvent,2021-06-11 06:23:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 staging-1995] No network object provided to call RPC on it,Category: Tech Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"#21382 seems was not fully fixed or was broken again. Not critical because it appears when the Quit button is pressed. Step to reproduce: - start game. - connect to any server. - disconnect from the server to Title Screen - Press Quit. - have ArgumentException and 2 NREs: ``` ArgumentException: No network object provided to call RPC on it Parameter name: obj at Eco.Shared.Networking.RPCManager.DoCall (System.String methodname, Eco.Shared.Networking.INetObject obj, Eco.Shared.Networking.RPCManager+AwaitedQuery query, Eco.Shared.Networking.INetClient target, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectExtensions.RPC[T] (Eco.Shared.Networking.INetObject netObj, System.String method, System.Action`1[T] callback, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.HttpWebRequest.set_UserAgent (System.String value) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.Unsubscribe (Eco.Shared.View.IPropertySubscription subscription) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at BiomeTracker.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ``` NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.View.PropertySubscriptionBase.Unsubscribe () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ``` NullReferenceException: Object reference not set to an instance of an object. at Eco.Audio.UISoundController.get_obj () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Audio.UISoundController.SetLevelUp () [0x00000] in <00000000000000000000000000000000>:0 at LevelUpSequence.Go () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568431/Player.log) ",1.0,"[0.9.4 staging-1995] No network object provided to call RPC on it - #21382 seems was not fully fixed or was broken again. Not critical because it appears when the Quit button is pressed. Step to reproduce: - start game. - connect to any server. - disconnect from the server to Title Screen - Press Quit. - have ArgumentException and 2 NREs: ``` ArgumentException: No network object provided to call RPC on it Parameter name: obj at Eco.Shared.Networking.RPCManager.DoCall (System.String methodname, Eco.Shared.Networking.INetObject obj, Eco.Shared.Networking.RPCManager+AwaitedQuery query, Eco.Shared.Networking.INetClient target, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObjectExtensions.RPC[T] (Eco.Shared.Networking.INetObject netObj, System.String method, System.Action`1[T] callback, System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.HttpWebRequest.set_UserAgent (System.String value) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.View.Unsubscribe (Eco.Shared.View.IPropertySubscription subscription) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at BiomeTracker.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ``` NullReferenceException: Object reference not set to an instance of an object. at Eco.Shared.View.PropertySubscriptionBase.Unsubscribe () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Utils.MathParser.OperatorNode.get_OperationName () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.View.SubscriptionsExtensions.UnsubscribeAll (Eco.Shared.View.ISubscriptions ss, System.Boolean release) [0x00000] in <00000000000000000000000000000000>:0 at EcoEngine.Subscription.MonoBehaviourSubscriptionsExtensions+<>c.b__0_0 (EcoEngine.Subscription.IMonoBehaviourSubscriptions comp) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityUtilsComponent.ForEachComponentInChildren[TComponent] (UnityEngine.GameObject obj, System.Boolean includeInactive, System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` ``` NullReferenceException: Object reference not set to an instance of an object. at Eco.Audio.UISoundController.get_obj () [0x00000] in <00000000000000000000000000000000>:0 at Eco.Audio.UISoundController.SetLevelUp () [0x00000] in <00000000000000000000000000000000>:0 at LevelUpSequence.Go () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/6568431/Player.log) ",1, no network object provided to call rpc on it seems was not fully fixed or was broken again not critical because it appears when the quit button is pressed step to reproduce start game connect to any server disconnect from the server to title screen press quit have argumentexception and nres argumentexception no network object provided to call rpc on it parameter name obj at eco shared networking rpcmanager docall system string methodname eco shared networking inetobject obj eco shared networking rpcmanager awaitedquery query eco shared networking inetclient target system object args in at eco shared networking netobjectextensions rpc eco shared networking inetobject netobj system string method system action callback system object args in at system net httpwebrequest set useragent system string value in at eco shared view view unsubscribe eco shared view ipropertysubscription subscription in at eco shared utils mathparser operatornode get operationname in at eco shared view subscriptionsextensions unsubscribeall eco shared view isubscriptions ss system boolean release in at ecoengine subscription monobehavioursubscriptionsextensions c b ecoengine subscription imonobehavioursubscriptions comp in at system action invoke t obj in at unityutilscomponent foreachcomponentinchildren unityengine gameobject obj system boolean includeinactive system action action in at biometracker ondestroy in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object nullreferenceexception object reference not set to an instance of an object at eco shared view propertysubscriptionbase unsubscribe in at eco shared utils mathparser operatornode get operationname in at eco shared view subscriptionsextensions unsubscribeall eco shared view isubscriptions ss system boolean release in at ecoengine subscription monobehavioursubscriptionsextensions c b ecoengine subscription imonobehavioursubscriptions comp in at system action invoke t obj in at unityutilscomponent foreachcomponentinchildren unityengine gameobject obj system boolean includeinactive system action action in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object nullreferenceexception object reference not set to an instance of an object at eco audio uisoundcontroller get obj in at eco audio uisoundcontroller setlevelup in at levelupsequence go in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 210588,7191269573.0,IssuesEvent,2018-02-02 20:20:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Room Volume Size = Volume Size of whole house. ?,Medium Priority,"**Version:** 0.6.4.2 alpha **Steps to Reproduce:** Make a room upstairs check size then make a room down stairs lead to by steps that is little bigger, check size of the volume of each room they will be same means the room volume size is size of the hole house we are on the Wisconsin server that's setup for single player and small groups. we checked all of our homes they all report room volume as the total volume of the whole house not sure if this was intended or not but if so then name of room volume should be changed to house volume. ? ",1.0,"USER ISSUE: Room Volume Size = Volume Size of whole house. ? - **Version:** 0.6.4.2 alpha **Steps to Reproduce:** Make a room upstairs check size then make a room down stairs lead to by steps that is little bigger, check size of the volume of each room they will be same means the room volume size is size of the hole house we are on the Wisconsin server that's setup for single player and small groups. we checked all of our homes they all report room volume as the total volume of the whole house not sure if this was intended or not but if so then name of room volume should be changed to house volume. ? ",1,user issue room volume size volume size of whole house version alpha steps to reproduce make a room upstairs check size then make a room down stairs lead to by steps that is little bigger check size of the volume of each room they will be same means the room volume size is size of the hole house we are on the wisconsin server that s setup for single player and small groups we checked all of our homes they all report room volume as the total volume of the whole house not sure if this was intended or not but if so then name of room volume should be changed to house volume ,1 420766,12243754469.0,IssuesEvent,2020-05-05 09:49:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1539] Sleep doesn't finish the order and multiply pollution,Priority: Medium,"1. Place a blast and make an oeder for 1 hour ![bandicam 2020-05-05 14-26-42-842](https://user-images.githubusercontent.com/27898520/81052785-81833e00-8edd-11ea-8744-c89a8a3e9360.jpg) So we know, that our blast will make 3.6 ppm for that hour 2. Go to sleep for an hour or little more ![bandicam 2020-05-05 14-26-59-948](https://user-images.githubusercontent.com/27898520/81052890-b2fc0980-8edd-11ea-99a8-44d9fffba6cf.jpg) 3. Wake up and see what you have on your blast Expected: order is finished and pollution is +3.6 ppm Actual: 1) Order is not finished visually, it still have timer on and looks like it's trying to finish itself very fast, though time bar will show conplited status ![bandicam 2020-05-05 14-47-18-208](https://user-images.githubusercontent.com/27898520/81053996-6adde680-8edf-11ea-95b0-2aeb1c851128.jpg) 2) Pollution is > 10 ppm ![bandicam 2020-05-05 14-27-43-356](https://user-images.githubusercontent.com/27898520/81054089-95c83a80-8edf-11ea-9811-f2d6e97b1abb.jpg) ",1.0,"[0.9.0 staging-1539] Sleep doesn't finish the order and multiply pollution - 1. Place a blast and make an oeder for 1 hour ![bandicam 2020-05-05 14-26-42-842](https://user-images.githubusercontent.com/27898520/81052785-81833e00-8edd-11ea-8744-c89a8a3e9360.jpg) So we know, that our blast will make 3.6 ppm for that hour 2. Go to sleep for an hour or little more ![bandicam 2020-05-05 14-26-59-948](https://user-images.githubusercontent.com/27898520/81052890-b2fc0980-8edd-11ea-99a8-44d9fffba6cf.jpg) 3. Wake up and see what you have on your blast Expected: order is finished and pollution is +3.6 ppm Actual: 1) Order is not finished visually, it still have timer on and looks like it's trying to finish itself very fast, though time bar will show conplited status ![bandicam 2020-05-05 14-47-18-208](https://user-images.githubusercontent.com/27898520/81053996-6adde680-8edf-11ea-95b0-2aeb1c851128.jpg) 2) Pollution is > 10 ppm ![bandicam 2020-05-05 14-27-43-356](https://user-images.githubusercontent.com/27898520/81054089-95c83a80-8edf-11ea-9811-f2d6e97b1abb.jpg) ",1, sleep doesn t finish the order and multiply pollution place a blast and make an oeder for hour so we know that our blast will make ppm for that hour go to sleep for an hour or little more wake up and see what you have on your blast expected order is finished and pollution is ppm actual order is not finished visually it still have timer on and looks like it s trying to finish itself very fast though time bar will show conplited status pollution is ppm ,1 556172,16476718002.0,IssuesEvent,2021-05-24 06:37:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Make BSONObject use a dictionary,Category: Optimization Priority: Medium Squad: Pumpkin,"For some reason this foundational class searches through keys everytime instead of using a simple dictionary. It likely has a significant effect on performance. ![image](https://user-images.githubusercontent.com/3536496/90457790-649c0080-e0b1-11ea-86f0-417b2ee4f4f4.png) ![image](https://user-images.githubusercontent.com/3536496/90457833-82696580-e0b1-11ea-8b27-d29e7bb5a082.png) ",1.0,"Make BSONObject use a dictionary - For some reason this foundational class searches through keys everytime instead of using a simple dictionary. It likely has a significant effect on performance. ![image](https://user-images.githubusercontent.com/3536496/90457790-649c0080-e0b1-11ea-86f0-417b2ee4f4f4.png) ![image](https://user-images.githubusercontent.com/3536496/90457833-82696580-e0b1-11ea-8b27-d29e7bb5a082.png) ",1,make bsonobject use a dictionary for some reason this foundational class searches through keys everytime instead of using a simple dictionary it likely has a significant effect on performance ,1 376791,11156682680.0,IssuesEvent,2019-12-25 08:32:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"When I split a room in half, room detection was not happy",Medium Priority,"I had a big room, then added a divider wall to divide it in two. At this point, room detection did not seem to detect that there were now two rooms. Then I placed a chair in one of the rooms, and this seemed to cause that half of the room to become the 'real' room, and the other half of the room disappeared and did not count as a room anymore. Triggering a refresh on the other half of the room by placing and picking up a block in a window space over there fixed it again.",1.0,"When I split a room in half, room detection was not happy - I had a big room, then added a divider wall to divide it in two. At this point, room detection did not seem to detect that there were now two rooms. Then I placed a chair in one of the rooms, and this seemed to cause that half of the room to become the 'real' room, and the other half of the room disappeared and did not count as a room anymore. Triggering a refresh on the other half of the room by placing and picking up a block in a window space over there fixed it again.",1,when i split a room in half room detection was not happy i had a big room then added a divider wall to divide it in two at this point room detection did not seem to detect that there were now two rooms then i placed a chair in one of the rooms and this seemed to cause that half of the room to become the real room and the other half of the room disappeared and did not count as a room anymore triggering a refresh on the other half of the room by placing and picking up a block in a window space over there fixed it again ,1 452086,13045885660.0,IssuesEvent,2020-07-29 08:05:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1678] NullReferenceException in WorkParty gear buttons.,Category: Tech Priority: Medium Status: Fixed,"press here: ![image](https://user-images.githubusercontent.com/45708377/88381985-35df8280-cdb0-11ea-9531-0ada3160ef7b.png) ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.EditableTitleControl.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].OpenUI (System.String uiName, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) GenericClient`1:OpenUI(String, BSONObject) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) System.Func`3:Invoke(T1, T2) Eco.Shared.Networking.RPCManager:TryInvoke(INetClient, Object, String, BSONArray, Object&) Eco.Shared.Networking.RPCManager:InvokeOn(INetClient, BSONObject, Object, String) Eco.Shared.Networking.RPCManager:HandleReceiveRPC(INetClient, BSONObject) NetworkManager:Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetworkClient:TryReceivePacket() ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() Unity.Entities.WithCodeAction:Invoke() ```",1.0,"[0.9.0 staging-1678] NullReferenceException in WorkParty gear buttons. - press here: ![image](https://user-images.githubusercontent.com/45708377/88381985-35df8280-cdb0-11ea-9531-0ada3160ef7b.png) ``` NullReferenceException: Object reference not set to an instance of an object. at Assets.UI.Scripts.EditableTitleControl.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].OpenUI (System.String uiName, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.LambdaSingleJobDescriptionConstructionMethods+WithCodeAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(T) UI.UIManager:Open(String, BSONObject, UILayer) GenericClient`1:OpenUI(String, BSONObject) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) System.Func`3:Invoke(T1, T2) Eco.Shared.Networking.RPCManager:TryInvoke(INetClient, Object, String, BSONArray, Object&) Eco.Shared.Networking.RPCManager:InvokeOn(INetClient, BSONObject, Object, String) Eco.Shared.Networking.RPCManager:HandleReceiveRPC(INetClient, BSONObject) NetworkManager:Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetworkClient:TryReceivePacket() ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) NetworkManager:OnTimeLimitedUpdate(TimeLimit) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() Unity.Entities.WithCodeAction:Invoke() ```",1, nullreferenceexception in workparty gear buttons press here nullreferenceexception object reference not set to an instance of an object at assets ui scripts editabletitlecontrol ondisable in at unityengine object instantiate t original in at ui uimanager open system string guiname eco shared serialization bsonobject bson ui uilayer layer in at genericclient openui system string uiname eco shared serialization bsonobject bsonobj in at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at system func invoke in at eco shared networking rpcmanager tryinvoke eco shared networking inetclient client system object target system string methodname eco shared serialization bsonarray bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared networking inetclient client eco shared serialization bsonobject bson system object target system string methodname in at eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson in at networkmanager eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson in at eco shared networking networkclient tryreceivepacket in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unity entities lambdasinglejobdescriptionconstructionmethods withcodeaction invoke in unityengine object instantiate t ui uimanager open string bsonobject uilayer genericclient openui string bsonobject system reflection monomethod invoke object bindingflags binder object cultureinfo system reflection methodbase invoke object object system func invoke eco shared networking rpcmanager tryinvoke inetclient object string bsonarray object eco shared networking rpcmanager invokeon inetclient bsonobject object string eco shared networking rpcmanager handlereceiverpc inetclient bsonobject networkmanager eco shared networking inetworkeventhandler receiveevent inetclient networkevent bsonobject eco shared networking networkclient tryreceivepacket clientpackethandler receivewhile networkclient func networkmanager ontimelimitedupdate timelimit system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update unity entities withcodeaction invoke ,1 294532,9036600063.0,IssuesEvent,2019-02-09 01:23:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Floating Tree Pieces,Medium Priority,"![image](https://user-images.githubusercontent.com/35509188/52452790-569f1400-2af9-11e9-8fac-fec93c5aa9b1.png) Some debris from OldGrowthRedwood didn't fall down after cutting with a chainsaw",1.0,"Floating Tree Pieces - ![image](https://user-images.githubusercontent.com/35509188/52452790-569f1400-2af9-11e9-8fac-fec93c5aa9b1.png) Some debris from OldGrowthRedwood didn't fall down after cutting with a chainsaw",1,floating tree pieces some debris from oldgrowthredwood didn t fall down after cutting with a chainsaw,1 239845,7800089054.0,IssuesEvent,2018-06-09 04:37:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Currency Exchange as World Leader,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Become World Leader 2. Make a Mint. 3. Make a Currency Exchange. 4. Set all the exchange rates. 5. Now, as a world leader, try to exchange some currency. **Expected behavior:** There should be a way for the world leader to exchange currencies they aquired earlier in the game. **Actual behavior:** The world leader should be able to exchange currencies like all the other players. Although I can see potential abuse with this... Perhaps a way to lock the rates by voting?",1.0,"USER ISSUE: Currency Exchange as World Leader - **Version:** 0.7.2.5 beta **Steps to Reproduce:** 1. Become World Leader 2. Make a Mint. 3. Make a Currency Exchange. 4. Set all the exchange rates. 5. Now, as a world leader, try to exchange some currency. **Expected behavior:** There should be a way for the world leader to exchange currencies they aquired earlier in the game. **Actual behavior:** The world leader should be able to exchange currencies like all the other players. Although I can see potential abuse with this... Perhaps a way to lock the rates by voting?",1,user issue currency exchange as world leader version beta steps to reproduce become world leader make a mint make a currency exchange set all the exchange rates now as a world leader try to exchange some currency expected behavior there should be a way for the world leader to exchange currencies they aquired earlier in the game actual behavior the world leader should be able to exchange currencies like all the other players although i can see potential abuse with this perhaps a way to lock the rates by voting ,1 460802,13218426603.0,IssuesEvent,2020-08-17 08:43:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1693] Sometimes I don't have ""-"" in law creation",Category: UI Priority: Medium Status: Fixed,"Sometimes when I select 'is Admin' ""-"" doesn't appear: ![image](https://user-images.githubusercontent.com/45708377/88394217-b65dad80-cdc7-11ea-932c-9b78ce2a1922.png) _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/16954#issuecomment-663529099_",1.0,"[0.9.0 staging-1693] Sometimes I don't have ""-"" in law creation - Sometimes when I select 'is Admin' ""-"" doesn't appear: ![image](https://user-images.githubusercontent.com/45708377/88394217-b65dad80-cdc7-11ea-932c-9b78ce2a1922.png) _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/16954#issuecomment-663529099_",1, sometimes i don t have in law creation sometimes when i select is admin doesn t appear originally posted by slaykswood in ,1 432397,12492208687.0,IssuesEvent,2020-06-01 06:36:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1285] Web: action counting for graphs,Category: Web Priority: Medium,"I see that graphs filters had changed. I can't see particular peopla statistic for example. And. check action counting please. I was digging, placing, pickuping... and nothing on stats. ![bandicam 2019-12-04 18-18-48-857](https://user-images.githubusercontent.com/27898520/70146075-46c57180-16c3-11ea-9eb5-b52eb24c6da3.jpg) ",1.0,"[0.9.0 staging-1285] Web: action counting for graphs - I see that graphs filters had changed. I can't see particular peopla statistic for example. And. check action counting please. I was digging, placing, pickuping... and nothing on stats. ![bandicam 2019-12-04 18-18-48-857](https://user-images.githubusercontent.com/27898520/70146075-46c57180-16c3-11ea-9eb5-b52eb24c6da3.jpg) ",1, web action counting for graphs i see that graphs filters had changed i can t see particular peopla statistic for example and check action counting please i was digging placing pickuping and nothing on stats ,1 282108,8703787877.0,IssuesEvent,2018-12-05 17:32:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Apparent Power Grid issue causes server crash loop [and requires long rollback],Fixed Medium Priority,"Hello! A strange issue cropped up on the server I play on. After destroying the meteor, people may have went crazy with plopping down power generation objects. This may have caused some issue that got the server in a crashing loop. When trying to restore backup, previous backups also had the issue, making a rollback of around 1 day of playing required. I don't have my dev environment setup (nor the gamedev experience) to provide more info, so I'll leave the files that the server owner [Revenant#0368] made available to me, and the trace: ``` Unhandled Exception: System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object. at System.Object.GetType() at Eco.Gameplay.Components.PowerGrid.Join(PowerGridComponent componentA, PowerGridComponent componentB) at Eco.Gameplay.Components.PowerGridComponent.<>cDisplayClass44_0.b1(PowerGridComponent component) at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action1 action) at Eco.Gameplay.Components.PowerGridComponent.b44_0(WorldObject worldObject) at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action1 action) at Eco.Gameplay.Components.PowerGridComponent.LinkToGrid() at System.Collections.Generic.List1.ForEach(Action1 action) at Eco.Gameplay.Objects.WorldObjectManager.<>cDisplayClass13_0.b1(KeyValuePair`2 pair) at System.Threading.Tasks.Parallel.<>cDisplayClass42_0`2.b1() at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask) at System.Threading.Tasks.Task.<>cDisplayClass176_0.b__0(Object ) --- End of inner exception stack trace --- at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions) at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner1 source, ParallelOptions parallelOptions, Action1 simpleBody, Action2 bodyWithState, Action3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func5 bodyWithEverything, Func1 localInit, Action1 localFinally) at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable1 source, ParallelOptions parallelOptions, Action1 body, Action2 bodyWithState, Action3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func5 bodyWithEverything, Func1 localInit, Action1 localFinally) at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable1 source, Action1 body) at Eco.Gameplay.Objects.WorldObjectManager.Eco.Core.Plugins.Interfaces.IInitializablePlugin.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ``` Game.eco & Dump .zip: https://drive.google.com/file/d/1-Bd1MlVMMzsUTceZ5pzQeHz_qEvdif7o/view",1.0,"Apparent Power Grid issue causes server crash loop [and requires long rollback] - Hello! A strange issue cropped up on the server I play on. After destroying the meteor, people may have went crazy with plopping down power generation objects. This may have caused some issue that got the server in a crashing loop. When trying to restore backup, previous backups also had the issue, making a rollback of around 1 day of playing required. I don't have my dev environment setup (nor the gamedev experience) to provide more info, so I'll leave the files that the server owner [Revenant#0368] made available to me, and the trace: ``` Unhandled Exception: System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object. at System.Object.GetType() at Eco.Gameplay.Components.PowerGrid.Join(PowerGridComponent componentA, PowerGridComponent componentB) at Eco.Gameplay.Components.PowerGridComponent.<>cDisplayClass44_0.b1(PowerGridComponent component) at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action1 action) at Eco.Gameplay.Components.PowerGridComponent.b44_0(WorldObject worldObject) at Eco.Shared.Utils.EnumerableExtensions.ForEach[T](IEnumerable1 enumeration, Action1 action) at Eco.Gameplay.Components.PowerGridComponent.LinkToGrid() at System.Collections.Generic.List1.ForEach(Action1 action) at Eco.Gameplay.Objects.WorldObjectManager.<>cDisplayClass13_0.b1(KeyValuePair`2 pair) at System.Threading.Tasks.Parallel.<>cDisplayClass42_0`2.b1() at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask) at System.Threading.Tasks.Task.<>cDisplayClass176_0.b__0(Object ) --- End of inner exception stack trace --- at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions) at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner1 source, ParallelOptions parallelOptions, Action1 simpleBody, Action2 bodyWithState, Action3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func5 bodyWithEverything, Func1 localInit, Action1 localFinally) at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable1 source, ParallelOptions parallelOptions, Action1 body, Action2 bodyWithState, Action3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func5 bodyWithEverything, Func1 localInit, Action1 localFinally) at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable1 source, Action1 body) at Eco.Gameplay.Objects.WorldObjectManager.Eco.Core.Plugins.Interfaces.IInitializablePlugin.Initialize(TimedTask timer) at Eco.Server.PluginManager.InitializePlugins() at Eco.Server.PluginManager..ctor() at Eco.Server.Startup.Start(String[] args) at Eco.Server.MainClass.Main(String[] args) ``` Game.eco & Dump .zip: https://drive.google.com/file/d/1-Bd1MlVMMzsUTceZ5pzQeHz_qEvdif7o/view",1,apparent power grid issue causes server crash loop hello a strange issue cropped up on the server i play on after destroying the meteor people may have went crazy with plopping down power generation objects this may have caused some issue that got the server in a crashing loop when trying to restore backup previous backups also had the issue making a rollback of around day of playing required i don t have my dev environment setup nor the gamedev experience to provide more info so i ll leave the files that the server owner made available to me and the trace unhandled exception system aggregateexception one or more errors occurred system nullreferenceexception object reference not set to an instance of an object at system object gettype at eco gameplay components powergrid join powergridcomponent componenta powergridcomponent componentb at eco gameplay components powergridcomponent powergridcomponent component at eco shared utils enumerableextensions foreach enumeration action at eco gameplay components powergridcomponent worldobject worldobject at eco shared utils enumerableextensions foreach enumeration action at eco gameplay components powergridcomponent linktogrid at system collections generic foreach action at eco gameplay objects worldobjectmanager keyvaluepair pair at system threading tasks parallel at system threading tasks task innerinvokewitharg task childtask at system threading tasks task b object end of inner exception stack trace at system threading tasks task throwifexceptional boolean includetaskcanceledexceptions at system threading tasks task wait millisecondstimeout cancellationtoken cancellationtoken at system threading tasks parallel partitionerforeachworker source paralleloptions paralleloptions simplebody bodywithstate bodywithstateandindex bodywithstateandlocal bodywitheverything localinit localfinally at system threading tasks parallel foreachworker source paralleloptions paralleloptions body bodywithstate bodywithstateandindex bodywithstateandlocal bodywitheverything localinit localfinally at system threading tasks parallel foreach source body at eco gameplay objects worldobjectmanager eco core plugins interfaces iinitializableplugin initialize timedtask timer at eco server pluginmanager initializeplugins at eco server pluginmanager ctor at eco server startup start string args at eco server mainclass main string args game eco dump zip ,1 411684,12030731049.0,IssuesEvent,2020-04-13 08:00:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Ecopedia chapters no longer work,Priority: Medium Status: Fixed Week Task,"After latest updates, all sections are in the Reference chapter. Maybe this was caused by localization? ![EcopediaIssue](https://user-images.githubusercontent.com/47330823/78206829-ba4e7400-7454-11ea-83a5-632264470ddd.png) ",1.0,"Ecopedia chapters no longer work - After latest updates, all sections are in the Reference chapter. Maybe this was caused by localization? ![EcopediaIssue](https://user-images.githubusercontent.com/47330823/78206829-ba4e7400-7454-11ea-83a5-632264470ddd.png) ",1,ecopedia chapters no longer work after latest updates all sections are in the reference chapter maybe this was caused by localization ,1 480757,13866362682.0,IssuesEvent,2020-10-16 06:39:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1538] - Basic governance options unavailable until after constitution is ratified,Community Manager Priority: Medium Status: Fixed Type: Feature,"Basic governance options like setting up (or at least drafting) custom votes, titles, or similar to use as part of your initial constitution do not appear to be available until after the constitution is ratified. It seems reasonable to at least be able to adjust the standard vote, or set up a constitution that has a few ministers built in at inception, or things along those lines. Without the ability to change at least some things, basic election defaults require at least one default vote cycle to set up titles and vote changes democratically, which gives a massive incentive to install a dictator to set things up quickly, and then (hopefully) amend the constitution later - not ideal in all situations. If the idea is that constitutions will always be imperfect on inception, and require several phases of amendments and risks to get even a basic government set up, then this is working as intended. If the idea is that you should be able to set up a cabinet of ministers, or even adjust how long initial votes should take, then this is currently broken.",1.0,"[0.9.0 Staging-1538] - Basic governance options unavailable until after constitution is ratified - Basic governance options like setting up (or at least drafting) custom votes, titles, or similar to use as part of your initial constitution do not appear to be available until after the constitution is ratified. It seems reasonable to at least be able to adjust the standard vote, or set up a constitution that has a few ministers built in at inception, or things along those lines. Without the ability to change at least some things, basic election defaults require at least one default vote cycle to set up titles and vote changes democratically, which gives a massive incentive to install a dictator to set things up quickly, and then (hopefully) amend the constitution later - not ideal in all situations. If the idea is that constitutions will always be imperfect on inception, and require several phases of amendments and risks to get even a basic government set up, then this is working as intended. If the idea is that you should be able to set up a cabinet of ministers, or even adjust how long initial votes should take, then this is currently broken.",1, basic governance options unavailable until after constitution is ratified basic governance options like setting up or at least drafting custom votes titles or similar to use as part of your initial constitution do not appear to be available until after the constitution is ratified it seems reasonable to at least be able to adjust the standard vote or set up a constitution that has a few ministers built in at inception or things along those lines without the ability to change at least some things basic election defaults require at least one default vote cycle to set up titles and vote changes democratically which gives a massive incentive to install a dictator to set things up quickly and then hopefully amend the constitution later not ideal in all situations if the idea is that constitutions will always be imperfect on inception and require several phases of amendments and risks to get even a basic government set up then this is working as intended if the idea is that you should be able to set up a cabinet of ministers or even adjust how long initial votes should take then this is currently broken ,1 527803,15352905600.0,IssuesEvent,2021-03-01 07:47:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Online/offline and online section in wages broken,Category: Laws Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed,"Hi, this is a to issues, but maybe connected, so ill merge it into one. I cant select between online/offline and online hours in the wages section at the registar. The same issue is for the leader titles, I need to vote through the leader title, and after that, I can change it to online hours. When connecting a title to a law, I get the error: ""Must set both currency and amount when setting online hours"", all though there are no wages selected for the title (ref attached screenshot) ![error](https://user-images.githubusercontent.com/20983572/108542423-0102c200-72e4-11eb-96b7-3a6c3b0ac27f.png) ",1.0,"Online/offline and online section in wages broken - Hi, this is a to issues, but maybe connected, so ill merge it into one. I cant select between online/offline and online hours in the wages section at the registar. The same issue is for the leader titles, I need to vote through the leader title, and after that, I can change it to online hours. When connecting a title to a law, I get the error: ""Must set both currency and amount when setting online hours"", all though there are no wages selected for the title (ref attached screenshot) ![error](https://user-images.githubusercontent.com/20983572/108542423-0102c200-72e4-11eb-96b7-3a6c3b0ac27f.png) ",1,online offline and online section in wages broken hi this is a to issues but maybe connected so ill merge it into one i cant select between online offline and online hours in the wages section at the registar the same issue is for the leader titles i need to vote through the leader title and after that i can change it to online hours when connecting a title to a law i get the error must set both currency and amount when setting online hours all though there are no wages selected for the title ref attached screenshot ,1 377598,11176931991.0,IssuesEvent,2019-12-30 08:59:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Pipe branch terminating at cast iron stove or bakery oven counts as open end,Medium Priority Verified,"I have a number of copper pipes connected to a blast furnace, where one end of the pipe system connects to the blast furnace exhaust exit port, and a longer end of the pipes ends openly in the air as a chimney. There is also another branch of the pipe system that connects on one end to one of the pipes between the aforementioned two ends, which creates a 3 way intersection, and the other end of this pipe terminates at the exhaust port of a cast iron stove and/or bakery oven. When checking the pipes tab of the blast furnace, it lists there being 2 open ends, one at the chimney, and one at the stove or oven on the other branch. This only happens if the pipe terminates at the stove or oven, and not if those connections are part of another 3 way intersection in the same block. A dumb but simple workaround at the moment is therefore to have the pipe loop back into itself after connecting to the structure in the kitchen. Hopefully this explanation is clear enough, but please ask me for clarification or screenshots if any of this is unclear.",1.0,"USER ISSUE: Pipe branch terminating at cast iron stove or bakery oven counts as open end - I have a number of copper pipes connected to a blast furnace, where one end of the pipe system connects to the blast furnace exhaust exit port, and a longer end of the pipes ends openly in the air as a chimney. There is also another branch of the pipe system that connects on one end to one of the pipes between the aforementioned two ends, which creates a 3 way intersection, and the other end of this pipe terminates at the exhaust port of a cast iron stove and/or bakery oven. When checking the pipes tab of the blast furnace, it lists there being 2 open ends, one at the chimney, and one at the stove or oven on the other branch. This only happens if the pipe terminates at the stove or oven, and not if those connections are part of another 3 way intersection in the same block. A dumb but simple workaround at the moment is therefore to have the pipe loop back into itself after connecting to the structure in the kitchen. Hopefully this explanation is clear enough, but please ask me for clarification or screenshots if any of this is unclear.",1,user issue pipe branch terminating at cast iron stove or bakery oven counts as open end i have a number of copper pipes connected to a blast furnace where one end of the pipe system connects to the blast furnace exhaust exit port and a longer end of the pipes ends openly in the air as a chimney there is also another branch of the pipe system that connects on one end to one of the pipes between the aforementioned two ends which creates a way intersection and the other end of this pipe terminates at the exhaust port of a cast iron stove and or bakery oven when checking the pipes tab of the blast furnace it lists there being open ends one at the chimney and one at the stove or oven on the other branch this only happens if the pipe terminates at the stove or oven and not if those connections are part of another way intersection in the same block a dumb but simple workaround at the moment is therefore to have the pipe loop back into itself after connecting to the structure in the kitchen hopefully this explanation is clear enough but please ask me for clarification or screenshots if any of this is unclear ,1 368265,10869022573.0,IssuesEvent,2019-11-15 06:11:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1234] Bank accounts are duplicated,Medium Priority,"1. Create bank account ![bandicam 2019-11-05 16-14-37-835](https://user-images.githubusercontent.com/27898520/68203878-a4916b80-ffe8-11e9-851d-3d5d09cc8b6a.jpg) 2. Ask someone to make a bank account too (or few) 3. Look at you list again. It has duplicates, The more account was created by another person the more dups you will have. ![bandicam 2019-11-05 16-15-31-155](https://user-images.githubusercontent.com/27898520/68204026-f0441500-ffe8-11e9-9f4e-132ee35fd2dd.jpg) ![bandicam 2019-11-05 16-17-24-745](https://user-images.githubusercontent.com/27898520/68204029-f20dd880-ffe8-11e9-9bcb-6ba0c6495356.jpg) ",1.0,"[0.9.0 staging-1234] Bank accounts are duplicated - 1. Create bank account ![bandicam 2019-11-05 16-14-37-835](https://user-images.githubusercontent.com/27898520/68203878-a4916b80-ffe8-11e9-851d-3d5d09cc8b6a.jpg) 2. Ask someone to make a bank account too (or few) 3. Look at you list again. It has duplicates, The more account was created by another person the more dups you will have. ![bandicam 2019-11-05 16-15-31-155](https://user-images.githubusercontent.com/27898520/68204026-f0441500-ffe8-11e9-9f4e-132ee35fd2dd.jpg) ![bandicam 2019-11-05 16-17-24-745](https://user-images.githubusercontent.com/27898520/68204029-f20dd880-ffe8-11e9-9bcb-6ba0c6495356.jpg) ",1, bank accounts are duplicated create bank account ask someone to make a bank account too or few look at you list again it has duplicates the more account was created by another person the more dups you will have ,1 212364,7236182433.0,IssuesEvent,2018-02-13 05:24:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.0.2 Road Tool skill requirement repair issue,Medium Priority,"The road tool requires road construction 1 to build it, but requires wood construction 1 to repair it. I don't think this was your intent with this tool. It should probably require road construction 1 to repair instead. ![image](https://user-images.githubusercontent.com/1503963/35839291-a26f2030-0abd-11e8-94c1-36cf38de3708.png) ",1.0,"7.0.2 Road Tool skill requirement repair issue - The road tool requires road construction 1 to build it, but requires wood construction 1 to repair it. I don't think this was your intent with this tool. It should probably require road construction 1 to repair instead. ![image](https://user-images.githubusercontent.com/1503963/35839291-a26f2030-0abd-11e8-94c1-36cf38de3708.png) ",1, road tool skill requirement repair issue the road tool requires road construction to build it but requires wood construction to repair it i don t think this was your intent with this tool it should probably require road construction to repair instead ,1 243751,7861481750.0,IssuesEvent,2018-06-22 00:46:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Bullrush ideal moisture range values are reversed,Medium Priority,"I don't know if this actually matters in terms of it having an impact, but thought I'd mention it regardless. In EcoSim.eco the min/max values for Bullrush's ideal moisture range are set to 1 and 0.9, meaning the min value is the highest value. I have only noticed this for Bullrush - all other plants seem to be correct.",1.0,"USER ISSUE: Bullrush ideal moisture range values are reversed - I don't know if this actually matters in terms of it having an impact, but thought I'd mention it regardless. In EcoSim.eco the min/max values for Bullrush's ideal moisture range are set to 1 and 0.9, meaning the min value is the highest value. I have only noticed this for Bullrush - all other plants seem to be correct.",1,user issue bullrush ideal moisture range values are reversed i don t know if this actually matters in terms of it having an impact but thought i d mention it regardless in ecosim eco the min max values for bullrush s ideal moisture range are set to and meaning the min value is the highest value i have only noticed this for bullrush all other plants seem to be correct ,1 476266,13736155149.0,IssuesEvent,2020-10-05 11:18:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Window Resize Covers Scroll Bar in Objectives Window,Category: UI Priority: Medium Status: Fixed,"Steps to reproduce: Open objectives window. Click and drag on the scroll bar. Expected behaviour: Clicking and dragging (vertically) on the scroll bar should scroll the list. Current behaviour: Cursor shows horizontal window resize icon when hovering over scroll bar. Clicking and dragging (horizontally) on the scroll bar allows horizontal resizing of the window but not scrolling. [Video](https://github.com/StrangeLoopGames/EcoIssues/files/5237391/Eco.2020-09-17.10-12-02.zip) ",1.0,"Window Resize Covers Scroll Bar in Objectives Window - Steps to reproduce: Open objectives window. Click and drag on the scroll bar. Expected behaviour: Clicking and dragging (vertically) on the scroll bar should scroll the list. Current behaviour: Cursor shows horizontal window resize icon when hovering over scroll bar. Clicking and dragging (horizontally) on the scroll bar allows horizontal resizing of the window but not scrolling. [Video](https://github.com/StrangeLoopGames/EcoIssues/files/5237391/Eco.2020-09-17.10-12-02.zip) ",1,window resize covers scroll bar in objectives window steps to reproduce open objectives window click and drag on the scroll bar expected behaviour clicking and dragging vertically on the scroll bar should scroll the list current behaviour cursor shows horizontal window resize icon when hovering over scroll bar clicking and dragging horizontally on the scroll bar allows horizontal resizing of the window but not scrolling ,1 319444,9744283885.0,IssuesEvent,2019-06-03 06:24:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Server Crash,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** --BEGIN DUMP-- Dump Time 02/17/2018 14:27:44 Exception System.Exception: Caught exception invoking RPC SetTag on ChatManager! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Systems.Chat.ChatManager.SetTag(ChatTagSetting chatTagSetting, Int32 playerID) at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__55_0() --END DUMP-- **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: Server Crash - **Version:** 0.7.1.2 beta **Steps to Reproduce:** --BEGIN DUMP-- Dump Time 02/17/2018 14:27:44 Exception System.Exception: Caught exception invoking RPC SetTag on ChatManager! Object reference not set to an instance of an object. Stack: at Eco.Gameplay.Systems.Chat.ChatManager.SetTag(ChatTagSetting chatTagSetting, Int32 playerID) at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__55_0() --END DUMP-- **Expected behavior:** **Actual behavior:** ",1,user issue server crash version beta steps to reproduce begin dump dump time exception system exception caught exception invoking rpc settag on chatmanager object reference not set to an instance of an object stack at eco gameplay systems chat chatmanager settag chattagsetting chattagsetting playerid at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco shared networking rpcmanager handlereceiverpc inetclient client bsonobject bson at eco shared networking netport processbuffer at eco shared networking netport update at eco plugins networking clients client b end dump expected behavior actual behavior ,1 305657,9374882616.0,IssuesEvent,2019-04-04 01:24:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,8.0.7 Chopping Stones not remember how often,Medium Priority,"When chooping stone and i have to choop more than one time and i switch to an other stone before it is broken, he is not remembering that this stone has already been chooped one time. You have to choop all times in a sequence till the stone is broken before move to the next stone.",1.0,"8.0.7 Chopping Stones not remember how often - When chooping stone and i have to choop more than one time and i switch to an other stone before it is broken, he is not remembering that this stone has already been chooped one time. You have to choop all times in a sequence till the stone is broken before move to the next stone.",1, chopping stones not remember how often when chooping stone and i have to choop more than one time and i switch to an other stone before it is broken he is not remembering that this stone has already been chooped one time you have to choop all times in a sequence till the stone is broken before move to the next stone ,1 363281,10740800454.0,IssuesEvent,2019-10-29 18:54:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Chat issues,Medium Priority,"- [x] ""Hide tutorial text when opening chat, it overlaps to make it unreadable"" or darken the icon too, or just hide tutorial text ![image](https://user-images.githubusercontent.com/45708377/67266219-56447e80-f4b8-11e9-9c34-f56f76ffdaf2.png) ![image](https://user-images.githubusercontent.com/45708377/67266230-6197aa00-f4b8-11e9-8367-8bdf584bfae7.png) - [x] Make the minimum chat width smaller. ![image](https://user-images.githubusercontent.com/45708377/67267380-d2d85c80-f4ba-11e9-90a8-c34fb8eefcd8.png) - [x] Top Chat settings window missing lines ![image](https://user-images.githubusercontent.com/45708377/67267136-6198a980-f4ba-11e9-859d-7987cc8d9f7f.png) Сonsider the possibility of long localization ""Set notification to display"" = ""Установить уведомление для отображения"" for example. - [x] Over time, Top chat stops hide and stays in that position. ![image](https://user-images.githubusercontent.com/45708377/67267558-36fb2080-f4bb-11e9-946b-ae6ea1a80cdb.png) - [x] Top chat still disappears quickly. - [x] ""Allow people to view important notifications"". How can I view it? Seems nothing changed",1.0,"[master-preview] Chat issues - - [x] ""Hide tutorial text when opening chat, it overlaps to make it unreadable"" or darken the icon too, or just hide tutorial text ![image](https://user-images.githubusercontent.com/45708377/67266219-56447e80-f4b8-11e9-9c34-f56f76ffdaf2.png) ![image](https://user-images.githubusercontent.com/45708377/67266230-6197aa00-f4b8-11e9-8367-8bdf584bfae7.png) - [x] Make the minimum chat width smaller. ![image](https://user-images.githubusercontent.com/45708377/67267380-d2d85c80-f4ba-11e9-90a8-c34fb8eefcd8.png) - [x] Top Chat settings window missing lines ![image](https://user-images.githubusercontent.com/45708377/67267136-6198a980-f4ba-11e9-859d-7987cc8d9f7f.png) Сonsider the possibility of long localization ""Set notification to display"" = ""Установить уведомление для отображения"" for example. - [x] Over time, Top chat stops hide and stays in that position. ![image](https://user-images.githubusercontent.com/45708377/67267558-36fb2080-f4bb-11e9-946b-ae6ea1a80cdb.png) - [x] Top chat still disappears quickly. - [x] ""Allow people to view important notifications"". How can I view it? Seems nothing changed",1, chat issues hide tutorial text when opening chat it overlaps to make it unreadable or darken the icon too or just hide tutorial text make the minimum chat width smaller top chat settings window missing lines сonsider the possibility of long localization set notification to display установить уведомление для отображения for example over time top chat stops hide and stays in that position top chat still disappears quickly allow people to view important notifications how can i view it seems nothing changed,1 516902,14990288477.0,IssuesEvent,2021-01-29 06:03:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.2 Staging-1898] Unable to close ""Government"" window.",Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"Build: 9.2 Staging 1898 Issue: The Government windows become persistent after pressing the government hotkey ""L"" in quick succession. I am unable to close the government window even after clicking X multiple times. Similar Issue: https://app.zenhub.com/workspaces/qa-5f8154006cdb830012c16d10/issues/strangeloopgames/ecoissues/19704 Repro Steps: 1. Log in to the game as usual. 2. Once inside any world, press ""**L**"" in quick succession. (Government Overview Window Hotkey) Result: Multiple government windows will pop up but you will not be able to close one or two of them depending on how fast and how many times you pressed **L**. Video Repro https://images.zenhubusercontent.com/42199084/1e0bbb8a-4270-4db2-a7ff-c088a2cee454/pressing_l_in_quick_succession.mp4",1.0,"[0.9.2 Staging-1898] Unable to close ""Government"" window. - Build: 9.2 Staging 1898 Issue: The Government windows become persistent after pressing the government hotkey ""L"" in quick succession. I am unable to close the government window even after clicking X multiple times. Similar Issue: https://app.zenhub.com/workspaces/qa-5f8154006cdb830012c16d10/issues/strangeloopgames/ecoissues/19704 Repro Steps: 1. Log in to the game as usual. 2. Once inside any world, press ""**L**"" in quick succession. (Government Overview Window Hotkey) Result: Multiple government windows will pop up but you will not be able to close one or two of them depending on how fast and how many times you pressed **L**. Video Repro https://images.zenhubusercontent.com/42199084/1e0bbb8a-4270-4db2-a7ff-c088a2cee454/pressing_l_in_quick_succession.mp4",1, unable to close government window build staging issue the government windows become persistent after pressing the government hotkey l in quick succession i am unable to close the government window even after clicking x multiple times similar issue repro steps log in to the game as usual once inside any world press l in quick succession government overview window hotkey result multiple government windows will pop up but you will not be able to close one or two of them depending on how fast and how many times you pressed l video repro ,1 575705,17047450995.0,IssuesEvent,2021-07-06 02:38:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3 staging-1940] Exchange ""friendly"" UX",Category: UI Priority: Medium Squad: Wild Turkey Type: Quality of Life,"Video: https://drive.google.com/file/d/1MCe8uabLyO6Q99iztH6qULJggutYW1Np/view?usp=sharing Step to reproduce: - need 2 players, 2 currencies and 2 restrictions, 1 exchange - player 1 create 2 restrictions and exchange: ![image](https://user-images.githubusercontent.com/45708377/109273768-af968d80-7823-11eb-9a37-c0f6a44e34f6.png) - player 1 bank account: ![image](https://user-images.githubusercontent.com/45708377/109273841-c76e1180-7823-11eb-82af-5f88b249053f.png) So he has 50 coin, want to buy 2 Claims and sell 30 Coin. - player 2 bank account: ![image](https://user-images.githubusercontent.com/45708377/109273931-e66ca380-7823-11eb-8c06-3222a78515e9.png) So he can buy 1952 Coin. - player 2 want to buy 100 coin: ![image](https://user-images.githubusercontent.com/45708377/109274111-2a5fa880-7824-11eb-927a-18bff8b25a13.png) - player 2 want to buy 50 coin: ![image](https://user-images.githubusercontent.com/45708377/109274198-44998680-7824-11eb-964e-cc2abb3a072a.png) - player 2 want to buy 30 coin: ![image](https://user-images.githubusercontent.com/45708377/109274262-5aa74700-7824-11eb-9e41-b99c7102af2c.png) - and finally he can buy 2 coin. At least 1 step we can skip. When I have notification that Player has 50 Coin. But the best if I will have only one message. Need to take in account this coefficient during calculation: ![image](https://user-images.githubusercontent.com/45708377/109274566-b40f7600-7824-11eb-88a6-67ca1763a060.png) ",1.0,"[0.9.3 staging-1940] Exchange ""friendly"" UX - Video: https://drive.google.com/file/d/1MCe8uabLyO6Q99iztH6qULJggutYW1Np/view?usp=sharing Step to reproduce: - need 2 players, 2 currencies and 2 restrictions, 1 exchange - player 1 create 2 restrictions and exchange: ![image](https://user-images.githubusercontent.com/45708377/109273768-af968d80-7823-11eb-9a37-c0f6a44e34f6.png) - player 1 bank account: ![image](https://user-images.githubusercontent.com/45708377/109273841-c76e1180-7823-11eb-82af-5f88b249053f.png) So he has 50 coin, want to buy 2 Claims and sell 30 Coin. - player 2 bank account: ![image](https://user-images.githubusercontent.com/45708377/109273931-e66ca380-7823-11eb-8c06-3222a78515e9.png) So he can buy 1952 Coin. - player 2 want to buy 100 coin: ![image](https://user-images.githubusercontent.com/45708377/109274111-2a5fa880-7824-11eb-927a-18bff8b25a13.png) - player 2 want to buy 50 coin: ![image](https://user-images.githubusercontent.com/45708377/109274198-44998680-7824-11eb-964e-cc2abb3a072a.png) - player 2 want to buy 30 coin: ![image](https://user-images.githubusercontent.com/45708377/109274262-5aa74700-7824-11eb-9e41-b99c7102af2c.png) - and finally he can buy 2 coin. At least 1 step we can skip. When I have notification that Player has 50 Coin. But the best if I will have only one message. Need to take in account this coefficient during calculation: ![image](https://user-images.githubusercontent.com/45708377/109274566-b40f7600-7824-11eb-88a6-67ca1763a060.png) ",1, exchange friendly ux video step to reproduce need players currencies and restrictions exchange player create restrictions and exchange player bank account so he has coin want to buy claims and sell coin player bank account so he can buy coin player want to buy coin player want to buy coin player want to buy coin and finally he can buy coin at least step we can skip when i have notification that player has coin but the best if i will have only one message need to take in account this coefficient during calculation ,1 368779,10884451304.0,IssuesEvent,2019-11-18 08:18:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Civics: can't check spec for the level,Fixed Medium Priority,"For some laws we need to check the level for a speciality. For now we can just check if it exists or not (seems like its checking learned state even if its level 0). ![bandicam 2019-10-08 11-54-49-563](https://user-images.githubusercontent.com/27898520/66375373-b3bfd200-e9c6-11e9-8617-a2dbce4bc06f.jpg) So, we need in condition something like: if Smelting has level 1",1.0,"[master-preview] Civics: can't check spec for the level - For some laws we need to check the level for a speciality. For now we can just check if it exists or not (seems like its checking learned state even if its level 0). ![bandicam 2019-10-08 11-54-49-563](https://user-images.githubusercontent.com/27898520/66375373-b3bfd200-e9c6-11e9-8617-a2dbce4bc06f.jpg) So, we need in condition something like: if Smelting has level 1",1, civics can t check spec for the level for some laws we need to check the level for a speciality for now we can just check if it exists or not seems like its checking learned state even if its level so we need in condition something like if smelting has level ,1 415730,12133504044.0,IssuesEvent,2020-04-23 09:08:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1512] Can't edit district map after another player.,Priority: Medium Status: Fixed Week Task,"Step to reproduce: - ratify capitol and place zoning office: - first player press Draft district Map - first player exit from editing mode. - second player want to edit this map, but he can't because there is still first player in edit mode, but he already exited from it: ![image](https://user-images.githubusercontent.com/45708377/79203521-d6ceb100-7e43-11ea-8733-9f0f19f6a8aa.png) - try to wait some time, nothing changes. I should not edit district map only if first player is in edit mode now.",1.0,"[0.9.0 staging-1512] Can't edit district map after another player. - Step to reproduce: - ratify capitol and place zoning office: - first player press Draft district Map - first player exit from editing mode. - second player want to edit this map, but he can't because there is still first player in edit mode, but he already exited from it: ![image](https://user-images.githubusercontent.com/45708377/79203521-d6ceb100-7e43-11ea-8733-9f0f19f6a8aa.png) - try to wait some time, nothing changes. I should not edit district map only if first player is in edit mode now.",1, can t edit district map after another player step to reproduce ratify capitol and place zoning office first player press draft district map first player exit from editing mode second player want to edit this map but he can t because there is still first player in edit mode but he already exited from it try to wait some time nothing changes i should not edit district map only if first player is in edit mode now ,1 386081,11431563011.0,IssuesEvent,2020-02-04 12:25:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Tooltip for Hewn Log Processing Speed shows wrong benefit target,Priority: Medium,The tooltip for the `Hewn Log Processing Speed` skill shows `Hewn Log` instead of `Hewn Log Recipe` as one of the targets of the benefit.,1.0,USER ISSUE: Tooltip for Hewn Log Processing Speed shows wrong benefit target - The tooltip for the `Hewn Log Processing Speed` skill shows `Hewn Log` instead of `Hewn Log Recipe` as one of the targets of the benefit.,1,user issue tooltip for hewn log processing speed shows wrong benefit target the tooltip for the hewn log processing speed skill shows hewn log instead of hewn log recipe as one of the targets of the benefit ,1 650853,21419257063.0,IssuesEvent,2022-04-22 14:04:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 Tree farms,Priority: Medium,"Planting trees next to each other should not be possible(they should not grow) they cause fps drop by more then 50%.I tested with a tree farm by planting joshua with 2 spaces beetwen them each direction and they don't impact fps at all (fully grow) Suggestion:spaces betwen them should depend on tree width(volume),or be 3 blocks or more apart from each other",1.0,"0.9 Tree farms - Planting trees next to each other should not be possible(they should not grow) they cause fps drop by more then 50%.I tested with a tree farm by planting joshua with 2 spaces beetwen them each direction and they don't impact fps at all (fully grow) Suggestion:spaces betwen them should depend on tree width(volume),or be 3 blocks or more apart from each other",1, tree farms planting trees next to each other should not be possible they should not grow they cause fps drop by more then i tested with a tree farm by planting joshua with spaces beetwen them each direction and they don t impact fps at all fully grow suggestion spaces betwen them should depend on tree width volume or be blocks or more apart from each other,1 219214,7334058954.0,IssuesEvent,2018-03-05 21:28:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cant detach Small Wooden Cart ,Medium Priority,"**Version:** 0.7.1.0 beta **Steps to Reproduce:** Pickup Small Wooden Cart with Deed or without Can't detach Small Wooden Cart anymore Disconnect from Server and Reconnect, Small Wooden Cart is then detached, rinse and repeat everytime **Expected behavior:** It should detach when I wanna pickup stuff and put it into the Wooden Cart **Actual behavior:** Doesn't detach at all.",1.0,"USER ISSUE: Cant detach Small Wooden Cart - **Version:** 0.7.1.0 beta **Steps to Reproduce:** Pickup Small Wooden Cart with Deed or without Can't detach Small Wooden Cart anymore Disconnect from Server and Reconnect, Small Wooden Cart is then detached, rinse and repeat everytime **Expected behavior:** It should detach when I wanna pickup stuff and put it into the Wooden Cart **Actual behavior:** Doesn't detach at all.",1,user issue cant detach small wooden cart version beta steps to reproduce pickup small wooden cart with deed or without can t detach small wooden cart anymore disconnect from server and reconnect small wooden cart is then detached rinse and repeat everytime expected behavior it should detach when i wanna pickup stuff and put it into the wooden cart actual behavior doesn t detach at all ,1 221432,7388199908.0,IssuesEvent,2018-03-16 01:09:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Delivery Contract Over-Supply,Medium Priority,"Situation: Accept a delivery contract to add a # of items into a stock pile or chest Expected result; after # of items are delivered to the stock pile or chest, no more transfers allowed. Actual result: player is allowed to input additional items above contracted limit into stock pile (and unable to retrieve) Repeatability: Constant per-contract.",1.0,"USER ISSUE: Delivery Contract Over-Supply - Situation: Accept a delivery contract to add a # of items into a stock pile or chest Expected result; after # of items are delivered to the stock pile or chest, no more transfers allowed. Actual result: player is allowed to input additional items above contracted limit into stock pile (and unable to retrieve) Repeatability: Constant per-contract.",1,user issue delivery contract over supply situation accept a delivery contract to add a of items into a stock pile or chest expected result after of items are delivered to the stock pile or chest no more transfers allowed actual result player is allowed to input additional items above contracted limit into stock pile and unable to retrieve repeatability constant per contract ,1 242453,7842436554.0,IssuesEvent,2018-06-18 23:31:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: steam tractor named ""steam truck""",Medium Priority,"**Version:** 0.7.5.0 beta staging-04eb44af ![2018-06-18 23 46 19](https://user-images.githubusercontent.com/4980243/41561226-f5bb090a-7351-11e8-9921-1fe28424a732.png) And still 100% identical reciepe as steam truck :) ",1.0,"USER ISSUE: steam tractor named ""steam truck"" - **Version:** 0.7.5.0 beta staging-04eb44af ![2018-06-18 23 46 19](https://user-images.githubusercontent.com/4980243/41561226-f5bb090a-7351-11e8-9921-1fe28424a732.png) And still 100% identical reciepe as steam truck :) ",1,user issue steam tractor named steam truck version beta staging and still identical reciepe as steam truck ,1 467332,13446070362.0,IssuesEvent,2020-09-08 12:25:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Linux server doesn't open a console when run from desktop,Category: Linux Category: Tech Priority: Medium,"Running on ubuntu 20.04.1 LTS through steam If run in a console it outputs to that console fine.",1.0,"Linux server doesn't open a console when run from desktop - Running on ubuntu 20.04.1 LTS through steam If run in a console it outputs to that console fine.",1,linux server doesn t open a console when run from desktop running on ubuntu lts through steam if run in a console it outputs to that console fine ,1 691125,23683443531.0,IssuesEvent,2022-08-29 02:21:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Improvement for placing first and ending points in different fill types,Priority: Medium Status: Fixed Category: Gameplay Squad: Otter,"Composite redwood flat roof with floor fill - would expect it to snap to the top of the thin wall: ![Composite roof](https://user-images.githubusercontent.com/48172405/81399203-871d9580-9122-11ea-98d4-c0aec7f3cb50.gif) _Originally posted by @trickenso in https://github.com/StrangeLoopGames/EcoIssues/issues/15955#issuecomment-625738629_",1.0,"Improvement for placing first and ending points in different fill types - Composite redwood flat roof with floor fill - would expect it to snap to the top of the thin wall: ![Composite roof](https://user-images.githubusercontent.com/48172405/81399203-871d9580-9122-11ea-98d4-c0aec7f3cb50.gif) _Originally posted by @trickenso in https://github.com/StrangeLoopGames/EcoIssues/issues/15955#issuecomment-625738629_",1,improvement for placing first and ending points in different fill types composite redwood flat roof with floor fill would expect it to snap to the top of the thin wall originally posted by trickenso in ,1 442181,12741231488.0,IssuesEvent,2020-06-26 05:25:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1595] Claiming troubles,Category: Gameplay Priority: Medium Status: Fixed Week Task,"Step to reproduce: - place store on unowned property: ![image](https://user-images.githubusercontent.com/45708377/84270290-1d364880-ab33-11ea-90e4-365dc320f646.png) - claim this store: ![image](https://user-images.githubusercontent.com/45708377/84270329-2f17eb80-ab33-11ea-856d-342dcba4bf67.png) - unclaim: ![image](https://user-images.githubusercontent.com/45708377/84270375-4060f800-ab33-11ea-9e11-62f3f3104b04.png) Same with distribution station, but you can use it at all, because if you don't have an owner you can't add items: ![image](https://user-images.githubusercontent.com/45708377/84869309-86174680-b086-11ea-9cb8-b990441cc5e7.png) ",1.0,"[0.9.0 staging-1595] Claiming troubles - Step to reproduce: - place store on unowned property: ![image](https://user-images.githubusercontent.com/45708377/84270290-1d364880-ab33-11ea-90e4-365dc320f646.png) - claim this store: ![image](https://user-images.githubusercontent.com/45708377/84270329-2f17eb80-ab33-11ea-856d-342dcba4bf67.png) - unclaim: ![image](https://user-images.githubusercontent.com/45708377/84270375-4060f800-ab33-11ea-9e11-62f3f3104b04.png) Same with distribution station, but you can use it at all, because if you don't have an owner you can't add items: ![image](https://user-images.githubusercontent.com/45708377/84869309-86174680-b086-11ea-9cb8-b990441cc5e7.png) ",1, claiming troubles step to reproduce place store on unowned property claim this store unclaim same with distribution station but you can use it at all because if you don t have an owner you can t add items ,1 546985,16022985241.0,IssuesEvent,2021-04-21 04:21:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1472] Can open 2 different window in main menu at one time,Category: UI Priority: Medium Squad: Wild Turkey Status: Not reproduced,"Step to reproduce: - mouse over Host a world - hold LMB - move mouse cursor to Your Worlds - double click LMB: ![image](https://user-images.githubusercontent.com/45708377/77066535-66737200-69f4-11ea-8120-e29da979c8a4.png) same in 0.8.3.",1.0,"[0.9.0 staging-1472] Can open 2 different window in main menu at one time - Step to reproduce: - mouse over Host a world - hold LMB - move mouse cursor to Your Worlds - double click LMB: ![image](https://user-images.githubusercontent.com/45708377/77066535-66737200-69f4-11ea-8120-e29da979c8a4.png) same in 0.8.3.",1, can open different window in main menu at one time step to reproduce mouse over host a world hold lmb move mouse cursor to your worlds double click lmb same in ,1 443501,12795068078.0,IssuesEvent,2020-07-02 08:07:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Creation Avatar feedback,Category: UI Priority: Medium Status: Fixed Status: Reopen Week Task,"- [ ] 1. When the selecting gender changes, UI moves. Let UI change below, but the top should be at the same level. ![2019 10 15 Avatar creation](https://user-images.githubusercontent.com/45708377/66803651-e9197200-ef28-11e9-9b48-03e8dd85228a.gif) ![image](https://user-images.githubusercontent.com/45708377/66804154-609bd100-ef2a-11e9-9e04-7388582d23d7.png) - [ ] 2. Shirts mixed up. On the icon are short sleeves, on the body are long sleeves. On the icon are long sleeves, on the body are short sleeves. ![image](https://user-images.githubusercontent.com/45708377/66804814-26cbca00-ef2c-11e9-95cc-ca4f61f90b4b.png) - [ ] 3. When changing the belt, nothing happens. Same was in 8.3.0. But now it looks more strange. - [ ] 4. Pants mixed up as shirt. ![image](https://user-images.githubusercontent.com/45708377/66803920-c0de4300-ef29-11e9-9320-2f0ef7a73036.png) - [ ] 5. More as suggestion. Make all tabs with a color window. So you can copy colors using the eyedropper. ![image](https://user-images.githubusercontent.com/45708377/66804769-08fe6500-ef2c-11e9-9a48-4fe5a7eb4f68.png) I could have done so before: ![image](https://user-images.githubusercontent.com/45708377/66805344-75c62f00-ef2d-11e9-9164-d888a8518888.png) Now I can't. ",1.0,"[master-preview] Creation Avatar feedback - - [ ] 1. When the selecting gender changes, UI moves. Let UI change below, but the top should be at the same level. ![2019 10 15 Avatar creation](https://user-images.githubusercontent.com/45708377/66803651-e9197200-ef28-11e9-9b48-03e8dd85228a.gif) ![image](https://user-images.githubusercontent.com/45708377/66804154-609bd100-ef2a-11e9-9e04-7388582d23d7.png) - [ ] 2. Shirts mixed up. On the icon are short sleeves, on the body are long sleeves. On the icon are long sleeves, on the body are short sleeves. ![image](https://user-images.githubusercontent.com/45708377/66804814-26cbca00-ef2c-11e9-95cc-ca4f61f90b4b.png) - [ ] 3. When changing the belt, nothing happens. Same was in 8.3.0. But now it looks more strange. - [ ] 4. Pants mixed up as shirt. ![image](https://user-images.githubusercontent.com/45708377/66803920-c0de4300-ef29-11e9-9320-2f0ef7a73036.png) - [ ] 5. More as suggestion. Make all tabs with a color window. So you can copy colors using the eyedropper. ![image](https://user-images.githubusercontent.com/45708377/66804769-08fe6500-ef2c-11e9-9a48-4fe5a7eb4f68.png) I could have done so before: ![image](https://user-images.githubusercontent.com/45708377/66805344-75c62f00-ef2d-11e9-9164-d888a8518888.png) Now I can't. ",1, creation avatar feedback when the selecting gender changes ui moves let ui change below but the top should be at the same level shirts mixed up on the icon are short sleeves on the body are long sleeves on the icon are long sleeves on the body are short sleeves when changing the belt nothing happens same was in but now it looks more strange pants mixed up as shirt more as suggestion make all tabs with a color window so you can copy colors using the eyedropper i could have done so before now i can t ,1 249118,7953838002.0,IssuesEvent,2018-07-12 04:11:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: invisible placement,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Place items down, not like a hammer, but with a pick/axe. Watch as items are taken away, but not visually placed down. Disconnect and reload, and they show up. **Expected behavior:** **Actual behavior:** ",1.0,"USER ISSUE: invisible placement - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Place items down, not like a hammer, but with a pick/axe. Watch as items are taken away, but not visually placed down. Disconnect and reload, and they show up. **Expected behavior:** **Actual behavior:** ",1,user issue invisible placement version beta steps to reproduce place items down not like a hammer but with a pick axe watch as items are taken away but not visually placed down disconnect and reload and they show up expected behavior actual behavior ,1 440961,12706965976.0,IssuesEvent,2020-06-23 08:08:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1554] - Missing Icons,Category: UI Priority: Medium Status: Fixed,"Storage Component: ![image](https://user-images.githubusercontent.com/48172405/82389627-99f26d00-9a34-11ea-92b8-1834591937b2.png) ![image](https://user-images.githubusercontent.com/48172405/82389665-b0002d80-9a34-11ea-9658-160338f41ac6.png) Change Reputation: ![image](https://user-images.githubusercontent.com/48172405/82389438-16d11700-9a34-11ea-9a1a-b274fc165ef8.png) Wood Signs of both sizes and types: ![image](https://user-images.githubusercontent.com/48172405/82389976-5c421400-9a35-11ea-932b-92e3918ed4b8.png) Plastic: ![image](https://user-images.githubusercontent.com/48172405/82390663-37e73700-9a37-11ea-8e10-4989699d1931.png) Bank Accounts, Civic Articles, etc: ![image](https://user-images.githubusercontent.com/48172405/82391218-b1335980-9a38-11ea-8c67-a414567b8672.png) Tags - Climate, Modern Research, Raw Food, Silica: ![image](https://user-images.githubusercontent.com/48172405/82391319-edff5080-9a38-11ea-8efe-b873027a17aa.png)",1.0,"[0.9.0 Staging-1554] - Missing Icons - Storage Component: ![image](https://user-images.githubusercontent.com/48172405/82389627-99f26d00-9a34-11ea-92b8-1834591937b2.png) ![image](https://user-images.githubusercontent.com/48172405/82389665-b0002d80-9a34-11ea-9658-160338f41ac6.png) Change Reputation: ![image](https://user-images.githubusercontent.com/48172405/82389438-16d11700-9a34-11ea-9a1a-b274fc165ef8.png) Wood Signs of both sizes and types: ![image](https://user-images.githubusercontent.com/48172405/82389976-5c421400-9a35-11ea-932b-92e3918ed4b8.png) Plastic: ![image](https://user-images.githubusercontent.com/48172405/82390663-37e73700-9a37-11ea-8e10-4989699d1931.png) Bank Accounts, Civic Articles, etc: ![image](https://user-images.githubusercontent.com/48172405/82391218-b1335980-9a38-11ea-8c67-a414567b8672.png) Tags - Climate, Modern Research, Raw Food, Silica: ![image](https://user-images.githubusercontent.com/48172405/82391319-edff5080-9a38-11ea-8efe-b873027a17aa.png)",1, missing icons storage component change reputation wood signs of both sizes and types plastic bank accounts civic articles etc tags climate modern research raw food silica ,1 619951,19540653095.0,IssuesEvent,2021-12-31 21:15:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Migrate deeds into registrars,Priority: Medium Category: Gameplay,This will allow property to be specified in laws and other selectors. ,1.0,Migrate deeds into registrars - This will allow property to be specified in laws and other selectors. ,1,migrate deeds into registrars this will allow property to be specified in laws and other selectors ,1 418606,12200642728.0,IssuesEvent,2020-04-30 05:20:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0 Staging 1489] Server fails to load on non desktop OS,Priority: Medium Status: Fixed Status: Investigate Week Task,"1. 9.0 staging 1489 2. try loading ecoserver on a non desktop OS (I only have access to Win 10) 3. Server Loads? 4. Server errors with dll not found exception, happens on Server 2016 and Server 2019, Several installs of Win 10 are fine Error mentions Mirasrael for some reason, not sure if that is ominous ![image](https://user-images.githubusercontent.com/61889138/77954587-bf7db880-72c6-11ea-9a2b-bbf49aab1d1c.png) ",1.0,"[9.0 Staging 1489] Server fails to load on non desktop OS - 1. 9.0 staging 1489 2. try loading ecoserver on a non desktop OS (I only have access to Win 10) 3. Server Loads? 4. Server errors with dll not found exception, happens on Server 2016 and Server 2019, Several installs of Win 10 are fine Error mentions Mirasrael for some reason, not sure if that is ominous ![image](https://user-images.githubusercontent.com/61889138/77954587-bf7db880-72c6-11ea-9a2b-bbf49aab1d1c.png) ",1, server fails to load on non desktop os staging try loading ecoserver on a non desktop os i only have access to win server loads server errors with dll not found exception happens on server and server several installs of win are fine error mentions mirasrael for some reason not sure if that is ominous ,1 367308,10851898708.0,IssuesEvent,2019-11-13 11:42:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[9.0 staging ] The plants believe they can fly ,Fixed Medium Priority,"Curved Shader Problem? ![grafik](https://user-images.githubusercontent.com/37456949/68338601-1f3eb180-00e3-11ea-9e6c-4b49f6a87945.png) Agave ![grafik](https://user-images.githubusercontent.com/37456949/68338673-4eedb980-00e3-11ea-81c8-9c6a58e03012.png) Arctic Willow",1.0,"[9.0 staging ] The plants believe they can fly - Curved Shader Problem? ![grafik](https://user-images.githubusercontent.com/37456949/68338601-1f3eb180-00e3-11ea-9e6c-4b49f6a87945.png) Agave ![grafik](https://user-images.githubusercontent.com/37456949/68338673-4eedb980-00e3-11ea-81c8-9c6a58e03012.png) Arctic Willow",1, the plants believe they can fly curved shader problem agave arctic willow,1 527818,15353118279.0,IssuesEvent,2021-03-01 08:07:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1942] Invalid status and double 'draft' when you add any civics objects to election:,Category: UI Priority: Medium Regression Squad: Mountain Goat,"![image](https://user-images.githubusercontent.com/45708377/109468442-a143ae00-7a7d-11eb-928b-4b15fce17c97.png) ![image](https://user-images.githubusercontent.com/45708377/109468538-c59f8a80-7a7d-11eb-9a02-c14d0095a447.png) ![image](https://user-images.githubusercontent.com/45708377/109468681-013a5480-7a7e-11eb-8caf-a9287c175a92.png) Everything works well, but the inscription ""Invalid"" will confuse people, so it definitely needs to be fixed in 9.3 ",1.0,"[0.9.3 staging-1942] Invalid status and double 'draft' when you add any civics objects to election: - ![image](https://user-images.githubusercontent.com/45708377/109468442-a143ae00-7a7d-11eb-928b-4b15fce17c97.png) ![image](https://user-images.githubusercontent.com/45708377/109468538-c59f8a80-7a7d-11eb-9a02-c14d0095a447.png) ![image](https://user-images.githubusercontent.com/45708377/109468681-013a5480-7a7e-11eb-8caf-a9287c175a92.png) Everything works well, but the inscription ""Invalid"" will confuse people, so it definitely needs to be fixed in 9.3 ",1, invalid status and double draft when you add any civics objects to election everything works well but the inscription invalid will confuse people so it definitely needs to be fixed in ,1 276548,8600077644.0,IssuesEvent,2018-11-16 05:50:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Error when going to web interface from game. Sometimes opens Windows Explorer,Fixed Medium Priority,"https://cdn.discordapp.com/attachments/336975198127652866/473951229421027330/unknown.png https://cdn.discordapp.com/attachments/336975198127652866/473951294206509056/unknown.png sometimes it open windows explorer instead of chrome my default browser settings are still correct - computer doesn't lag when opening - disk is not full - tried eco and computer restart - happens with chrome open or closed - happens sporadically To Do: - try logging in w/o steam and go to the same server where does its url take you? - log file might be useful Reported by at least one other user.",1.0,"Error when going to web interface from game. Sometimes opens Windows Explorer - https://cdn.discordapp.com/attachments/336975198127652866/473951229421027330/unknown.png https://cdn.discordapp.com/attachments/336975198127652866/473951294206509056/unknown.png sometimes it open windows explorer instead of chrome my default browser settings are still correct - computer doesn't lag when opening - disk is not full - tried eco and computer restart - happens with chrome open or closed - happens sporadically To Do: - try logging in w/o steam and go to the same server where does its url take you? - log file might be useful Reported by at least one other user.",1,error when going to web interface from game sometimes opens windows explorer sometimes it open windows explorer instead of chrome my default browser settings are still correct computer doesn t lag when opening disk is not full tried eco and computer restart happens with chrome open or closed happens sporadically to do try logging in w o steam and go to the same server where does its url take you log file might be useful reported by at least one other user ,1 379152,11216488153.0,IssuesEvent,2020-01-07 06:31:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1326] Some scrolling UI flaws in minimap ,Medium Priority,"""Enviroment data"" has scrolling inside: ![image](https://user-images.githubusercontent.com/45708377/71873468-4c81fd00-3130-11ea-8043-6710592f2724.png) ""District Maps"". ""Settings"" and ""Markers"" have scrolling outside: ![image](https://user-images.githubusercontent.com/45708377/71873407-1fcde580-3130-11ea-8e9e-73dcbb4c673f.png) ![image](https://user-images.githubusercontent.com/45708377/71873424-2b211100-3130-11ea-9d0a-6cd63a697f00.png) ![image](https://user-images.githubusercontent.com/45708377/71873432-3116f200-3130-11ea-892e-d27410cb32d0.png) All tabs should scroll inside. Also they should have same width: ![image](https://user-images.githubusercontent.com/45708377/71873527-6ae7f880-3130-11ea-9040-df18a19b85b7.png) ",1.0,"[0.9.0 staging-1326] Some scrolling UI flaws in minimap - ""Enviroment data"" has scrolling inside: ![image](https://user-images.githubusercontent.com/45708377/71873468-4c81fd00-3130-11ea-8043-6710592f2724.png) ""District Maps"". ""Settings"" and ""Markers"" have scrolling outside: ![image](https://user-images.githubusercontent.com/45708377/71873407-1fcde580-3130-11ea-8e9e-73dcbb4c673f.png) ![image](https://user-images.githubusercontent.com/45708377/71873424-2b211100-3130-11ea-9d0a-6cd63a697f00.png) ![image](https://user-images.githubusercontent.com/45708377/71873432-3116f200-3130-11ea-892e-d27410cb32d0.png) All tabs should scroll inside. Also they should have same width: ![image](https://user-images.githubusercontent.com/45708377/71873527-6ae7f880-3130-11ea-9040-df18a19b85b7.png) ",1, some scrolling ui flaws in minimap enviroment data has scrolling inside district maps settings and markers have scrolling outside all tabs should scroll inside also they should have same width ,1 552326,16238342433.0,IssuesEvent,2021-05-07 05:46:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1962] Reputation issue. UI and work party.,Category: Gameplay Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"- [x] 1. Seems it give x3 of possible reputation. Step to reproduce: - create a new world, connect with 2 players - player 1 check available reputation: ![image](https://user-images.githubusercontent.com/45708377/112139825-4caad300-8be4-11eb-96b3-9f3aceda515d.png) - check player 2 reputation (should be 0): ![image](https://user-images.githubusercontent.com/45708377/112139864-58969500-8be4-11eb-9a43-12f7c6a04dcf.png) - player 1 create work party with 1000 reputation payment: ![image](https://user-images.githubusercontent.com/45708377/112140029-8bd92400-8be4-11eb-89b2-022a12a5ca94.png) - player 2 take it and add something to it: ![image](https://user-images.githubusercontent.com/45708377/112140127-aca17980-8be4-11eb-837b-f1e8aaf6dac7.png) - player 2 should receive 10 reputation but received 30: ![image](https://user-images.githubusercontent.com/45708377/112140498-220d4a00-8be5-11eb-9ce2-c001b98eb96b.png) - [ ] 2. UI bug in Give reputation window. I don't want to create a separate issue for it. So step to reproduce: - when you reproduce first point then player 1 open objective window again and want to give reputation to player 2: ![image](https://user-images.githubusercontent.com/45708377/112140837-9811b100-8be5-11eb-88cb-87672790e476.png) - you can see 2 bugs here, available should be zero (but this is only UI issue player 1 can't give any reputation) and Your review of Devqa field should be empty. - Also I'd prefer to have link to player nickname in both places: ![image](https://user-images.githubusercontent.com/45708377/112141021-d5763e80-8be5-11eb-987e-9284a02d76fb.png) ",1.0,"[0.9.3 staging-1962] Reputation issue. UI and work party. - - [x] 1. Seems it give x3 of possible reputation. Step to reproduce: - create a new world, connect with 2 players - player 1 check available reputation: ![image](https://user-images.githubusercontent.com/45708377/112139825-4caad300-8be4-11eb-96b3-9f3aceda515d.png) - check player 2 reputation (should be 0): ![image](https://user-images.githubusercontent.com/45708377/112139864-58969500-8be4-11eb-9a43-12f7c6a04dcf.png) - player 1 create work party with 1000 reputation payment: ![image](https://user-images.githubusercontent.com/45708377/112140029-8bd92400-8be4-11eb-89b2-022a12a5ca94.png) - player 2 take it and add something to it: ![image](https://user-images.githubusercontent.com/45708377/112140127-aca17980-8be4-11eb-837b-f1e8aaf6dac7.png) - player 2 should receive 10 reputation but received 30: ![image](https://user-images.githubusercontent.com/45708377/112140498-220d4a00-8be5-11eb-9ce2-c001b98eb96b.png) - [ ] 2. UI bug in Give reputation window. I don't want to create a separate issue for it. So step to reproduce: - when you reproduce first point then player 1 open objective window again and want to give reputation to player 2: ![image](https://user-images.githubusercontent.com/45708377/112140837-9811b100-8be5-11eb-88cb-87672790e476.png) - you can see 2 bugs here, available should be zero (but this is only UI issue player 1 can't give any reputation) and Your review of Devqa field should be empty. - Also I'd prefer to have link to player nickname in both places: ![image](https://user-images.githubusercontent.com/45708377/112141021-d5763e80-8be5-11eb-987e-9284a02d76fb.png) ",1, reputation issue ui and work party seems it give of possible reputation step to reproduce create a new world connect with players player check available reputation check player reputation should be player create work party with reputation payment player take it and add something to it player should receive reputation but received ui bug in give reputation window i don t want to create a separate issue for it so step to reproduce when you reproduce first point then player open objective window again and want to give reputation to player you can see bugs here available should be zero but this is only ui issue player can t give any reputation and your review of devqa field should be empty also i d prefer to have link to player nickname in both places ,1 492500,14214625573.0,IssuesEvent,2020-11-17 05:43:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Example/Test server-side mod,Category: Modkit Priority: Medium,"We need a server-side (code) mod for testing, and to use as an example project for modders",1.0,"Example/Test server-side mod - We need a server-side (code) mod for testing, and to use as an example project for modders",1,example test server side mod we need a server side code mod for testing and to use as an example project for modders,1 211365,7200619209.0,IssuesEvent,2018-02-05 19:40:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Wainwright table placement messed up/can't be interacted with 7.0.1,Medium Priority,"When placing a wainwright table, the projection of it isn't where you aim. Once placed it also cannot be interacted with. Image of me trying to place it linked. (notice its on the right almost off my screen even though I'm aiming at the block right in front of me. ![eco4](https://user-images.githubusercontent.com/32985820/35791390-a675b1a6-0a15-11e8-9c37-df533072ac00.png) ",1.0,"Wainwright table placement messed up/can't be interacted with 7.0.1 - When placing a wainwright table, the projection of it isn't where you aim. Once placed it also cannot be interacted with. Image of me trying to place it linked. (notice its on the right almost off my screen even though I'm aiming at the block right in front of me. ![eco4](https://user-images.githubusercontent.com/32985820/35791390-a675b1a6-0a15-11e8-9c37-df533072ac00.png) ",1,wainwright table placement messed up can t be interacted with when placing a wainwright table the projection of it isn t where you aim once placed it also cannot be interacted with image of me trying to place it linked notice its on the right almost off my screen even though i m aiming at the block right in front of me ,1 485873,14000727089.0,IssuesEvent,2020-10-28 12:44:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-16-n] Deed highlighting depends on light sources.,Category: Tech Priority: Medium Status: Fixed,"Highlight is very bad seen in midnight (near 22 - 02 o'clock) and in midday (10 - 14 o'clock) 7 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701555-f4219a80-83ab-11e9-97f4-9cddb8ea751f.png) 10 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701597-0a2f5b00-83ac-11e9-9c74-33d3da4dcdb9.png) 12 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701626-15828680-83ac-11e9-8631-b87ca2227180.png) 14 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701642-1ca99480-83ac-11e9-93bd-0095d5302760.png) 18 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701679-38149f80-83ac-11e9-8a10-4a0c4edc3041.png) 22 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701661-2df2a100-83ac-11e9-850f-887ca126c49d.png) 24 o'clock: almost invisible ![image](https://user-images.githubusercontent.com/45708377/58701697-4367cb00-83ac-11e9-9ebc-7da5940e1973.png) 02 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701715-54b0d780-83ac-11e9-9dc3-77dc524c960c.png) ",1.0,"[0.8.2.0 staging-16-n] Deed highlighting depends on light sources. - Highlight is very bad seen in midnight (near 22 - 02 o'clock) and in midday (10 - 14 o'clock) 7 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701555-f4219a80-83ab-11e9-97f4-9cddb8ea751f.png) 10 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701597-0a2f5b00-83ac-11e9-9c74-33d3da4dcdb9.png) 12 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701626-15828680-83ac-11e9-8631-b87ca2227180.png) 14 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701642-1ca99480-83ac-11e9-93bd-0095d5302760.png) 18 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701679-38149f80-83ac-11e9-8a10-4a0c4edc3041.png) 22 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701661-2df2a100-83ac-11e9-850f-887ca126c49d.png) 24 o'clock: almost invisible ![image](https://user-images.githubusercontent.com/45708377/58701697-4367cb00-83ac-11e9-9ebc-7da5940e1973.png) 02 o'clock: ![image](https://user-images.githubusercontent.com/45708377/58701715-54b0d780-83ac-11e9-9dc3-77dc524c960c.png) ",1, deed highlighting depends on light sources highlight is very bad seen in midnight near o clock and in midday o clock o clock o clock o clock o clock o clock o clock o clock almost invisible o clock ,1 403042,11834797216.0,IssuesEvent,2020-03-23 09:33:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1472] Double error notification when try to take full stockpile with hammer.,Priority: Medium Status: Fixed,"Step to reproduce: - place stockpile. - add 30 Mortared stone and 20 Steel Bar ![image](https://user-images.githubusercontent.com/45708377/77056050-f01a4400-69e2-11ea-96e7-4cb18337d513.png) - take modern hammer and try to pick up stockpile. - first time you take 15 Mortared stone. - second time you have double notification: ![image](https://user-images.githubusercontent.com/45708377/77056092-01fbe700-69e3-11ea-8aa6-0d2dec9c9ff0.png) - if you add 3 different blocks you will have triple error notification: ![image](https://user-images.githubusercontent.com/45708377/77056148-1c35c500-69e3-11ea-821d-3125ad8026be.png) ",1.0,"[0.9.0 staging-1472] Double error notification when try to take full stockpile with hammer. - Step to reproduce: - place stockpile. - add 30 Mortared stone and 20 Steel Bar ![image](https://user-images.githubusercontent.com/45708377/77056050-f01a4400-69e2-11ea-96e7-4cb18337d513.png) - take modern hammer and try to pick up stockpile. - first time you take 15 Mortared stone. - second time you have double notification: ![image](https://user-images.githubusercontent.com/45708377/77056092-01fbe700-69e3-11ea-8aa6-0d2dec9c9ff0.png) - if you add 3 different blocks you will have triple error notification: ![image](https://user-images.githubusercontent.com/45708377/77056148-1c35c500-69e3-11ea-821d-3125ad8026be.png) ",1, double error notification when try to take full stockpile with hammer step to reproduce place stockpile add mortared stone and steel bar take modern hammer and try to pick up stockpile first time you take mortared stone second time you have double notification if you add different blocks you will have triple error notification ,1 548952,16082285621.0,IssuesEvent,2021-04-26 06:58:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.0 beta staging-1831] trees names error localization,Category: Localization Priority: Medium Squad: Otter Status: Fixed,"In 9.0 to all trees names was add ""Species"" and it have not localization any more ![2020-10-30 (1)](https://user-images.githubusercontent.com/26339332/97915985-6a75b980-1d63-11eb-9381-4de969cdf3e7.png) ![2020-10-30 (2)](https://user-images.githubusercontent.com/26339332/97915990-6ba6e680-1d63-11eb-99d9-fe1772f6871a.png) ![2020-10-30 (3)](https://user-images.githubusercontent.com/26339332/97915992-6c3f7d00-1d63-11eb-8324-73bd61db5440.png) ![2020-10-30 (5)](https://user-images.githubusercontent.com/26339332/97915993-6c3f7d00-1d63-11eb-9c50-c41b60be3bdd.png) ![2020-10-30 (6)](https://user-images.githubusercontent.com/26339332/97915996-6cd81380-1d63-11eb-99f9-3b7fb1aa3568.png) ![2020-10-30 (7)](https://user-images.githubusercontent.com/26339332/97915997-6cd81380-1d63-11eb-9cea-0de14c297bff.png) ![2020-10-30 (8)](https://user-images.githubusercontent.com/26339332/97915998-6d70aa00-1d63-11eb-8b35-abd91917e1e6.png) ![2020-10-30 (9)](https://user-images.githubusercontent.com/26339332/97916000-6d70aa00-1d63-11eb-83f1-29ce92a2e569.png) ![2020-10-30 (10)](https://user-images.githubusercontent.com/26339332/97916001-6e094080-1d63-11eb-8130-4cb5acb04eef.png) ![2020-10-30](https://user-images.githubusercontent.com/26339332/97916002-6e094080-1d63-11eb-8250-07e5290ac795.png) ![2020-10-31 (9)](https://user-images.githubusercontent.com/26339332/97916003-6ea1d700-1d63-11eb-9596-93336c00664a.png) ![2020-10-31 (10)](https://user-images.githubusercontent.com/26339332/97916004-6f3a6d80-1d63-11eb-9052-ef695d62d349.png) ![2020-10-31 (11)](https://user-images.githubusercontent.com/26339332/97916006-6f3a6d80-1d63-11eb-9302-864534215dda.png) ![2020-10-31 (12)](https://user-images.githubusercontent.com/26339332/97916008-6fd30400-1d63-11eb-850c-f3a7ce7ceca7.png) ![2020-10-31 (13)](https://user-images.githubusercontent.com/26339332/97916009-6fd30400-1d63-11eb-83bc-f6e0ab756f8a.png) and in Ecopediya too ![2020-11-02 (12)](https://user-images.githubusercontent.com/26339332/97916391-f851a480-1d63-11eb-8b09-263cd351176d.png) ",1.0,"[0.9.1.0 beta staging-1831] trees names error localization - In 9.0 to all trees names was add ""Species"" and it have not localization any more ![2020-10-30 (1)](https://user-images.githubusercontent.com/26339332/97915985-6a75b980-1d63-11eb-9381-4de969cdf3e7.png) ![2020-10-30 (2)](https://user-images.githubusercontent.com/26339332/97915990-6ba6e680-1d63-11eb-99d9-fe1772f6871a.png) ![2020-10-30 (3)](https://user-images.githubusercontent.com/26339332/97915992-6c3f7d00-1d63-11eb-8324-73bd61db5440.png) ![2020-10-30 (5)](https://user-images.githubusercontent.com/26339332/97915993-6c3f7d00-1d63-11eb-9c50-c41b60be3bdd.png) ![2020-10-30 (6)](https://user-images.githubusercontent.com/26339332/97915996-6cd81380-1d63-11eb-99f9-3b7fb1aa3568.png) ![2020-10-30 (7)](https://user-images.githubusercontent.com/26339332/97915997-6cd81380-1d63-11eb-9cea-0de14c297bff.png) ![2020-10-30 (8)](https://user-images.githubusercontent.com/26339332/97915998-6d70aa00-1d63-11eb-8b35-abd91917e1e6.png) ![2020-10-30 (9)](https://user-images.githubusercontent.com/26339332/97916000-6d70aa00-1d63-11eb-83f1-29ce92a2e569.png) ![2020-10-30 (10)](https://user-images.githubusercontent.com/26339332/97916001-6e094080-1d63-11eb-8130-4cb5acb04eef.png) ![2020-10-30](https://user-images.githubusercontent.com/26339332/97916002-6e094080-1d63-11eb-8250-07e5290ac795.png) ![2020-10-31 (9)](https://user-images.githubusercontent.com/26339332/97916003-6ea1d700-1d63-11eb-9596-93336c00664a.png) ![2020-10-31 (10)](https://user-images.githubusercontent.com/26339332/97916004-6f3a6d80-1d63-11eb-9052-ef695d62d349.png) ![2020-10-31 (11)](https://user-images.githubusercontent.com/26339332/97916006-6f3a6d80-1d63-11eb-9302-864534215dda.png) ![2020-10-31 (12)](https://user-images.githubusercontent.com/26339332/97916008-6fd30400-1d63-11eb-850c-f3a7ce7ceca7.png) ![2020-10-31 (13)](https://user-images.githubusercontent.com/26339332/97916009-6fd30400-1d63-11eb-83bc-f6e0ab756f8a.png) and in Ecopediya too ![2020-11-02 (12)](https://user-images.githubusercontent.com/26339332/97916391-f851a480-1d63-11eb-8b09-263cd351176d.png) ",1, trees names error localization in to all trees names was add species and it have not localization any more and in ecopediya too ,1 382030,11299831631.0,IssuesEvent,2020-01-17 12:11:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: can't go under overhangs while diving,Priority: Medium,"When Diving (holding CTRL underwater to stay on the bottom), any overhang, at any height above you, will produce an invisible wall that stops you from going under the overhang. (tested up to height about 10, not certain about overhangs above the water's surface, or overhangs made by constructed blocks) Releasing CTRL while pushing into the invisible wall will let you enter the space as long as it would be walkable above ground (so an opening at least 2 tiles high). Once you are under the overhang, you can then hold down CTRL again to stay on the bottom, or just leave it off and let the ceiling keep you where you want to be. I noticed this while mining underwater iron ore in 0.7.3.3, and later tested with stone & soil in 0.7.4.0. Expected behavior: Diving should not affect what areas can be entered except insofar as it changes what vertical level you are at underwater Steps to reproduce: - jump in a river - hold CTRL to go to the bottom, and keep holding it to stay there - find a sheer vertical surface at least 3 tiles high - mine out a 2x1 opening at the bottom of the face - try to enter the mined-out area, and fail",1.0,"USER ISSUE: can't go under overhangs while diving - When Diving (holding CTRL underwater to stay on the bottom), any overhang, at any height above you, will produce an invisible wall that stops you from going under the overhang. (tested up to height about 10, not certain about overhangs above the water's surface, or overhangs made by constructed blocks) Releasing CTRL while pushing into the invisible wall will let you enter the space as long as it would be walkable above ground (so an opening at least 2 tiles high). Once you are under the overhang, you can then hold down CTRL again to stay on the bottom, or just leave it off and let the ceiling keep you where you want to be. I noticed this while mining underwater iron ore in 0.7.3.3, and later tested with stone & soil in 0.7.4.0. Expected behavior: Diving should not affect what areas can be entered except insofar as it changes what vertical level you are at underwater Steps to reproduce: - jump in a river - hold CTRL to go to the bottom, and keep holding it to stay there - find a sheer vertical surface at least 3 tiles high - mine out a 2x1 opening at the bottom of the face - try to enter the mined-out area, and fail",1,user issue can t go under overhangs while diving when diving holding ctrl underwater to stay on the bottom any overhang at any height above you will produce an invisible wall that stops you from going under the overhang tested up to height about not certain about overhangs above the water s surface or overhangs made by constructed blocks releasing ctrl while pushing into the invisible wall will let you enter the space as long as it would be walkable above ground so an opening at least tiles high once you are under the overhang you can then hold down ctrl again to stay on the bottom or just leave it off and let the ceiling keep you where you want to be i noticed this while mining underwater iron ore in and later tested with stone soil in expected behavior diving should not affect what areas can be entered except insofar as it changes what vertical level you are at underwater steps to reproduce jump in a river hold ctrl to go to the bottom and keep holding it to stay there find a sheer vertical surface at least tiles high mine out a opening at the bottom of the face try to enter the mined out area and fail,1 440230,12696151619.0,IssuesEvent,2020-06-22 09:34:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Web Elections: Comment graphs and maps,Category: Web Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/7343272/82106568-ca55a680-96d6-11ea-92ab-899003876334.png) Change add graph and add map, so on click, they display _below_ the comment input. Make map and graph display on _same line._ Add fade in effect and fade out on removal",1.0,"Web Elections: Comment graphs and maps - ![image](https://user-images.githubusercontent.com/7343272/82106568-ca55a680-96d6-11ea-92ab-899003876334.png) Change add graph and add map, so on click, they display _below_ the comment input. Make map and graph display on _same line._ Add fade in effect and fade out on removal",1,web elections comment graphs and maps change add graph and add map so on click they display below the comment input make map and graph display on same line add fade in effect and fade out on removal,1 475220,13689027581.0,IssuesEvent,2020-09-30 12:36:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.3] Old Growth Redwood Baby tree spawns,Category: Gameplay Priority: Medium Type: Regression,In 9.0.3 we chopped down a Old Growth Redwood this event triggered a baby old growth to spawn near by (happened to be in an unplanted farm). It spawned with the hitbox and skin of a full Old Growth Redwood but with 1 swing it disappeared like a baby tree would. ,1.0,[0.9.0.3] Old Growth Redwood Baby tree spawns - In 9.0.3 we chopped down a Old Growth Redwood this event triggered a baby old growth to spawn near by (happened to be in an unplanted farm). It spawned with the hitbox and skin of a full Old Growth Redwood but with 1 swing it disappeared like a baby tree would. ,1, old growth redwood baby tree spawns in we chopped down a old growth redwood this event triggered a baby old growth to spawn near by happened to be in an unplanted farm it spawned with the hitbox and skin of a full old growth redwood but with swing it disappeared like a baby tree would ,1 451008,13022860711.0,IssuesEvent,2020-07-27 09:01:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,My sales/purchases list display,Category: Usability Priority: Medium Status: Needs Information Type: Improvement,Could you please sort my sales/purchases list so that the most recent events appear immediatly and not the oldest. It is very difficult to open the 50 more links at the back of the page and then scroll down that very long list with my mouse wheel to check who bought all those steacks from my shop when I was offline...,1.0,My sales/purchases list display - Could you please sort my sales/purchases list so that the most recent events appear immediatly and not the oldest. It is very difficult to open the 50 more links at the back of the page and then scroll down that very long list with my mouse wheel to check who bought all those steacks from my shop when I was offline...,1,my sales purchases list display could you please sort my sales purchases list so that the most recent events appear immediatly and not the oldest it is very difficult to open the more links at the back of the page and then scroll down that very long list with my mouse wheel to check who bought all those steacks from my shop when i was offline ,1 280293,8679704867.0,IssuesEvent,2018-12-01 01:42:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,IndexOutOfRangeException,Medium Priority,"**==Sent from Eco Crash Server==** **Details:** Message:Index was outside the bounds of the array. Source:mscorlib **Stack:** at System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) at Eco.Shared.Utils.ReflectionUtils.GetEnumerableType(Type type) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, INetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, INetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, INetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, INetClient boundClient) at Eco.Gameplay.Objects.WorldObject.SendInitialState(BSONObject bsonObj, INetObjectViewer viewer) at Eco.Shared.Networking.NetObjectManager.GetInitialObjectStates(IEnumerable1 newObjects, INetObjectViewer viewer, INetObjectContainer monitored) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__52_0()",1.0,"IndexOutOfRangeException - **==Sent from Eco Crash Server==** **Details:** Message:Index was outside the bounds of the array. Source:mscorlib **Stack:** at System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) at Eco.Shared.Utils.ReflectionUtils.GetEnumerableType(Type type) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, INetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, INetClient boundClient) at Eco.Core.Controller.ControllerManager.PackageValue(BSONObject bson, INetClient boundClient, Object value, Int32 nameID) at Eco.Core.Controller.ControllerManager.PackageController(IController controller, INetClient boundClient) at Eco.Gameplay.Objects.WorldObject.SendInitialState(BSONObject bsonObj, INetObjectViewer viewer) at Eco.Shared.Networking.NetObjectManager.GetInitialObjectStates(IEnumerable1 newObjects, INetObjectViewer viewer, INetObjectContainer monitored) at Eco.Plugins.Networking.Client.Update() at Eco.Plugins.Networking.Client.<.ctor>b__52_0()",1,indexoutofrangeexception sent from eco crash server details message index was outside the bounds of the array source mscorlib stack at system collections generic insert tkey key tvalue value boolean add at eco shared utils reflectionutils getenumerabletype type type at eco core controller controllermanager packagevalue bsonobject bson inetclient boundclient object value nameid at eco core controller controllermanager packagecontroller icontroller controller inetclient boundclient at eco core controller controllermanager packagevalue bsonobject bson inetclient boundclient object value nameid at eco core controller controllermanager packagecontroller icontroller controller inetclient boundclient at eco gameplay objects worldobject sendinitialstate bsonobject bsonobj inetobjectviewer viewer at eco shared networking netobjectmanager getinitialobjectstates newobjects inetobjectviewer viewer inetobjectcontainer monitored at eco plugins networking client update at eco plugins networking client lt ctor gt b ,1 307183,9414256034.0,IssuesEvent,2019-04-10 09:43:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Meteor(ites) cannot destroy placed items.,Medium Priority,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** 1. Don't touch meteor. 2. Wait to they fall 3. Wait to big meteor\one of meteorite rain hit road\house **Expected behavior:** DESTROY THEM ALL! **Actual behavior:** They destroy ground, buildings, but - not placed items. ![unknown](https://user-images.githubusercontent.com/4980243/38434063-bec60f36-39d5-11e8-854b-f52d8eed0123.png) ",1.0,"USER ISSUE: Meteor(ites) cannot destroy placed items. - **Version:** 0.7.3.2 beta **Steps to Reproduce:** 1. Don't touch meteor. 2. Wait to they fall 3. Wait to big meteor\one of meteorite rain hit road\house **Expected behavior:** DESTROY THEM ALL! **Actual behavior:** They destroy ground, buildings, but - not placed items. ![unknown](https://user-images.githubusercontent.com/4980243/38434063-bec60f36-39d5-11e8-854b-f52d8eed0123.png) ",1,user issue meteor ites cannot destroy placed items version beta steps to reproduce don t touch meteor wait to they fall wait to big meteor one of meteorite rain hit road house expected behavior destroy them all actual behavior they destroy ground buildings but not placed items ,1 255631,8125903492.0,IssuesEvent,2018-08-16 22:54:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stockpile visual and sound delayed if in the air,Medium Priority,"**Version:** 0.7.2.1 beta **Steps to Reproduce:** 1. be in the air by jumping 2. put a item in the stockpile **Expected behavior:** sound and visual should be immedi ately **Actual behavior:** sound and visual is delayed by seconds",1.0,"USER ISSUE: Stockpile visual and sound delayed if in the air - **Version:** 0.7.2.1 beta **Steps to Reproduce:** 1. be in the air by jumping 2. put a item in the stockpile **Expected behavior:** sound and visual should be immedi ately **Actual behavior:** sound and visual is delayed by seconds",1,user issue stockpile visual and sound delayed if in the air version beta steps to reproduce be in the air by jumping put a item in the stockpile expected behavior sound and visual should be immedi ately actual behavior sound and visual is delayed by seconds,1 249121,7953845511.0,IssuesEvent,2018-07-12 04:14:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Netzwerk Problem,Medium Priority,"Guten Tag, seit geraumer Zeit steigt auf dem Server der PING ins unendliche. Wir haben diese mit anderen Games getestet, dort taucht das Problem nicht auf.",1.0,"Netzwerk Problem - Guten Tag, seit geraumer Zeit steigt auf dem Server der PING ins unendliche. Wir haben diese mit anderen Games getestet, dort taucht das Problem nicht auf.",1,netzwerk problem guten tag seit geraumer zeit steigt auf dem server der ping ins unendliche wir haben diese mit anderen games getestet dort taucht das problem nicht auf ,1 414708,12110568130.0,IssuesEvent,2020-04-21 10:38:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Plant temperatur range does not look right,Category: Balance Priority: Medium Status: Fixed,"Corn, Pumpkin and Rice optimum temperature range is outside of there max temperature range.",1.0,"Plant temperatur range does not look right - Corn, Pumpkin and Rice optimum temperature range is outside of there max temperature range.",1,plant temperatur range does not look right corn pumpkin and rice optimum temperature range is outside of there max temperature range ,1 401750,11797302160.0,IssuesEvent,2020-03-18 12:28:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1421] Rename all scythe to sickle except modern scythe,Priority: Medium Status: Fixed,Now they are same. For me Steel sickle should be faster and without AoE.,1.0,[0.9.0 staging-1421] Rename all scythe to sickle except modern scythe - Now they are same. For me Steel sickle should be faster and without AoE.,1, rename all scythe to sickle except modern scythe now they are same for me steel sickle should be faster and without aoe ,1 480209,13837805590.0,IssuesEvent,2020-10-14 04:41:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1728] Crafting tables sound re-enable on distance,Category: Audio Priority: Medium Status: Fixed,When you walk out of the distance that a crafting table makes sound then come back it will still have a working animation but not play the working sound. The sound will resume if you turn the table off and back on again. The working sound will also not play after a work project receives new resources unless you are near the table. It will just start the animation and not play the sound. It seems you have to look at the table when it resumes the work order in order for the sound to play.,1.0,[0.9.0.0 beta staging-1728] Crafting tables sound re-enable on distance - When you walk out of the distance that a crafting table makes sound then come back it will still have a working animation but not play the working sound. The sound will resume if you turn the table off and back on again. The working sound will also not play after a work project receives new resources unless you are near the table. It will just start the animation and not play the sound. It seems you have to look at the table when it resumes the work order in order for the sound to play.,1, crafting tables sound re enable on distance when you walk out of the distance that a crafting table makes sound then come back it will still have a working animation but not play the working sound the sound will resume if you turn the table off and back on again the working sound will also not play after a work project receives new resources unless you are near the table it will just start the animation and not play the sound it seems you have to look at the table when it resumes the work order in order for the sound to play ,1 249160,7953938273.0,IssuesEvent,2018-07-12 04:55:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Saves can be corrupted,Medium Priority,"https://drive.google.com/open?id=12zvG4T97cpzGVjjt_KriWCdvdr6E4pQV Here's an example of a corrupted save, which has a subset of the folders it should in the zip and an 'incomplete archive'",1.0,"Saves can be corrupted - https://drive.google.com/open?id=12zvG4T97cpzGVjjt_KriWCdvdr6E4pQV Here's an example of a corrupted save, which has a subset of the folders it should in the zip and an 'incomplete archive'",1,saves can be corrupted here s an example of a corrupted save which has a subset of the folders it should in the zip and an incomplete archive ,1 523944,15192632198.0,IssuesEvent,2021-02-15 22:29:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 Staging-1930]Repercussions/consequences of strange animal carcass behavior,Category: Gameplay Priority: Medium Type: Bug,"Tested on 0.9.3 Staging-1930 Issue: In this build, the animal carcass behaves very oddly. After killing an animal, its body or the carcass keeps moving around like it's still searching for a path to follow. It moves very oddly and it shouldn't behave like this. Because of this issue, there are a couple of consequences that can happen to the players: 1. Animals' carcasses are behaving like they are in the water or being trampled over. 2. If a player gets close to a dead animal, there's a possibility that he/she will be thrown way up in the sky which is known as the space flight bug. 3. Some animals like the fox and otter doesn't exhibit any death animation after being killed. They simply stop moving. 4. In some instances, I am unable to pick up the carcasses and the tooltip that states ""Pick Up"" doesn't appear. 5. In some instances, the green ball cursor of the player when pointed to the animal carcass blinks consecutively. Repro: 1. Kill an animal. 2. Get close to the carcass and observe. 3. Try to walk over it. Video of space flight bug and a fox without death or dying animation. https://images.zenhubusercontent.com/42199084/9f9ebdb7-b38c-4314-8600-c335cfde7d56/2021_02_15_18_20_trim__4_.mp4 Screenshot of an unpickable carcass ![sss.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/fbdf6dc5-9afd-4eba-8447-d5f739512008)",1.0,"[0.9.3 Staging-1930]Repercussions/consequences of strange animal carcass behavior - Tested on 0.9.3 Staging-1930 Issue: In this build, the animal carcass behaves very oddly. After killing an animal, its body or the carcass keeps moving around like it's still searching for a path to follow. It moves very oddly and it shouldn't behave like this. Because of this issue, there are a couple of consequences that can happen to the players: 1. Animals' carcasses are behaving like they are in the water or being trampled over. 2. If a player gets close to a dead animal, there's a possibility that he/she will be thrown way up in the sky which is known as the space flight bug. 3. Some animals like the fox and otter doesn't exhibit any death animation after being killed. They simply stop moving. 4. In some instances, I am unable to pick up the carcasses and the tooltip that states ""Pick Up"" doesn't appear. 5. In some instances, the green ball cursor of the player when pointed to the animal carcass blinks consecutively. Repro: 1. Kill an animal. 2. Get close to the carcass and observe. 3. Try to walk over it. Video of space flight bug and a fox without death or dying animation. https://images.zenhubusercontent.com/42199084/9f9ebdb7-b38c-4314-8600-c335cfde7d56/2021_02_15_18_20_trim__4_.mp4 Screenshot of an unpickable carcass ![sss.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/fbdf6dc5-9afd-4eba-8447-d5f739512008)",1, repercussions consequences of strange animal carcass behavior tested on staging issue in this build the animal carcass behaves very oddly after killing an animal its body or the carcass keeps moving around like it s still searching for a path to follow it moves very oddly and it shouldn t behave like this because of this issue there are a couple of consequences that can happen to the players animals carcasses are behaving like they are in the water or being trampled over if a player gets close to a dead animal there s a possibility that he she will be thrown way up in the sky which is known as the space flight bug some animals like the fox and otter doesn t exhibit any death animation after being killed they simply stop moving in some instances i am unable to pick up the carcasses and the tooltip that states pick up doesn t appear in some instances the green ball cursor of the player when pointed to the animal carcass blinks consecutively repro kill an animal get close to the carcass and observe try to walk over it video of space flight bug and a fox without death or dying animation screenshot of an unpickable carcass ,1 207843,7134205324.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deleting contract clause throws exception ,Medium Priority,"Caught exception invoking RPC Delete on Contract! Specified argument was out of the range of valid values. Parameter name: index Stack: at System.Collections.Immutable.Requires.FailRange(String parameterName, String message) at System.Collections.Immutable.ImmutableList`1.RemoveAt(Int32 index) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Utils.ControllerList`1.<>c__DisplayClass14_0.b__0() at Eco.Core.Utils.ControllerList`1.ApplyChange(Action change) at Eco.Core.Controller.RPCListExtensions.Delete(IContainsRPCList obj, Int32 iList, Int32 iEntry) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson)",1.0,"Deleting contract clause throws exception - Caught exception invoking RPC Delete on Contract! Specified argument was out of the range of valid values. Parameter name: index Stack: at System.Collections.Immutable.Requires.FailRange(String parameterName, String message) at System.Collections.Immutable.ImmutableList`1.RemoveAt(Int32 index) at Eco.Core.Utils.ImmutableHelper.ApplyImmutable[T](T& original, Func`2 apply) at Eco.Core.Utils.ControllerList`1.<>c__DisplayClass14_0.b__0() at Eco.Core.Utils.ControllerList`1.ApplyChange(Action change) at Eco.Core.Controller.RPCListExtensions.Delete(IContainsRPCList obj, Int32 iList, Int32 iEntry) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Plugins.Networking.Clients.Client.ViewRPC(Guid guid, String methodname, BSONObject bson)",1,deleting contract clause throws exception caught exception invoking rpc delete on contract specified argument was out of the range of valid values parameter name index stack at system collections immutable requires failrange string parametername string message at system collections immutable immutablelist removeat index at eco core utils immutablehelper applyimmutable t original func apply at eco core utils controllerlist c b at eco core utils controllerlist applychange action change at eco core controller rpclistextensions delete icontainsrpclist obj ilist ientry stack at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco plugins networking clients client viewrpc guid guid string methodname bsonobject bson ,1 221111,7373960107.0,IssuesEvent,2018-03-13 18:47:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Alpha.6 [Cc778b68] Caught exception,Medium Priority,"Kiln moved Coal via drag & drop from Storage (Stockpile) to Power ``` Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC MoveItems on LimitedInventory! Object reference not set to an instance of an object Stack: at Eco.Gameplay.Items.InventoryChangeSet.MoveStacks (Eco.Gameplay.Items.ItemStack source, Eco.Gameplay.Items.ItemStack destination) [0x000a4] in <10535f9da1284dab8b9deb6571aeae10>:0 at Eco.Gameplay.Items.Inventory.MoveItems (Eco.Gameplay.Items.ItemStack sourceStack, Eco.Gameplay.Items.ItemStack targetStack, Eco.Gameplay.Players.Player player) [0x0002b] in <10535f9da1284dab8b9deb6571aeae10>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 Stack: at Eco.Shared.Networking.RPCManager.TryInvoke (System.Object controller, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x000ac] in <81ea587cc2294aa5927c8c675cd12232>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Serialization.BSONObject bson, System.Object controller, System.String methodname) [0x0005f] in <81ea587cc2294aa5927c8c675cd12232>:0 at Eco.Core.Controller.ControllerManager.HandleViewRPC (System.Guid controllerID, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00007] in <27ce67a426244d4aa1345f8b0040f62c>:0 at Eco.Plugins.Networking.Clients.Client.ViewRPC (System.Guid guid, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <7891e663b4384021ac9e21dfe524b041>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 ```",1.0,"Alpha.6 [Cc778b68] Caught exception - Kiln moved Coal via drag & drop from Storage (Stockpile) to Power ``` Caught exception: Caught exception invoking RPC ViewRPC on Client! Caught exception invoking RPC MoveItems on LimitedInventory! Object reference not set to an instance of an object Stack: at Eco.Gameplay.Items.InventoryChangeSet.MoveStacks (Eco.Gameplay.Items.ItemStack source, Eco.Gameplay.Items.ItemStack destination) [0x000a4] in <10535f9da1284dab8b9deb6571aeae10>:0 at Eco.Gameplay.Items.Inventory.MoveItems (Eco.Gameplay.Items.ItemStack sourceStack, Eco.Gameplay.Items.ItemStack targetStack, Eco.Gameplay.Players.Player player) [0x0002b] in <10535f9da1284dab8b9deb6571aeae10>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 Stack: at Eco.Shared.Networking.RPCManager.TryInvoke (System.Object controller, System.String methodname, Eco.Shared.Serialization.BSONObject bsonArgs, System.Object& result) [0x000ac] in <81ea587cc2294aa5927c8c675cd12232>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Serialization.BSONObject bson, System.Object controller, System.String methodname) [0x0005f] in <81ea587cc2294aa5927c8c675cd12232>:0 at Eco.Core.Controller.ControllerManager.HandleViewRPC (System.Guid controllerID, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00007] in <27ce67a426244d4aa1345f8b0040f62c>:0 at Eco.Plugins.Networking.Clients.Client.ViewRPC (System.Guid guid, System.String methodname, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <7891e663b4384021ac9e21dfe524b041>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 ```",1,alpha caught exception kiln moved coal via drag drop from storage stockpile to power caught exception caught exception invoking rpc viewrpc on client caught exception invoking rpc moveitems on limitedinventory object reference not set to an instance of an object stack at eco gameplay items inventorychangeset movestacks eco gameplay items itemstack source eco gameplay items itemstack destination in at eco gameplay items inventory moveitems eco gameplay items itemstack sourcestack eco gameplay items itemstack targetstack eco gameplay players player player in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in stack at eco shared networking rpcmanager tryinvoke system object controller system string methodname eco shared serialization bsonobject bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared serialization bsonobject bson system object controller system string methodname in at eco core controller controllermanager handleviewrpc system guid controllerid system string methodname eco shared serialization bsonobject bson in at eco plugins networking clients client viewrpc system guid guid system string methodname eco shared serialization bsonobject bson in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in ,1 207146,7125091124.0,IssuesEvent,2018-01-19 21:29:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Use a 2d array for tailings cache,Medium Priority Optimization Refactor,"Instead of an octree - we have a fixed, known resolution we'll be querying at, no need to use such a flexible structure. Benefits: easier to serialize so we don't have to rebuild the cache on startup should be simpler code",1.0,"Use a 2d array for tailings cache - Instead of an octree - we have a fixed, known resolution we'll be querying at, no need to use such a flexible structure. Benefits: easier to serialize so we don't have to rebuild the cache on startup should be simpler code",1,use a array for tailings cache instead of an octree we have a fixed known resolution we ll be querying at no need to use such a flexible structure benefits easier to serialize so we don t have to rebuild the cache on startup should be simpler code,1 249161,7953939642.0,IssuesEvent,2018-07-12 04:56:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bring back save game renames and deletes,Feature Medium Priority,"From user request: ![image](https://user-images.githubusercontent.com/3536496/39276221-15209f9c-489d-11e8-8609-593687828fc0.png) He who deleteth the feature must recreateth it.",1.0,"Bring back save game renames and deletes - From user request: ![image](https://user-images.githubusercontent.com/3536496/39276221-15209f9c-489d-11e8-8609-593687828fc0.png) He who deleteth the feature must recreateth it.",1,bring back save game renames and deletes from user request he who deleteth the feature must recreateth it ,1 392346,11590355556.0,IssuesEvent,2020-02-24 06:25:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-14-n] Steam Tractor Plough doesn't delete Grass.,Priority: Medium QA Staging Status: Fixed,"If the module is active, then part of the grass is removed under the tractor. https://drive.google.com/file/d/14AEU-d1jkNqIi9iK-O5J63ue1UeCQFYa/view?usp=sharing ",1.0,"[0.8.2.0 staging-14-n] Steam Tractor Plough doesn't delete Grass. - If the module is active, then part of the grass is removed under the tractor. https://drive.google.com/file/d/14AEU-d1jkNqIi9iK-O5J63ue1UeCQFYa/view?usp=sharing ",1, steam tractor plough doesn t delete grass if the module is active then part of the grass is removed under the tractor ,1 567656,16889019044.0,IssuesEvent,2021-06-23 06:48:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4.0 staging-2026] Towns & Nations objects are not hidden,Category: Gameplay Priority: Medium Squad: Redwood Type: Bug,"The following objects need to be hidden: - [x] Claim Stake Item - [x] Country Marker Item - [x] Federation Marker Item - [x] Homestead Item - [x] Immigration Desk Item - [x] Surveyor Tool - [x] Town Hall Item",1.0,"[0.9.4.0 staging-2026] Towns & Nations objects are not hidden - The following objects need to be hidden: - [x] Claim Stake Item - [x] Country Marker Item - [x] Federation Marker Item - [x] Homestead Item - [x] Immigration Desk Item - [x] Surveyor Tool - [x] Town Hall Item",1, towns nations objects are not hidden the following objects need to be hidden claim stake item country marker item federation marker item homestead item immigration desk item surveyor tool town hall item,1 502114,14540349294.0,IssuesEvent,2020-12-15 13:12:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Create Discord channel+bot for reposting SLG dev statuses,Priority: Medium Status: Fixed Type: Task,"@WeaselDog: ``` A bot that posts updates in Discord when someone changes their status. Maybe this would end up with too much spam, but it would be nice to see. At one point we talked about putting this in Daily-Status ``` `dev-statuses` channel in `Company` section",1.0,"Create Discord channel+bot for reposting SLG dev statuses - @WeaselDog: ``` A bot that posts updates in Discord when someone changes their status. Maybe this would end up with too much spam, but it would be nice to see. At one point we talked about putting this in Daily-Status ``` `dev-statuses` channel in `Company` section",1,create discord channel bot for reposting slg dev statuses weaseldog a bot that posts updates in discord when someone changes their status maybe this would end up with too much spam but it would be nice to see at one point we talked about putting this in daily status dev statuses channel in company section,1 406001,11885911277.0,IssuesEvent,2020-03-27 20:39:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,website feedback,Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/77360845-55d03e00-6d0b-11ea-895c-5c1dc72ac574.png) - [x] Tooltips for team members should display their title and bio (perhaps with a 'more...' button if the bio is long). Tooltip should be something like this: Eco Dev: John Krajewski Currently working on 'Biomes' Eco Designer, Strange Loop CEO - [x] Can you make the venture beat review link go directly to the section on Eco on that page? ![image](https://user-images.githubusercontent.com/3536496/77360909-74363980-6d0b-11ea-832f-ff6805352bd7.png) - [x] Lists are a too-small font - [x] Change color of notification bubbles to yellow",1.0,"website feedback - ![image](https://user-images.githubusercontent.com/3536496/77360845-55d03e00-6d0b-11ea-895c-5c1dc72ac574.png) - [x] Tooltips for team members should display their title and bio (perhaps with a 'more...' button if the bio is long). Tooltip should be something like this: Eco Dev: John Krajewski Currently working on 'Biomes' Eco Designer, Strange Loop CEO - [x] Can you make the venture beat review link go directly to the section on Eco on that page? ![image](https://user-images.githubusercontent.com/3536496/77360909-74363980-6d0b-11ea-832f-ff6805352bd7.png) - [x] Lists are a too-small font - [x] Change color of notification bubbles to yellow",1,website feedback tooltips for team members should display their title and bio perhaps with a more button if the bio is long tooltip should be something like this eco dev john krajewski currently working on biomes eco designer strange loop ceo can you make the venture beat review link go directly to the section on eco on that page lists are a too small font change color of notification bubbles to yellow,1 411729,12031139163.0,IssuesEvent,2020-04-13 08:59:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Icons in preview hover-UI and chat and tooltips and Ecopedia do not use scaling and positioning, and break in other ways",Priority: Medium Status: Fixed Week Task,"Overall, icons everywhere in-game should look like they do when they are on the toolbar or in the backpack-- but they look different in all different places. Previously this problem has been phrased as 'need inline gameobjects rather than inline sprites', I imagine so that they can inheirit all the scaling and positioning in the original gameobject setup in eco.unity.' So we may need to make all icons into a prefab or something. ![image](https://user-images.githubusercontent.com/14983165/71696899-2e508180-2d6b-11ea-9f3b-d7dbf12d626a.png) In the 'what you are looking at' hover UI, the icon is not positioned over the center of its background, it is several pixels down from the center. ![image](https://user-images.githubusercontent.com/14983165/71696970-5dff8980-2d6b-11ea-9dc9-f31d4b782271.png) Scaling of any sub-icon is also broken, when it should be inherited from the Icon gameobject in eco.unity. In the chat UI, there are the same problems-- we want scale and positioning inherited from the Icon gameobject in Eco.unity if we can. ![image](https://user-images.githubusercontent.com/14983165/71697080-b9ca1280-2d6b-11ea-8a5e-e3ad6cf9371b.png) Similar issues in the tooltip icon, no scaling or positioning. Also some icons seem to not display all their sub-icons. ![image](https://user-images.githubusercontent.com/14983165/71697110-d0706980-2d6b-11ea-9098-8f5ec63d96d1.png) ",1.0,"Icons in preview hover-UI and chat and tooltips and Ecopedia do not use scaling and positioning, and break in other ways - Overall, icons everywhere in-game should look like they do when they are on the toolbar or in the backpack-- but they look different in all different places. Previously this problem has been phrased as 'need inline gameobjects rather than inline sprites', I imagine so that they can inheirit all the scaling and positioning in the original gameobject setup in eco.unity.' So we may need to make all icons into a prefab or something. ![image](https://user-images.githubusercontent.com/14983165/71696899-2e508180-2d6b-11ea-9f3b-d7dbf12d626a.png) In the 'what you are looking at' hover UI, the icon is not positioned over the center of its background, it is several pixels down from the center. ![image](https://user-images.githubusercontent.com/14983165/71696970-5dff8980-2d6b-11ea-9dc9-f31d4b782271.png) Scaling of any sub-icon is also broken, when it should be inherited from the Icon gameobject in eco.unity. In the chat UI, there are the same problems-- we want scale and positioning inherited from the Icon gameobject in Eco.unity if we can. ![image](https://user-images.githubusercontent.com/14983165/71697080-b9ca1280-2d6b-11ea-8a5e-e3ad6cf9371b.png) Similar issues in the tooltip icon, no scaling or positioning. Also some icons seem to not display all their sub-icons. ![image](https://user-images.githubusercontent.com/14983165/71697110-d0706980-2d6b-11ea-9098-8f5ec63d96d1.png) ",1,icons in preview hover ui and chat and tooltips and ecopedia do not use scaling and positioning and break in other ways overall icons everywhere in game should look like they do when they are on the toolbar or in the backpack but they look different in all different places previously this problem has been phrased as need inline gameobjects rather than inline sprites i imagine so that they can inheirit all the scaling and positioning in the original gameobject setup in eco unity so we may need to make all icons into a prefab or something in the what you are looking at hover ui the icon is not positioned over the center of its background it is several pixels down from the center scaling of any sub icon is also broken when it should be inherited from the icon gameobject in eco unity in the chat ui there are the same problems we want scale and positioning inherited from the icon gameobject in eco unity if we can similar issues in the tooltip icon no scaling or positioning also some icons seem to not display all their sub icons ,1 471650,13596004746.0,IssuesEvent,2020-09-22 04:54:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0.1 Some Research papers only need skill learnt but not specialised,Category: Balance Priority: Medium,"Some of the research papers only need you to have learn the skill not specialised into it spending a star. Looking in the .cs files it looks to be the below line "" [RequiresSkill(typeof(BakingSkill), 1)] "" [RequiresSkill(typeof(SmeltingSkill), 0)] Found it on metallurgy am not sure what others are having the same issue, was reported in bug-testing by DavekeC, screenshot below is from a fresh copy of the server files. ![image](https://user-images.githubusercontent.com/61889138/93204398-f26d1900-f74d-11ea-9b78-1bdc63d6a734.png) ",1.0,"9.0.1 Some Research papers only need skill learnt but not specialised - Some of the research papers only need you to have learn the skill not specialised into it spending a star. Looking in the .cs files it looks to be the below line "" [RequiresSkill(typeof(BakingSkill), 1)] "" [RequiresSkill(typeof(SmeltingSkill), 0)] Found it on metallurgy am not sure what others are having the same issue, was reported in bug-testing by DavekeC, screenshot below is from a fresh copy of the server files. ![image](https://user-images.githubusercontent.com/61889138/93204398-f26d1900-f74d-11ea-9b78-1bdc63d6a734.png) ",1, some research papers only need skill learnt but not specialised some of the research papers only need you to have learn the skill not specialised into it spending a star looking in the cs files it looks to be the below line found it on metallurgy am not sure what others are having the same issue was reported in bug testing by davekec screenshot below is from a fresh copy of the server files ,1 253137,8051976417.0,IssuesEvent,2018-08-01 17:48:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Hewn Logs problems,Investigate Medium Priority,"![20180729074756_1](https://user-images.githubusercontent.com/41862912/43366123-fdec6cd0-9305-11e8-87b2-6be27f10da99.jpg) ![20180729074800_1](https://user-images.githubusercontent.com/41862912/43366124-fdfadbbc-9305-11e8-9758-ee22b38bf828.jpg) ![20180729074820_1](https://user-images.githubusercontent.com/41862912/43366125-fe0794ba-9305-11e8-8935-3f0a7cfff86f.jpg) ![20180729074851_1](https://user-images.githubusercontent.com/41862912/43366126-fe1405f6-9305-11e8-9999-3f0659cc415d.jpg) When trying to make hewn logs in my carpentry table the time is at 0s and no matter how many I try to make it doesn't start the work order. In my workbench it still shows max time and max logs needed to make them even though I have maxed out the skill points for both of the hewn logs skills. Not sure when or how this happened. Last time I played it was working properly now I can't make anymore hewn logs because I don't want to use my workbench due to it using max resources, and I can't use my carpentry table because it won't make them at all. I included screenshots to help show what I mean.",1.0,"Hewn Logs problems - ![20180729074756_1](https://user-images.githubusercontent.com/41862912/43366123-fdec6cd0-9305-11e8-87b2-6be27f10da99.jpg) ![20180729074800_1](https://user-images.githubusercontent.com/41862912/43366124-fdfadbbc-9305-11e8-9758-ee22b38bf828.jpg) ![20180729074820_1](https://user-images.githubusercontent.com/41862912/43366125-fe0794ba-9305-11e8-8935-3f0a7cfff86f.jpg) ![20180729074851_1](https://user-images.githubusercontent.com/41862912/43366126-fe1405f6-9305-11e8-9999-3f0659cc415d.jpg) When trying to make hewn logs in my carpentry table the time is at 0s and no matter how many I try to make it doesn't start the work order. In my workbench it still shows max time and max logs needed to make them even though I have maxed out the skill points for both of the hewn logs skills. Not sure when or how this happened. Last time I played it was working properly now I can't make anymore hewn logs because I don't want to use my workbench due to it using max resources, and I can't use my carpentry table because it won't make them at all. I included screenshots to help show what I mean.",1,hewn logs problems when trying to make hewn logs in my carpentry table the time is at and no matter how many i try to make it doesn t start the work order in my workbench it still shows max time and max logs needed to make them even though i have maxed out the skill points for both of the hewn logs skills not sure when or how this happened last time i played it was working properly now i can t make anymore hewn logs because i don t want to use my workbench due to it using max resources and i can t use my carpentry table because it won t make them at all i included screenshots to help show what i mean ,1 251983,8030280118.0,IssuesEvent,2018-07-27 19:00:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,7.6.3 - Excavator picks up fuel from vehicles including itself,Medium Priority,"In dig mode with the left mouse button held down, if the excavator's bucket contacts it's body it will remove it's own fuel. When picking up stuff from trucks, if there isn't enough stuff to fill the excavators capacity then it will also remove the truck's fuel.",1.0,"7.6.3 - Excavator picks up fuel from vehicles including itself - In dig mode with the left mouse button held down, if the excavator's bucket contacts it's body it will remove it's own fuel. When picking up stuff from trucks, if there isn't enough stuff to fill the excavators capacity then it will also remove the truck's fuel.",1, excavator picks up fuel from vehicles including itself in dig mode with the left mouse button held down if the excavator s bucket contacts it s body it will remove it s own fuel when picking up stuff from trucks if there isn t enough stuff to fill the excavators capacity then it will also remove the truck s fuel ,1 214436,7273100453.0,IssuesEvent,2018-02-21 02:44:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Cannot Unstuck when below Stone Road or Asphalt Road,Medium Priority,"**Version:** 0.7.0.5 beta build Stone Road or Asphalt Road above yourself, then try to /Unstuck it will NOT let you, same as you cannot /unstuck under a tree as they are not being classed as a block. Checked with another Player and they to cannot use unstuck under these type of blocks, i can unstuck anywhere else. checked on 0.7.0.6 dont get this bug",1.0,"USER ISSUE: Cannot Unstuck when below Stone Road or Asphalt Road - **Version:** 0.7.0.5 beta build Stone Road or Asphalt Road above yourself, then try to /Unstuck it will NOT let you, same as you cannot /unstuck under a tree as they are not being classed as a block. Checked with another Player and they to cannot use unstuck under these type of blocks, i can unstuck anywhere else. checked on 0.7.0.6 dont get this bug",1,user issue cannot unstuck when below stone road or asphalt road version beta build stone road or asphalt road above yourself then try to unstuck it will not let you same as you cannot unstuck under a tree as they are not being classed as a block checked with another player and they to cannot use unstuck under these type of blocks i can unstuck anywhere else checked on dont get this bug,1 708914,24360826837.0,IssuesEvent,2022-10-03 11:32:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.3 Staging-1955]Storage linked to store should not be accessible by resident, exploit reselling already sold items",Priority: Medium Type: Feature Exploit Category: Gameplay,"Build: 0.9.3 Staging-1955 ### Issue Players that became a resident of a land deed where a store and its linked storage are located can be exploited. Residents can sell items to the store and pick the sold items from the linked storage and sell them again. Repro: 1. Build a store and fulfill its requirements for it to work. Place it in one of your owned properties with a deed. Configure the purchasing list of the store. Example, set arrows as one of your to-buy lists. 2. Place a storage box and link it to the store. 3. Invite Player 2 to be a resident of the deed mentioned in step 1. 4. Make player 2 sell arrows through the store. 5. Make player 2 pick the sold arrows on step 4 from the linked storage to the store. 6. Sell those arrows again. Video: https://images.zenhubusercontent.com/42199084/d9e73f2c-6381-44fb-bba5-baf6e4244b80/2021_03_19_07_35_trim.mp4",1.0,"[0.9.3 Staging-1955]Storage linked to store should not be accessible by resident, exploit reselling already sold items - Build: 0.9.3 Staging-1955 ### Issue Players that became a resident of a land deed where a store and its linked storage are located can be exploited. Residents can sell items to the store and pick the sold items from the linked storage and sell them again. Repro: 1. Build a store and fulfill its requirements for it to work. Place it in one of your owned properties with a deed. Configure the purchasing list of the store. Example, set arrows as one of your to-buy lists. 2. Place a storage box and link it to the store. 3. Invite Player 2 to be a resident of the deed mentioned in step 1. 4. Make player 2 sell arrows through the store. 5. Make player 2 pick the sold arrows on step 4 from the linked storage to the store. 6. Sell those arrows again. Video: https://images.zenhubusercontent.com/42199084/d9e73f2c-6381-44fb-bba5-baf6e4244b80/2021_03_19_07_35_trim.mp4",1, storage linked to store should not be accessible by resident exploit reselling already sold items build staging issue players that became a resident of a land deed where a store and its linked storage are located can be exploited residents can sell items to the store and pick the sold items from the linked storage and sell them again repro build a store and fulfill its requirements for it to work place it in one of your owned properties with a deed configure the purchasing list of the store example set arrows as one of your to buy lists place a storage box and link it to the store invite player to be a resident of the deed mentioned in step make player sell arrows through the store make player pick the sold arrows on step from the linked storage to the store sell those arrows again video ,1 236662,7751813563.0,IssuesEvent,2018-05-30 18:16:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Unstable ecosystem because of plant space requirements,Medium Priority Suggestion,"The ""feature"" that plants have space requirements bigger then the one block they are growing on is leading to some pretty big side effects. Players should be the important impact on the ecosystem stability but that feature renders it instable on it's own. Plants spread out and go dead because of nearby plants. Without player interaction (digging the dead plants out to make new space) plants are killing each other in their natural territory. Animals eat the rest and after quite some time, without any player interaction, parts of the ecosystem begin to go extinct just by themself. That doesn't make sense to me. And as another sideeffect: It's pretty unrealistic that you need to leave huge empty spaces between plants on a field. Fields are typically very crowded in reality.",1.0,"Unstable ecosystem because of plant space requirements - The ""feature"" that plants have space requirements bigger then the one block they are growing on is leading to some pretty big side effects. Players should be the important impact on the ecosystem stability but that feature renders it instable on it's own. Plants spread out and go dead because of nearby plants. Without player interaction (digging the dead plants out to make new space) plants are killing each other in their natural territory. Animals eat the rest and after quite some time, without any player interaction, parts of the ecosystem begin to go extinct just by themself. That doesn't make sense to me. And as another sideeffect: It's pretty unrealistic that you need to leave huge empty spaces between plants on a field. Fields are typically very crowded in reality.",1,unstable ecosystem because of plant space requirements the feature that plants have space requirements bigger then the one block they are growing on is leading to some pretty big side effects players should be the important impact on the ecosystem stability but that feature renders it instable on it s own plants spread out and go dead because of nearby plants without player interaction digging the dead plants out to make new space plants are killing each other in their natural territory animals eat the rest and after quite some time without any player interaction parts of the ecosystem begin to go extinct just by themself that doesn t make sense to me and as another sideeffect it s pretty unrealistic that you need to leave huge empty spaces between plants on a field fields are typically very crowded in reality ,1 523471,15183190557.0,IssuesEvent,2021-02-15 07:43:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.2 staging-1885] Glitch with the displaying of markers on the 3D map, which are located on the back side",Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Fixed,"Step to reproduce: - open minimap and create a several markers: ![image](https://user-images.githubusercontent.com/45708377/103123540-becb5480-4695-11eb-9e10-831f73f43250.png) - rotate minimap not to see the markers. - drop a new marker or you can delete it too (without rotation minimap): You can have 3 different effects (depend on switching or not 2D/3D minimap, different zoom and possible something else): 1. They appear outside the planet (as if you have a 2D map, I think): ![image](https://user-images.githubusercontent.com/45708377/103123657-22558200-4696-11eb-8e11-9ae5fafa3392.png) 2. They appear at the edge of the planet but this is not their position: ![image](https://user-images.githubusercontent.com/45708377/103124636-6eee8c80-4699-11eb-8378-4942ac4a1929.png) ![image](https://user-images.githubusercontent.com/45708377/103124641-74e46d80-4699-11eb-905e-94b739811fd2.png) 3. The same like point 2 but they just blink for a moment. ",1.0,"[0.9.2 staging-1885] Glitch with the displaying of markers on the 3D map, which are located on the back side - Step to reproduce: - open minimap and create a several markers: ![image](https://user-images.githubusercontent.com/45708377/103123540-becb5480-4695-11eb-9e10-831f73f43250.png) - rotate minimap not to see the markers. - drop a new marker or you can delete it too (without rotation minimap): You can have 3 different effects (depend on switching or not 2D/3D minimap, different zoom and possible something else): 1. They appear outside the planet (as if you have a 2D map, I think): ![image](https://user-images.githubusercontent.com/45708377/103123657-22558200-4696-11eb-8e11-9ae5fafa3392.png) 2. They appear at the edge of the planet but this is not their position: ![image](https://user-images.githubusercontent.com/45708377/103124636-6eee8c80-4699-11eb-8378-4942ac4a1929.png) ![image](https://user-images.githubusercontent.com/45708377/103124641-74e46d80-4699-11eb-905e-94b739811fd2.png) 3. The same like point 2 but they just blink for a moment. ",1, glitch with the displaying of markers on the map which are located on the back side step to reproduce open minimap and create a several markers rotate minimap not to see the markers drop a new marker or you can delete it too without rotation minimap you can have different effects depend on switching or not minimap different zoom and possible something else they appear outside the planet as if you have a map i think they appear at the edge of the planet but this is not their position the same like point but they just blink for a moment ,1 460763,13217876310.0,IssuesEvent,2020-08-17 07:41:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1693] Part of UI isn't updated immediately,Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/86327682-59e5f300-bc4c-11ea-9daf-ae001ecb8ad3.png) > * 5. some elements in law don't upgrade if you add/delete something. you need to select fields or do something else. Step to reproduce: > * start a new law: > ![image](https://user-images.githubusercontent.com/45708377/85273670-8e0c2780-b486-11ea-9b82-70a381be594e.png) > * add some trigger: > ![image](https://user-images.githubusercontent.com/45708377/85273732-a8460580-b486-11ea-923d-6de94e3efe3a.png) > * reselect trigger and this section: > ![image](https://user-images.githubusercontent.com/45708377/85273851-d1669600-b486-11ea-8a3a-042c5fccd359.png) > * add some condition, we have overlap here: > ![image](https://user-images.githubusercontent.com/45708377/85274170-42a64900-b487-11ea-8083-554f031c98ed.png) > * selecting something else will fix it: > ![image](https://user-images.githubusercontent.com/45708377/85274241-594ca000-b487-11ea-8fe5-694c66f19912.png) > * but if you delete this condition then you will have a lot of space here: > ![image](https://user-images.githubusercontent.com/45708377/85274316-72ede780-b487-11ea-9b7f-f54ac78033ad.png) _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/16954#issuecomment-652828277_",1.0,"[0.9.0 staging-1693] Part of UI isn't updated immediately - ![image](https://user-images.githubusercontent.com/45708377/86327682-59e5f300-bc4c-11ea-9daf-ae001ecb8ad3.png) > * 5. some elements in law don't upgrade if you add/delete something. you need to select fields or do something else. Step to reproduce: > * start a new law: > ![image](https://user-images.githubusercontent.com/45708377/85273670-8e0c2780-b486-11ea-9b82-70a381be594e.png) > * add some trigger: > ![image](https://user-images.githubusercontent.com/45708377/85273732-a8460580-b486-11ea-923d-6de94e3efe3a.png) > * reselect trigger and this section: > ![image](https://user-images.githubusercontent.com/45708377/85273851-d1669600-b486-11ea-8a3a-042c5fccd359.png) > * add some condition, we have overlap here: > ![image](https://user-images.githubusercontent.com/45708377/85274170-42a64900-b487-11ea-8083-554f031c98ed.png) > * selecting something else will fix it: > ![image](https://user-images.githubusercontent.com/45708377/85274241-594ca000-b487-11ea-8fe5-694c66f19912.png) > * but if you delete this condition then you will have a lot of space here: > ![image](https://user-images.githubusercontent.com/45708377/85274316-72ede780-b487-11ea-9b7f-f54ac78033ad.png) _Originally posted by @SlayksWood in https://github.com/StrangeLoopGames/EcoIssues/issues/16954#issuecomment-652828277_",1, part of ui isn t updated immediately some elements in law don t upgrade if you add delete something you need to select fields or do something else step to reproduce start a new law add some trigger reselect trigger and this section add some condition we have overlap here selecting something else will fix it but if you delete this condition then you will have a lot of space here originally posted by slaykswood in ,1 245093,7881082242.0,IssuesEvent,2018-06-26 17:52:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Server Rollback - Cart / Deed Loss,Medium Priority," ![deletemesoonish](https://user-images.githubusercontent.com/36611838/36469979-cdad86ea-16ae-11e8-8656-f316b1153d68.PNG) **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1) Server restart rolled back to a point where a small wood cart was upside down 2) Owned cart of mine said I didn't have the proper deed for it 3) Deed shows no location of the cart it belongs to **Expected behavior:** It should have remained my property and let me pick it up with a hammer. **Actual behavior:** It stayed flipped over and I couldn't recover the small wooden cart in any way while the deed remains on my person.",1.0,"USER ISSUE: Server Rollback - Cart / Deed Loss - ![deletemesoonish](https://user-images.githubusercontent.com/36611838/36469979-cdad86ea-16ae-11e8-8656-f316b1153d68.PNG) **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1) Server restart rolled back to a point where a small wood cart was upside down 2) Owned cart of mine said I didn't have the proper deed for it 3) Deed shows no location of the cart it belongs to **Expected behavior:** It should have remained my property and let me pick it up with a hammer. **Actual behavior:** It stayed flipped over and I couldn't recover the small wooden cart in any way while the deed remains on my person.",1,user issue server rollback cart deed loss version beta steps to reproduce server restart rolled back to a point where a small wood cart was upside down owned cart of mine said i didn t have the proper deed for it deed shows no location of the cart it belongs to expected behavior it should have remained my property and let me pick it up with a hammer actual behavior it stayed flipped over and i couldn t recover the small wooden cart in any way while the deed remains on my person ,1 249113,7953828370.0,IssuesEvent,2018-07-12 04:07:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: tower bug,Medium Priority," **Version:** 0.7.2.5 beta **Steps to Reproduce:** Build a tower to height limit Place all sorts of items near the base of tower **Expected behavior:** items are visible and interactable **Actual behavior:** items are invisible and uninteractable, can be visible to soil analyser for such items as stone ramps but cannot go up a stone ramp and acts like it is not there. Other invisible items include carts, powered carts, trees storage boxes and stockpile. Stockpile still interactable from other still visible storage or stockpile. **Screenshots:** ![20180319005749_1](https://user-images.githubusercontent.com/37527056/37578820-7b731cce-2b11-11e8-8f47-7c47a6578aa8.jpg) ![20180319005806_1](https://user-images.githubusercontent.com/37527056/37578821-7b8451ce-2b11-11e8-8d17-f1c9b0add2d0.jpg) ![20180319005819_1](https://user-images.githubusercontent.com/37527056/37578822-7b931ac4-2b11-11e8-8359-78ac7cfaa69e.jpg) ![20180319005828_1](https://user-images.githubusercontent.com/37527056/37578824-7ba6c0f6-2b11-11e8-985b-1c6e65f76e88.jpg) ![20180319005846_1](https://user-images.githubusercontent.com/37527056/37578825-7bb5f6f2-2b11-11e8-878a-64f967708b63.jpg) ![20180319005857_1](https://user-images.githubusercontent.com/37527056/37578826-7bd04eda-2b11-11e8-9ae0-8d0f5c40e3f2.jpg) ![20180319005908_1](https://user-images.githubusercontent.com/37527056/37578827-7be1c296-2b11-11e8-9aa3-aa1d4273d52a.jpg) ![20180319005959_1](https://user-images.githubusercontent.com/37527056/37578828-7bf48246-2b11-11e8-83a5-fac737fe33dc.jpg) ![20180319012903_1](https://user-images.githubusercontent.com/37527056/37579512-08af0352-2b15-11e8-88b0-8d1228b0f123.jpg) ",1.0,"USER ISSUE: tower bug - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Build a tower to height limit Place all sorts of items near the base of tower **Expected behavior:** items are visible and interactable **Actual behavior:** items are invisible and uninteractable, can be visible to soil analyser for such items as stone ramps but cannot go up a stone ramp and acts like it is not there. Other invisible items include carts, powered carts, trees storage boxes and stockpile. Stockpile still interactable from other still visible storage or stockpile. **Screenshots:** ![20180319005749_1](https://user-images.githubusercontent.com/37527056/37578820-7b731cce-2b11-11e8-8f47-7c47a6578aa8.jpg) ![20180319005806_1](https://user-images.githubusercontent.com/37527056/37578821-7b8451ce-2b11-11e8-8d17-f1c9b0add2d0.jpg) ![20180319005819_1](https://user-images.githubusercontent.com/37527056/37578822-7b931ac4-2b11-11e8-8359-78ac7cfaa69e.jpg) ![20180319005828_1](https://user-images.githubusercontent.com/37527056/37578824-7ba6c0f6-2b11-11e8-985b-1c6e65f76e88.jpg) ![20180319005846_1](https://user-images.githubusercontent.com/37527056/37578825-7bb5f6f2-2b11-11e8-878a-64f967708b63.jpg) ![20180319005857_1](https://user-images.githubusercontent.com/37527056/37578826-7bd04eda-2b11-11e8-9ae0-8d0f5c40e3f2.jpg) ![20180319005908_1](https://user-images.githubusercontent.com/37527056/37578827-7be1c296-2b11-11e8-9aa3-aa1d4273d52a.jpg) ![20180319005959_1](https://user-images.githubusercontent.com/37527056/37578828-7bf48246-2b11-11e8-83a5-fac737fe33dc.jpg) ![20180319012903_1](https://user-images.githubusercontent.com/37527056/37579512-08af0352-2b15-11e8-88b0-8d1228b0f123.jpg) ",1,user issue tower bug version beta steps to reproduce build a tower to height limit place all sorts of items near the base of tower expected behavior items are visible and interactable actual behavior items are invisible and uninteractable can be visible to soil analyser for such items as stone ramps but cannot go up a stone ramp and acts like it is not there other invisible items include carts powered carts trees storage boxes and stockpile stockpile still interactable from other still visible storage or stockpile screenshots ,1 426854,12389023552.0,IssuesEvent,2020-05-20 08:20:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1538] - Shovel placement problems,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed Week Task,"Observed Behaviour: ![image](https://user-images.githubusercontent.com/48172405/81029307-4866b180-8e7c-11ea-8256-9a67d0e61280.png) Expected Behaviour: Ghost should be placed at the same height as targeted block. Further, there is no position on the side of the dirt block that will have the ghost appear alongside. At this height the ghost disappears and the block becomes unplaceable: ![image](https://user-images.githubusercontent.com/48172405/81029376-8ebc1080-8e7c-11ea-8438-6cd181dc1be2.png) Then this is fine, once the block below is targeted: ![image](https://user-images.githubusercontent.com/48172405/81029404-b01cfc80-8e7c-11ea-8c27-c0435a1176f7.png)",1.0,"[0.9.0 Staging-1538] - Shovel placement problems - Observed Behaviour: ![image](https://user-images.githubusercontent.com/48172405/81029307-4866b180-8e7c-11ea-8256-9a67d0e61280.png) Expected Behaviour: Ghost should be placed at the same height as targeted block. Further, there is no position on the side of the dirt block that will have the ghost appear alongside. At this height the ghost disappears and the block becomes unplaceable: ![image](https://user-images.githubusercontent.com/48172405/81029376-8ebc1080-8e7c-11ea-8438-6cd181dc1be2.png) Then this is fine, once the block below is targeted: ![image](https://user-images.githubusercontent.com/48172405/81029404-b01cfc80-8e7c-11ea-8c27-c0435a1176f7.png)",1, shovel placement problems observed behaviour expected behaviour ghost should be placed at the same height as targeted block further there is no position on the side of the dirt block that will have the ghost appear alongside at this height the ghost disappears and the block becomes unplaceable then this is fine once the block below is targeted ,1 530708,15436084745.0,IssuesEvent,2021-03-07 11:38:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.3.0 1929 Clicking on a deed always defaults to bottom of window,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"it always has you scrolled down to the bottom, should be at the top Below is what opens when clicking on a deed name, just incase, screen res is 3840x2160 and interface scale 70% ![image](https://user-images.githubusercontent.com/61889138/107858934-96a6d900-6e2e-11eb-8627-d2857e8ac1e1.png) ",1.0,"9.3.0 1929 Clicking on a deed always defaults to bottom of window - it always has you scrolled down to the bottom, should be at the top Below is what opens when clicking on a deed name, just incase, screen res is 3840x2160 and interface scale 70% ![image](https://user-images.githubusercontent.com/61889138/107858934-96a6d900-6e2e-11eb-8627-d2857e8ac1e1.png) ",1, clicking on a deed always defaults to bottom of window it always has you scrolled down to the bottom should be at the top below is what opens when clicking on a deed name just incase screen res is and interface scale ,1 385335,11418789817.0,IssuesEvent,2020-02-03 05:59:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1378] Hard to see recipes at Advanced Carpentry table,Priority: Medium Status: Fixed,"Step to reproduce: - place Advanced Carpentry table: - open it. I have 1 recipe: ![image](https://user-images.githubusercontent.com/45708377/73523147-41fb1080-441b-11ea-9295-388e853e349a.png) - close and reopen: ![image](https://user-images.githubusercontent.com/45708377/73523162-48898800-441b-11ea-8fb7-313c9ca64c29.png) - again and again and again: ![image](https://user-images.githubusercontent.com/45708377/73523171-4d4e3c00-441b-11ea-8a50-f28e5225adfb.png) ![image](https://user-images.githubusercontent.com/45708377/73523176-52ab8680-441b-11ea-9e94-7b10982424b6.png) ![image](https://user-images.githubusercontent.com/45708377/73523185-550de080-441b-11ea-896f-2236f2a340df.png) ",1.0,"[0.9.0 staging-1378] Hard to see recipes at Advanced Carpentry table - Step to reproduce: - place Advanced Carpentry table: - open it. I have 1 recipe: ![image](https://user-images.githubusercontent.com/45708377/73523147-41fb1080-441b-11ea-9295-388e853e349a.png) - close and reopen: ![image](https://user-images.githubusercontent.com/45708377/73523162-48898800-441b-11ea-8fb7-313c9ca64c29.png) - again and again and again: ![image](https://user-images.githubusercontent.com/45708377/73523171-4d4e3c00-441b-11ea-8a50-f28e5225adfb.png) ![image](https://user-images.githubusercontent.com/45708377/73523176-52ab8680-441b-11ea-9e94-7b10982424b6.png) ![image](https://user-images.githubusercontent.com/45708377/73523185-550de080-441b-11ea-896f-2236f2a340df.png) ",1, hard to see recipes at advanced carpentry table step to reproduce place advanced carpentry table open it i have recipe close and reopen again and again and again ,1 314969,9605225845.0,IssuesEvent,2019-05-10 22:53:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Muting/Dulling of colors,Medium Priority,"**Version:** 0.7.7.0 beta **Steps to Reproduce:** Seems to occur more when evening falls, or shadows. **Expected behavior:** Colors/world should remain constant. **Actual behavior:** Colors/world become extreemly muted/dull. Immediate disconnect/reconnect seems to reset all the colors/shadows. ![screenshot-shadingweird](https://user-images.githubusercontent.com/26211498/45227723-283db400-b28f-11e8-89f3-9466eff99556.png)",1.0,"USER ISSUE: Muting/Dulling of colors - **Version:** 0.7.7.0 beta **Steps to Reproduce:** Seems to occur more when evening falls, or shadows. **Expected behavior:** Colors/world should remain constant. **Actual behavior:** Colors/world become extreemly muted/dull. Immediate disconnect/reconnect seems to reset all the colors/shadows. ![screenshot-shadingweird](https://user-images.githubusercontent.com/26211498/45227723-283db400-b28f-11e8-89f3-9466eff99556.png)",1,user issue muting dulling of colors version beta steps to reproduce seems to occur more when evening falls or shadows expected behavior colors world should remain constant actual behavior colors world become extreemly muted dull immediate disconnect reconnect seems to reset all the colors shadows ,1 393650,11622906843.0,IssuesEvent,2020-02-27 07:46:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1293] Notifications don't tell you about needing in Labor.,Priority: Medium Status: Fixed Status: Reopen,"Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. - start Bow order. See notification: ![image](https://user-images.githubusercontent.com/45708377/70796948-76a40180-1db4-11ea-95b0-36e38205b2b5.png) But first of all I need Labor. Another problem if you have all resourses but no labor you can't see any notifications about it. Step to reproduce: - spawn Workbench, Stockpile. Add all ingredients for Bow projects (16 Birch Log and 30 Plant Fiber). ![image](https://user-images.githubusercontent.com/45708377/70797082-cb477c80-1db4-11ea-9bad-db3df914da5e.png) - Start Bow order. I don't see any notification about Project halted. ![image](https://user-images.githubusercontent.com/45708377/70797130-eca86880-1db4-11ea-84a8-d95be188ce9c.png) ",1.0,"[0.9.0 staging-1293] Notifications don't tell you about needing in Labor. - Step to reproduce: - spawn Workbench, Stockpile. Add 16 Birch Log to stockpile. - start Bow order. See notification: ![image](https://user-images.githubusercontent.com/45708377/70796948-76a40180-1db4-11ea-95b0-36e38205b2b5.png) But first of all I need Labor. Another problem if you have all resourses but no labor you can't see any notifications about it. Step to reproduce: - spawn Workbench, Stockpile. Add all ingredients for Bow projects (16 Birch Log and 30 Plant Fiber). ![image](https://user-images.githubusercontent.com/45708377/70797082-cb477c80-1db4-11ea-9bad-db3df914da5e.png) - Start Bow order. I don't see any notification about Project halted. ![image](https://user-images.githubusercontent.com/45708377/70797130-eca86880-1db4-11ea-84a8-d95be188ce9c.png) ",1, notifications don t tell you about needing in labor step to reproduce spawn workbench stockpile add birch log to stockpile start bow order see notification but first of all i need labor another problem if you have all resourses but no labor you can t see any notifications about it step to reproduce spawn workbench stockpile add all ingredients for bow projects birch log and plant fiber start bow order i don t see any notification about project halted ,1 288099,8825113213.0,IssuesEvent,2019-01-02 19:36:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Building too high corrupts the world?,Medium Priority,"A player of us built a skyscraper on height 100, maybe around 70 blocks high (i don't really know and can't look it up), as he placed down the beginning of another layer that lead to people no longer be able to connect, some minutes later the server crashed and will no longer start up as of this error: > Unbehandelte Ausnahme: System.AggregateException: Mindestens ein Fehler ist aufgetreten. ---> System.AggregateException: Mindestens ein Fehler ist aufgetreten. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Exception: Error(s) occurred when loading World > bei Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) > bei Eco.World.PersistentChunkGrid.Load() > bei Eco.World.WorldPlugin..ctor() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) > bei System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) > bei System.Activator.CreateInstance(Type type, Boolean nonPublic) > bei System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) > bei System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) > bei System.Activator.CreateInstance(Type type, Object[] args) > bei Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) > bei Eco.Server.PluginManager.<.ctor>b__10_4() > bei System.Threading.Tasks.Task.Execute() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) > bei Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() > bei System.Threading.Tasks.Task.Execute() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) > bei Eco.Server.PluginManager..ctor() > bei Eco.Server.Startup.Start(String[] args) > bei Eco.Server.MainClass.Main(String[] args) You can find the save file here: https://www.godsofwar.de/game.zip The players name is ZiEGE and he should be at the place where the skyscraper is on that save, though not able to connect or start it up.",1.0,"Building too high corrupts the world? - A player of us built a skyscraper on height 100, maybe around 70 blocks high (i don't really know and can't look it up), as he placed down the beginning of another layer that lead to people no longer be able to connect, some minutes later the server crashed and will no longer start up as of this error: > Unbehandelte Ausnahme: System.AggregateException: Mindestens ein Fehler ist aufgetreten. ---> System.AggregateException: Mindestens ein Fehler ist aufgetreten. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Exception: Error(s) occurred when loading World > bei Eco.Core.Serialization.DataStore.LoadAsync[T](String folder, Action`2 createFunc) > bei Eco.World.PersistentChunkGrid.Load() > bei Eco.World.WorldPlugin..ctor() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) > bei System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) > bei System.Activator.CreateInstance(Type type, Boolean nonPublic) > bei System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark) > bei System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) > bei System.Activator.CreateInstance(Type type, Object[] args) > bei Eco.Server.PluginManager.AddPlugin(Type pluginType, Object[] p) > bei Eco.Server.PluginManager.<.ctor>b__10_4() > bei System.Threading.Tasks.Task.Execute() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) > bei Eco.Server.PluginManager.<>c__DisplayClass10_0.<.ctor>b__0() > bei System.Threading.Tasks.Task.Execute() > --- Ende der internen Ausnahmestapelüberwachung --- > bei System.Threading.Tasks.Task.WaitAll(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken) > bei Eco.Server.PluginManager..ctor() > bei Eco.Server.Startup.Start(String[] args) > bei Eco.Server.MainClass.Main(String[] args) You can find the save file here: https://www.godsofwar.de/game.zip The players name is ZiEGE and he should be at the place where the skyscraper is on that save, though not able to connect or start it up.",1,building too high corrupts the world a player of us built a skyscraper on height maybe around blocks high i don t really know and can t look it up as he placed down the beginning of another layer that lead to people no longer be able to connect some minutes later the server crashed and will no longer start up as of this error unbehandelte ausnahme system aggregateexception mindestens ein fehler ist aufgetreten system aggregateexception mindestens ein fehler ist aufgetreten system reflection targetinvocationexception ein aufrufziel hat einen ausnahmefehler verursacht system exception error s occurred when loading world bei eco core serialization datastore loadasync string folder action createfunc bei eco world persistentchunkgrid load bei eco world worldplugin ctor ende der internen ausnahmestapelüberwachung bei system runtimetypehandle createinstance runtimetype type boolean publiconly boolean nocheck boolean canbecached runtimemethodhandleinternal ctor boolean bneedsecuritycheck bei system runtimetype createinstanceslow boolean publiconly boolean skipcheckthis boolean fillcache stackcrawlmark stackmark bei system activator createinstance type type boolean nonpublic bei system runtimetype createinstanceimpl bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes stackcrawlmark stackmark bei system activator createinstance type type bindingflags bindingattr binder binder object args cultureinfo culture object activationattributes bei system activator createinstance type type object args bei eco server pluginmanager addplugin type plugintype object p bei eco server pluginmanager b bei system threading tasks task execute ende der internen ausnahmestapelüberwachung bei system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken bei eco server pluginmanager c b bei system threading tasks task execute ende der internen ausnahmestapelüberwachung bei system threading tasks task waitall task tasks millisecondstimeout cancellationtoken cancellationtoken bei eco server pluginmanager ctor bei eco server startup start string args bei eco server mainclass main string args you can find the save file here the players name is ziege and he should be at the place where the skyscraper is on that save though not able to connect or start it up ,1 307033,9414131455.0,IssuesEvent,2019-04-10 09:26:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,If Waste Filter fail - he block liquid.,Medium Priority,"As result - all production stopped. Also if you use combustion generator with filter, you need hammer to fix network. possible solution - add 3, ""fallback"" pipe from filter, sewage will flow to it if something fail. Also option ""block sewage\fallback sewage"" will be nice.",1.0,"If Waste Filter fail - he block liquid. - As result - all production stopped. Also if you use combustion generator with filter, you need hammer to fix network. possible solution - add 3, ""fallback"" pipe from filter, sewage will flow to it if something fail. Also option ""block sewage\fallback sewage"" will be nice.",1,if waste filter fail he block liquid as result all production stopped also if you use combustion generator with filter you need hammer to fix network possible solution add fallback pipe from filter sewage will flow to it if something fail also option block sewage fallback sewage will be nice ,1 280294,8679705806.0,IssuesEvent,2018-12-01 01:42:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Freeze for more than 10 seconds on client version 7.4.7,Medium Priority,"Hello, I have been playing Eco for a few days now, single player and on multiplayer servers, this problem happens on both, I am running the 7.4.7 version of the client but this problem happened on previous versions as well. Description: The client freezes for 10-30 seconds randomly, during which the red ""disconnected from server"" icon appears in the bottom left of the screen, then resumes normally. It may be related to atmosphere polluting machines (blast furnace)Here is the output log for less than a minute of game play during which the freeze happened. [output_log.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2108027/output_log.txt) I did not reach flooding levels of pollution on the server, I heard that may cause lag as well. I'm sorry if this issue has been posted about before.",1.0,"Freeze for more than 10 seconds on client version 7.4.7 - Hello, I have been playing Eco for a few days now, single player and on multiplayer servers, this problem happens on both, I am running the 7.4.7 version of the client but this problem happened on previous versions as well. Description: The client freezes for 10-30 seconds randomly, during which the red ""disconnected from server"" icon appears in the bottom left of the screen, then resumes normally. It may be related to atmosphere polluting machines (blast furnace)Here is the output log for less than a minute of game play during which the freeze happened. [output_log.txt](https://github.com/StrangeLoopGames/EcoIssues/files/2108027/output_log.txt) I did not reach flooding levels of pollution on the server, I heard that may cause lag as well. I'm sorry if this issue has been posted about before.",1,freeze for more than seconds on client version hello i have been playing eco for a few days now single player and on multiplayer servers this problem happens on both i am running the version of the client but this problem happened on previous versions as well description the client freezes for seconds randomly during which the red disconnected from server icon appears in the bottom left of the screen then resumes normally it may be related to atmosphere polluting machines blast furnace here is the output log for less than a minute of game play during which the freeze happened i did not reach flooding levels of pollution on the server i heard that may cause lag as well i m sorry if this issue has been posted about before ,1 221933,7403809124.0,IssuesEvent,2018-03-20 00:54:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Frozen Elk,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** Elk looked like it could not move from one tile to another. It was shaking back and forth quickly. I hit it with arrows, and I believe at the amount it would have died the game crashed **Expected behavior:** Elk should have fell over **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC Hit on ArrowEntity! Object reference not set to an instance of an object. Stack: at C5.IntervalHeap`1.checkHandle(IPriorityQueueHandle`1 handle, Int32& cell, Boolean& isfirst) at C5.IntervalHeap`1.Replace(IPriorityQueueHandle`1 handle, T item) at Eco.Simulation.Simulation.UpdateElementInQueue(ITickable element) at Eco.Simulation.Agents.Animal.Kill(DeathType deathType) at Eco.Simulation.Agents.Animal.Damage(Single amount, DeathType damageSource) at Eco.Gameplay.Animals.AnimalEntity.TryApplyDamage(INetObject damager, Single damage, InteractionContext context) at ArrowEntity.Hit(NetObjAttachInfo hitAttachInfo, Vector3 position) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__56_0() ```",1.0,"USER ISSUE: Frozen Elk - **Version:** 0.7.2.3 beta **Steps to Reproduce:** Elk looked like it could not move from one tile to another. It was shaking back and forth quickly. I hit it with arrows, and I believe at the amount it would have died the game crashed **Expected behavior:** Elk should have fell over **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC Hit on ArrowEntity! Object reference not set to an instance of an object. Stack: at C5.IntervalHeap`1.checkHandle(IPriorityQueueHandle`1 handle, Int32& cell, Boolean& isfirst) at C5.IntervalHeap`1.Replace(IPriorityQueueHandle`1 handle, T item) at Eco.Simulation.Simulation.UpdateElementInQueue(ITickable element) at Eco.Simulation.Agents.Animal.Kill(DeathType deathType) at Eco.Simulation.Agents.Animal.Damage(Single amount, DeathType damageSource) at Eco.Gameplay.Animals.AnimalEntity.TryApplyDamage(INetObject damager, Single damage, InteractionContext context) at ArrowEntity.Hit(NetObjAttachInfo hitAttachInfo, Vector3 position) Stack: at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result) at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname) at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson) at Eco.Shared.Networking.NetPort.ProcessBuffer() at Eco.Shared.Networking.NetPort.Update() at Eco.Plugins.Networking.Clients.Client.<.ctor>b__56_0() ```",1,user issue frozen elk version beta steps to reproduce elk looked like it could not move from one tile to another it was shaking back and forth quickly i hit it with arrows and i believe at the amount it would have died the game crashed expected behavior elk should have fell over actual behavior the following error message popped up caught exception caught exception invoking rpc hit on arrowentity object reference not set to an instance of an object stack at intervalheap checkhandle ipriorityqueuehandle handle cell boolean isfirst at intervalheap replace ipriorityqueuehandle handle t item at eco simulation simulation updateelementinqueue itickable element at eco simulation agents animal kill deathtype deathtype at eco simulation agents animal damage single amount deathtype damagesource at eco gameplay animals animalentity tryapplydamage inetobject damager single damage interactioncontext context at arrowentity hit netobjattachinfo hitattachinfo position stack at eco shared networking rpcmanager tryinvoke object controller string methodname bsonobject bsonargs object result at eco shared networking rpcmanager invokeon bsonobject bson object controller string methodname at eco shared networking rpcmanager handlereceiverpc inetclient client bsonobject bson at eco shared networking netport processbuffer at eco shared networking netport update at eco plugins networking clients client b ,1 454511,13102611762.0,IssuesEvent,2020-08-04 07:04:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1675] 'Attempting to select while already selecting an object' spam when click several times by Player nickname.,Category: Tech Priority: Medium Status: Fixed Week Task,"Step to reproduce: - open chat or objective window. - click several times on player nickname: ![image](https://user-images.githubusercontent.com/45708377/88263355-95676080-ccd2-11ea-90da-4b134366fdb0.png) ``` Attempting to select while already selecting an object. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Assets.UI.Scripts.ChatUI:Deactivate() UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_InputField:ReleaseSelection() TMPro.TMP_InputField:DeactivateInputField(Boolean) TMPro.TMP_InputField:OnDeselect(BaseEventData) System.Data.DataTableClearEventHandler:Invoke(Object, DataTableClearEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData) UnityEngine.EventSystems.PointerInputModule:DeselectIfSelectionChanged(GameObject, BaseEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ```",1.0,"[0.9.0 staging-1675] 'Attempting to select while already selecting an object' spam when click several times by Player nickname. - Step to reproduce: - open chat or objective window. - click several times on player nickname: ![image](https://user-images.githubusercontent.com/45708377/88263355-95676080-ccd2-11ea-90da-4b134366fdb0.png) ``` Attempting to select while already selecting an object. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Assets.UI.Scripts.ChatUI:Deactivate() UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_InputField:ReleaseSelection() TMPro.TMP_InputField:DeactivateInputField(Boolean) TMPro.TMP_InputField:OnDeselect(BaseEventData) System.Data.DataTableClearEventHandler:Invoke(Object, DataTableClearEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject, BaseEventData) UnityEngine.EventSystems.PointerInputModule:DeselectIfSelectionChanged(GameObject, BaseEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ```",1, attempting to select while already selecting an object spam when click several times by player nickname step to reproduce open chat or objective window click several times on player nickname attempting to select while already selecting an object unityengine logger log logtype object unityengine debug logerror object assets ui scripts chatui deactivate unityengine events unityaction invoke unityengine events invokablecall invoke unityengine events unityevent invoke tmpro tmp inputfield releaseselection tmpro tmp inputfield deactivateinputfield boolean tmpro tmp inputfield ondeselect baseeventdata system data datatablecleareventhandler invoke object datatablecleareventargs unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems eventsystem setselectedgameobject gameobject baseeventdata unityengine eventsystems pointerinputmodule deselectifselectionchanged gameobject baseeventdata unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update ,1 551608,16177461504.0,IssuesEvent,2021-05-03 09:16:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Amounts not calculating correctly,Category: Web Priority: Medium Squad: Lattice Mushroom Status: Fixed,"user 197995 that has dev tier and should have amount paid $185 Amount Paid: ![image](https://user-images.githubusercontent.com/25908592/113738378-21a1a280-96ff-11eb-8337-c5cbfef71be2.png) Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738417-29f9dd80-96ff-11eb-975b-baec821d63b5.png) Fixing Amount Paid manually: ![image](https://user-images.githubusercontent.com/25908592/113738457-341bdc00-96ff-11eb-8ec4-970e3bb536ce.png) Breaks Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738479-3b42ea00-96ff-11eb-93fc-749085d093ce.png) ",1.0,"Amounts not calculating correctly - user 197995 that has dev tier and should have amount paid $185 Amount Paid: ![image](https://user-images.githubusercontent.com/25908592/113738378-21a1a280-96ff-11eb-8337-c5cbfef71be2.png) Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738417-29f9dd80-96ff-11eb-975b-baec821d63b5.png) Fixing Amount Paid manually: ![image](https://user-images.githubusercontent.com/25908592/113738457-341bdc00-96ff-11eb-8ec4-970e3bb536ce.png) Breaks Transactions: ![image](https://user-images.githubusercontent.com/25908592/113738479-3b42ea00-96ff-11eb-93fc-749085d093ce.png) ",1,amounts not calculating correctly user that has dev tier and should have amount paid amount paid transactions fixing amount paid manually breaks transactions ,1 551919,16191287158.0,IssuesEvent,2021-05-04 08:51:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Allow Localization context to be added directly in code,Category: Localization Priority: Medium Squad: Otter Status: Fixed,"Allow localization alongside context to defaultstrings. e.g.: `Localizer.DoWithContext(""string to localize"", ""string context"")`",1.0,"Allow Localization context to be added directly in code - Allow localization alongside context to defaultstrings. e.g.: `Localizer.DoWithContext(""string to localize"", ""string context"")`",1,allow localization context to be added directly in code allow localization alongside context to defaultstrings e g localizer dowithcontext string to localize string context ,1 367488,10854258531.0,IssuesEvent,2019-11-13 16:07:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server bug: Meteor hit even though I increased MeteorImpactDays,Medium Priority,"Running 7.4.7 on win10. Joined the server today and the meteor had hit. It probably had reached day 30, problem is I had increased MeteorImpactDays to 50.",1.0,"Server bug: Meteor hit even though I increased MeteorImpactDays - Running 7.4.7 on win10. Joined the server today and the meteor had hit. It probably had reached day 30, problem is I had increased MeteorImpactDays to 50.",1,server bug meteor hit even though i increased meteorimpactdays running on joined the server today and the meteor had hit it probably had reached day problem is i had increased meteorimpactdays to ,1 204517,7088322030.0,IssuesEvent,2018-01-11 21:04:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,World layers does not handle worlds of some sizes,Medium Priority,"Here is a crash report from a 141X141 world that would make it through to 'finishing' and then crash - it is a default build with just the world size changed. WE tried many times to get the world to generate - deleting the one that was crashing and regenerating but it would not work: https://www.dropbox.com/s/h7hx1vx6fewfx0k/Crash%2005111044.ecodmp?dl=0 I am sorry I don't have a copy of that world. But here is another example of a default files with only the world size changed to 125X125 both the world as far as it generated and the crash logs are in this zip: https://www.dropbox.com/s/fqff271r5i1n1eq/Toxic%20World.zip?dl=0 these were both on 5.5.4 on a server with 6GB RAM - RAM never exceeded 2GB during the generation process and both seemed to make it as far as ""finishing"" before the game crashed and started building terrain again. Just so you know I worked on both these instances for many hours yesterday and nothing would build these worlds except going back to 100X100 sized worlds built just fine. Its very odd. If there is anything you would like me to try please let me know ",1.0,"World layers does not handle worlds of some sizes - Here is a crash report from a 141X141 world that would make it through to 'finishing' and then crash - it is a default build with just the world size changed. WE tried many times to get the world to generate - deleting the one that was crashing and regenerating but it would not work: https://www.dropbox.com/s/h7hx1vx6fewfx0k/Crash%2005111044.ecodmp?dl=0 I am sorry I don't have a copy of that world. But here is another example of a default files with only the world size changed to 125X125 both the world as far as it generated and the crash logs are in this zip: https://www.dropbox.com/s/fqff271r5i1n1eq/Toxic%20World.zip?dl=0 these were both on 5.5.4 on a server with 6GB RAM - RAM never exceeded 2GB during the generation process and both seemed to make it as far as ""finishing"" before the game crashed and started building terrain again. Just so you know I worked on both these instances for many hours yesterday and nothing would build these worlds except going back to 100X100 sized worlds built just fine. Its very odd. If there is anything you would like me to try please let me know ",1,world layers does not handle worlds of some sizes here is a crash report from a world that would make it through to finishing and then crash it is a default build with just the world size changed we tried many times to get the world to generate deleting the one that was crashing and regenerating but it would not work i am sorry i don t have a copy of that world but here is another example of a default files with only the world size changed to both the world as far as it generated and the crash logs are in this zip these were both on on a server with ram ram never exceeded during the generation process and both seemed to make it as far as finishing before the game crashed and started building terrain again just so you know i worked on both these instances for many hours yesterday and nothing would build these worlds except going back to sized worlds built just fine its very odd if there is anything you would like me to try please let me know ,1 251706,8025942773.0,IssuesEvent,2018-07-27 00:45:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Trees aren't growing,Medium Priority,"It's been almost 24 hours in real-time, several days in game, and none of the trees have fully matured. They sapling versions have been planted or naturally spawned, but wont grow further from that state.",1.0,"Trees aren't growing - It's been almost 24 hours in real-time, several days in game, and none of the trees have fully matured. They sapling versions have been planted or naturally spawned, but wont grow further from that state.",1,trees aren t growing it s been almost hours in real time several days in game and none of the trees have fully matured they sapling versions have been planted or naturally spawned but wont grow further from that state ,1 307164,9414246018.0,IssuesEvent,2019-04-10 09:41:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: In game text's is not interact vs changed settings.,Medium Priority,"Localization contain ""This meteor is in a spiral orbit around the planet, set to impact within 30 real days."" But... impact time can be changed! https://crowdin.com/translate/eco-by-strange-loop-games/3/en-ru#36223 @Nanders ",1.0,"USER ISSUE: In game text's is not interact vs changed settings. - Localization contain ""This meteor is in a spiral orbit around the planet, set to impact within 30 real days."" But... impact time can be changed! https://crowdin.com/translate/eco-by-strange-loop-games/3/en-ru#36223 @Nanders ",1,user issue in game text s is not interact vs changed settings localization contain this meteor is in a spiral orbit around the planet set to impact within real days but impact time can be changed nanders ,1 444048,12805566875.0,IssuesEvent,2020-07-03 07:47:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1637] Fishing pole sound adjustments,Category: Audio Priority: Medium,"1) There is no reel sound at the beginning (it appears only on some close distant as if it's on the fish, not the fish pole) 2) Sound for fish splashing is reverted. There is no sound when a fish in the water, and it appears when a fish is in the air. https://drive.google.com/file/d/13ftJUWBsATzKWElBUiTt3G4FYznnwkyn/view?usp=sharing",1.0,"[0.9.0 staging-1637] Fishing pole sound adjustments - 1) There is no reel sound at the beginning (it appears only on some close distant as if it's on the fish, not the fish pole) 2) Sound for fish splashing is reverted. There is no sound when a fish in the water, and it appears when a fish is in the air. https://drive.google.com/file/d/13ftJUWBsATzKWElBUiTt3G4FYznnwkyn/view?usp=sharing",1, fishing pole sound adjustments there is no reel sound at the beginning it appears only on some close distant as if it s on the fish not the fish pole sound for fish splashing is reverted there is no sound when a fish in the water and it appears when a fish is in the air ,1 414043,12097771778.0,IssuesEvent,2020-04-20 09:11:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.3.0] Transfer Menu with no GUI,Priority: Medium Status: Investigate,"Sea Otter - but not Giant Panda which shares the exact same files despite the save has an issue that the transfer dialog has no UI, both servers use no mods ![tax](https://user-images.githubusercontent.com/25908592/71314134-507d0200-2443-11ea-8f5a-ec4d5ecb9dd7.png) ",1.0,"[8.3.0] Transfer Menu with no GUI - Sea Otter - but not Giant Panda which shares the exact same files despite the save has an issue that the transfer dialog has no UI, both servers use no mods ![tax](https://user-images.githubusercontent.com/25908592/71314134-507d0200-2443-11ea-8f5a-ec4d5ecb9dd7.png) ",1, transfer menu with no gui sea otter but not giant panda which shares the exact same files despite the save has an issue that the transfer dialog has no ui both servers use no mods ,1 307185,9414257416.0,IssuesEvent,2019-04-10 09:43:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: after shown UI, skill window opens too.",Medium Priority,"**Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** 1) press Alt+Z to hide UI. 2) Press Alt+Z to show it back. **Expected behavior:** Only Show UI. **Actual behavior:** Show UI AND open skills window. ",1.0,"USER ISSUE: after shown UI, skill window opens too. - **Version:** 0.7.4.0 beta staging-68e3874b **Steps to Reproduce:** 1) press Alt+Z to hide UI. 2) Press Alt+Z to show it back. **Expected behavior:** Only Show UI. **Actual behavior:** Show UI AND open skills window. ",1,user issue after shown ui skill window opens too version beta staging steps to reproduce press alt z to hide ui press alt z to show it back expected behavior only show ui actual behavior show ui and open skills window ,1 440270,12697019216.0,IssuesEvent,2020-06-22 11:04:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Civics: delete objects when table is recycled,Priority: Medium Status: Fixed,"1. Create a map with some districts in Zoning office ![bandicam 2019-10-10 15-26-34-795](https://user-images.githubusercontent.com/27898520/66565307-9849f800-eb7b-11e9-92cf-394f5eb4c08a.jpg) 2. Pick up zoning office. The Map will be invalid. ![bandicam 2019-10-10 15-26-42-529](https://user-images.githubusercontent.com/27898520/66565320-9f710600-eb7b-11e9-8f17-e1f269223634.jpg) 3. Trash zoning ofice till its garbage. ![bandicam 2019-10-10 15-26-48-606](https://user-images.githubusercontent.com/27898520/66565340-ad268b80-eb7b-11e9-8e77-a6ed465fe159.jpg) 4. Now you have invalid map like... forever. ![bandicam 2019-10-10 15-28-52-591](https://user-images.githubusercontent.com/27898520/66565363-b4e63000-eb7b-11e9-91d9-d22af99fb3ff.jpg) If table with some saved objects was garbaged all entities should be deleted and everything related should become invalid. For all objects ( atricles, elections and so on)",1.0,"[master-preview] Civics: delete objects when table is recycled - 1. Create a map with some districts in Zoning office ![bandicam 2019-10-10 15-26-34-795](https://user-images.githubusercontent.com/27898520/66565307-9849f800-eb7b-11e9-92cf-394f5eb4c08a.jpg) 2. Pick up zoning office. The Map will be invalid. ![bandicam 2019-10-10 15-26-42-529](https://user-images.githubusercontent.com/27898520/66565320-9f710600-eb7b-11e9-8f17-e1f269223634.jpg) 3. Trash zoning ofice till its garbage. ![bandicam 2019-10-10 15-26-48-606](https://user-images.githubusercontent.com/27898520/66565340-ad268b80-eb7b-11e9-8e77-a6ed465fe159.jpg) 4. Now you have invalid map like... forever. ![bandicam 2019-10-10 15-28-52-591](https://user-images.githubusercontent.com/27898520/66565363-b4e63000-eb7b-11e9-91d9-d22af99fb3ff.jpg) If table with some saved objects was garbaged all entities should be deleted and everything related should become invalid. For all objects ( atricles, elections and so on)",1, civics delete objects when table is recycled create a map with some districts in zoning office pick up zoning office the map will be invalid trash zoning ofice till its garbage now you have invalid map like forever if table with some saved objects was garbaged all entities should be deleted and everything related should become invalid for all objects atricles elections and so on ,1 309224,9465541751.0,IssuesEvent,2019-04-18 00:06:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: bug?,Medium Priority Respond ASAP,"**Version:** 0.7.7.2 beta **Steps to Reproduce:** harvested 20 beets and 12 tomato plant. Clarly ready for harvest. did not get a single fruit or seed **Expected behavior:** given fruit or seed **Actual behavior:** just removed itn **Do you have mods installed? Does issue happen when no mods are installed?:** no mods installed",1.0,"USER ISSUE: bug? - **Version:** 0.7.7.2 beta **Steps to Reproduce:** harvested 20 beets and 12 tomato plant. Clarly ready for harvest. did not get a single fruit or seed **Expected behavior:** given fruit or seed **Actual behavior:** just removed itn **Do you have mods installed? Does issue happen when no mods are installed?:** no mods installed",1,user issue bug version beta steps to reproduce harvested beets and tomato plant clarly ready for harvest did not get a single fruit or seed expected behavior given fruit or seed actual behavior just removed itn do you have mods installed does issue happen when no mods are installed no mods installed,1 463433,13265406801.0,IssuesEvent,2020-08-21 06:27:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1686] Crafting UI glitches,Category: UI Priority: Medium Status: Fixed,"- [x] 1. Dark stripe and light stripe have different width: ![image](https://user-images.githubusercontent.com/45708377/88637105-6716c600-d0c2-11ea-9e0d-813763e523ef.png) - [x] 2. Sometimes string color don't update if you levelup or take specialty (String color remains the same, but the order is changed): ![image](https://user-images.githubusercontent.com/45708377/88643412-5702e480-d0ca-11ea-8325-f1dcb09690a8.png) Just open some craft table and start to learn/specialize/levelup skills You can see that 2 dark strings have line string between them, This seems to be why the first problem arises",1.0,"[0.9.0 staging-1686] Crafting UI glitches - - [x] 1. Dark stripe and light stripe have different width: ![image](https://user-images.githubusercontent.com/45708377/88637105-6716c600-d0c2-11ea-9e0d-813763e523ef.png) - [x] 2. Sometimes string color don't update if you levelup or take specialty (String color remains the same, but the order is changed): ![image](https://user-images.githubusercontent.com/45708377/88643412-5702e480-d0ca-11ea-8325-f1dcb09690a8.png) Just open some craft table and start to learn/specialize/levelup skills You can see that 2 dark strings have line string between them, This seems to be why the first problem arises",1, crafting ui glitches dark stripe and light stripe have different width sometimes string color don t update if you levelup or take specialty string color remains the same but the order is changed just open some craft table and start to learn specialize levelup skills you can see that dark strings have line string between them this seems to be why the first problem arises,1 208016,7135099929.0,IssuesEvent,2018-01-22 23:19:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Interaction Key UI on doors displays wrong key,Medium Priority,"![image](https://user-images.githubusercontent.com/6262198/34741892-16c8b044-f539-11e7-8a9f-9d16350de4ca.png) This says left click to open, but right click opens the door.",1.0,"Interaction Key UI on doors displays wrong key - ![image](https://user-images.githubusercontent.com/6262198/34741892-16c8b044-f539-11e7-8a9f-9d16350de4ca.png) This says left click to open, but right click opens the door.",1,interaction key ui on doors displays wrong key this says left click to open but right click opens the door ,1 316585,9652008009.0,IssuesEvent,2019-05-18 13:26:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 staging-8-2] Contracts: premission bug,Fixed Medium Priority QA Staging,"**Steps** 1. Create a contract for putting 50 bricks in the stockpile 2. Ask someone to make it 3. This Someone will drive a truck with 200 bricks in it. 4. Then this Someone will open the target stockpile and put there his bricks from the truck. With Shift holded. **Expected** 50 bricks will go to the stockpile. 150 bricks will stay in the truck **Actual** All the bricks are going to the stockpile ",1.0,"[0.8.2 staging-8-2] Contracts: premission bug - **Steps** 1. Create a contract for putting 50 bricks in the stockpile 2. Ask someone to make it 3. This Someone will drive a truck with 200 bricks in it. 4. Then this Someone will open the target stockpile and put there his bricks from the truck. With Shift holded. **Expected** 50 bricks will go to the stockpile. 150 bricks will stay in the truck **Actual** All the bricks are going to the stockpile ",1, contracts premission bug steps create a contract for putting bricks in the stockpile ask someone to make it this someone will drive a truck with bricks in it then this someone will open the target stockpile and put there his bricks from the truck with shift holded expected bricks will go to the stockpile bricks will stay in the truck actual all the bricks are going to the stockpile ,1 386458,11439517022.0,IssuesEvent,2020-02-05 07:29:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1352] Hotkeys glitches,Priority: Medium Status: Fixed,"It was yesterday but I wanted to investigate more (Need to look for PR after staging-1340): - [ ] Seems Hotkeys doesn't work if I use Gibberish language. - [ ] Sometimes I have doubleclicking. I want to open backpack, I press ""B"" => backpack should appear, but backpack appear at one moment and then dissapear: I wanted to make Gif, but you can see backpack in Gif. - [ ] Sometimes hotkeys stop working and I need to restart client. It seems that It stops working after Alt+Tab. [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096600/Player-prev.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096601/Player.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096752/Player.log) ",1.0,"[0.9.0 staging-1352] Hotkeys glitches - It was yesterday but I wanted to investigate more (Need to look for PR after staging-1340): - [ ] Seems Hotkeys doesn't work if I use Gibberish language. - [ ] Sometimes I have doubleclicking. I want to open backpack, I press ""B"" => backpack should appear, but backpack appear at one moment and then dissapear: I wanted to make Gif, but you can see backpack in Gif. - [ ] Sometimes hotkeys stop working and I need to restart client. It seems that It stops working after Alt+Tab. [Player-prev.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096600/Player-prev.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096601/Player.log) [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4096752/Player.log) ",1, hotkeys glitches it was yesterday but i wanted to investigate more need to look for pr after staging seems hotkeys doesn t work if i use gibberish language sometimes i have doubleclicking i want to open backpack i press b backpack should appear but backpack appear at one moment and then dissapear i wanted to make gif but you can see backpack in gif sometimes hotkeys stop working and i need to restart client it seems that it stops working after alt tab ,1 446464,12857495723.0,IssuesEvent,2020-07-09 09:23:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Elections api - repeat content,Category: Web Priority: Medium Status: Fixed Week Task,"Elections website is displaying via game server's /api/v1/elections/# `ElectionDescription` which displays a brief description of what the election is. `ActionOnCompleteTable` or `ActionOnCompleteFullDescription` displays the technical description of the election. This works fine for most election types, except Exec Action Elections where `ElectionDescription` displays the same info as `ActionOnCompleteTable` ![image](https://user-images.githubusercontent.com/7343272/86301256-3d997600-bbba-11ea-87e7-a5786a6b18e7.png) I think game server api need to be updated to not pass this duplicate info. In the example in screenshot, `ElectionDescription` should just pass the text ""Test Client 0 proposed: Perform 2 actionsTest Exec Action"" ",1.0,"Elections api - repeat content - Elections website is displaying via game server's /api/v1/elections/# `ElectionDescription` which displays a brief description of what the election is. `ActionOnCompleteTable` or `ActionOnCompleteFullDescription` displays the technical description of the election. This works fine for most election types, except Exec Action Elections where `ElectionDescription` displays the same info as `ActionOnCompleteTable` ![image](https://user-images.githubusercontent.com/7343272/86301256-3d997600-bbba-11ea-87e7-a5786a6b18e7.png) I think game server api need to be updated to not pass this duplicate info. In the example in screenshot, `ElectionDescription` should just pass the text ""Test Client 0 proposed: Perform 2 actionsTest Exec Action"" ",1,elections api repeat content elections website is displaying via game server s api elections electiondescription which displays a brief description of what the election is actiononcompletetable or actiononcompletefulldescription displays the technical description of the election this works fine for most election types except exec action elections where electiondescription displays the same info as actiononcompletetable i think game server api need to be updated to not pass this duplicate info in the example in screenshot electiondescription should just pass the text test client proposed perform actionstest exec action ,1 316125,9637009722.0,IssuesEvent,2019-05-16 07:45:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-8-2] Glitch when you build underwater,Medium Priority Staging,"Step to reproduce: - start to build from bottom - sometimes you can't place new block ![image](https://user-images.githubusercontent.com/45708377/57835362-ffc76b80-77c6-11e9-99bb-f34f6272c6cf.png) - delete last block. A hidden block appears above. ![image](https://user-images.githubusercontent.com/45708377/57835374-0524b600-77c7-11e9-8db3-380ff08edc97.png) - continue to build. ",1.0,"[0.8.2.0 staging-8-2] Glitch when you build underwater - Step to reproduce: - start to build from bottom - sometimes you can't place new block ![image](https://user-images.githubusercontent.com/45708377/57835362-ffc76b80-77c6-11e9-99bb-f34f6272c6cf.png) - delete last block. A hidden block appears above. ![image](https://user-images.githubusercontent.com/45708377/57835374-0524b600-77c7-11e9-8db3-380ff08edc97.png) - continue to build. ",1, glitch when you build underwater step to reproduce start to build from bottom sometimes you can t place new block delete last block a hidden block appears above continue to build ,1 284596,8744213339.0,IssuesEvent,2018-12-12 21:32:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Delete Button for world saves,D3nnis3n's List Medium Priority,"There really should be a ""X"" icon next to the saves in the load menu to delete them.",1.0,"Delete Button for world saves - There really should be a ""X"" icon next to the saves in the load menu to delete them.",1,delete button for world saves there really should be a x icon next to the saves in the load menu to delete them ,1 386704,11449194439.0,IssuesEvent,2020-02-06 06:23:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Possibility to buy/sell tagged item in store,Priority: Medium Type: Feature,"I should buy t.i. Wood instead 10 different log: ![image](https://user-images.githubusercontent.com/45708377/73911123-42375800-48c2-11ea-9523-2616f48fe93a.png) ",1.0,"Possibility to buy/sell tagged item in store - I should buy t.i. Wood instead 10 different log: ![image](https://user-images.githubusercontent.com/45708377/73911123-42375800-48c2-11ea-9523-2616f48fe93a.png) ",1,possibility to buy sell tagged item in store i should buy t i wood instead different log ,1 376445,11147161548.0,IssuesEvent,2019-12-23 11:47:02,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Connection Failed after New game.,Medium Priority Verified,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** New game, Name the Game ""HelloWorld:)"" **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Could not create save file: Destination directory not found: C:/SteamLibrary/steamapps/common/Eco/Eco_Data/Server/Storage\HelloWorld ```",1.0,"USER ISSUE: Connection Failed after New game. - **Version:** 0.7.2.3 beta **Steps to Reproduce:** New game, Name the Game ""HelloWorld:)"" **Expected behavior:** **Actual behavior:** The following error message popped up: ``` Could not create save file: Destination directory not found: C:/SteamLibrary/steamapps/common/Eco/Eco_Data/Server/Storage\HelloWorld ```",1,user issue connection failed after new game version beta steps to reproduce new game name the game helloworld expected behavior actual behavior the following error message popped up could not create save file destination directory not found c steamlibrary steamapps common eco eco data server storage helloworld ,1 318885,9708589850.0,IssuesEvent,2019-05-28 08:09:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-14-n-2] Incorrect display tax in exchanger,Medium Priority QA Staging,"Text from mine: ![58459187-7bb0a480-8133-11e9-86e5-984a966c0a54](https://user-images.githubusercontent.com/45708377/58459835-f8904e00-8134-11e9-9f43-117847cb313b.png) Text from Anna: ![58459250-9a16a000-8133-11e9-9a42-b6d4e5588e0b](https://user-images.githubusercontent.com/45708377/58459837-f9c17b00-8134-11e9-9299-d3e112f65d85.png) For me, tax 0 for this text should be 3. For Anna, tax 0 for this text should be 1. But I suspect that there is something else. Take, for example, store: Tax in the store pays the one who gets the money. ![image](https://user-images.githubusercontent.com/45708377/58460236-e4008580-8135-11e9-91a2-30d72c92f040.png) ![image](https://user-images.githubusercontent.com/45708377/58460264-eebb1a80-8135-11e9-836b-fd70e1b7fb06.png) These zeros are displayed because it is confused who pays what tax. I must pay 3 beastynShells in tax. Anna should pay 1 beastynDollars in tax. Since I don't pay tax for beastynDollars It's display zero. Since Anna doesn't pay tax for beastynShells It's display zero. The exchanger shows a very tangled text. I think it should be displayed as: 1. For me: You gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. You paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. (Anna pays tax from currency which she get) For Anna: Slayks gave 10 beastynDollars to you in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) You paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. 2. Or for all the same: Slayks gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. This is more than enough. And clearer.",1.0,"[0.8.2.0 staging-14-n-2] Incorrect display tax in exchanger - Text from mine: ![58459187-7bb0a480-8133-11e9-86e5-984a966c0a54](https://user-images.githubusercontent.com/45708377/58459835-f8904e00-8134-11e9-9f43-117847cb313b.png) Text from Anna: ![58459250-9a16a000-8133-11e9-9a42-b6d4e5588e0b](https://user-images.githubusercontent.com/45708377/58459837-f9c17b00-8134-11e9-9299-d3e112f65d85.png) For me, tax 0 for this text should be 3. For Anna, tax 0 for this text should be 1. But I suspect that there is something else. Take, for example, store: Tax in the store pays the one who gets the money. ![image](https://user-images.githubusercontent.com/45708377/58460236-e4008580-8135-11e9-91a2-30d72c92f040.png) ![image](https://user-images.githubusercontent.com/45708377/58460264-eebb1a80-8135-11e9-836b-fd70e1b7fb06.png) These zeros are displayed because it is confused who pays what tax. I must pay 3 beastynShells in tax. Anna should pay 1 beastynDollars in tax. Since I don't pay tax for beastynDollars It's display zero. Since Anna doesn't pay tax for beastynShells It's display zero. The exchanger shows a very tangled text. I think it should be displayed as: 1. For me: You gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. You paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. (Anna pays tax from currency which she get) For Anna: Slayks gave 10 beastynDollars to you in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) You paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. 2. Or for all the same: Slayks gave 10 beastynDollars to beastyn in exchange for 30 beastynShells. Slayks paid 3 beastynShells in tax. Treasury balance: 3014,76 beastynShells (I pay tax from currency which i get) beastyn paid 1 beastynDollars in tax. Treasury balance: 3033,39 beastynDollars. This is more than enough. And clearer.",1, incorrect display tax in exchanger text from mine text from anna for me tax for this text should be for anna tax for this text should be but i suspect that there is something else take for example store tax in the store pays the one who gets the money these zeros are displayed because it is confused who pays what tax i must pay beastynshells in tax anna should pay beastyndollars in tax since i don t pay tax for beastyndollars it s display zero since anna doesn t pay tax for beastynshells it s display zero the exchanger shows a very tangled text i think it should be displayed as for me you gave beastyndollars to beastyn in exchange for beastynshells you paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get beastyn paid beastyndollars in tax treasury balance beastyndollars anna pays tax from currency which she get for anna slayks gave beastyndollars to you in exchange for beastynshells slayks paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get you paid beastyndollars in tax treasury balance beastyndollars or for all the same slayks gave beastyndollars to beastyn in exchange for beastynshells slayks paid beastynshells in tax treasury balance beastynshells i pay tax from currency which i get beastyn paid beastyndollars in tax treasury balance beastyndollars this is more than enough and clearer ,1 423547,12298285063.0,IssuesEvent,2020-05-11 10:15:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1532] Important notification improvement,Priority: Medium Status: Fixed Week Task,"![unknown (15)](https://user-images.githubusercontent.com/27898520/80676338-f7e40280-8acf-11ea-91ed-7a9a01e8cb5c.png) 1. Icon should be on top 2. Icon should be wrapped by text 3. There is no icon for party completion",1.0,"[0.9.0 staging-1532] Important notification improvement - ![unknown (15)](https://user-images.githubusercontent.com/27898520/80676338-f7e40280-8acf-11ea-91ed-7a9a01e8cb5c.png) 1. Icon should be on top 2. Icon should be wrapped by text 3. There is no icon for party completion",1, important notification improvement icon should be on top icon should be wrapped by text there is no icon for party completion,1 395697,11695244254.0,IssuesEvent,2020-03-06 06:58:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Crafting UI improvements,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/71597687-0fe34f80-2af9-11ea-99fc-ea40558bab72.png) - [ ] This is getting a bit crowded and sloppy looking. What we need is a system that sorts these, so that they all appear pointing at the same spot, but stacked vertically. Check WorldMarkerManager.UpdateMarkerList, this sorts world markers. We should make a generic type 'OverlayText' that world markers and the popup instructions both interit from, and make that sort properly, probably in a new OverlayTextManager. Create a design for this and get signoff from me and Sergey. ![image](https://user-images.githubusercontent.com/3536496/71597790-681a5180-2af9-11ea-994d-ce1d16f6c7e2.png) - [ ] When adding labor, this popped up correctly, however I'd like to change a few things. - Make the camera force-look at the icon to ensure that it's seen by the player (share the code used when you click on the workorders at the top of the screen). - The tween looks like BouncInOut, use something tighter like QuadOut. - When adding labor, I saw text '+ X labor', but it started before the zoom, and then faded too quick, make it stay visible for longer. The 'complete' text also had this issue. - Adding the labor made the bar go up immediately, instead of waiting till it had zoomed in. - Adding ingredients increased the bars, but it should also say '+ added' - Right clicking when there was no labor to add still zoomed ![image](https://user-images.githubusercontent.com/3536496/71597960-03abc200-2afa-11ea-8bd2-2ecf6c2f482d.png) - [ ] Changed my thoughts on this, its confusing what is added, needed, and total. I think we can simplify this further, and just say what's still needed, and not list requirements already satisfied at all. Change it to be this way. ![image](https://user-images.githubusercontent.com/3536496/71598121-83d22780-2afa-11ea-8233-f0f125ca5f7c.png) - [x] Lets make this display only needed as well. Make it say 'X calories of labor needed' ![image](https://user-images.githubusercontent.com/3536496/71598063-4cfc1180-2afa-11ea-8819-93fb60a69531.png) - [ ] Add a tooltip on the 'work' button when its greyed out explaining why you can't add work. Something like 'You can't add work until more ingredients are available' or 'All needed labor has been performed on this work order.' ![image](https://user-images.githubusercontent.com/3536496/71598620-6736ef00-2afc-11ea-97bd-edd18771b7e9.png) - [ ] Overlay is only showing the finished order, even though a new one is started. Ideally it shows both, or it can just show the active unfinished one. - [ ] Right clicking with a handful of wood wouldn't add to the unfinished workorder on the table, when there is a finished one sitting there. ![image](https://user-images.githubusercontent.com/3536496/71598688-b715b600-2afc-11ea-9951-49e546923363.png) - [ ] Work button was enabled despite the work order being finished, and collection button is missing. ![image](https://user-images.githubusercontent.com/3536496/71598701-cac11c80-2afc-11ea-8ea0-a08835ab7074.png) - [ ] I attempted to cancel the finished order, nothing happened. Cancel should not be available if an order is finished at all. ![image](https://user-images.githubusercontent.com/3536496/71600895-dfee7900-2b05-11ea-8829-c619e0050f0b.png) - [ ] Bars not displaying correctly, I see green and yellow in the table ui, but only one in the popup ui Basically I want to make sure the interface feels really inuitive and responsive, and helps communicate the complexities of the system to a user who doesn't know how it works yet. Optimize for this, putting in polish to improve this goal beyond what I've listed here ",1.0,"Crafting UI improvements - ![image](https://user-images.githubusercontent.com/3536496/71597687-0fe34f80-2af9-11ea-99fc-ea40558bab72.png) - [ ] This is getting a bit crowded and sloppy looking. What we need is a system that sorts these, so that they all appear pointing at the same spot, but stacked vertically. Check WorldMarkerManager.UpdateMarkerList, this sorts world markers. We should make a generic type 'OverlayText' that world markers and the popup instructions both interit from, and make that sort properly, probably in a new OverlayTextManager. Create a design for this and get signoff from me and Sergey. ![image](https://user-images.githubusercontent.com/3536496/71597790-681a5180-2af9-11ea-994d-ce1d16f6c7e2.png) - [ ] When adding labor, this popped up correctly, however I'd like to change a few things. - Make the camera force-look at the icon to ensure that it's seen by the player (share the code used when you click on the workorders at the top of the screen). - The tween looks like BouncInOut, use something tighter like QuadOut. - When adding labor, I saw text '+ X labor', but it started before the zoom, and then faded too quick, make it stay visible for longer. The 'complete' text also had this issue. - Adding the labor made the bar go up immediately, instead of waiting till it had zoomed in. - Adding ingredients increased the bars, but it should also say '+ added' - Right clicking when there was no labor to add still zoomed ![image](https://user-images.githubusercontent.com/3536496/71597960-03abc200-2afa-11ea-8bd2-2ecf6c2f482d.png) - [ ] Changed my thoughts on this, its confusing what is added, needed, and total. I think we can simplify this further, and just say what's still needed, and not list requirements already satisfied at all. Change it to be this way. ![image](https://user-images.githubusercontent.com/3536496/71598121-83d22780-2afa-11ea-8233-f0f125ca5f7c.png) - [x] Lets make this display only needed as well. Make it say 'X calories of labor needed' ![image](https://user-images.githubusercontent.com/3536496/71598063-4cfc1180-2afa-11ea-8819-93fb60a69531.png) - [ ] Add a tooltip on the 'work' button when its greyed out explaining why you can't add work. Something like 'You can't add work until more ingredients are available' or 'All needed labor has been performed on this work order.' ![image](https://user-images.githubusercontent.com/3536496/71598620-6736ef00-2afc-11ea-97bd-edd18771b7e9.png) - [ ] Overlay is only showing the finished order, even though a new one is started. Ideally it shows both, or it can just show the active unfinished one. - [ ] Right clicking with a handful of wood wouldn't add to the unfinished workorder on the table, when there is a finished one sitting there. ![image](https://user-images.githubusercontent.com/3536496/71598688-b715b600-2afc-11ea-9951-49e546923363.png) - [ ] Work button was enabled despite the work order being finished, and collection button is missing. ![image](https://user-images.githubusercontent.com/3536496/71598701-cac11c80-2afc-11ea-8ea0-a08835ab7074.png) - [ ] I attempted to cancel the finished order, nothing happened. Cancel should not be available if an order is finished at all. ![image](https://user-images.githubusercontent.com/3536496/71600895-dfee7900-2b05-11ea-8829-c619e0050f0b.png) - [ ] Bars not displaying correctly, I see green and yellow in the table ui, but only one in the popup ui Basically I want to make sure the interface feels really inuitive and responsive, and helps communicate the complexities of the system to a user who doesn't know how it works yet. Optimize for this, putting in polish to improve this goal beyond what I've listed here ",1,crafting ui improvements this is getting a bit crowded and sloppy looking what we need is a system that sorts these so that they all appear pointing at the same spot but stacked vertically check worldmarkermanager updatemarkerlist this sorts world markers we should make a generic type overlaytext that world markers and the popup instructions both interit from and make that sort properly probably in a new overlaytextmanager create a design for this and get signoff from me and sergey when adding labor this popped up correctly however i d like to change a few things make the camera force look at the icon to ensure that it s seen by the player share the code used when you click on the workorders at the top of the screen the tween looks like bouncinout use something tighter like quadout when adding labor i saw text x labor but it started before the zoom and then faded too quick make it stay visible for longer the complete text also had this issue adding the labor made the bar go up immediately instead of waiting till it had zoomed in adding ingredients increased the bars but it should also say added right clicking when there was no labor to add still zoomed changed my thoughts on this its confusing what is added needed and total i think we can simplify this further and just say what s still needed and not list requirements already satisfied at all change it to be this way lets make this display only needed as well make it say x calories of labor needed add a tooltip on the work button when its greyed out explaining why you can t add work something like you can t add work until more ingredients are available or all needed labor has been performed on this work order overlay is only showing the finished order even though a new one is started ideally it shows both or it can just show the active unfinished one right clicking with a handful of wood wouldn t add to the unfinished workorder on the table when there is a finished one sitting there work button was enabled despite the work order being finished and collection button is missing i attempted to cancel the finished order nothing happened cancel should not be available if an order is finished at all bars not displaying correctly i see green and yellow in the table ui but only one in the popup ui basically i want to make sure the interface feels really inuitive and responsive and helps communicate the complexities of the system to a user who doesn t know how it works yet optimize for this putting in polish to improve this goal beyond what i ve listed here ,1 366102,10817448566.0,IssuesEvent,2019-11-08 09:45:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"EcoServer.sh needs to point elsewhere, EcoServer32.sh might be removed",Medium Priority,"EcoServer.sh still starts the server via mono, despite dotnet EcoServer.dll --nogui available. EcoServer32.sh tries to work with EcoServer32.exe which doesnt exist anymore - not sure if that is intended, either.",1.0,"EcoServer.sh needs to point elsewhere, EcoServer32.sh might be removed - EcoServer.sh still starts the server via mono, despite dotnet EcoServer.dll --nogui available. EcoServer32.sh tries to work with EcoServer32.exe which doesnt exist anymore - not sure if that is intended, either.",1,ecoserver sh needs to point elsewhere sh might be removed ecoserver sh still starts the server via mono despite dotnet ecoserver dll nogui available sh tries to work with exe which doesnt exist anymore not sure if that is intended either ,1 551132,16163408839.0,IssuesEvent,2021-05-01 03:41:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop] Tech Template missing Skill Book recipe,Category: Tech Priority: Medium Squad: Pumpkin Status: Fixed Type: Bug,"The techtemplate.tt does not generate the recipes for skill books. Here it is in 9.4: ``` [Serialized] [LocDisplayName(""Carpentry Skill Book"")] [Ecopedia(""Items"", ""Skill Books"", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)] public partial class CarpentrySkillBook : SkillBook {} [Serialized] [LocDisplayName(""Carpentry Skill Scroll"")] public partial class CarpentrySkillScroll : SkillScroll {} ``` Here it is in 9.3: ```[Serialized] [LocDisplayName(""Carpentry Skill Book"")] [Ecopedia(""Items"", ""Skill Books"", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)] public partial class CarpentrySkillBook : SkillBook { } [Serialized] [LocDisplayName(""Carpentry Skill Scroll"")] public partial class CarpentrySkillScroll : SkillScroll { } [RequiresSkill(typeof(LoggingSkill), 0)] public partial class CarpentrySkillBookRecipe : RecipeFamily { public CarpentrySkillBookRecipe() { this.Recipes = new List { new Recipe( ""Carpentry"", Localizer.DoStr(""Carpentry""), new IngredientElement[] { new IngredientElement(typeof(DendrologyResearchPaperBasicItem), 3), }, new CraftingElement() ) }; this.LaborInCalories = CreateLaborInCaloriesValue(500); this.CraftMinutes = CreateCraftTimeValue(5); this.ModsPreInitialize(); this.Initialize(Localizer.DoStr(""Carpentry Skill Book""), typeof(CarpentrySkillBookRecipe)); this.ModsPostInitialize(); CraftingComponent.AddRecipe(typeof(ResearchTableObject), this); }",1.0,"[0.9.4 develop] Tech Template missing Skill Book recipe - The techtemplate.tt does not generate the recipes for skill books. Here it is in 9.4: ``` [Serialized] [LocDisplayName(""Carpentry Skill Book"")] [Ecopedia(""Items"", ""Skill Books"", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)] public partial class CarpentrySkillBook : SkillBook {} [Serialized] [LocDisplayName(""Carpentry Skill Scroll"")] public partial class CarpentrySkillScroll : SkillScroll {} ``` Here it is in 9.3: ```[Serialized] [LocDisplayName(""Carpentry Skill Book"")] [Ecopedia(""Items"", ""Skill Books"", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)] public partial class CarpentrySkillBook : SkillBook { } [Serialized] [LocDisplayName(""Carpentry Skill Scroll"")] public partial class CarpentrySkillScroll : SkillScroll { } [RequiresSkill(typeof(LoggingSkill), 0)] public partial class CarpentrySkillBookRecipe : RecipeFamily { public CarpentrySkillBookRecipe() { this.Recipes = new List { new Recipe( ""Carpentry"", Localizer.DoStr(""Carpentry""), new IngredientElement[] { new IngredientElement(typeof(DendrologyResearchPaperBasicItem), 3), }, new CraftingElement() ) }; this.LaborInCalories = CreateLaborInCaloriesValue(500); this.CraftMinutes = CreateCraftTimeValue(5); this.ModsPreInitialize(); this.Initialize(Localizer.DoStr(""Carpentry Skill Book""), typeof(CarpentrySkillBookRecipe)); this.ModsPostInitialize(); CraftingComponent.AddRecipe(typeof(ResearchTableObject), this); }",1, tech template missing skill book recipe the techtemplate tt does not generate the recipes for skill books here it is in public partial class carpentryskillbook skillbook public partial class carpentryskillscroll skillscroll here it is in public partial class carpentryskillbook skillbook public partial class carpentryskillscroll skillscroll public partial class carpentryskillbookrecipe recipefamily public carpentryskillbookrecipe this recipes new list new recipe carpentry localizer dostr carpentry new ingredientelement new ingredientelement typeof dendrologyresearchpaperbasicitem new craftingelement this laborincalories createlaborincaloriesvalue this craftminutes createcrafttimevalue this modspreinitialize this initialize localizer dostr carpentry skill book typeof carpentryskillbookrecipe this modspostinitialize craftingcomponent addrecipe typeof researchtableobject this ,1 318303,9690471277.0,IssuesEvent,2019-05-24 08:43:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-14-n] Steam Tractor Plough continues to work when module is deactivated,Medium Priority QA Regression Staging,"Step to reproduce: - drive tractor with steam tractor plough. - press Q to activate module - plow the land - press Q to deactivate module - steam tractor plough continues to work Video: https://drive.google.com/file/d/1YmBLpPlpU55KuRdWZh6UUN5K_60t564Y/view?usp=sharing",1.0,"[0.8.2.0 staging-14-n] Steam Tractor Plough continues to work when module is deactivated - Step to reproduce: - drive tractor with steam tractor plough. - press Q to activate module - plow the land - press Q to deactivate module - steam tractor plough continues to work Video: https://drive.google.com/file/d/1YmBLpPlpU55KuRdWZh6UUN5K_60t564Y/view?usp=sharing",1, steam tractor plough continues to work when module is deactivated step to reproduce drive tractor with steam tractor plough press q to activate module plow the land press q to deactivate module steam tractor plough continues to work video ,1 381788,11287904759.0,IssuesEvent,2020-01-16 06:18:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: input delay after being in game for over 30 mins İ(linux clientİ) ,Priority: Medium,"**Version:** 0.7.7.2 beta **Steps to Reproduce:** 1. be on linux. 2 play normally for 1-030 mins 3 input lag should start affecting you 4 tap w 5 watch in horror as your character walks 50 meters off a cliff without you touching the keyboard **Expected behavior:** input should not be lagging like this **Actual behavior:** instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarilyn **Do you have mods installed? no Does issue happen when no mods are installed?:** na instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarily",1.0,"USER ISSUE: input delay after being in game for over 30 mins İ(linux clientİ) - **Version:** 0.7.7.2 beta **Steps to Reproduce:** 1. be on linux. 2 play normally for 1-030 mins 3 input lag should start affecting you 4 tap w 5 watch in horror as your character walks 50 meters off a cliff without you touching the keyboard **Expected behavior:** input should not be lagging like this **Actual behavior:** instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarilyn **Do you have mods installed? no Does issue happen when no mods are installed?:** na instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarily",1,user issue input delay after being in game for over mins i̇ linux clienti̇ version beta steps to reproduce be on linux play normally for mins input lag should start affecting you tap w watch in horror as your character walks meters off a cliff without you touching the keyboard expected behavior input should not be lagging like this actual behavior instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarilyn do you have mods installed no does issue happen when no mods are installed na instead its really bad and it gets worse the longer the client is open restarting the game fixes it temporarily,1 418698,12202203356.0,IssuesEvent,2020-04-30 08:34:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1528] Work party: strange template for the first party ,Priority: Medium Status: Fixed,"1. Make a new server 2. Place a workbench and make 10 hewn log order 3. Place a contract board and start to create workparty You will see this strange template ![bandicam 2020-04-28 14-24-17-858](https://user-images.githubusercontent.com/27898520/80470998-3789dd80-895c-11ea-87e9-c1ed6fb87f25.jpg) ",1.0,"[0.9.0 staging-1528] Work party: strange template for the first party - 1. Make a new server 2. Place a workbench and make 10 hewn log order 3. Place a contract board and start to create workparty You will see this strange template ![bandicam 2020-04-28 14-24-17-858](https://user-images.githubusercontent.com/27898520/80470998-3789dd80-895c-11ea-87e9-c1ed6fb87f25.jpg) ",1, work party strange template for the first party make a new server place a workbench and make hewn log order place a contract board and start to create workparty you will see this strange template ,1 442196,12741503757.0,IssuesEvent,2020-06-26 06:16:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Not enough Credits"" when selling something for negative price",Category: Gameplay Priority: Medium Status: Fixed Week Task,"``` I was really surprised when I saw that you can put a negative value to buy/sell items in the store. I thought it was really cool, and immediately thought about tailings. The idea was, a person can pay others to take tailings off their hands by putting it in their sell list with a negative price, and other players can offer to handle said tailings by putting them in their buy list, again at a negative price, wherein they would be paying them to handle the disposal. Unfortunately, it does not work the way I expected it to. My friend tried to buy tailings from my store, with the price set as negative 25, having none of my credits at the time. Instead of allocating credits to him for the sale, the ""no credits""/""not enough credits"" message came up. Do you guys think this is something you would likely include, or at least fix into something usable? I will do some more testing with it, but for the meantime it looks like it isn't going to work like I had hoped it would... :cry: ``` TL;DR: When you sell Tailings in your Shop for a negative value and someone wants to buy them but does not have any of the currency you get ""Not enough Credits"", despite the negative amount means you would get credits. The check should be adapted for that.",1.0,"""Not enough Credits"" when selling something for negative price - ``` I was really surprised when I saw that you can put a negative value to buy/sell items in the store. I thought it was really cool, and immediately thought about tailings. The idea was, a person can pay others to take tailings off their hands by putting it in their sell list with a negative price, and other players can offer to handle said tailings by putting them in their buy list, again at a negative price, wherein they would be paying them to handle the disposal. Unfortunately, it does not work the way I expected it to. My friend tried to buy tailings from my store, with the price set as negative 25, having none of my credits at the time. Instead of allocating credits to him for the sale, the ""no credits""/""not enough credits"" message came up. Do you guys think this is something you would likely include, or at least fix into something usable? I will do some more testing with it, but for the meantime it looks like it isn't going to work like I had hoped it would... :cry: ``` TL;DR: When you sell Tailings in your Shop for a negative value and someone wants to buy them but does not have any of the currency you get ""Not enough Credits"", despite the negative amount means you would get credits. The check should be adapted for that.",1, not enough credits when selling something for negative price i was really surprised when i saw that you can put a negative value to buy sell items in the store i thought it was really cool and immediately thought about tailings the idea was a person can pay others to take tailings off their hands by putting it in their sell list with a negative price and other players can offer to handle said tailings by putting them in their buy list again at a negative price wherein they would be paying them to handle the disposal unfortunately it does not work the way i expected it to my friend tried to buy tailings from my store with the price set as negative having none of my credits at the time instead of allocating credits to him for the sale the no credits not enough credits message came up do you guys think this is something you would likely include or at least fix into something usable i will do some more testing with it but for the meantime it looks like it isn t going to work like i had hoped it would cry tl dr when you sell tailings in your shop for a negative value and someone wants to buy them but does not have any of the currency you get not enough credits despite the negative amount means you would get credits the check should be adapted for that ,1 375441,11104538625.0,IssuesEvent,2019-12-17 07:49:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Resolution Scaling up on Currency-Screen,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Use a 4k-Monitor 2. Play on 1920x1080 3. Press Y for the Currency-Screen **Expected behavior:** It should normally do nothing **Actual behavior:** Instead it changes the resolution to 4k every time.",1.0,"USER ISSUE: Resolution Scaling up on Currency-Screen - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Use a 4k-Monitor 2. Play on 1920x1080 3. Press Y for the Currency-Screen **Expected behavior:** It should normally do nothing **Actual behavior:** Instead it changes the resolution to 4k every time.",1,user issue resolution scaling up on currency screen version beta steps to reproduce use a monitor play on press y for the currency screen expected behavior it should normally do nothing actual behavior instead it changes the resolution to every time ,1 511003,14851449331.0,IssuesEvent,2021-01-18 06:55:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Learned: 5 specialties under the Specialties Unlocked category of the Engineer Profession Tooltip even though 4 specialties aren't discovered yet,Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed Status: Reopen,"Learned: 5 specialties under the Specialties Unlocked category of the Engineer Profession Tooltip even though 4 specialties aren't discovered yet ![Untitled](https://user-images.githubusercontent.com/32143431/98885022-413de300-245f-11eb-9ae5-a95cff89d956.jpg) ![image](https://user-images.githubusercontent.com/32143431/98885159-8f52e680-245f-11eb-9588-4f06792ea487.png) 0.9.1.4 beta release-116 ",1.0,"Learned: 5 specialties under the Specialties Unlocked category of the Engineer Profession Tooltip even though 4 specialties aren't discovered yet - Learned: 5 specialties under the Specialties Unlocked category of the Engineer Profession Tooltip even though 4 specialties aren't discovered yet ![Untitled](https://user-images.githubusercontent.com/32143431/98885022-413de300-245f-11eb-9ae5-a95cff89d956.jpg) ![image](https://user-images.githubusercontent.com/32143431/98885159-8f52e680-245f-11eb-9588-4f06792ea487.png) 0.9.1.4 beta release-116 ",1,learned specialties under the specialties unlocked category of the engineer profession tooltip even though specialties aren t discovered yet learned specialties under the specialties unlocked category of the engineer profession tooltip even though specialties aren t discovered yet beta release ,1 177336,6577355661.0,IssuesEvent,2017-09-12 00:20:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Inventory system can't recover from this bad state,Medium Priority,"I've got a kiln with a stack of 23 coal in it's power supply. In FuelSupplyComponent.LoadFuel, an exception is thrown (because it's calling Modify and not TryModify) when it tries to remove one. In this case, it should probably call the change set valid, since the diff is more valid than the previous state. ",1.0,"Inventory system can't recover from this bad state - I've got a kiln with a stack of 23 coal in it's power supply. In FuelSupplyComponent.LoadFuel, an exception is thrown (because it's calling Modify and not TryModify) when it tries to remove one. In this case, it should probably call the change set valid, since the diff is more valid than the previous state. ",1,inventory system can t recover from this bad state i ve got a kiln with a stack of coal in it s power supply in fuelsupplycomponent loadfuel an exception is thrown because it s calling modify and not trymodify when it tries to remove one in this case it should probably call the change set valid since the diff is more valid than the previous state ,1 319964,9762716506.0,IssuesEvent,2019-06-05 12:09:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-16-n] Cropped numbers in store,Fixed Medium Priority Regression Staging Verified,"If you use a long number, the first symbol isn't always visible. ![image](https://user-images.githubusercontent.com/45708377/58861466-1c184300-86b7-11e9-883b-46c6208e83c4.png) ![image](https://user-images.githubusercontent.com/45708377/58862409-4bc84a80-86b9-11e9-92f0-20ace3512ef3.png) ",1.0,"[0.8.2.0 staging-16-n] Cropped numbers in store - If you use a long number, the first symbol isn't always visible. ![image](https://user-images.githubusercontent.com/45708377/58861466-1c184300-86b7-11e9-883b-46c6208e83c4.png) ![image](https://user-images.githubusercontent.com/45708377/58862409-4bc84a80-86b9-11e9-92f0-20ace3512ef3.png) ",1, cropped numbers in store if you use a long number the first symbol isn t always visible ,1 553869,16384290938.0,IssuesEvent,2021-05-17 08:27:29,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1937] Switch Description EN text ,Category: Localization Priority: Medium Squad: Otter,"it have localization, but on Crowdin was upload text - Click to switch this object's state. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru?filter=basic&value=3#q=Click%20to%20switch how you can see in game it have [Click to switch this object's state.] not know [] it is error or not ![2021-02-23 (2)](https://user-images.githubusercontent.com/26339332/108829750-9bf7e680-75d9-11eb-8cb5-ebef6fc94771.png) ",1.0,"[0.9.3 staging-1937] Switch Description EN text - it have localization, but on Crowdin was upload text - Click to switch this object's state. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru?filter=basic&value=3#q=Click%20to%20switch how you can see in game it have [Click to switch this object's state.] not know [] it is error or not ![2021-02-23 (2)](https://user-images.githubusercontent.com/26339332/108829750-9bf7e680-75d9-11eb-8cb5-ebef6fc94771.png) ",1, switch description en text it have localization but on crowdin was upload text click to switch this object s state how you can see in game it have not know it is error or not ,1 449682,12973424015.0,IssuesEvent,2020-07-21 14:01:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 Staging 1602] Unable to target construct/deconstruct of Stone Ramp with laws,Category: Gameplay Priority: Medium Status: Fixed Status: Needs Triage,"Neither ""Construct/Deconstruct"" nor ""Drop/Pickup Block"" has Stone Ramp available in item filter. It is available to pick in ""Place/Pick Up Object"", but it doesn't trigger upon placing or removing a Stone Ramp.",1.0,"[0.9.0.0 Staging 1602] Unable to target construct/deconstruct of Stone Ramp with laws - Neither ""Construct/Deconstruct"" nor ""Drop/Pickup Block"" has Stone Ramp available in item filter. It is available to pick in ""Place/Pick Up Object"", but it doesn't trigger upon placing or removing a Stone Ramp.",1, unable to target construct deconstruct of stone ramp with laws neither construct deconstruct nor drop pickup block has stone ramp available in item filter it is available to pick in place pick up object but it doesn t trigger upon placing or removing a stone ramp ,1 410557,11993626465.0,IssuesEvent,2020-04-08 12:21:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging-1494] Multiple players shouldn't co-own a room,Category: Optimization Priority: Medium,"On our server some players got a bit crafty and designed a co-owned house: ![image](https://user-images.githubusercontent.com/964559/78733389-29ffab80-78fa-11ea-8229-15e4d11637a3.png) I think there were 6 different claim on this: ![image](https://user-images.githubusercontent.com/964559/78733364-17857200-78fa-11ea-8ca0-2a09becb5cc5.png) I'm guessing it was designed to pool the room bonuses and give them to everyone, not to mention create a big room value to the capitol. So we had rooms like the capitol / kitchen / shop: ![image](https://user-images.githubusercontent.com/964559/78733463-69c69300-78fa-11ea-97c3-87528328fec7.png) Some repeated general rooms / bathrooms: ![image](https://user-images.githubusercontent.com/964559/78733515-88c52500-78fa-11ea-8332-2ac5e9784d1a.png) And a sleeping dorm: ![image](https://user-images.githubusercontent.com/964559/78733531-9084c980-78fa-11ea-9a9f-c9795382f8c8.png) It's an interesting idea, but could be a bit exploitative if all players are receiving bonuses from the entire room, even if they don't own all of it. The rooms should only give bonuses to a player if they own it entirely.",1.0,"[0.9.0 Staging-1494] Multiple players shouldn't co-own a room - On our server some players got a bit crafty and designed a co-owned house: ![image](https://user-images.githubusercontent.com/964559/78733389-29ffab80-78fa-11ea-8229-15e4d11637a3.png) I think there were 6 different claim on this: ![image](https://user-images.githubusercontent.com/964559/78733364-17857200-78fa-11ea-8ca0-2a09becb5cc5.png) I'm guessing it was designed to pool the room bonuses and give them to everyone, not to mention create a big room value to the capitol. So we had rooms like the capitol / kitchen / shop: ![image](https://user-images.githubusercontent.com/964559/78733463-69c69300-78fa-11ea-97c3-87528328fec7.png) Some repeated general rooms / bathrooms: ![image](https://user-images.githubusercontent.com/964559/78733515-88c52500-78fa-11ea-8332-2ac5e9784d1a.png) And a sleeping dorm: ![image](https://user-images.githubusercontent.com/964559/78733531-9084c980-78fa-11ea-9a9f-c9795382f8c8.png) It's an interesting idea, but could be a bit exploitative if all players are receiving bonuses from the entire room, even if they don't own all of it. The rooms should only give bonuses to a player if they own it entirely.",1, multiple players shouldn t co own a room on our server some players got a bit crafty and designed a co owned house i think there were different claim on this i m guessing it was designed to pool the room bonuses and give them to everyone not to mention create a big room value to the capitol so we had rooms like the capitol kitchen shop some repeated general rooms bathrooms and a sleeping dorm it s an interesting idea but could be a bit exploitative if all players are receiving bonuses from the entire room even if they don t own all of it the rooms should only give bonuses to a player if they own it entirely ,1 458740,13180926184.0,IssuesEvent,2020-08-12 13:34:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1706] Steam tractor with installed Plow flies away when player cross Zero Point,Category: Gameplay Priority: Medium,"Step to reproduce: - place Steam tractor, add Steam tractor plow in module tab, cross world border: ![image](https://user-images.githubusercontent.com/45708377/89514331-6676e180-d7de-11ea-987e-ef47b6475052.png) https://drive.google.com/file/d/1LlBzCoGyhQ3kfJlMb0YkZOkWivPdy_gh/view?usp=sharing It happens only with tractor and only with installed plow in it.",1.0,"[0.9.0 staging-1706] Steam tractor with installed Plow flies away when player cross Zero Point - Step to reproduce: - place Steam tractor, add Steam tractor plow in module tab, cross world border: ![image](https://user-images.githubusercontent.com/45708377/89514331-6676e180-d7de-11ea-987e-ef47b6475052.png) https://drive.google.com/file/d/1LlBzCoGyhQ3kfJlMb0YkZOkWivPdy_gh/view?usp=sharing It happens only with tractor and only with installed plow in it.",1, steam tractor with installed plow flies away when player cross zero point step to reproduce place steam tractor add steam tractor plow in module tab cross world border it happens only with tractor and only with installed plow in it ,1 280296,8679706783.0,IssuesEvent,2018-12-01 01:43:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.6.0] Blocks don't load after longer running / hunting tour,Medium Priority,"Often when I'm on longer ""hunting tour"", parts of the world will not load. Assume that occurs when a player is running long distances through the world… ![20180612004040_1](https://user-images.githubusercontent.com/22961978/41261014-24b3c4cc-6dda-11e8-8e22-a9d7afe29f10.jpg) ",1.0,"[7.6.0] Blocks don't load after longer running / hunting tour - Often when I'm on longer ""hunting tour"", parts of the world will not load. Assume that occurs when a player is running long distances through the world… ![20180612004040_1](https://user-images.githubusercontent.com/22961978/41261014-24b3c4cc-6dda-11e8-8e22-a9d7afe29f10.jpg) ",1, blocks don t load after longer running hunting tour often when i m on longer hunting tour parts of the world will not load assume that occurs when a player is running long distances through the world… ,1 522638,15164221512.0,IssuesEvent,2021-02-12 13:26:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.2 staging-1898] Vehicle Deed Icon display in Zero point (0,0).",Category: Gameplay Category: UI Priority: Medium Regression Squad: Wild Turkey Status: Fixed,"I guess it should not be display at all. Step to reproduce: - connect to a new world. - Check zero point. I don't have anything here: ![image](https://user-images.githubusercontent.com/45708377/104555562-25b5ab00-564f-11eb-93c7-fa069825bd56.png) - place steam truck, I have Steam truck deed icon here: ![image](https://user-images.githubusercontent.com/45708377/104555612-36662100-564f-11eb-9fc9-efcc96fdd528.png) - place wood cart: ![image](https://user-images.githubusercontent.com/45708377/104555641-4251e300-564f-11eb-8c33-98a3f50e174b.png) So it overwrite it and show last placement vehicle here ",1.0,"[0.9.2 staging-1898] Vehicle Deed Icon display in Zero point (0,0). - I guess it should not be display at all. Step to reproduce: - connect to a new world. - Check zero point. I don't have anything here: ![image](https://user-images.githubusercontent.com/45708377/104555562-25b5ab00-564f-11eb-93c7-fa069825bd56.png) - place steam truck, I have Steam truck deed icon here: ![image](https://user-images.githubusercontent.com/45708377/104555612-36662100-564f-11eb-9fc9-efcc96fdd528.png) - place wood cart: ![image](https://user-images.githubusercontent.com/45708377/104555641-4251e300-564f-11eb-8c33-98a3f50e174b.png) So it overwrite it and show last placement vehicle here ",1, vehicle deed icon display in zero point i guess it should not be display at all step to reproduce connect to a new world check zero point i don t have anything here place steam truck i have steam truck deed icon here place wood cart so it overwrite it and show last placement vehicle here ,1 244499,7875756446.0,IssuesEvent,2018-06-25 21:32:21,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Petroleum Crafting Time,Medium Priority,"The crafting time of petroleum from a pumpjack appears to have an inverse relationship to what is expected. A block reporting 6.87 oil results in a 8m25s craft time. A block with 16.43 oil resulted in a nearly 20 minute craft time. If this is the intended behavior, then the ""oil"" world layer is confusing, as it's representing the best spots to pump oil as purple, and the worst spots in white/yellow which is the opposite value representation of every other yield graph.",1.0,"Petroleum Crafting Time - The crafting time of petroleum from a pumpjack appears to have an inverse relationship to what is expected. A block reporting 6.87 oil results in a 8m25s craft time. A block with 16.43 oil resulted in a nearly 20 minute craft time. If this is the intended behavior, then the ""oil"" world layer is confusing, as it's representing the best spots to pump oil as purple, and the worst spots in white/yellow which is the opposite value representation of every other yield graph.",1,petroleum crafting time the crafting time of petroleum from a pumpjack appears to have an inverse relationship to what is expected a block reporting oil results in a craft time a block with oil resulted in a nearly minute craft time if this is the intended behavior then the oil world layer is confusing as it s representing the best spots to pump oil as purple and the worst spots in white yellow which is the opposite value representation of every other yield graph ,1 197571,6961375073.0,IssuesEvent,2017-12-08 09:13:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Law web UI doesn't handle this format string with a list correctly,Medium Priority Web,"`""
""` ![image](https://user-images.githubusercontent.com/23460210/32812182-a48c12d4-c958-11e7-8f00-bb8c2a4aa90b.png) UI shows first list title, then 'Result' child, then the rest of the list content. It should show all list content, then 'Result' child. (eg. the Accept Contract line should be on the same line as ""When attempting to"")",1.0,"Law web UI doesn't handle this format string with a list correctly - `""
""` ![image](https://user-images.githubusercontent.com/23460210/32812182-a48c12d4-c958-11e7-8f00-bb8c2a4aa90b.png) UI shows first list title, then 'Result' child, then the rest of the list content. It should show all list content, then 'Result' child. (eg. the Accept Contract line should be on the same line as ""When attempting to"")",1,law web ui doesn t handle this format string with a list correctly ui shows first list title then result child then the rest of the list content it should show all list content then result child eg the accept contract line should be on the same line as when attempting to ,1 405603,11879572445.0,IssuesEvent,2020-03-27 09:02:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Names unhandled in Game and also show up differently in-game and in the server UI,Priority: Medium Status: Investigate,"Need to be able to deal l with user names like Goku rustmoney.com and Vegeta rustmoney.com In game they show up as Goku.rustmoney.com and Vegeta.rustmoney.com but in the Server UI they gave a space in them [![Screenshot from Gyazo](https://gyazo.com/cee3e764c79a770c9a45c3f5f59163a2 https://gyazo.com/f25d48693b90e4bbc112e1b18200e443/raw)](https://gyazo.com/cee3e764c79a770c9a45c3f5f59163a2 https://gyazo.com/f25d48693b90e4bbc112e1b18200e443) /whois or a /ban or /kick or an admin command that needs to use a player name is not able to handle names like this. JohnK said to assign to him",1.0,"Names unhandled in Game and also show up differently in-game and in the server UI - Need to be able to deal l with user names like Goku rustmoney.com and Vegeta rustmoney.com In game they show up as Goku.rustmoney.com and Vegeta.rustmoney.com but in the Server UI they gave a space in them [![Screenshot from Gyazo](https://gyazo.com/cee3e764c79a770c9a45c3f5f59163a2 https://gyazo.com/f25d48693b90e4bbc112e1b18200e443/raw)](https://gyazo.com/cee3e764c79a770c9a45c3f5f59163a2 https://gyazo.com/f25d48693b90e4bbc112e1b18200e443) /whois or a /ban or /kick or an admin command that needs to use a player name is not able to handle names like this. JohnK said to assign to him",1,names unhandled in game and also show up differently in game and in the server ui need to be able to deal l with user names like goku rustmoney com and vegeta rustmoney com in game they show up as goku rustmoney com and vegeta rustmoney com but in the server ui they gave a space in them whois or a ban or kick or an admin command that needs to use a player name is not able to handle names like this johnk said to assign to him,1 208331,7147411982.0,IssuesEvent,2018-01-25 00:36:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Many modded objects are invisible,Medium Priority,"Some images as proof of this, NOTE: These worked flawlessly with the last ECO Version. ![image](https://user-images.githubusercontent.com/8785758/35184805-a1659932-fdfa-11e7-9201-f9cf14935d5f.png) ![image](https://user-images.githubusercontent.com/8785758/35184807-a4894910-fdfa-11e7-8dd0-e050a3d8c38f.png) ![image](https://user-images.githubusercontent.com/8785758/35184809-a9be0588-fdfa-11e7-96c1-57c59c98a093.png) ",1.0,"Many modded objects are invisible - Some images as proof of this, NOTE: These worked flawlessly with the last ECO Version. ![image](https://user-images.githubusercontent.com/8785758/35184805-a1659932-fdfa-11e7-9201-f9cf14935d5f.png) ![image](https://user-images.githubusercontent.com/8785758/35184807-a4894910-fdfa-11e7-8dd0-e050a3d8c38f.png) ![image](https://user-images.githubusercontent.com/8785758/35184809-a9be0588-fdfa-11e7-96c1-57c59c98a093.png) ",1,many modded objects are invisible some images as proof of this note these worked flawlessly with the last eco version ,1 320001,9763408891.0,IssuesEvent,2019-06-05 13:46:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.0 staging-14-n-2] Double Food Tutorial after restart tutorial,Medium Priority Regression Staging,"Step to reproduce: 1. Start and complete Forage for Food tutorial 2. Restart tutorial. 3. Double tutorial will appear. Plants that I collected before already look complete. But 3 markers are put on each plant ![image](https://user-images.githubusercontent.com/45708377/58453240-02a95100-8123-11e9-80c0-c943eb100170.png) ![image](https://user-images.githubusercontent.com/45708377/58453263-1bb20200-8123-11e9-8aad-f6d6e69e4b81.png) ",1.0,"[0.8.2.0 staging-14-n-2] Double Food Tutorial after restart tutorial - Step to reproduce: 1. Start and complete Forage for Food tutorial 2. Restart tutorial. 3. Double tutorial will appear. Plants that I collected before already look complete. But 3 markers are put on each plant ![image](https://user-images.githubusercontent.com/45708377/58453240-02a95100-8123-11e9-80c0-c943eb100170.png) ![image](https://user-images.githubusercontent.com/45708377/58453263-1bb20200-8123-11e9-8aad-f6d6e69e4b81.png) ",1, double food tutorial after restart tutorial step to reproduce start and complete forage for food tutorial restart tutorial double tutorial will appear plants that i collected before already look complete but markers are put on each plant ,1 387268,11459149224.0,IssuesEvent,2020-02-07 06:17:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Tool bench glitch with repair,Priority: Medium Status: Fixed,"Step to reproduce: - reconnect to server - open repair tab. It will be empty. ![image](https://user-images.githubusercontent.com/45708377/65953645-15bf8b00-e44d-11e9-84a5-2fa6b8557f27.png) - select another tab - select repair tab. You can repair tool, but it also display Bank account. ![image](https://user-images.githubusercontent.com/45708377/65953724-3ab3fe00-e44d-11e9-8599-51bf7b7a1424.png) ",1.0,"[master-preview] Tool bench glitch with repair - Step to reproduce: - reconnect to server - open repair tab. It will be empty. ![image](https://user-images.githubusercontent.com/45708377/65953645-15bf8b00-e44d-11e9-84a5-2fa6b8557f27.png) - select another tab - select repair tab. You can repair tool, but it also display Bank account. ![image](https://user-images.githubusercontent.com/45708377/65953724-3ab3fe00-e44d-11e9-8599-51bf7b7a1424.png) ",1, tool bench glitch with repair step to reproduce reconnect to server open repair tab it will be empty select another tab select repair tab you can repair tool but it also display bank account ,1 500176,14492177994.0,IssuesEvent,2020-12-11 06:25:56,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging] Occupancy Penalties in Ecopedia tooltip is wrong,Category: UI Priority: Medium Status: Fixed,"When you go to the Occupancy page in Ecopedia, the values for the percent penalties are wrong. It says 0% for 2 occupants when in reality this is currently 10%. ![OccupancyPenalties](https://user-images.githubusercontent.com/47330823/101555228-1024d580-396d-11eb-9742-35695a45939d.png) ",1.0,"[0.9.2 staging] Occupancy Penalties in Ecopedia tooltip is wrong - When you go to the Occupancy page in Ecopedia, the values for the percent penalties are wrong. It says 0% for 2 occupants when in reality this is currently 10%. ![OccupancyPenalties](https://user-images.githubusercontent.com/47330823/101555228-1024d580-396d-11eb-9742-35695a45939d.png) ",1, occupancy penalties in ecopedia tooltip is wrong when you go to the occupancy page in ecopedia the values for the percent penalties are wrong it says for occupants when in reality this is currently ,1 392286,11589536930.0,IssuesEvent,2020-02-24 02:43:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.8 Staging: XP Balancing is a bit unbalanced and unfair to Workers,Category: Balance Priority: Medium,"**Version:** 0.8.0.0 beta staging-4705f5ae-1 There will Probably be other(s) so making this so others can add to it. **MINING** Mining XP is very poor and hard to get to higher Levels I started On Server over 24 hours ago and took Mining as my **ONLY** Skill i have mined and mined as hard as i can and i just got to level 5 with a lot still to do. (as the only way to get XP is to mine which is **hard** work) ![snap4024](https://user-images.githubusercontent.com/29383891/52003222-d6a2f980-24bb-11e9-98e3-87a86461b7a2.png) **MASONRY** Today i took Masonry , played a couple of Hours and i'm MAX ![snap4023](https://user-images.githubusercontent.com/29383891/52003268-f0dcd780-24bb-11e9-8aae-8513784bf13e.png) **DIGGING** There is nothing for this as a skill, and we do **NEED** this as we have to dig out **Clay** (crafting bricks and pots etc), **Sand** (making Pitch and glass) and also **Dirt** (this being for landscaping, making dirt ramps,fertilizers etc.)",1.0,"0.8 Staging: XP Balancing is a bit unbalanced and unfair to Workers - **Version:** 0.8.0.0 beta staging-4705f5ae-1 There will Probably be other(s) so making this so others can add to it. **MINING** Mining XP is very poor and hard to get to higher Levels I started On Server over 24 hours ago and took Mining as my **ONLY** Skill i have mined and mined as hard as i can and i just got to level 5 with a lot still to do. (as the only way to get XP is to mine which is **hard** work) ![snap4024](https://user-images.githubusercontent.com/29383891/52003222-d6a2f980-24bb-11e9-98e3-87a86461b7a2.png) **MASONRY** Today i took Masonry , played a couple of Hours and i'm MAX ![snap4023](https://user-images.githubusercontent.com/29383891/52003268-f0dcd780-24bb-11e9-8aae-8513784bf13e.png) **DIGGING** There is nothing for this as a skill, and we do **NEED** this as we have to dig out **Clay** (crafting bricks and pots etc), **Sand** (making Pitch and glass) and also **Dirt** (this being for landscaping, making dirt ramps,fertilizers etc.)",1, staging xp balancing is a bit unbalanced and unfair to workers version beta staging there will probably be other s so making this so others can add to it mining mining xp is very poor and hard to get to higher levels i started on server over hours ago and took mining as my only skill i have mined and mined as hard as i can and i just got to level with a lot still to do as the only way to get xp is to mine which is hard work masonry today i took masonry played a couple of hours and i m max digging there is nothing for this as a skill and we do need this as we have to dig out clay crafting bricks and pots etc sand making pitch and glass and also dirt this being for landscaping making dirt ramps fertilizers etc ,1 452782,13059307626.0,IssuesEvent,2020-07-30 10:26:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging 3] Basic election anonimity is broken in chat,Category: Gameplay Priority: Medium Status: Fixed,"When a user vote, it's name and vote is written on the chat, despite the election being anonymous. ![image](https://user-images.githubusercontent.com/339611/87843197-e6322000-c8b2-11ea-8333-489194e3e9bd.png) ",1.0,"[0.9.0.0 beta staging 3] Basic election anonimity is broken in chat - When a user vote, it's name and vote is written on the chat, despite the election being anonymous. ![image](https://user-images.githubusercontent.com/339611/87843197-e6322000-c8b2-11ea-8333-489194e3e9bd.png) ",1, basic election anonimity is broken in chat when a user vote it s name and vote is written on the chat despite the election being anonymous ,1 211940,7214343543.0,IssuesEvent,2018-02-08 01:44:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Add a counter-proposal feature for laws,Feature Medium Priority,"So if there is an error in a law or proposed law, it is easier to revise it.",1.0,"Add a counter-proposal feature for laws - So if there is an error in a law or proposed law, it is easier to revise it.",1,add a counter proposal feature for laws so if there is an error in a law or proposed law it is easier to revise it ,1 210753,7194244732.0,IssuesEvent,2018-02-04 01:51:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Skipping tutorial does not skip them all,Medium Priority,"Often after skipping all tutorials, I will get the 'Eat Food' one a bit afterwards",1.0,"Skipping tutorial does not skip them all - Often after skipping all tutorials, I will get the 'Eat Food' one a bit afterwards",1,skipping tutorial does not skip them all often after skipping all tutorials i will get the eat food one a bit afterwards,1 401182,11787055968.0,IssuesEvent,2020-03-17 13:25:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[staging] Out of bounds in TMP from navmesh??,Priority: Medium,"``` IndexOutOfRangeException: Index was outside the bounds of the array. at TMPro.TMP_Text.FillSpriteVertexBuffers (System.Int32 i, System.Int32 index_X4) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.GenerateTextMesh () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.OnPreRenderCanvas () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.Rebuild (UnityEngine.UI.CanvasUpdate update) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ``` No idea where this is coming from.",1.0,"[staging] Out of bounds in TMP from navmesh?? - ``` IndexOutOfRangeException: Index was outside the bounds of the array. at TMPro.TMP_Text.FillSpriteVertexBuffers (System.Int32 i, System.Int32 index_X4) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.GenerateTextMesh () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.OnPreRenderCanvas () [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TextMeshProUGUI.Rebuild (UnityEngine.UI.CanvasUpdate update) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AI.NavMesh+OnNavMeshPreUpdate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.AI.OnNavMeshPreUpdate:Invoke() ``` No idea where this is coming from.",1, out of bounds in tmp from navmesh indexoutofrangeexception index was outside the bounds of the array at tmpro tmp text fillspritevertexbuffers system i system index in at tmpro textmeshprougui generatetextmesh in at tmpro textmeshprougui onprerendercanvas in at tmpro textmeshprougui rebuild unityengine ui canvasupdate update in at unityengine ui canvasupdateregistry performupdate in at unityengine ai navmesh onnavmeshpreupdate invoke in unityengine logger logexception exception object unityengine debug logexception exception object unityengine ui canvasupdateregistry performupdate unityengine ai onnavmeshpreupdate invoke no idea where this is coming from ,1 385057,11411888595.0,IssuesEvent,2020-02-01 09:14:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1355] Fresh Water heatmap is wrong,Priority: Medium,"![image](https://user-images.githubusercontent.com/45708377/72984365-9a675800-3df4-11ea-9a80-3daa43f1acef.png) Only in red zone. But I can use Fish Trap(you can use it only in fresh water) in Green Zone. Lakes and rivers should be in Fresh Water heatmap.(Orange zone)",1.0,"[0.9.0 staging-1355] Fresh Water heatmap is wrong - ![image](https://user-images.githubusercontent.com/45708377/72984365-9a675800-3df4-11ea-9a80-3daa43f1acef.png) Only in red zone. But I can use Fish Trap(you can use it only in fresh water) in Green Zone. Lakes and rivers should be in Fresh Water heatmap.(Orange zone)",1, fresh water heatmap is wrong only in red zone but i can use fish trap you can use it only in fresh water in green zone lakes and rivers should be in fresh water heatmap orange zone ,1 250676,7979828841.0,IssuesEvent,2018-07-17 23:40:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: mini map marker out of fov,Medium Priority,"**Version:** 0.7.3.3 beta **Steps to Reproduce:** set display to 3440x1440 px open mini map klick on markers **Expected behavior:** markers are visibile within the fov **Actual behavior:** markers are left outside the fov",1.0,"USER ISSUE: mini map marker out of fov - **Version:** 0.7.3.3 beta **Steps to Reproduce:** set display to 3440x1440 px open mini map klick on markers **Expected behavior:** markers are visibile within the fov **Actual behavior:** markers are left outside the fov",1,user issue mini map marker out of fov version beta steps to reproduce set display to px open mini map klick on markers expected behavior markers are visibile within the fov actual behavior markers are left outside the fov,1 510779,14816105059.0,IssuesEvent,2021-01-14 08:31:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 staging-1897] Add support for non-latin chars for error.,Category: Tech Priority: Medium Squad: Pumpkin,"Step to reproduce: - have Windows 10 with non-latin language (I have russian) - change IPAddress to something wrong: ![image](https://user-images.githubusercontent.com/45708377/104309977-08b09900-54e4-11eb-9d7b-e7569e9ef663.png) - restart server. Server will crash and I have this dump: ``` --BEGIN DUMP-- Dump Time 01/12/2021 14:22:31 Exception Exception: ENetError Message:Требуемый адрес для своего контекста неверен. Source:StrangeLoopGames.ENet ENet.ENetError: Требуемый адрес для своего контекста неверен. at ENet.Library.ThrowLastError() at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) at Eco.Plugins.Networking.NetworkManager.Run() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ``` [ServerCrash ENetError 01122231.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5801799/ServerCrash.ENetError.01122231.txt) I have strange Требуемый адрес для своего контекста неверен instead of words. ![image](https://user-images.githubusercontent.com/45708377/104310707-2e8a6d80-54e5-11eb-9693-9052678aa6ac.png) ",1.0,"[0.9.2 staging-1897] Add support for non-latin chars for error. - Step to reproduce: - have Windows 10 with non-latin language (I have russian) - change IPAddress to something wrong: ![image](https://user-images.githubusercontent.com/45708377/104309977-08b09900-54e4-11eb-9d7b-e7569e9ef663.png) - restart server. Server will crash and I have this dump: ``` --BEGIN DUMP-- Dump Time 01/12/2021 14:22:31 Exception Exception: ENetError Message:Требуемый адрес для своего контекста неверен. Source:StrangeLoopGames.ENet ENet.ENetError: Требуемый адрес для своего контекста неверен. at ENet.Library.ThrowLastError() at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit, UInt32 incomingBandwidth, UInt32 outgoingBandwidth, Int32 bufferSize) at ENet.Host.Create(Address address, Int32 peerLimit, Int32 channelLimit) at ENet.Host.Create(Address address, Int32 peerLimit) at Eco.Networking.ENet.ENetUdpPeer.Start() at Eco.Plugins.Networking.NetworkServer.Initialize(IUdpLibrary udpLib) at Eco.Plugins.Networking.NetworkManager.Run() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ThreadHelper.ThreadStart() --END DUMP-- ``` [ServerCrash ENetError 01122231.txt](https://github.com/StrangeLoopGames/EcoIssues/files/5801799/ServerCrash.ENetError.01122231.txt) I have strange Требуемый адрес для своего контекста неверен instead of words. ![image](https://user-images.githubusercontent.com/45708377/104310707-2e8a6d80-54e5-11eb-9693-9052678aa6ac.png) ",1, add support for non latin chars for error step to reproduce have windows with non latin language i have russian change ipaddress to something wrong restart server server will crash and i have this dump begin dump dump time exception exception eneterror message рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ source strangeloopgames enet enet eneterror рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ at enet library throwlasterror at enet host create address address peerlimit channellimit incomingbandwidth outgoingbandwidth buffersize at enet host create address address peerlimit channellimit at enet host create address address peerlimit at eco networking enet enetudppeer start at eco plugins networking networkserver initialize iudplibrary udplib at eco plugins networking networkmanager run at system threading threadhelper threadstart context object state at system threading executioncontext runinternal executioncontext executioncontext contextcallback callback object state end of stack trace from previous location where exception was thrown at system threading threadhelper threadstart end dump i have strange рўсђрµр±сѓрµрјс‹р№ р°рґсђрµсѓ рґр»сџ сѓрірѕрµрірѕ рєрѕрѕс‚рµрєсѓс‚р° рѕрµрірµсђрµрѕ instead of words ,1 560095,16585130981.0,IssuesEvent,2021-05-31 17:46:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1542] - Law set to claim all property does not claim vehicles,Category: Laws Priority: Medium Squad: Mountain Goat Status: Fixed Type: Bug,"Law set to transfer ownership of all property upon meeting certain criteria: ![image](https://user-images.githubusercontent.com/48172405/82284061-fd768f00-998f-11ea-9eda-f05847732f52.png) Result - When criteria are met, land is transferred, but not wood cart: ![image](https://user-images.githubusercontent.com/48172405/82284134-34e53b80-9990-11ea-9cc1-9a935c3c05dc.png) Expected behaviour: All property would be transferred.",1.0,"[0.9.0 staging-1542] - Law set to claim all property does not claim vehicles - Law set to transfer ownership of all property upon meeting certain criteria: ![image](https://user-images.githubusercontent.com/48172405/82284061-fd768f00-998f-11ea-9eda-f05847732f52.png) Result - When criteria are met, land is transferred, but not wood cart: ![image](https://user-images.githubusercontent.com/48172405/82284134-34e53b80-9990-11ea-9cc1-9a935c3c05dc.png) Expected behaviour: All property would be transferred.",1, law set to claim all property does not claim vehicles law set to transfer ownership of all property upon meeting certain criteria result when criteria are met land is transferred but not wood cart expected behaviour all property would be transferred ,1 196375,6927378079.0,IssuesEvent,2017-11-30 22:37:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Invisible saplings - Cant dig up dirt with shovel ,Medium Priority,"I am stuck unable to expand my house. I dug up a long patch of dirt 40X30 all is clear and flat but 5 blocks of dirt when i try to dig them up says ""unable to move roots are too strong"" these blocks are not next to each other and the ground around them is 1 block lower no plants or trees anywhere near them or on top of them",1.0,"Invisible saplings - Cant dig up dirt with shovel - I am stuck unable to expand my house. I dug up a long patch of dirt 40X30 all is clear and flat but 5 blocks of dirt when i try to dig them up says ""unable to move roots are too strong"" these blocks are not next to each other and the ground around them is 1 block lower no plants or trees anywhere near them or on top of them",1,invisible saplings cant dig up dirt with shovel i am stuck unable to expand my house i dug up a long patch of dirt all is clear and flat but blocks of dirt when i try to dig them up says unable to move roots are too strong these blocks are not next to each other and the ground around them is block lower no plants or trees anywhere near them or on top of them,1 529347,15386892524.0,IssuesEvent,2021-03-03 08:50:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"9.1.4 store transfers incorrect (says paying you not ""You paid"")",Category: UI Priority: Medium Squad: Otter,"Bad_karma sold me items which my store is buying, the chat alert saying Sold 166 Sand, paying you 49.8 EDP, but I paid them. Fairly sure this was reported before but could not find the github ![image](https://user-images.githubusercontent.com/61889138/98686650-b7a7eb80-2360-11eb-8426-70217e6d867f.png) ![image](https://user-images.githubusercontent.com/61889138/98686692-c42c4400-2360-11eb-97cf-0dd422d320b3.png) ",1.0,"9.1.4 store transfers incorrect (says paying you not ""You paid"") - Bad_karma sold me items which my store is buying, the chat alert saying Sold 166 Sand, paying you 49.8 EDP, but I paid them. Fairly sure this was reported before but could not find the github ![image](https://user-images.githubusercontent.com/61889138/98686650-b7a7eb80-2360-11eb-8426-70217e6d867f.png) ![image](https://user-images.githubusercontent.com/61889138/98686692-c42c4400-2360-11eb-97cf-0dd422d320b3.png) ",1, store transfers incorrect says paying you not you paid bad karma sold me items which my store is buying the chat alert saying sold sand paying you edp but i paid them fairly sure this was reported before but could not find the github ,1 525221,15241060528.0,IssuesEvent,2021-02-19 07:49:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Extensive Chat Logging,Category: Usability Priority: Medium Squad: Otter Status: Reopen,"Features: - Files exclusively with chat logs for every day in server time (not game time), optionally by channel and for direct messages - Profanity Filter does not affect the chat logs for administrative review https://github.com/StrangeLoopGames/Eco/pull/7019",1.0,"Extensive Chat Logging - Features: - Files exclusively with chat logs for every day in server time (not game time), optionally by channel and for direct messages - Profanity Filter does not affect the chat logs for administrative review https://github.com/StrangeLoopGames/Eco/pull/7019",1,extensive chat logging features files exclusively with chat logs for every day in server time not game time optionally by channel and for direct messages profanity filter does not affect the chat logs for administrative review ,1 260678,8213418336.0,IssuesEvent,2018-09-04 19:29:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Player Action Assign Reputation Missing from Laws,Feature Laws Medium Priority,We cannot make laws that allocate government funding for players who assign reputation. There is little to no incentive for doing this in the game so allocating money for this action would be helpful.,1.0,Player Action Assign Reputation Missing from Laws - We cannot make laws that allocate government funding for players who assign reputation. There is little to no incentive for doing this in the game so allocating money for this action would be helpful.,1,player action assign reputation missing from laws we cannot make laws that allocate government funding for players who assign reputation there is little to no incentive for doing this in the game so allocating money for this action would be helpful ,1 258063,8154056556.0,IssuesEvent,2018-08-23 01:05:52,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"3rd view, bug with property highlight",Medium Priority,"**Version**: 0.7.6.0 beta staging-4c7f4650 In 3rd view, property highlight looks like 2d... ![20180709181222_1](https://user-images.githubusercontent.com/4980243/42464274-40863030-83b1-11e8-9535-86662daad07c.jpg) ![20180709181217_1](https://user-images.githubusercontent.com/4980243/42464282-44947376-83b1-11e8-8d01-f7b1a1cb5d1c.jpg) ![20180709181206_1](https://user-images.githubusercontent.com/4980243/42464283-44b76cb4-83b1-11e8-93e9-cf660d41f9d0.jpg) ",1.0,"3rd view, bug with property highlight - **Version**: 0.7.6.0 beta staging-4c7f4650 In 3rd view, property highlight looks like 2d... ![20180709181222_1](https://user-images.githubusercontent.com/4980243/42464274-40863030-83b1-11e8-9535-86662daad07c.jpg) ![20180709181217_1](https://user-images.githubusercontent.com/4980243/42464282-44947376-83b1-11e8-8d01-f7b1a1cb5d1c.jpg) ![20180709181206_1](https://user-images.githubusercontent.com/4980243/42464283-44b76cb4-83b1-11e8-93e9-cf660d41f9d0.jpg) ",1, view bug with property highlight version beta staging in view property highlight looks like ,1 445050,12825475919.0,IssuesEvent,2020-07-06 15:01:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,Original commands not ewerytime work if server and client at non-english lng.,Priority: Medium Status: Investigate,"e.g. my player cannot use ""/unstuck"", but can ""/освободить"" For me - unstuck work, but ""/time set"" - not, only ""/время задать"" intended behavior - in any case English commands work, if another server language is selected, then the ""translated"" command will also work.",1.0,"Original commands not ewerytime work if server and client at non-english lng. - e.g. my player cannot use ""/unstuck"", but can ""/освободить"" For me - unstuck work, but ""/time set"" - not, only ""/время задать"" intended behavior - in any case English commands work, if another server language is selected, then the ""translated"" command will also work.",1,original commands not ewerytime work if server and client at non english lng e g my player cannot use unstuck but can освободить for me unstuck work but time set not only время задать intended behavior in any case english commands work if another server language is selected then the translated command will also work ,1 497287,14367476498.0,IssuesEvent,2020-12-01 06:44:17,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Server] 0.9.0.0 beta Server Console buffering error,Category: Tech Priority: Medium,When starting up the newly released 0.9.0.0 beta server it logged https://starb.in/ePizgw.yaml to the console just before it started the PerformancePlugin. Server continued to load up fine (as far as I can tell).,1.0,[Server] 0.9.0.0 beta Server Console buffering error - When starting up the newly released 0.9.0.0 beta server it logged https://starb.in/ePizgw.yaml to the console just before it started the PerformancePlugin. Server continued to load up fine (as far as I can tell).,1, beta server console buffering error when starting up the newly released beta server it logged to the console just before it started the performanceplugin server continued to load up fine as far as i can tell ,1 465172,13358070458.0,IssuesEvent,2020-08-31 11:00:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1732] Animals: unsure predators,Category: Gameplay Priority: Medium Status: Fixed,"They just don't know what to do with you and never flee after biting. They can see you, growl, try to bite, growl and then just.. wander. And after wander tick is finished they run. https://drive.google.com/file/d/1kiRSG7RLB62v_jWzOx30dTCg9p_X9ryh/view?usp=sharing It seems a bit strange. It should bite and run, or growl and run. But its pretty strange when its bite and walk. Or growl, maybe bite? Not bite and walk.",1.0,"[0.9.0 staging-1732] Animals: unsure predators - They just don't know what to do with you and never flee after biting. They can see you, growl, try to bite, growl and then just.. wander. And after wander tick is finished they run. https://drive.google.com/file/d/1kiRSG7RLB62v_jWzOx30dTCg9p_X9ryh/view?usp=sharing It seems a bit strange. It should bite and run, or growl and run. But its pretty strange when its bite and walk. Or growl, maybe bite? Not bite and walk.",1, animals unsure predators they just don t know what to do with you and never flee after biting they can see you growl try to bite growl and then just wander and after wander tick is finished they run it seems a bit strange it should bite and run or growl and run but its pretty strange when its bite and walk or growl maybe bite not bite and walk ,1 554276,16416289650.0,IssuesEvent,2021-05-19 07:12:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Canning Assembly after placement seems have huge collider,Category: Art Priority: Medium Squad: Saguaro Status: Fixed,"It creates invisible walls and roof around it: ![image](https://user-images.githubusercontent.com/45708377/118624973-47c46300-b7d2-11eb-9b30-72aa86609c37.png) And i'm not in fly mode. you can place objects inside, but without /fly you can't go in it. I can interact with it: ![image](https://user-images.githubusercontent.com/45708377/118625601-d507b780-b7d2-11eb-9dc5-499d57485d2d.png) ![image](https://user-images.githubusercontent.com/45708377/118626276-6b3bdd80-b7d3-11eb-9119-e5aaa4f140f9.png) ",1.0,"Canning Assembly after placement seems have huge collider - It creates invisible walls and roof around it: ![image](https://user-images.githubusercontent.com/45708377/118624973-47c46300-b7d2-11eb-9b30-72aa86609c37.png) And i'm not in fly mode. you can place objects inside, but without /fly you can't go in it. I can interact with it: ![image](https://user-images.githubusercontent.com/45708377/118625601-d507b780-b7d2-11eb-9dc5-499d57485d2d.png) ![image](https://user-images.githubusercontent.com/45708377/118626276-6b3bdd80-b7d3-11eb-9119-e5aaa4f140f9.png) ",1,canning assembly after placement seems have huge collider it creates invisible walls and roof around it and i m not in fly mode you can place objects inside but without fly you can t go in it i can interact with it ,1 272408,8508133255.0,IssuesEvent,2018-10-30 21:02:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Crash when exceeding certain height,Medium Priority,"**Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Get Hewn Logs or similar 1a. (optional) Get DevToolItem and enable fly for quick building 2. Build a tower into the sky The world should crash with the error below **Expected behavior:** The player should be prevented from building above a certain height **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC PlayerInteract on Player! Total world volume of 4000 x * 134,2177279375 y * 4000 z = 2147483647 is larger than the max supported size of int.MaxValue (2147483647). Stack: at Eco.Shared.Math.WorldPosition3i.Initialize(Vector3i worldSize) at Eco.Shared.Voxel.ChunkGrid`1.AddChunk(TChunk chunk) at Eco.Shared.Voxel.ChunkGrid`1.GetOrAddChunk(Vector3i chunkPos) at Eco.World.WorldChunkGrid.SetBlock(Type blockType, Vector3i worldPos, Object[] args) at Eco.Gameplay.Items.UsableItemUtils.PlayerPlaceBlock(Type blockType, Vector3i blockPosition, Player player, Boolean replaceBlock, IAtomicAction[] additionalActions) at Eco.Gameplay.Items.BlockItem.PlaceBlock(Type blockType, Vector3i targetPos, Player player, Boolean replaceBlock) at Eco.Gameplay.Items.BlockItem.OnActRight(InteractionContext context) at DevtoolItem.OnActRight(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1.0,"USER ISSUE: Crash when exceeding certain height - **Version:** 0.7.1.2 beta **Steps to Reproduce:** 1. Get Hewn Logs or similar 1a. (optional) Get DevToolItem and enable fly for quick building 2. Build a tower into the sky The world should crash with the error below **Expected behavior:** The player should be prevented from building above a certain height **Actual behavior:** The following error message popped up: ``` Caught exception: Caught exception invoking RPC PlayerInteract on Player! Total world volume of 4000 x * 134,2177279375 y * 4000 z = 2147483647 is larger than the max supported size of int.MaxValue (2147483647). Stack: at Eco.Shared.Math.WorldPosition3i.Initialize(Vector3i worldSize) at Eco.Shared.Voxel.ChunkGrid`1.AddChunk(TChunk chunk) at Eco.Shared.Voxel.ChunkGrid`1.GetOrAddChunk(Vector3i chunkPos) at Eco.World.WorldChunkGrid.SetBlock(Type blockType, Vector3i worldPos, Object[] args) at Eco.Gameplay.Items.UsableItemUtils.PlayerPlaceBlock(Type blockType, Vector3i blockPosition, Player player, Boolean replaceBlock, IAtomicAction[] additionalActions) at Eco.Gameplay.Items.BlockItem.PlaceBlock(Type blockType, Vector3i targetPos, Player player, Boolean replaceBlock) at Eco.Gameplay.Items.BlockItem.OnActRight(InteractionContext context) at DevtoolItem.OnActRight(InteractionContext context) at Eco.Gameplay.Interactions.InteractionExtensions.ExecuteUntilSuccess(IEnumerable`1 results) at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info) ```",1,user issue crash when exceeding certain height version beta steps to reproduce get hewn logs or similar optional get devtoolitem and enable fly for quick building build a tower into the sky the world should crash with the error below expected behavior the player should be prevented from building above a certain height actual behavior the following error message popped up caught exception caught exception invoking rpc playerinteract on player total world volume of x y z is larger than the max supported size of int maxvalue stack at eco shared math initialize worldsize at eco shared voxel chunkgrid addchunk tchunk chunk at eco shared voxel chunkgrid getoraddchunk chunkpos at eco world worldchunkgrid setblock type blocktype worldpos object args at eco gameplay items usableitemutils playerplaceblock type blocktype blockposition player player boolean replaceblock iatomicaction additionalactions at eco gameplay items blockitem placeblock type blocktype targetpos player player boolean replaceblock at eco gameplay items blockitem onactright interactioncontext context at devtoolitem onactright interactioncontext context at eco gameplay interactions interactionextensions executeuntilsuccess ienumerable results at eco gameplay players player playerinteract interactioninfo info ,1 414870,12120800194.0,IssuesEvent,2020-04-22 08:17:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Interface scaling makes impossible to display full window,Priority: Medium Status: Fixed Week Task,"Step to reproduce: - set interface scale to 80% - use workbench and move window in top left corner. ![image](https://user-images.githubusercontent.com/45708377/66548163-67e96600-eb49-11e9-9be7-c5eee1a06dd8.png) - set interface scale to 125% and use workbench: ![image](https://user-images.githubusercontent.com/45708377/66548258-96ffd780-eb49-11e9-8ac1-2c185ac7bea3.png) - you can't drag a window because this part of the window isn't available. Resizing the window doesn't lead to anything. ![image](https://user-images.githubusercontent.com/45708377/66548364-d0384780-eb49-11e9-8f1a-8d199291d8bc.png) ",1.0,"Interface scaling makes impossible to display full window - Step to reproduce: - set interface scale to 80% - use workbench and move window in top left corner. ![image](https://user-images.githubusercontent.com/45708377/66548163-67e96600-eb49-11e9-9be7-c5eee1a06dd8.png) - set interface scale to 125% and use workbench: ![image](https://user-images.githubusercontent.com/45708377/66548258-96ffd780-eb49-11e9-8ac1-2c185ac7bea3.png) - you can't drag a window because this part of the window isn't available. Resizing the window doesn't lead to anything. ![image](https://user-images.githubusercontent.com/45708377/66548364-d0384780-eb49-11e9-8f1a-8d199291d8bc.png) ",1,interface scaling makes impossible to display full window step to reproduce set interface scale to use workbench and move window in top left corner set interface scale to and use workbench you can t drag a window because this part of the window isn t available resizing the window doesn t lead to anything ,1 375766,11134188038.0,IssuesEvent,2019-12-20 11:06:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1304] Delete game.db file during migration.,Medium Priority,"For migration from 0.8.3.1 to 0.9.0 you should delete game.db file. You need to make this an automatic process during migration because you have error if you don't delete this file.",1.0,"[0.9.0 staging-1304] Delete game.db file during migration. - For migration from 0.8.3.1 to 0.9.0 you should delete game.db file. You need to make this an automatic process during migration because you have error if you don't delete this file.",1, delete game db file during migration for migration from to you should delete game db file you need to make this an automatic process during migration because you have error if you don t delete this file ,1 395708,11695276514.0,IssuesEvent,2020-03-06 07:03:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Labor feedback 3,Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/70180036-13b7b980-1694-11ea-86ef-42b33ebf2468.png) - [x] Need a popup on the labor icon explaining the labor needs. 'This recipe requires X calories of labor (You [have/do not have] this specialty)' 'Users with this specialty' ' [or] None.' ![image](https://user-images.githubusercontent.com/3536496/70180189-5ed1cc80-1694-11ea-92e5-296ab54eac12.png) - [x] Tooltip needs to explain the numbers you see there, and if this a tag the fact that any of the items can be accepted: 'Requires 30 Fiber to craft. You have 0.' 'Items that can be used as Fiber:' ![image](https://user-images.githubusercontent.com/3536496/70180294-917bc500-1694-11ea-84c0-81fffc3c5be2.png) - [ ] Lets move this time to be another icon, a clock, with 5 minutes written on it, instead of this separate display. ![image](https://user-images.githubusercontent.com/3536496/70180337-a8bab280-1694-11ea-9dd2-2536b1f0a271.png) - [ ] I started a recipe with no ingredients, but the display says 'labor needed', it should say 'ingredients needed' since you need the ingredients before the labor can be added. ![image](https://user-images.githubusercontent.com/3536496/70180425-d7d12400-1694-11ea-8c38-97b60d3da057.png) - [x] I was able to perform the labor despite having no ingredients. Should never be able to do more labor percent than you have ingredients. ![image](https://user-images.githubusercontent.com/3536496/70180390-c2f49080-1694-11ea-8e65-20b5fae5c9be.png) - [ ] Mousing over the work button popped up a tooltip preventing me from clicking it. Same for 'collect' button. ![image](https://user-images.githubusercontent.com/3536496/70180465-f0413e80-1694-11ea-831a-06b90ffd5c56.png) - [ ] Need to display ingredients needed. This is displayed on the marker: ![image](https://user-images.githubusercontent.com/3536496/70181313-86299900-1696-11ea-8f96-3884f71c5b9c.png) Display on both. Marker and top thing should always show same data. Also ask Milenko to make an extension to the graphics for a tray to hold the needed ingredients, which gets hidden when they get added. - [ ] It's possible both labor and ingredients are needed, can display both. ![image](https://user-images.githubusercontent.com/3536496/70180565-2252a080-1695-11ea-845a-5e529e54d398.png) - [x] This said I had 10 logs available, but I had no logs - [x] Title of tooltip should be 'Stockpile Work Order' not just 'Stockpile' - [x] Needed ingredients (10 logs) are listed twice in the tooltips - [x] Make the percent completion numbers colored (Text.StyledNum) and make them aligned vertically (Text.Pos) ![image](https://user-images.githubusercontent.com/3536496/70181020-f683ea80-1695-11ea-86af-36aee13e1401.png) - [ ] Resources are not represented as a bar. Should look like this: ![image](https://user-images.githubusercontent.com/3536496/70181048-03a0d980-1696-11ea-8b9a-b3da137d9e4e.png) ![image](https://user-images.githubusercontent.com/3536496/70181219-5b3f4500-1696-11ea-9333-aa219de2b7f9.png) - [x] Enlarge sequence didnt happen when I added labor or ingredients. It should happen for both. ![image](https://user-images.githubusercontent.com/3536496/70181404-aeb19300-1696-11ea-98da-5d58e8c114b8.png) - [ ] Labor marker was glowing yellow for some reason. Glow should only be visible when I'm able to perform labor there (and I have the needed skill to do so). Make glow more prominent, so you can see from a far that tables are waiting for you to go click them. ![image](https://user-images.githubusercontent.com/3536496/70181535-eddfe400-1696-11ea-91f9-bf74591d6e15.png) - [ ] These two objects need to be virtually identical. They should use the same code, the same UI objects, and always display the same data. They should be the same object, with perhaps a slightly different background (using prefab inheritance) on the top one to give it a different frame. - [ ] Marker was disappearing if I looked away from it slightly. It should always display if it's on screen and in a specific radius (shouldn't need to be looking directly at the table)",1.0,"Labor feedback 3 - ![image](https://user-images.githubusercontent.com/3536496/70180036-13b7b980-1694-11ea-86ef-42b33ebf2468.png) - [x] Need a popup on the labor icon explaining the labor needs. 'This recipe requires X calories of labor (You [have/do not have] this specialty)' 'Users with this specialty' ' [or] None.' ![image](https://user-images.githubusercontent.com/3536496/70180189-5ed1cc80-1694-11ea-92e5-296ab54eac12.png) - [x] Tooltip needs to explain the numbers you see there, and if this a tag the fact that any of the items can be accepted: 'Requires 30 Fiber to craft. You have 0.' 'Items that can be used as Fiber:' ![image](https://user-images.githubusercontent.com/3536496/70180294-917bc500-1694-11ea-84c0-81fffc3c5be2.png) - [ ] Lets move this time to be another icon, a clock, with 5 minutes written on it, instead of this separate display. ![image](https://user-images.githubusercontent.com/3536496/70180337-a8bab280-1694-11ea-9dd2-2536b1f0a271.png) - [ ] I started a recipe with no ingredients, but the display says 'labor needed', it should say 'ingredients needed' since you need the ingredients before the labor can be added. ![image](https://user-images.githubusercontent.com/3536496/70180425-d7d12400-1694-11ea-8c38-97b60d3da057.png) - [x] I was able to perform the labor despite having no ingredients. Should never be able to do more labor percent than you have ingredients. ![image](https://user-images.githubusercontent.com/3536496/70180390-c2f49080-1694-11ea-8e65-20b5fae5c9be.png) - [ ] Mousing over the work button popped up a tooltip preventing me from clicking it. Same for 'collect' button. ![image](https://user-images.githubusercontent.com/3536496/70180465-f0413e80-1694-11ea-831a-06b90ffd5c56.png) - [ ] Need to display ingredients needed. This is displayed on the marker: ![image](https://user-images.githubusercontent.com/3536496/70181313-86299900-1696-11ea-8f96-3884f71c5b9c.png) Display on both. Marker and top thing should always show same data. Also ask Milenko to make an extension to the graphics for a tray to hold the needed ingredients, which gets hidden when they get added. - [ ] It's possible both labor and ingredients are needed, can display both. ![image](https://user-images.githubusercontent.com/3536496/70180565-2252a080-1695-11ea-845a-5e529e54d398.png) - [x] This said I had 10 logs available, but I had no logs - [x] Title of tooltip should be 'Stockpile Work Order' not just 'Stockpile' - [x] Needed ingredients (10 logs) are listed twice in the tooltips - [x] Make the percent completion numbers colored (Text.StyledNum) and make them aligned vertically (Text.Pos) ![image](https://user-images.githubusercontent.com/3536496/70181020-f683ea80-1695-11ea-86af-36aee13e1401.png) - [ ] Resources are not represented as a bar. Should look like this: ![image](https://user-images.githubusercontent.com/3536496/70181048-03a0d980-1696-11ea-8b9a-b3da137d9e4e.png) ![image](https://user-images.githubusercontent.com/3536496/70181219-5b3f4500-1696-11ea-9333-aa219de2b7f9.png) - [x] Enlarge sequence didnt happen when I added labor or ingredients. It should happen for both. ![image](https://user-images.githubusercontent.com/3536496/70181404-aeb19300-1696-11ea-98da-5d58e8c114b8.png) - [ ] Labor marker was glowing yellow for some reason. Glow should only be visible when I'm able to perform labor there (and I have the needed skill to do so). Make glow more prominent, so you can see from a far that tables are waiting for you to go click them. ![image](https://user-images.githubusercontent.com/3536496/70181535-eddfe400-1696-11ea-91f9-bf74591d6e15.png) - [ ] These two objects need to be virtually identical. They should use the same code, the same UI objects, and always display the same data. They should be the same object, with perhaps a slightly different background (using prefab inheritance) on the top one to give it a different frame. - [ ] Marker was disappearing if I looked away from it slightly. It should always display if it's on screen and in a specific radius (shouldn't need to be looking directly at the table)",1,labor feedback need a popup on the labor icon explaining the labor needs this recipe requires x calories of labor you this specialty users with this specialty none tooltip needs to explain the numbers you see there and if this a tag the fact that any of the items can be accepted requires fiber to craft you have items that can be used as fiber lets move this time to be another icon a clock with minutes written on it instead of this separate display i started a recipe with no ingredients but the display says labor needed it should say ingredients needed since you need the ingredients before the labor can be added i was able to perform the labor despite having no ingredients should never be able to do more labor percent than you have ingredients mousing over the work button popped up a tooltip preventing me from clicking it same for collect button need to display ingredients needed this is displayed on the marker display on both marker and top thing should always show same data also ask milenko to make an extension to the graphics for a tray to hold the needed ingredients which gets hidden when they get added it s possible both labor and ingredients are needed can display both this said i had logs available but i had no logs title of tooltip should be stockpile work order not just stockpile needed ingredients logs are listed twice in the tooltips make the percent completion numbers colored text stylednum and make them aligned vertically text pos resources are not represented as a bar should look like this enlarge sequence didnt happen when i added labor or ingredients it should happen for both labor marker was glowing yellow for some reason glow should only be visible when i m able to perform labor there and i have the needed skill to do so make glow more prominent so you can see from a far that tables are waiting for you to go click them these two objects need to be virtually identical they should use the same code the same ui objects and always display the same data they should be the same object with perhaps a slightly different background using prefab inheritance on the top one to give it a different frame marker was disappearing if i looked away from it slightly it should always display if it s on screen and in a specific radius shouldn t need to be looking directly at the table ,1 335030,10148020977.0,IssuesEvent,2019-08-05 12:09:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Repair table shows wrong repair cost,Medium Priority,"Current: When a friend puts a tool into my repair table, the cost shows the amount __they__ would need to repair the tool. Expected: When I open the table, I expect to see the amount __I__ will need to repair the tool.",1.0,"Repair table shows wrong repair cost - Current: When a friend puts a tool into my repair table, the cost shows the amount __they__ would need to repair the tool. Expected: When I open the table, I expect to see the amount __I__ will need to repair the tool.",1,repair table shows wrong repair cost current when a friend puts a tool into my repair table the cost shows the amount they would need to repair the tool expected when i open the table i expect to see the amount i will need to repair the tool ,1 414643,12109526486.0,IssuesEvent,2020-04-21 08:54:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Fish Stock Graph Behavior,Priority: Medium Push Candidate Status: Fixed,"I'm not sure if this is going to become a gameplay issue quite soon in my current server, but the depletion of fish stocks in-game seems to be almost geometric. Ie, a finite amount of resource, that depletes to zero with no restoration of the population over time. Which is a bit strange. Maybe the recovery of tuna should be slower than salmon or trout, but it definitely should not be near-zero recovery over the span of 10 real life days and many more in-game days. Bison and Elk seem to recover faster than it, despite their limited number. I just saw the stock of fish worldwide in the game server decrease tuna stocks from 700 units to 200 in 5 days, and salmon/trout are taking a big hit because of individuals putting fish traps out while they're offline. (Dozens of them, in fact.) The server I'm in is mostly a water world, with only a few unusually small islands, so that fish stock issue seems to be a ticking time bomb for us. I just wanted to be sure this wasn't a 'bug', given that fishing was a recent addition to the game. Likewise, I'm looking forward to new advanced cooking recipes for fish items to parallel with the meat alternatives, and the possibility of boats/fishing boats that are on the horizon. Albeit it looks like they will lose out to trains in the near future. Hopefully in the future, then, as I'd like to see how an Eco might handle a global moratorium on fishing because of a stock collapse from fishing trawlers and indiscriminate trapping.",1.0,"Fish Stock Graph Behavior - I'm not sure if this is going to become a gameplay issue quite soon in my current server, but the depletion of fish stocks in-game seems to be almost geometric. Ie, a finite amount of resource, that depletes to zero with no restoration of the population over time. Which is a bit strange. Maybe the recovery of tuna should be slower than salmon or trout, but it definitely should not be near-zero recovery over the span of 10 real life days and many more in-game days. Bison and Elk seem to recover faster than it, despite their limited number. I just saw the stock of fish worldwide in the game server decrease tuna stocks from 700 units to 200 in 5 days, and salmon/trout are taking a big hit because of individuals putting fish traps out while they're offline. (Dozens of them, in fact.) The server I'm in is mostly a water world, with only a few unusually small islands, so that fish stock issue seems to be a ticking time bomb for us. I just wanted to be sure this wasn't a 'bug', given that fishing was a recent addition to the game. Likewise, I'm looking forward to new advanced cooking recipes for fish items to parallel with the meat alternatives, and the possibility of boats/fishing boats that are on the horizon. Albeit it looks like they will lose out to trains in the near future. Hopefully in the future, then, as I'd like to see how an Eco might handle a global moratorium on fishing because of a stock collapse from fishing trawlers and indiscriminate trapping.",1,fish stock graph behavior i m not sure if this is going to become a gameplay issue quite soon in my current server but the depletion of fish stocks in game seems to be almost geometric ie a finite amount of resource that depletes to zero with no restoration of the population over time which is a bit strange maybe the recovery of tuna should be slower than salmon or trout but it definitely should not be near zero recovery over the span of real life days and many more in game days bison and elk seem to recover faster than it despite their limited number i just saw the stock of fish worldwide in the game server decrease tuna stocks from units to in days and salmon trout are taking a big hit because of individuals putting fish traps out while they re offline dozens of them in fact the server i m in is mostly a water world with only a few unusually small islands so that fish stock issue seems to be a ticking time bomb for us i just wanted to be sure this wasn t a bug given that fishing was a recent addition to the game likewise i m looking forward to new advanced cooking recipes for fish items to parallel with the meat alternatives and the possibility of boats fishing boats that are on the horizon albeit it looks like they will lose out to trains in the near future hopefully in the future then as i d like to see how an eco might handle a global moratorium on fishing because of a stock collapse from fishing trawlers and indiscriminate trapping ,1 241062,7808613974.0,IssuesEvent,2018-06-11 20:46:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Items lost when transferring items,Medium Priority Respond ASAP,"**Version:** 0.7.4.6 beta **Steps to Reproduce:** I was transferring items between my wooden cart and stockpiles and I lost a full cart of brick. (Note: I relogged to make sure it wasn't a client side issue - so the log file below may not contain useful information). **Expected behavior:** Put the items in my stockpile **Actual behavior:** They went missing
Log File(...previous log truncated...) in <0f129097844e485e9930e88ed3c03017>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <0f129097844e485e9930e88ed3c03017>:0 [33:53] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_gameObject (UnityEngine.Component) at UnityEngine.Component.GetComponentInParent (System.Type t) [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UnityEngine.Component.GetComponentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in :0 at UI.ItemCollectionUI.OnChange () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <0f129097844e485e9930e88ed3c03017>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <0f129097844e485e9930e88ed3c03017>:0 Can not play a disabled audio source (Filename: Line: 707) [34:02] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: Items lost when transferring items - **Version:** 0.7.4.6 beta **Steps to Reproduce:** I was transferring items between my wooden cart and stockpiles and I lost a full cart of brick. (Note: I relogged to make sure it wasn't a client side issue - so the log file below may not contain useful information). **Expected behavior:** Put the items in my stockpile **Actual behavior:** They went missing
Log File(...previous log truncated...) in <0f129097844e485e9930e88ed3c03017>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <0f129097844e485e9930e88ed3c03017>:0 [33:53] Exception in view notify: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_gameObject (UnityEngine.Component) at UnityEngine.Component.GetComponentInParent (System.Type t) [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UnityEngine.Component.GetComponentInParent[T] () [0x00001] in <0ab26637e49a49deb2c166b5c94319b0>:0 at UI.BaseItemUI.OnChange () [0x00000] in :0 at UI.ItemCollectionUI.OnChange () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at Eco.Shared.View.Subscriber.Invoke () [0x00016] in <0f129097844e485e9930e88ed3c03017>:0 at Eco.Shared.View.View.NotifyChanged (System.String propname) [0x0007e] in <0f129097844e485e9930e88ed3c03017>:0 Can not play a disabled audio source (Filename: Line: 707) [34:02] Disconnected from server.Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707)
",1,user issue items lost when transferring items version beta steps to reproduce i was transferring items between my wooden cart and stockpiles and i lost a full cart of brick note i relogged to make sure it wasn t a client side issue so the log file below may not contain useful information expected behavior put the items in my stockpile actual behavior they went missing log file previous log truncated in at eco shared view view notifychanged system string propname in exception in view notify system reflection targetinvocationexception exception has been thrown by the target of an invocation system nullreferenceexception at wrapper managed to native unityengine component get gameobject unityengine component at unityengine component getcomponentinparent system type t in at unityengine component getcomponentinparent in at ui baseitemui onchange in at ui itemcollectionui onchange in at wrapper managed to native system reflection monomethod internalinvoke system reflection monomethod object object system exception at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in end of inner exception stack trace at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at eco shared view subscriber invoke in at eco shared view view notifychanged system string propname in can not play a disabled audio source filename line disconnected from server changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line ,1 393664,11623124040.0,IssuesEvent,2020-02-27 08:17:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1331] Animals: predators bite without effect,Priority: Medium Status: Fixed,"Wolf and coyote was biting me without any harm (short distance), just with pushing. https://drive.google.com/file/d/1bT00NB8kuzDHa2dKmvQH2oPP8R7k98i_/view?usp=sharing",1.0,"[0.9.0 staging-1331] Animals: predators bite without effect - Wolf and coyote was biting me without any harm (short distance), just with pushing. https://drive.google.com/file/d/1bT00NB8kuzDHa2dKmvQH2oPP8R7k98i_/view?usp=sharing",1, animals predators bite without effect wolf and coyote was biting me without any harm short distance just with pushing ,1 307147,9414231482.0,IssuesEvent,2019-04-10 09:39:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,switch property tool actions.,Medium Priority,"**Version:** 0.7.6.1 beta it's not issue, but confusing behavior. Please make _main_ property tool action - claim (LMB) and _second_ - unclaim (RMB) Current settings really confuse players.",1.0,"switch property tool actions. - **Version:** 0.7.6.1 beta it's not issue, but confusing behavior. Please make _main_ property tool action - claim (LMB) and _second_ - unclaim (RMB) Current settings really confuse players.",1,switch property tool actions version beta it s not issue but confusing behavior please make main property tool action claim lmb and second unclaim rmb current settings really confuse players ,1 423569,12298635882.0,IssuesEvent,2020-05-11 10:52:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1539] Districts: name cutting,Priority: Medium Status: Fixed,"1. Place zoning office 2. Create a map 3. Change District name into something long. While you are typing the name you will see only few first symbols. Its very uncomfortable. We should see the name as we type it ![bandicam 2020-05-05 15-29-34-035](https://user-images.githubusercontent.com/27898520/81057124-41c05480-8ee5-11ea-8c4a-cb5677dbfa88.jpg) ![bandicam 2020-05-05 15-29-37-880](https://user-images.githubusercontent.com/27898520/81057126-42f18180-8ee5-11ea-89f5-946e4949a430.jpg) ",1.0,"[0.9.0 staging-1539] Districts: name cutting - 1. Place zoning office 2. Create a map 3. Change District name into something long. While you are typing the name you will see only few first symbols. Its very uncomfortable. We should see the name as we type it ![bandicam 2020-05-05 15-29-34-035](https://user-images.githubusercontent.com/27898520/81057124-41c05480-8ee5-11ea-8c4a-cb5677dbfa88.jpg) ![bandicam 2020-05-05 15-29-37-880](https://user-images.githubusercontent.com/27898520/81057126-42f18180-8ee5-11ea-89f5-946e4949a430.jpg) ",1, districts name cutting place zoning office create a map change district name into something long while you are typing the name you will see only few first symbols its very uncomfortable we should see the name as we type it ,1 399175,11744206905.0,IssuesEvent,2020-03-12 07:06:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1383] ""Allow Laws to Prevent Login or Play = False"" doesn't work for First login.",Priority: Medium Status: Fixed,"Step to reproduce: - set 'Allow Laws to Prevent Login or Play' = False: ![image](https://user-images.githubusercontent.com/45708377/73741395-341af780-475b-11ea-8dcc-417baaf0b01e.png) - create law for Play prevent: ![image](https://user-images.githubusercontent.com/45708377/73741418-4301aa00-475b-11ea-855e-6c20d5244dfb.png) - create law for First Login prevent: ![image](https://user-images.githubusercontent.com/45708377/73741447-5280f300-475b-11ea-996c-a1fcd2b749e7.png) - I can play and have notification that this law doesn't work: ![image](https://user-images.githubusercontent.com/45708377/73741487-62003c00-475b-11ea-8720-dd71e824490c.png) - but it's many spam in chat. May be add this information to law tooltip with red color? ![image](https://user-images.githubusercontent.com/45708377/73741595-9aa01580-475b-11ea-9db6-8562cc6652e6.png) - another player can't connect First time. So this doesn't work for login. ![bandicam_2020-02-04_16-30-18-973](https://user-images.githubusercontent.com/45708377/73741721-db982a00-475b-11ea-9f72-fefcf0c77813.jpg) ",1.0,"[0.9.0 staging-1383] ""Allow Laws to Prevent Login or Play = False"" doesn't work for First login. - Step to reproduce: - set 'Allow Laws to Prevent Login or Play' = False: ![image](https://user-images.githubusercontent.com/45708377/73741395-341af780-475b-11ea-8dcc-417baaf0b01e.png) - create law for Play prevent: ![image](https://user-images.githubusercontent.com/45708377/73741418-4301aa00-475b-11ea-855e-6c20d5244dfb.png) - create law for First Login prevent: ![image](https://user-images.githubusercontent.com/45708377/73741447-5280f300-475b-11ea-996c-a1fcd2b749e7.png) - I can play and have notification that this law doesn't work: ![image](https://user-images.githubusercontent.com/45708377/73741487-62003c00-475b-11ea-8720-dd71e824490c.png) - but it's many spam in chat. May be add this information to law tooltip with red color? ![image](https://user-images.githubusercontent.com/45708377/73741595-9aa01580-475b-11ea-9db6-8562cc6652e6.png) - another player can't connect First time. So this doesn't work for login. ![bandicam_2020-02-04_16-30-18-973](https://user-images.githubusercontent.com/45708377/73741721-db982a00-475b-11ea-9f72-fefcf0c77813.jpg) ",1, allow laws to prevent login or play false doesn t work for first login step to reproduce set allow laws to prevent login or play false create law for play prevent create law for first login prevent i can play and have notification that this law doesn t work but it s many spam in chat may be add this information to law tooltip with red color another player can t connect first time so this doesn t work for login ,1 449948,12977313337.0,IssuesEvent,2020-07-21 20:25:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Water Plants should be able to require more water blocks above them,Priority: Medium Status: Fixed Type: Feature Week Task,"![image](https://user-images.githubusercontent.com/14983165/70933769-6462d700-1ff1-11ea-9507-bfd92aae4937.png) Plants like waterweed and kelp are designed to be ~2 or even 3 meters tall under the water, and constantly poke out of the water because they aren't yet able to detect if there is enough water above them. They should check every now and then, and die if they do not have enough water above them. Ideally they should check when spawning, too. Perhaps when planting underwater, there could be a message like 'There is not enough water depth for this plant to grow!' Both of these plants should require 2 water blocks above them, thus they need 3 total meters high of water. ![image](https://user-images.githubusercontent.com/14983165/70934159-2914d800-1ff2-11ea-8a9b-64533f41a955.png) ![image](https://user-images.githubusercontent.com/14983165/70933976-c3c0e700-1ff1-11ea-9256-4b1d3685d6eb.png) ",1.0,"Water Plants should be able to require more water blocks above them - ![image](https://user-images.githubusercontent.com/14983165/70933769-6462d700-1ff1-11ea-9507-bfd92aae4937.png) Plants like waterweed and kelp are designed to be ~2 or even 3 meters tall under the water, and constantly poke out of the water because they aren't yet able to detect if there is enough water above them. They should check every now and then, and die if they do not have enough water above them. Ideally they should check when spawning, too. Perhaps when planting underwater, there could be a message like 'There is not enough water depth for this plant to grow!' Both of these plants should require 2 water blocks above them, thus they need 3 total meters high of water. ![image](https://user-images.githubusercontent.com/14983165/70934159-2914d800-1ff2-11ea-8a9b-64533f41a955.png) ![image](https://user-images.githubusercontent.com/14983165/70933976-c3c0e700-1ff1-11ea-9256-4b1d3685d6eb.png) ",1,water plants should be able to require more water blocks above them plants like waterweed and kelp are designed to be or even meters tall under the water and constantly poke out of the water because they aren t yet able to detect if there is enough water above them they should check every now and then and die if they do not have enough water above them ideally they should check when spawning too perhaps when planting underwater there could be a message like there is not enough water depth for this plant to grow both of these plants should require water blocks above them thus they need total meters high of water ,1 216988,7313602373.0,IssuesEvent,2018-03-01 02:01:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Drop Waypoint"" on minimap should drop a waypoint where the minimap is centered",Medium Priority,Not where the player location is,1.0,"""Drop Waypoint"" on minimap should drop a waypoint where the minimap is centered - Not where the player location is",1, drop waypoint on minimap should drop a waypoint where the minimap is centered not where the player location is,1 380756,11270832738.0,IssuesEvent,2020-01-14 11:44:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""tailings"" in chat, the tool tip doesn't show.",Priority: Medium Verified,"Slight issue found on 7.8.0 when linking the word ""tailings"" in chat, the tool tip doesn't show. ![tailings](https://user-images.githubusercontent.com/44818253/48454040-af3a6b80-e7ad-11e8-8b9c-94a8d2dcd1cf.jpg) ",1.0,"""tailings"" in chat, the tool tip doesn't show. - Slight issue found on 7.8.0 when linking the word ""tailings"" in chat, the tool tip doesn't show. ![tailings](https://user-images.githubusercontent.com/44818253/48454040-af3a6b80-e7ad-11e8-8b9c-94a8d2dcd1cf.jpg) ",1, tailings in chat the tool tip doesn t show slight issue found on when linking the word tailings in chat the tool tip doesn t show ,1 236277,7748219247.0,IssuesEvent,2018-05-30 07:35:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Suggestion] Server stop button w/ user notification,Medium Priority Suggestion,"I'd like to see a ""Server Stop Button"" that we can click on when running a server that will send a message to all users active in the world that the server will be shut down in X time (which the host can define in a configuration tab) and likewise tell users of remaining time if they log in afterwards. It could also have a message saying when it will be back online, or any other details such as ""Server being upgraded. Will be back within the hour."" or ""Server will return at X time."" so they know what to expect. Then at the designated time users will be logged off, then it will do an immediate backup, then close the server process. Additionally, it would be nice if the server could then send some kind of notice to a central server which would list text that would appear in the ""Continue"" button (only for people who only joined the world - not the join list) which we could set to list the status, such as ""Offline until X time"" so they know the server wasn't just taken off completely. While people tend to expect servers to be up all the time, it would be more professional to have communication with users if downtime is needed, and to be able to close it with a batch of events so the risk of a corrupted server due to improper closing can be reduced. ",1.0,"[Suggestion] Server stop button w/ user notification - I'd like to see a ""Server Stop Button"" that we can click on when running a server that will send a message to all users active in the world that the server will be shut down in X time (which the host can define in a configuration tab) and likewise tell users of remaining time if they log in afterwards. It could also have a message saying when it will be back online, or any other details such as ""Server being upgraded. Will be back within the hour."" or ""Server will return at X time."" so they know what to expect. Then at the designated time users will be logged off, then it will do an immediate backup, then close the server process. Additionally, it would be nice if the server could then send some kind of notice to a central server which would list text that would appear in the ""Continue"" button (only for people who only joined the world - not the join list) which we could set to list the status, such as ""Offline until X time"" so they know the server wasn't just taken off completely. While people tend to expect servers to be up all the time, it would be more professional to have communication with users if downtime is needed, and to be able to close it with a batch of events so the risk of a corrupted server due to improper closing can be reduced. ",1, server stop button w user notification i d like to see a server stop button that we can click on when running a server that will send a message to all users active in the world that the server will be shut down in x time which the host can define in a configuration tab and likewise tell users of remaining time if they log in afterwards it could also have a message saying when it will be back online or any other details such as server being upgraded will be back within the hour or server will return at x time so they know what to expect then at the designated time users will be logged off then it will do an immediate backup then close the server process additionally it would be nice if the server could then send some kind of notice to a central server which would list text that would appear in the continue button only for people who only joined the world not the join list which we could set to list the status such as offline until x time so they know the server wasn t just taken off completely while people tend to expect servers to be up all the time it would be more professional to have communication with users if downtime is needed and to be able to close it with a batch of events so the risk of a corrupted server due to improper closing can be reduced ,1 513540,14923008384.0,IssuesEvent,2021-01-23 17:09:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta staging-1897]Sign draw distance inconsistent,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed,"Need to review all signs to make sure they are all having the same distance rendering as it is a mix between where some of them fades out before others by quite a distance. This should also not be a factor of size but a factor of type of item, so even if some signs are half the size they should still render in at the same distance regardless as it is a very bad inconsistent behavior right now. The red boxes contains 2 of the older signs that are dropping out way before the newest editions. ![Screenshot_18.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/ebfa2ecd-291c-4299-809c-8418782fe14b)",1.0,"[0.9.2.0 beta staging-1897]Sign draw distance inconsistent - Need to review all signs to make sure they are all having the same distance rendering as it is a mix between where some of them fades out before others by quite a distance. This should also not be a factor of size but a factor of type of item, so even if some signs are half the size they should still render in at the same distance regardless as it is a very bad inconsistent behavior right now. The red boxes contains 2 of the older signs that are dropping out way before the newest editions. ![Screenshot_18.jpg](https://images.zenhubusercontent.com/5f5a7fa59878ed957a861886/ebfa2ecd-291c-4299-809c-8418782fe14b)",1, sign draw distance inconsistent need to review all signs to make sure they are all having the same distance rendering as it is a mix between where some of them fades out before others by quite a distance this should also not be a factor of size but a factor of type of item so even if some signs are half the size they should still render in at the same distance regardless as it is a very bad inconsistent behavior right now the red boxes contains of the older signs that are dropping out way before the newest editions ,1 422034,12265222432.0,IssuesEvent,2020-05-07 06:40:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Implement news mockup,Priority: Medium Status: Fixed Week Task,"https://cdn.discordapp.com/attachments/608773158484443260/705646348728533002/NF.jpg One thing: choose a more 'chill' font for the headline to make it look less stressful",1.0,"Implement news mockup - https://cdn.discordapp.com/attachments/608773158484443260/705646348728533002/NF.jpg One thing: choose a more 'chill' font for the headline to make it look less stressful",1,implement news mockup one thing choose a more chill font for the headline to make it look less stressful,1 372304,11012599273.0,IssuesEvent,2019-12-04 18:37:46,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Cant import hosted world save to hosted world in different region,Medium Priority Needs Information,"For example, can't export save from world in sfo2, then import to world in fra1 Also cannot start world from save file if regions are different. This will be required feature for sharing saves among all users.",1.0,"Cant import hosted world save to hosted world in different region - For example, can't export save from world in sfo2, then import to world in fra1 Also cannot start world from save file if regions are different. This will be required feature for sharing saves among all users.",1,cant import hosted world save to hosted world in different region for example can t export save from world in then import to world in also cannot start world from save file if regions are different this will be required feature for sharing saves among all users ,1 374222,11082103115.0,IssuesEvent,2019-12-13 11:16:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Transactions window should not contain ""cut""",Medium Priority,"it is annoying to scroll data in tooltip. And wtf? we already have window for this data, why we need cut? ![изображение](https://user-images.githubusercontent.com/4980243/68958631-87754d80-07dd-11ea-9993-5f3eb8e51dbf.png) ",1.0,"Transactions window should not contain ""cut"" - it is annoying to scroll data in tooltip. And wtf? we already have window for this data, why we need cut? ![изображение](https://user-images.githubusercontent.com/4980243/68958631-87754d80-07dd-11ea-9993-5f3eb8e51dbf.png) ",1,transactions window should not contain cut it is annoying to scroll data in tooltip and wtf we already have window for this data why we need cut ,1 252867,8047523802.0,IssuesEvent,2018-08-01 01:13:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Animal,Medium Priority,"[**Version:**](url) 0.7.3.3 beta **Steps to Reproduce:** I don't know if it's happened with anybody else but the heat map shows two spots in my world where the color is almost yellow, It's a decently sized area, I only found 1 elk each in those spots. i killed them and haven't found any more. Did i just make them go extinct? **Expected behavior:** A much larger population of elk for an area showing almost yellow on the heat map **Actual behavior:** Appears to have been only one elk in the area.",1.0,"USER ISSUE: Animal - [**Version:**](url) 0.7.3.3 beta **Steps to Reproduce:** I don't know if it's happened with anybody else but the heat map shows two spots in my world where the color is almost yellow, It's a decently sized area, I only found 1 elk each in those spots. i killed them and haven't found any more. Did i just make them go extinct? **Expected behavior:** A much larger population of elk for an area showing almost yellow on the heat map **Actual behavior:** Appears to have been only one elk in the area.",1,user issue animal url beta steps to reproduce i don t know if it s happened with anybody else but the heat map shows two spots in my world where the color is almost yellow it s a decently sized area i only found elk each in those spots i killed them and haven t found any more did i just make them go extinct expected behavior a much larger population of elk for an area showing almost yellow on the heat map actual behavior appears to have been only one elk in the area ,1 457310,13154590702.0,IssuesEvent,2020-08-10 07:07:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-stable-7] NullReferenceException when select block type,Category: Tech Priority: Medium Status: Fixed,"Step to reproduce: - take mortared limestone block and ashlar limestone block. use modern hammer: ![image](https://user-images.githubusercontent.com/45708377/88058566-4c959780-cb6c-11ea-8bf1-ecc80bb531c7.png) - take mortared limestone block, select windowgrilled form (ashlar limestone doesn't have this block) and place it: ![image](https://user-images.githubusercontent.com/45708377/88058659-718a0a80-cb6c-11ea-8bf1-d5f729076f01.png) - take ashlar limestone block, select RampD form (mortared limestone doesn't have this block) and place it: ![image](https://user-images.githubusercontent.com/45708377/88058762-9a120480-cb6c-11ea-8d1a-7ecae896eacc.png) - repeat several times. After some times you will have exception when open block selecting UI: ![image](https://user-images.githubusercontent.com/45708377/88058890-c463c200-cb6c-11ea-98e4-238cb64c5db1.png) ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.RectTransform.get_sizeDelta () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.HorizontalOrVerticalLayoutGroup.SetChildrenAlongAxis (System.Int32 axis, System.Boolean isVertical) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.Rebuild (UnityEngine.UI.CanvasUpdate executing) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AnimatorOverrideController+OnOverrideControllerDirtyCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.OnOverrideControllerDirtyCallback:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4953674/Player.log) ",1.0,"[0.9.0 staging-stable-7] NullReferenceException when select block type - Step to reproduce: - take mortared limestone block and ashlar limestone block. use modern hammer: ![image](https://user-images.githubusercontent.com/45708377/88058566-4c959780-cb6c-11ea-8bf1-ecc80bb531c7.png) - take mortared limestone block, select windowgrilled form (ashlar limestone doesn't have this block) and place it: ![image](https://user-images.githubusercontent.com/45708377/88058659-718a0a80-cb6c-11ea-8bf1-d5f729076f01.png) - take ashlar limestone block, select RampD form (mortared limestone doesn't have this block) and place it: ![image](https://user-images.githubusercontent.com/45708377/88058762-9a120480-cb6c-11ea-8d1a-7ecae896eacc.png) - repeat several times. After some times you will have exception when open block selecting UI: ![image](https://user-images.githubusercontent.com/45708377/88058890-c463c200-cb6c-11ea-98e4-238cb64c5db1.png) ``` NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.RectTransform.get_sizeDelta () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.HorizontalOrVerticalLayoutGroup.SetChildrenAlongAxis (System.Int32 axis, System.Boolean isVertical) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.PerformLayoutControl (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.LayoutRebuilder.Rebuild (UnityEngine.UI.CanvasUpdate executing) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AnimatorOverrideController+OnOverrideControllerDirtyCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.OnOverrideControllerDirtyCallback:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4953674/Player.log) ",1, nullreferenceexception when select block type step to reproduce take mortared limestone block and ashlar limestone block use modern hammer take mortared limestone block select windowgrilled form ashlar limestone doesn t have this block and place it take ashlar limestone block select rampd form mortared limestone doesn t have this block and place it repeat several times after some times you will have exception when open block selecting ui nullreferenceexception object reference not set to an instance of an object at unityengine recttransform get sizedelta in at unityengine ui horizontalorverticallayoutgroup setchildrenalongaxis system axis system boolean isvertical in at unityengine events unityaction invoke in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder performlayoutcontrol unityengine recttransform rect unityengine events unityaction action in at unityengine ui layoutrebuilder rebuild unityengine ui canvasupdate executing in at unityengine ui canvasupdateregistry performupdate in at unityengine animatoroverridecontroller onoverridecontrollerdirtycallback invoke in unityengine logger logexception exception object unityengine debug logexception exception object unityengine ui canvasupdateregistry performupdate unityengine onoverridecontrollerdirtycallback invoke ,1 253272,8053608300.0,IssuesEvent,2018-08-02 00:00:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.7.6 USER ISSUE: campsite crafting is not see internal inventory,Medium Priority,"**Version:** 0.7.6.0 beta staging-d839db67 ![20180713194644_1](https://user-images.githubusercontent.com/4980243/42703596-aab45456-86d5-11e8-99e4-e27bfebd721b.jpg) ![20180713194649_1](https://user-images.githubusercontent.com/4980243/42703597-aad37b7e-86d5-11e8-9437-1195b39db579.jpg) As one of results - https://github.com/StrangeLoopGames/EcoIssues/issues/8454",1.0,"0.7.6 USER ISSUE: campsite crafting is not see internal inventory - **Version:** 0.7.6.0 beta staging-d839db67 ![20180713194644_1](https://user-images.githubusercontent.com/4980243/42703596-aab45456-86d5-11e8-99e4-e27bfebd721b.jpg) ![20180713194649_1](https://user-images.githubusercontent.com/4980243/42703597-aad37b7e-86d5-11e8-9437-1195b39db579.jpg) As one of results - https://github.com/StrangeLoopGames/EcoIssues/issues/8454",1, user issue campsite crafting is not see internal inventory version beta staging as one of results ,1 219219,7334092444.0,IssuesEvent,2018-03-05 21:34:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Catapaulting Carts,Medium Priority,"**Version:** 0.7.0.5 beta **Steps to Reproduce:** Pick up the same peice of dirt and put it into a cart. All other dirt works fine, just that one peice makes the cart flip out **Expected behavior:** cart should sit where it is placed **Actual behavior:** It flies into the air and lands elsewhere.",1.0,"USER ISSUE: Catapaulting Carts - **Version:** 0.7.0.5 beta **Steps to Reproduce:** Pick up the same peice of dirt and put it into a cart. All other dirt works fine, just that one peice makes the cart flip out **Expected behavior:** cart should sit where it is placed **Actual behavior:** It flies into the air and lands elsewhere.",1,user issue catapaulting carts version beta steps to reproduce pick up the same peice of dirt and put it into a cart all other dirt works fine just that one peice makes the cart flip out expected behavior cart should sit where it is placed actual behavior it flies into the air and lands elsewhere ,1 501762,14532966520.0,IssuesEvent,2020-12-14 23:28:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 staging-1722] Profile: Server crashes when voting,Category: Cloud Worlds Category: Elections Website Priority: Medium,"We are currently running a playtest on a SLG hosted cloud world, voting does not work. We have tried three different browsers to access the webpage and all connection attempts fail. We have used: Microsoft edge Firefox Chrome Our server ID is: 9960bf2c9cd343128ecbe832ea8105c4 Our server name is: The blackhat All users were logged into the game when attempting to vote, and none have special characters in their name. Steam and SLG client have been attempted. We can however get the admin to get us a link to the webpage, but it does not allow anyone to vote only see the elections that are taking place. The website we can access: http://staging-world25.eco.hw.sfo2.do-slg.com/?",1.0,"[0.9.0.0 staging-1722] Profile: Server crashes when voting - We are currently running a playtest on a SLG hosted cloud world, voting does not work. We have tried three different browsers to access the webpage and all connection attempts fail. We have used: Microsoft edge Firefox Chrome Our server ID is: 9960bf2c9cd343128ecbe832ea8105c4 Our server name is: The blackhat All users were logged into the game when attempting to vote, and none have special characters in their name. Steam and SLG client have been attempted. We can however get the admin to get us a link to the webpage, but it does not allow anyone to vote only see the elections that are taking place. The website we can access: http://staging-world25.eco.hw.sfo2.do-slg.com/?",1, profile server crashes when voting we are currently running a playtest on a slg hosted cloud world voting does not work we have tried three different browsers to access the webpage and all connection attempts fail we have used microsoft edge firefox chrome our server id is our server name is the blackhat all users were logged into the game when attempting to vote and none have special characters in their name steam and slg client have been attempted we can however get the admin to get us a link to the webpage but it does not allow anyone to vote only see the elections that are taking place the website we can access ,1 244518,7876030211.0,IssuesEvent,2018-06-25 22:43:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Server GUI: File > Open always points to ""Eco\Eco_Data\Server\Storage"", even if running the standalone server.",Medium Priority,"A user was running the standalone server version and was trying to swap out his save file, but the GUI pointed him toward the base game directory instead of the standalone server directory.",1.0,"Server GUI: File > Open always points to ""Eco\Eco_Data\Server\Storage"", even if running the standalone server. - A user was running the standalone server version and was trying to swap out his save file, but the GUI pointed him toward the base game directory instead of the standalone server directory.",1,server gui file open always points to eco eco data server storage even if running the standalone server a user was running the standalone server version and was trying to swap out his save file but the gui pointed him toward the base game directory instead of the standalone server directory ,1 410530,11993030652.0,IssuesEvent,2020-04-08 11:13:32,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1494] Removing election process breaks titles,Priority: Medium Status: Fixed Week Task,"If you remove the election process tied to an elected title the title becomes invalid and all laws related to it stop working. Maybe we don't want people to be able to have a elected title with no election process, but it did cause some titles to break on playtest that had to be fixed with follow up elections. ![RemovedElectionProcess](https://user-images.githubusercontent.com/47330823/78642105-09d2dc80-7867-11ea-8685-c0578ced8c23.png) ",1.0,"[0.9.0 staging-1494] Removing election process breaks titles - If you remove the election process tied to an elected title the title becomes invalid and all laws related to it stop working. Maybe we don't want people to be able to have a elected title with no election process, but it did cause some titles to break on playtest that had to be fixed with follow up elections. ![RemovedElectionProcess](https://user-images.githubusercontent.com/47330823/78642105-09d2dc80-7867-11ea-8685-c0578ced8c23.png) ",1, removing election process breaks titles if you remove the election process tied to an elected title the title becomes invalid and all laws related to it stop working maybe we don t want people to be able to have a elected title with no election process but it did cause some titles to break on playtest that had to be fixed with follow up elections ,1 400959,11783562539.0,IssuesEvent,2020-03-17 06:00:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0 1459 Popup every spend 100 Labor ,Priority: Medium Status: Fixed,"![Unbenannt-1](https://user-images.githubusercontent.com/43608607/76463886-8697a580-63e4-11ea-8f28-1bde7a1f0d9f.jpg) If 1 have an order with 100 Sand i must confirm this Popup 20 times :-( ",1.0,"9.0 1459 Popup every spend 100 Labor - ![Unbenannt-1](https://user-images.githubusercontent.com/43608607/76463886-8697a580-63e4-11ea-8f28-1bde7a1f0d9f.jpg) If 1 have an order with 100 Sand i must confirm this Popup 20 times :-( ",1, popup every spend labor if have an order with sand i must confirm this popup times ,1 486567,14011243461.0,IssuesEvent,2020-10-29 06:58:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.0.3 Meteor impact shows despite it being disabled,Category: Gameplay Priority: Medium Status: Fixed,"Meteor shows when joining the server despite it being disabled ![image](https://user-images.githubusercontent.com/61889138/95070577-3b3a4100-0700-11eb-96a4-9b4eea7a33c7.png) ![image](https://user-images.githubusercontent.com/61889138/95070598-442b1280-0700-11eb-93ae-51a3be7f3d5b.png) Shows in web UI too ![image](https://user-images.githubusercontent.com/61889138/95070676-602eb400-0700-11eb-99ec-6df4ff85e012.png) Does not show (correctly) in server browser ![image](https://user-images.githubusercontent.com/61889138/95070759-7d638280-0700-11eb-9a61-1be6b58fc4dc.png) No meteor is around the planet ",1.0,"9.0.3 Meteor impact shows despite it being disabled - Meteor shows when joining the server despite it being disabled ![image](https://user-images.githubusercontent.com/61889138/95070577-3b3a4100-0700-11eb-96a4-9b4eea7a33c7.png) ![image](https://user-images.githubusercontent.com/61889138/95070598-442b1280-0700-11eb-93ae-51a3be7f3d5b.png) Shows in web UI too ![image](https://user-images.githubusercontent.com/61889138/95070676-602eb400-0700-11eb-99ec-6df4ff85e012.png) Does not show (correctly) in server browser ![image](https://user-images.githubusercontent.com/61889138/95070759-7d638280-0700-11eb-9a61-1be6b58fc4dc.png) No meteor is around the planet ",1, meteor impact shows despite it being disabled meteor shows when joining the server despite it being disabled shows in web ui too does not show correctly in server browser no meteor is around the planet ,1 335442,10153840682.0,IssuesEvent,2019-08-06 06:18:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.8.0 #E50965c6] You can't unequip clothes with right click,Medium Priority,"Moving this from a comment in the QA-Pass-Sheet to an issue. While you can equip clothes with right click you can't unequip them like this, would be much more comfortable than dragging.",1.0,"[7.8.0 #E50965c6] You can't unequip clothes with right click - Moving this from a comment in the QA-Pass-Sheet to an issue. While you can equip clothes with right click you can't unequip them like this, would be much more comfortable than dragging.",1, you can t unequip clothes with right click moving this from a comment in the qa pass sheet to an issue while you can equip clothes with right click you can t unequip them like this would be much more comfortable than dragging ,1 284580,8744038513.0,IssuesEvent,2018-12-12 20:59:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Popup info appears too high to see on starter camp,Medium Priority,"![image](https://user-images.githubusercontent.com/3536496/49898352-a7520380-fe0d-11e8-9411-a9ba7cb6e99a.png) ![image](https://user-images.githubusercontent.com/3536496/49898385-c355a500-fe0d-11e8-8808-92499d52fb10.png) Lets make this really easy to spot since the player isnt familiar with the game at this point. ",1.0,"Popup info appears too high to see on starter camp - ![image](https://user-images.githubusercontent.com/3536496/49898352-a7520380-fe0d-11e8-9411-a9ba7cb6e99a.png) ![image](https://user-images.githubusercontent.com/3536496/49898385-c355a500-fe0d-11e8-8808-92499d52fb10.png) Lets make this really easy to spot since the player isnt familiar with the game at this point. ",1,popup info appears too high to see on starter camp lets make this really easy to spot since the player isnt familiar with the game at this point ,1 372099,11009170163.0,IssuesEvent,2019-12-04 12:04:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Audio errors spam console on various tool use,Fixed Medium Priority,"When trying to use various tools on the environment: ![image](https://user-images.githubusercontent.com/14983165/69999934-afb7b880-150e-11ea-89d9-54d70b8b9f23.png) Can not play a disabled audio source UnityEngine.AudioSource:Play() PlayRandomAudioClip:OnEnable() (at Assets/PlayRandomAudioClip.cs:34) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) CharacterAudioController:Update() (at Assets/CharacterController/CharacterAudioController.cs:31)",1.0,"Audio errors spam console on various tool use - When trying to use various tools on the environment: ![image](https://user-images.githubusercontent.com/14983165/69999934-afb7b880-150e-11ea-89d9-54d70b8b9f23.png) Can not play a disabled audio source UnityEngine.AudioSource:Play() PlayRandomAudioClip:OnEnable() (at Assets/PlayRandomAudioClip.cs:34) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) CharacterAudioController:Update() (at Assets/CharacterController/CharacterAudioController.cs:31)",1,audio errors spam console on various tool use when trying to use various tools on the environment can not play a disabled audio source unityengine audiosource play playrandomaudioclip onenable at assets playrandomaudioclip cs unityengine object instantiate gameobject quaternion characteraudiocontroller update at assets charactercontroller characteraudiocontroller cs ,1 312130,9543716304.0,IssuesEvent,2019-05-01 11:25:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Public crafting tab of economy viewer shows wrong tables,Medium Priority QA,"Since the update to 7.8.6, the Public Crafting Tables tab of the Economy Viewer doesn't just show public crafting tables. Rather, it shows each player any and all crafting tables they are authorized to use, whether the table is their own table, an unowned table, a table authorized for everyone, or a table that someone has specifically authorized them to use. It's not a huge problem, but it is a bit awkward and probably wasn't intended to work that way.",1.0,"Public crafting tab of economy viewer shows wrong tables - Since the update to 7.8.6, the Public Crafting Tables tab of the Economy Viewer doesn't just show public crafting tables. Rather, it shows each player any and all crafting tables they are authorized to use, whether the table is their own table, an unowned table, a table authorized for everyone, or a table that someone has specifically authorized them to use. It's not a huge problem, but it is a bit awkward and probably wasn't intended to work that way.",1,public crafting tab of economy viewer shows wrong tables since the update to the public crafting tables tab of the economy viewer doesn t just show public crafting tables rather it shows each player any and all crafting tables they are authorized to use whether the table is their own table an unowned table a table authorized for everyone or a table that someone has specifically authorized them to use it s not a huge problem but it is a bit awkward and probably wasn t intended to work that way ,1 406682,11901231441.0,IssuesEvent,2020-03-30 12:05:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Translation work, part 24.11.2019",Priority: Medium,"No string for ""Current Bank Accounts"" ![изображение](https://user-images.githubusercontent.com/4980243/69499743-9313f300-0f06-11ea-8260-26ff0f2c16d7.png) Typo? Too many spaces - https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166484 ![изображение](https://user-images.githubusercontent.com/4980243/69499801-0ddd0e00-0f07-11ea-8157-d759f7c40fb6.png) Ecopedia, how tags works? https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166484 this way? `""text""[string]` Or this https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166488 `""[string]""` ",1.0,"Translation work, part 24.11.2019 - No string for ""Current Bank Accounts"" ![изображение](https://user-images.githubusercontent.com/4980243/69499743-9313f300-0f06-11ea-8260-26ff0f2c16d7.png) Typo? Too many spaces - https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166484 ![изображение](https://user-images.githubusercontent.com/4980243/69499801-0ddd0e00-0f07-11ea-8157-d759f7c40fb6.png) Ecopedia, how tags works? https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166484 this way? `""text""[string]` Or this https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#166488 `""[string]""` ",1,translation work part no string for current bank accounts typo too many spaces ecopedia how tags works this way text or this ,1 256912,8130266409.0,IssuesEvent,2018-08-17 17:51:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,When Dragging a stack Item from any Stockpile Not getting the Carrying window appearing,Medium Priority,"**Version:** 0.7.6.3 beta as you can see below i have dragged the Stack from Stockpile and No Carrying Window Appearing Pressing Shift to take 1 or max Stack doesn't work either ![snap2376](https://user-images.githubusercontent.com/29383891/43960349-a359d73c-9ca9-11e8-9413-0e96f9cd23ff.png) i also attach Ouput_log.txt file (had to put it in a zip as it is a massive117 Meg Biggest one i have ever seen) [output_log.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2278060/output_log.zip) also linking a Closed Github USER ISSUE: Carrying icon does not appear in toolbar menu #8500 Disconnecting does not always help (especially after a Few hours of playing) Quitting and starting again it works fine",1.0,"When Dragging a stack Item from any Stockpile Not getting the Carrying window appearing - **Version:** 0.7.6.3 beta as you can see below i have dragged the Stack from Stockpile and No Carrying Window Appearing Pressing Shift to take 1 or max Stack doesn't work either ![snap2376](https://user-images.githubusercontent.com/29383891/43960349-a359d73c-9ca9-11e8-9413-0e96f9cd23ff.png) i also attach Ouput_log.txt file (had to put it in a zip as it is a massive117 Meg Biggest one i have ever seen) [output_log.zip](https://github.com/StrangeLoopGames/EcoIssues/files/2278060/output_log.zip) also linking a Closed Github USER ISSUE: Carrying icon does not appear in toolbar menu #8500 Disconnecting does not always help (especially after a Few hours of playing) Quitting and starting again it works fine",1,when dragging a stack item from any stockpile not getting the carrying window appearing version beta as you can see below i have dragged the stack from stockpile and no carrying window appearing pressing shift to take or max stack doesn t work either i also attach ouput log txt file had to put it in a zip as it is a meg biggest one i have ever seen also linking a closed github user issue carrying icon does not appear in toolbar menu disconnecting does not always help especially after a few hours of playing quitting and starting again it works fine,1 444006,12804737096.0,IssuesEvent,2020-07-03 05:39:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1633] NullReferenceExceptions in Browse Servers,Category: Tech Priority: Medium Status: Fixed Week Task,"Step to reproduce: - new game, browse all: ![image](https://user-images.githubusercontent.com/45708377/86006158-3c334680-ba1e-11ea-92e5-a259fed9173c.png) - exception will appear ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 ``` - change filter settings, unselect version match to see any server here: ![image](https://user-images.githubusercontent.com/45708377/86006362-83b9d280-ba1e-11ea-9d5c-32c14552b760.png) - apply and select any server in list: ![image](https://user-images.githubusercontent.com/45708377/86006438-a0560a80-ba1e-11ea-8a20-b382e95bdebf.png) - I have exception again: ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.SetSelectedServer (ServerListing serverInfo, System.Boolean allowDelete) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` - press Browse recommended, another exception: ![image](https://user-images.githubusercontent.com/45708377/86007814-9df4b000-ba20-11ea-95df-9cf0b4074c90.png) ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.SetSelectedServer (ServerListing serverInfo, System.Boolean allowDelete) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingUI.Init (ServerListing serverInfo, ServerListingGroup container) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab+<>c__DisplayClass28_0.b__0 () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.Update () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4845587/Player.log) ",1.0,"[0.9.0 staging-1633] NullReferenceExceptions in Browse Servers - Step to reproduce: - new game, browse all: ![image](https://user-images.githubusercontent.com/45708377/86006158-3c334680-ba1e-11ea-92e5-a259fed9173c.png) - exception will appear ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 ``` - change filter settings, unselect version match to see any server here: ![image](https://user-images.githubusercontent.com/45708377/86006362-83b9d280-ba1e-11ea-9d5c-32c14552b760.png) - apply and select any server in list: ![image](https://user-images.githubusercontent.com/45708377/86006438-a0560a80-ba1e-11ea-8a20-b382e95bdebf.png) - I have exception again: ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.SetSelectedServer (ServerListing serverInfo, System.Boolean allowDelete) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ``` - press Browse recommended, another exception: ![image](https://user-images.githubusercontent.com/45708377/86007814-9df4b000-ba20-11ea-95df-9cf0b4074c90.png) ``` NullReferenceException: Object reference not set to an instance of an object. at SelectedServerUI.SetSelected (ServerListing serverInfo, System.Boolean showDeleteButton) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.SetSelectedServer (ServerListing serverInfo, System.Boolean allowDelete) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingUI.Init (ServerListing serverInfo, ServerListingGroup container) [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab+<>c__DisplayClass28_0.b__0 () [0x00000] in <00000000000000000000000000000000>:0 at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at ServerBrowserTab.Update () [0x00000] in <00000000000000000000000000000000>:0 ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4845587/Player.log) ",1, nullreferenceexceptions in browse servers step to reproduce new game browse all exception will appear nullreferenceexception object reference not set to an instance of an object at selectedserverui setselected serverlisting serverinfo system boolean showdeletebutton in change filter settings unselect version match to see any server here apply and select any server in list i have exception again nullreferenceexception object reference not set to an instance of an object at selectedserverui setselected serverlisting serverinfo system boolean showdeletebutton in at serverbrowsertab setselectedserver serverlisting serverinfo system boolean allowdelete in at system action invoke t obj in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at unityengine ui toggle set system boolean value system boolean sendcallback in at system eventhandler invoke system object sender teventargs e in at unityengine eventsystems executeevents execute unityengine gameobject target unityengine eventsystems baseeventdata eventdata unityengine eventsystems executeevents eventfunction functor in at unityengine eventsystems standaloneinputmodule releasemouse unityengine eventsystems pointereventdata pointerevent unityengine gameobject currentovergo in at unityengine eventsystems standaloneinputmodule processmousepress unityengine eventsystems pointerinputmodule mousebuttoneventdata data in at unityengine eventsystems standaloneinputmodule processmouseevent system id in at unityengine eventsystems standaloneinputmodule process in at unityengine eventsystems eventsystem update in unityengine logger logexception exception object unityengine debug logexception exception unityengine eventsystems executeevents execute gameobject baseeventdata eventfunction unityengine eventsystems standaloneinputmodule releasemouse pointereventdata gameobject unityengine eventsystems standaloneinputmodule processmousepress mousebuttoneventdata unityengine eventsystems standaloneinputmodule processmouseevent unityengine eventsystems standaloneinputmodule process unityengine eventsystems eventsystem update press browse recommended another exception nullreferenceexception object reference not set to an instance of an object at selectedserverui setselected serverlisting serverinfo system boolean showdeletebutton in at serverbrowsertab setselectedserver serverlisting serverinfo system boolean allowdelete in at serverlistingui init serverlisting serverinfo serverlistinggroup container in at serverbrowsertab c b in at system action invoke in at serverbrowsertab update in ,1 442217,12741791882.0,IssuesEvent,2020-06-26 07:03:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1570] NullReferenceException when openning property settings,Priority: Medium Status: Fixed Week Task,"Step to reproduce: - open property settings: ![image](https://user-images.githubusercontent.com/45708377/83229810-4a791300-a191-11ea-8122-2cfbcb0e5741.png) - NullReferenceException in log file. ``` NullReferenceException: Object reference not set to an instance of an object. at HasOwnerExtensions.SubscribeOwnershipChangingAndCall (IOwnedUI hasOwner, System.Action action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.DeedUI.Init (Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].ToggleUI (System.String uiName, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.InternalUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.InternalUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Display+DisplaysUpdatedDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) Assets.UI.Scripts.DeedUI:Init(BSONObject) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Toggle(String, BSONObject, UILayer) GenericClient`1:ToggleUI(String, BSONObject) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) System.Func`3:Invoke(T1, T2) Eco.Shared.Networking.RPCManager:TryInvoke(INetClient, Object, String, BSONArray, Object&) Eco.Shared.Networking.RPCManager:InvokeOn(INetClient, BSONObject, Object, String) Eco.Shared.Networking.RPCManager:HandleReceiveRPC(INetClient, BSONObject) NetworkManager:Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetworkClient:TryReceivePacket() ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() Unity.Entities.ComponentSystemGroup:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() UnityEngine.DisplaysUpdatedDelegate:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4700074/Player.log) ",1.0,"[0.9.0 staging-1570] NullReferenceException when openning property settings - Step to reproduce: - open property settings: ![image](https://user-images.githubusercontent.com/45708377/83229810-4a791300-a191-11ea-8122-2cfbcb0e5741.png) - NullReferenceException in log file. ``` NullReferenceException: Object reference not set to an instance of an object. at HasOwnerExtensions.SubscribeOwnershipChangingAndCall (IOwnedUI hasOwner, System.Action action) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at Assets.UI.Scripts.DeedUI.Init (Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Open (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at UI.UIManager.Toggle (System.String guiName, Eco.Shared.Serialization.BSONObject bson, UI.UILayer layer) [0x00000] in <00000000000000000000000000000000>:0 at GenericClient`1[T].ToggleUI (System.String uiName, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, System.Func`1[TResult] condition) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.InternalUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.InternalUpdate () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Display+DisplaysUpdatedDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) Assets.UI.Scripts.DeedUI:Init(BSONObject) UI.UIManager:Open(String, BSONObject, UILayer) UI.UIManager:Toggle(String, BSONObject, UILayer) GenericClient`1:ToggleUI(String, BSONObject) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) System.Func`3:Invoke(T1, T2) Eco.Shared.Networking.RPCManager:TryInvoke(INetClient, Object, String, BSONArray, Object&) Eco.Shared.Networking.RPCManager:InvokeOn(INetClient, BSONObject, Object, String) Eco.Shared.Networking.RPCManager:HandleReceiveRPC(INetClient, BSONObject) NetworkManager:Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent(INetClient, NetworkEvent, BSONObject) Eco.Shared.Networking.NetworkClient:TryReceivePacket() ClientPacketHandler:ReceiveWhile(NetworkClient, Func`1) System.Action`1:Invoke(T) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() Unity.Entities.ComponentSystemGroup:OnUpdate() Unity.Entities.ComponentSystem:InternalUpdate() UnityEngine.DisplaysUpdatedDelegate:Invoke() ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/4700074/Player.log) ",1, nullreferenceexception when openning property settings step to reproduce open property settings nullreferenceexception in log file nullreferenceexception object reference not set to an instance of an object at hasownerextensions subscribeownershipchangingandcall iownedui hasowner system action action in at unityengine object instantiate unityengine object original unityengine transform parent system boolean instantiateinworldspace in at unityengine object instantiate t original unityengine transform parent system boolean worldpositionstays in at assets ui scripts deedui init eco shared serialization bsonobject bsonobj in at ui uimanager open system string guiname eco shared serialization bsonobject bson ui uilayer layer in at ui uimanager toggle system string guiname eco shared serialization bsonobject bson ui uilayer layer in at genericclient toggleui system string uiname eco shared serialization bsonobject bsonobj in at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at system func invoke in at eco shared networking rpcmanager tryinvoke eco shared networking inetclient client system object target system string methodname eco shared serialization bsonarray bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared networking inetclient client eco shared serialization bsonobject bson system object target system string methodname in at eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson in at networkmanager eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson in at eco shared networking networkclient tryreceivepacket in at clientpackethandler receivewhile eco shared networking networkclient client system func condition in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem internalupdate in at unity entities componentsystemgroup onupdate in at unity entities componentsystem internalupdate in at unityengine display displaysupdateddelegate invoke in unityengine object instantiate object transform boolean unityengine object instantiate t transform boolean assets ui scripts deedui init bsonobject ui uimanager open string bsonobject uilayer ui uimanager toggle string bsonobject uilayer genericclient toggleui string bsonobject system reflection monomethod invoke object bindingflags binder object cultureinfo system reflection methodbase invoke object object system func invoke eco shared networking rpcmanager tryinvoke inetclient object string bsonarray object eco shared networking rpcmanager invokeon inetclient bsonobject object string eco shared networking rpcmanager handlereceiverpc inetclient bsonobject networkmanager eco shared networking inetworkeventhandler receiveevent inetclient networkevent bsonobject eco shared networking networkclient tryreceivepacket clientpackethandler receivewhile networkclient func system action invoke t frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem internalupdate unity entities componentsystemgroup onupdate unity entities componentsystem internalupdate unityengine displaysupdateddelegate invoke ,1 395787,11696656333.0,IssuesEvent,2020-03-06 10:12:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,0.9 strange strings at crowdin,Priority: Medium,"https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167826 A complete meal **replaAdvancedMasonry** solution. ![изображение](https://user-images.githubusercontent.com/4980243/75902859-c5ac8080-5e51-11ea-9492-c53a376933db.png) https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167408 A superior **replaAdvancedMasonry** for the bloomery that can produce steel. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167568 Bricklaying is an **advanAdvancedMasonry** in masonry and can provide an excellent building material for communities. Level by crafting related recipes. --- Maybe correction needed https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167738 A material made from AdvancedMasonry and an aggregate like crushed stone. In order to be usable it needs to be reinforced. advanced masonry + aggregate? hm ![изображение](https://user-images.githubusercontent.com/4980243/75902771-9dbd1d00-5e51-11ea-83cd-95397bd42ed7.png) As i see, main issue at ctrl+f ""cement"" then replace all. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#171071 Advanced masonry grants improvements to to higher stonefurniture and material for houses. Level by crafting related recipes. maybe stone furniture?",1.0,"0.9 strange strings at crowdin - https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167826 A complete meal **replaAdvancedMasonry** solution. ![изображение](https://user-images.githubusercontent.com/4980243/75902859-c5ac8080-5e51-11ea-9492-c53a376933db.png) https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167408 A superior **replaAdvancedMasonry** for the bloomery that can produce steel. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167568 Bricklaying is an **advanAdvancedMasonry** in masonry and can provide an excellent building material for communities. Level by crafting related recipes. --- Maybe correction needed https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#167738 A material made from AdvancedMasonry and an aggregate like crushed stone. In order to be usable it needs to be reinforced. advanced masonry + aggregate? hm ![изображение](https://user-images.githubusercontent.com/4980243/75902771-9dbd1d00-5e51-11ea-83cd-95397bd42ed7.png) As i see, main issue at ctrl+f ""cement"" then replace all. https://crowdin.com/translate/eco-by-strange-loop-games/46/en-ru#171071 Advanced masonry grants improvements to to higher stonefurniture and material for houses. Level by crafting related recipes. maybe stone furniture?",1, strange strings at crowdin a complete meal replaadvancedmasonry solution a superior replaadvancedmasonry for the bloomery that can produce steel bricklaying is an advanadvancedmasonry in masonry and can provide an excellent building material for communities level by crafting related recipes maybe correction needed a material made from advancedmasonry and an aggregate like crushed stone in order to be usable it needs to be reinforced advanced masonry aggregate hm as i see main issue at ctrl f cement then replace all advanced masonry grants improvements to to higher stonefurniture and material for houses level by crafting related recipes maybe stone furniture ,1 494454,14259016479.0,IssuesEvent,2020-11-20 07:29:12,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Clear Cache Button for News,Category: Web Priority: Medium Status: Fixed,I wanna press that button. Priority is as high as its enerving for you to need to press the button for me.,1.0,Clear Cache Button for News - I wanna press that button. Priority is as high as its enerving for you to need to press the button for me.,1,clear cache button for news i wanna press that button priority is as high as its enerving for you to need to press the button for me ,1 414005,12097181480.0,IssuesEvent,2020-04-20 08:10:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.3.0 release-preview] Improvement for Choose Roles Tutorial ,Priority: Medium Status: Fixed Status: Reopen Week Task,"It's hard to understand how to open it if you play the first time. Need to add Blue Arrow to show: ![image](https://user-images.githubusercontent.com/45708377/63510355-07de2800-c4e7-11e9-81d9-4607d3deafec.png) ![image](https://user-images.githubusercontent.com/45708377/63510295-e2511e80-c4e6-11e9-8bf0-490b787a317c.png) ",1.0,"[0.8.3.0 release-preview] Improvement for Choose Roles Tutorial - It's hard to understand how to open it if you play the first time. Need to add Blue Arrow to show: ![image](https://user-images.githubusercontent.com/45708377/63510355-07de2800-c4e7-11e9-81d9-4607d3deafec.png) ![image](https://user-images.githubusercontent.com/45708377/63510295-e2511e80-c4e6-11e9-8bf0-490b787a317c.png) ",1, improvement for choose roles tutorial it s hard to understand how to open it if you play the first time need to add blue arrow to show ,1 420632,12240371536.0,IssuesEvent,2020-05-05 00:05:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Composite Lumber Slope surface texture doesn't tile,Priority: Medium,"Slope blocks ![20200420190741_1](https://user-images.githubusercontent.com/4980243/79773567-4956f980-833a-11ea-9b71-02badc5248b9.jpg) ![20200420190744_1](https://user-images.githubusercontent.com/4980243/79773561-4825cc80-833a-11ea-962a-ccc3df2d36b2.jpg) underInnerPeak block to slope ![20200420190747_1](https://user-images.githubusercontent.com/4980243/79773584-4d831700-833a-11ea-8ee6-7c6d300e4ee2.jpg) ",1.0,"Composite Lumber Slope surface texture doesn't tile - Slope blocks ![20200420190741_1](https://user-images.githubusercontent.com/4980243/79773567-4956f980-833a-11ea-9b71-02badc5248b9.jpg) ![20200420190744_1](https://user-images.githubusercontent.com/4980243/79773561-4825cc80-833a-11ea-962a-ccc3df2d36b2.jpg) underInnerPeak block to slope ![20200420190747_1](https://user-images.githubusercontent.com/4980243/79773584-4d831700-833a-11ea-8ee6-7c6d300e4ee2.jpg) ",1,composite lumber slope surface texture doesn t tile slope blocks underinnerpeak block to slope ,1 565126,16749465671.0,IssuesEvent,2021-06-11 20:24:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Clothing Improvements] Two new shoes to replace two duplicate shoe items,Category: Art Priority: Medium Squad: Saguaro,"Build: [0.9.3 Staging-1945] ### Issue The art design for both Low-Top Shoes and Running Shoes are the same. The same issue can also be observed with Work Boots and Tall Boots. Screenshot: ![s.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/56576e99-aa69-44cd-8c06-6d4fc1ab39a7) Running shoes should have shoelaces with designs appropriate for running. Tall boots should be tall like cowboy boots. ",1.0,"[Clothing Improvements] Two new shoes to replace two duplicate shoe items - Build: [0.9.3 Staging-1945] ### Issue The art design for both Low-Top Shoes and Running Shoes are the same. The same issue can also be observed with Work Boots and Tall Boots. Screenshot: ![s.jpg](https://images.zenhubusercontent.com/5ffb75c5aa5c9e2a1278e024/56576e99-aa69-44cd-8c06-6d4fc1ab39a7) Running shoes should have shoelaces with designs appropriate for running. Tall boots should be tall like cowboy boots. ",1, two new shoes to replace two duplicate shoe items build issue the art design for both low top shoes and running shoes are the same the same issue can also be observed with work boots and tall boots screenshot running shoes should have shoelaces with designs appropriate for running tall boots should be tall like cowboy boots ,1 511722,14880120998.0,IssuesEvent,2021-01-20 08:45:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.2] Can't see election votes,Category: Elections Website Category: Web Priority: Medium Status: Fixed,"I wanted to go back to how people voted in an old election to create a bug about it, but checking the details on http://gs1.play.eco:3011/elections.html?election=27 I noticed the old votes were blank: ![image](https://user-images.githubusercontent.com/964559/98461714-5c5cda00-2163-11eb-8bcf-5c3a398ac522.png) I remember being able to see those votes. I checked with some currently running elections and got the same problem: ![image](https://user-images.githubusercontent.com/964559/98461754-afcf2800-2163-11eb-97bd-aec5687dc23e.png) And the election votes are not anonymous either: ![image](https://user-images.githubusercontent.com/964559/98461770-d1301400-2163-11eb-8ca4-9e6c82b6f9db.png)",1.0,"[0.9.1.2] Can't see election votes - I wanted to go back to how people voted in an old election to create a bug about it, but checking the details on http://gs1.play.eco:3011/elections.html?election=27 I noticed the old votes were blank: ![image](https://user-images.githubusercontent.com/964559/98461714-5c5cda00-2163-11eb-8bcf-5c3a398ac522.png) I remember being able to see those votes. I checked with some currently running elections and got the same problem: ![image](https://user-images.githubusercontent.com/964559/98461754-afcf2800-2163-11eb-97bd-aec5687dc23e.png) And the election votes are not anonymous either: ![image](https://user-images.githubusercontent.com/964559/98461770-d1301400-2163-11eb-8ca4-9e6c82b6f9db.png)",1, can t see election votes i wanted to go back to how people voted in an old election to create a bug about it but checking the details on i noticed the old votes were blank i remember being able to see those votes i checked with some currently running elections and got the same problem and the election votes are not anonymous either ,1 380731,11270704696.0,IssuesEvent,2020-01-14 11:26:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1335] Real Estate Desk: add claim editing,Feature Priority: Medium,"It would be wonderful if you can edit claims for deeds from table. 1. Add edit button like that (please, talk with Milenko) for newly created deeds and the old one too, ![bandicam 2020-01-14 16-11-19-536](https://user-images.githubusercontent.com/27898520/72340460-13c2c480-36ea-11ea-8be6-733b4dc11c5e.jpg) 2. And it should work just like editing button on deeds ![bandicam 2020-01-14 16-09-42-101](https://user-images.githubusercontent.com/27898520/72340745-8895fe80-36ea-11ea-822e-097287f61a5e.jpg) ![bandicam 2020-01-14 16-10-48-695](https://user-images.githubusercontent.com/27898520/72340756-8e8bdf80-36ea-11ea-943d-37621eb2cda6.jpg) ",1.0,"[0.9.0 staging-1335] Real Estate Desk: add claim editing - It would be wonderful if you can edit claims for deeds from table. 1. Add edit button like that (please, talk with Milenko) for newly created deeds and the old one too, ![bandicam 2020-01-14 16-11-19-536](https://user-images.githubusercontent.com/27898520/72340460-13c2c480-36ea-11ea-8be6-733b4dc11c5e.jpg) 2. And it should work just like editing button on deeds ![bandicam 2020-01-14 16-09-42-101](https://user-images.githubusercontent.com/27898520/72340745-8895fe80-36ea-11ea-822e-097287f61a5e.jpg) ![bandicam 2020-01-14 16-10-48-695](https://user-images.githubusercontent.com/27898520/72340756-8e8bdf80-36ea-11ea-943d-37621eb2cda6.jpg) ",1, real estate desk add claim editing it would be wonderful if you can edit claims for deeds from table add edit button like that please talk with milenko for newly created deeds and the old one too and it should work just like editing button on deeds ,1 378100,11196166400.0,IssuesEvent,2020-01-03 09:18:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1293] Civics: Laws for craft,Fixed Medium Priority,"Need to cjeck crafting trigger. 1. I have a law like this ![bandicam 2019-12-13 15-53-10-239](https://user-images.githubusercontent.com/27898520/70795907-c7225b80-1dc2-11ea-806b-cfae8620fa13.jpg) I suppose it should prevent charred food and charred papaya orders. But I still can craft them. ![bandicam 2019-12-13 15-54-22-794](https://user-images.githubusercontent.com/27898520/70795979-ef11bf00-1dc2-11ea-8797-8c5580bdfa74.jpg) ![bandicam 2019-12-13 15-57-10-323](https://user-images.githubusercontent.com/27898520/70795993-f46f0980-1dc2-11ea-8a8c-40407d1ac3a8.jpg) 2. Why do we have two fields: matching item and Creating Product? Also Creating Product won't show me all the products (eg. no Charred Animal). ",1.0,"[0.9.0 staging-1293] Civics: Laws for craft - Need to cjeck crafting trigger. 1. I have a law like this ![bandicam 2019-12-13 15-53-10-239](https://user-images.githubusercontent.com/27898520/70795907-c7225b80-1dc2-11ea-806b-cfae8620fa13.jpg) I suppose it should prevent charred food and charred papaya orders. But I still can craft them. ![bandicam 2019-12-13 15-54-22-794](https://user-images.githubusercontent.com/27898520/70795979-ef11bf00-1dc2-11ea-8797-8c5580bdfa74.jpg) ![bandicam 2019-12-13 15-57-10-323](https://user-images.githubusercontent.com/27898520/70795993-f46f0980-1dc2-11ea-8a8c-40407d1ac3a8.jpg) 2. Why do we have two fields: matching item and Creating Product? Also Creating Product won't show me all the products (eg. no Charred Animal). ",1, civics laws for craft need to cjeck crafting trigger i have a law like this i suppose it should prevent charred food and charred papaya orders but i still can craft them why do we have two fields matching item and creating product also creating product won t show me all the products eg no charred animal ,1 317022,9659958602.0,IssuesEvent,2019-05-20 14:31:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Old growths appearing out of nowhere,Fixed Medium Priority Staging Verified,"Heard this reported a few times but didnt see it as a bug, unless I missed it? @SeanAtr0n Marking medium but we should fix this for 8.2",1.0,"Old growths appearing out of nowhere - Heard this reported a few times but didnt see it as a bug, unless I missed it? @SeanAtr0n Marking medium but we should fix this for 8.2",1,old growths appearing out of nowhere heard this reported a few times but didnt see it as a bug unless i missed it marking medium but we should fix this for ,1 527909,15355968835.0,IssuesEvent,2021-03-01 11:48:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3 staging-1942] Spin Melter doesn't have Crafting Component.,Category: Gameplay Priority: Medium Type: Bug,"You can craft it: ![image](https://user-images.githubusercontent.com/45708377/109492921-c267c700-7a9c-11eb-9b24-58696f42212b.png) And we already have some recipes here: ![image](https://user-images.githubusercontent.com/45708377/109492902-baa82280-7a9c-11eb-8f74-469bb8879115.png) ",1.0,"[0.9.3 staging-1942] Spin Melter doesn't have Crafting Component. - You can craft it: ![image](https://user-images.githubusercontent.com/45708377/109492921-c267c700-7a9c-11eb-9b24-58696f42212b.png) And we already have some recipes here: ![image](https://user-images.githubusercontent.com/45708377/109492902-baa82280-7a9c-11eb-8f74-469bb8879115.png) ",1, spin melter doesn t have crafting component you can craft it and we already have some recipes here ,1 249179,7953966133.0,IssuesEvent,2018-07-12 05:07:53,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Need a way to cancel connecting,Feature Medium Priority,"Should be able to go back to the main menu with 'escape' while attempting to connect to a server, in case you get stuck forever etc.",1.0,"Need a way to cancel connecting - Should be able to go back to the main menu with 'escape' while attempting to connect to a server, in case you get stuck forever etc.",1,need a way to cancel connecting should be able to go back to the main menu with escape while attempting to connect to a server in case you get stuck forever etc ,1 530457,15428947967.0,IssuesEvent,2021-03-06 01:25:08,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Block Preview Doesn't Support Alpha Cutout,Category: Gameplay Priority: Medium Squad: Saguaro Type: Bug,"- [ ] Shadowplacement looks different than the block itself. looks like a whole board ![grafik](https://user-images.githubusercontent.com/37456949/95137994-8472ab00-0769-11eb-9c98-9f7bbdb01186.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138019-905e6d00-0769-11eb-8c81-cbf7e894eb5c.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138243-18dd0d80-076a-11eb-957a-042715731c51.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138263-24c8cf80-076a-11eb-9d7f-496841aa2300.png) - [ ] Missing faces ![grafik](https://user-images.githubusercontent.com/37456949/95138082-af5cff00-0769-11eb-8a77-b022d12b1677.png) ",1.0,"Block Preview Doesn't Support Alpha Cutout - - [ ] Shadowplacement looks different than the block itself. looks like a whole board ![grafik](https://user-images.githubusercontent.com/37456949/95137994-8472ab00-0769-11eb-9c98-9f7bbdb01186.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138019-905e6d00-0769-11eb-8c81-cbf7e894eb5c.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138243-18dd0d80-076a-11eb-957a-042715731c51.png) ![grafik](https://user-images.githubusercontent.com/37456949/95138263-24c8cf80-076a-11eb-9d7f-496841aa2300.png) - [ ] Missing faces ![grafik](https://user-images.githubusercontent.com/37456949/95138082-af5cff00-0769-11eb-8a77-b022d12b1677.png) ",1,block preview doesn t support alpha cutout shadowplacement looks different than the block itself looks like a whole board missing faces ,1 382622,11309270039.0,IssuesEvent,2020-01-19 12:03:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Adding Multipliers for Resources,Community Manager Priority: Medium Status: Needs Triage,"Several requests for being able to adjust gathering rates and crafting resource rates on the fly by a multiplier in the config. It's a common feature in survival games nowadays and could benefit Eco as well - it gives more ways for players to adjust the feel of the game to a pace they like. - Resource Cost - Crafting Time - Gathering",1.0,"Adding Multipliers for Resources - Several requests for being able to adjust gathering rates and crafting resource rates on the fly by a multiplier in the config. It's a common feature in survival games nowadays and could benefit Eco as well - it gives more ways for players to adjust the feel of the game to a pace they like. - Resource Cost - Crafting Time - Gathering",1,adding multipliers for resources several requests for being able to adjust gathering rates and crafting resource rates on the fly by a multiplier in the config it s a common feature in survival games nowadays and could benefit eco as well it gives more ways for players to adjust the feel of the game to a pace they like resource cost crafting time gathering,1 498955,14436124165.0,IssuesEvent,2020-12-07 09:42:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.7 beta release-126]Contract Properties Broken,Category: Gameplay Priority: Medium,"Contracts don't seem to save the requirements made. **Proposed Contract** ![ijv0ueU](https://user-images.githubusercontent.com/22839258/100526291-5df84b80-31bf-11eb-8427-afd7a38e69e0.jpg) **Contract when posted** ![eABGJyz](https://user-images.githubusercontent.com/22839258/100526304-749ea280-31bf-11eb-8133-98ce2ed483e2.jpeg) The tier and volume are not saved. ",1.0,"[0.9.1.7 beta release-126]Contract Properties Broken - Contracts don't seem to save the requirements made. **Proposed Contract** ![ijv0ueU](https://user-images.githubusercontent.com/22839258/100526291-5df84b80-31bf-11eb-8427-afd7a38e69e0.jpg) **Contract when posted** ![eABGJyz](https://user-images.githubusercontent.com/22839258/100526304-749ea280-31bf-11eb-8133-98ce2ed483e2.jpeg) The tier and volume are not saved. ",1, contract properties broken contracts don t seem to save the requirements made proposed contract contract when posted the tier and volume are not saved ,1 221114,7373970105.0,IssuesEvent,2018-03-13 18:49:26,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Block cursor looks too much like a real block,Medium Priority,It's confusing and blocks your vision. Should be more transparent or something.,1.0,Block cursor looks too much like a real block - It's confusing and blocks your vision. Should be more transparent or something.,1,block cursor looks too much like a real block it s confusing and blocks your vision should be more transparent or something ,1 223247,7451092829.0,IssuesEvent,2018-03-29 00:49:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Leaving excavator movement bug,Medium Priority,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Leaving the excavator ( not always) especially when all fuel was just consumed **Expected behavior:** leaving the excavator and behing able to move in any direction **Actual behavior:** When leaving the excavator looking left or right doesnt work anymore (but mouse still moves on esc and map etc, need to relog to fix the issue",1.0,"USER ISSUE: Leaving excavator movement bug - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Leaving the excavator ( not always) especially when all fuel was just consumed **Expected behavior:** leaving the excavator and behing able to move in any direction **Actual behavior:** When leaving the excavator looking left or right doesnt work anymore (but mouse still moves on esc and map etc, need to relog to fix the issue",1,user issue leaving excavator movement bug version beta steps to reproduce leaving the excavator not always especially when all fuel was just consumed expected behavior leaving the excavator and behing able to move in any direction actual behavior when leaving the excavator looking left or right doesnt work anymore but mouse still moves on esc and map etc need to relog to fix the issue,1 262292,8263332745.0,IssuesEvent,2018-09-14 01:43:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.7.0] Meteor Icon for tut is blank on Spanish Server,Medium Priority,"Icon is missing for meteor tut when server language is set to Spanish. ![meteoriconmissing_onspanishserver](https://user-images.githubusercontent.com/35509188/44292421-4b011d80-a239-11e8-886f-d6818c59c92d.PNG) ",1.0,"[7.7.0] Meteor Icon for tut is blank on Spanish Server - Icon is missing for meteor tut when server language is set to Spanish. ![meteoriconmissing_onspanishserver](https://user-images.githubusercontent.com/35509188/44292421-4b011d80-a239-11e8-886f-d6818c59c92d.PNG) ",1, meteor icon for tut is blank on spanish server icon is missing for meteor tut when server language is set to spanish ,1 526105,15280500571.0,IssuesEvent,2021-02-23 06:27:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.3 beta release-150]UI: Stores listed in tooltips multiple times,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"Item tooltip for store listings can happen multiple times if you pickup and place down the store faster then the server has time to process the pickup/placement action properly, leading to additional store listings even if it does react with stating that ""object is removed"" ![Screenshot_160](https://user-images.githubusercontent.com/24981362/106572655-fcdf5200-6538-11eb-8546-816846024ec4.jpg) As you can see i place the store twice the amount of times that the store notifications actually push out to the server. ![Screenshot_161](https://user-images.githubusercontent.com/24981362/106572788-2a2c0000-6539-11eb-906a-48952abb14aa.jpg) Reproduction Place store, add items for sale Pickup store, place down and repeat a few times. Now store will be listed several times on the items added for sale.",1.0,"[0.9.2.3 beta release-150]UI: Stores listed in tooltips multiple times - Item tooltip for store listings can happen multiple times if you pickup and place down the store faster then the server has time to process the pickup/placement action properly, leading to additional store listings even if it does react with stating that ""object is removed"" ![Screenshot_160](https://user-images.githubusercontent.com/24981362/106572655-fcdf5200-6538-11eb-8546-816846024ec4.jpg) As you can see i place the store twice the amount of times that the store notifications actually push out to the server. ![Screenshot_161](https://user-images.githubusercontent.com/24981362/106572788-2a2c0000-6539-11eb-906a-48952abb14aa.jpg) Reproduction Place store, add items for sale Pickup store, place down and repeat a few times. Now store will be listed several times on the items added for sale.",1, ui stores listed in tooltips multiple times item tooltip for store listings can happen multiple times if you pickup and place down the store faster then the server has time to process the pickup placement action properly leading to additional store listings even if it does react with stating that object is removed as you can see i place the store twice the amount of times that the store notifications actually push out to the server reproduction place store add items for sale pickup store place down and repeat a few times now store will be listed several times on the items added for sale ,1 500292,14495389592.0,IssuesEvent,2020-12-11 11:06:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1.4 release-116] Passenger in vehicle removes asphalt speed buff,Category: Gameplay Priority: Medium Status: Fixed Type: Regression,"When I drive with my truck and my friend joins as a passenger and then leaves again the truck is stuck at 1x or 0.8x speed not the 1.8x the asphalt road should give. It corrects itself if you leave the vehicle and enter again. Issue is also clearly audible when driving the truck. (High rpm sound that doesn't change with road surface)",1.0,"[0.9.1.4 release-116] Passenger in vehicle removes asphalt speed buff - When I drive with my truck and my friend joins as a passenger and then leaves again the truck is stuck at 1x or 0.8x speed not the 1.8x the asphalt road should give. It corrects itself if you leave the vehicle and enter again. Issue is also clearly audible when driving the truck. (High rpm sound that doesn't change with road surface)",1, passenger in vehicle removes asphalt speed buff when i drive with my truck and my friend joins as a passenger and then leaves again the truck is stuck at or speed not the the asphalt road should give it corrects itself if you leave the vehicle and enter again issue is also clearly audible when driving the truck high rpm sound that doesn t change with road surface ,1 380842,11271062020.0,IssuesEvent,2020-01-14 12:15:05,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Hitbox shift,Priority: Medium,"**Version:** 0.7.4.7 beta **Steps to Reproduce:** Place two bricks as items next to each other on one square. **Expected behavior:** Hitboxes around both bricks. **Actual behavior:** Hitbox shifted to neighbouring square. [Image](https://imgur.com/a/Z1usNMm)
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 650 (ID=0xfc6) Vendor: NVIDIA VRAM: 2007 MB Driver: 23.21.13.9135 Begin MonoManager ReloadAssembly - Completed reload, in 1.595 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.346830 ms Setting up 2 worker threads for Enlighten. Thread -> id: 1b14 -> priority: 1 Thread -> id: 3168 -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.7 beta Mittwoch, 13. Juni 2018 21:31 (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707)
",1.0,"USER ISSUE: Hitbox shift - **Version:** 0.7.4.7 beta **Steps to Reproduce:** Place two bricks as items next to each other on one square. **Expected behavior:** Hitboxes around both bricks. **Actual behavior:** Hitbox shifted to neighbouring square. [Image](https://imgur.com/a/Z1usNMm)
Log FileInitialize engine version: 2017.4.2f2 (52d9cb89b362) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 650 (ID=0xfc6) Vendor: NVIDIA VRAM: 2007 MB Driver: 23.21.13.9135 Begin MonoManager ReloadAssembly - Completed reload, in 1.595 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 1.346830 ms Setting up 2 worker threads for Enlighten. Thread -> id: 1b14 -> priority: 1 Thread -> id: 3168 -> priority: 1 The referenced script on this Behaviour (Game Object 'Camera') is missing! (Filename: Line: 1758) WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - Pass 'FORWARDADD' has no vertex shader WARNING: Shader Unsupported: 'CalmWater/Calm Water [Double Sided]' - All passes removed Client version: 0.7.4.7 beta Mittwoch, 13. Juni 2018 21:31 (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: PreLogin -> LoggedIn (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707) Can not play a disabled audio source (Filename: Line: 707) Changing state: LoggedIn -> Connecting (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) The referenced script on this Behaviour is missing! (Filename: Line: 1515) The referenced script on this Behaviour (Game Object 'WorldObjects') is missing! (Filename: Line: 1758) Missing following objects: AirPumpObject, APGenObject, AtmosphereRegulatorObject, AtmosphereTesterObject, BigStorageChestObject, ButtonObject, GasGeneratorObject, LogicGateObject, SwitchObject (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Changing state: Connecting -> FadeAndClose (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Can not play a disabled audio source (Filename: Line: 707)
",1,user issue hitbox shift version beta steps to reproduce place two bricks as items next to each other on one square expected behavior hitboxes around both bricks actual behavior hitbox shifted to neighbouring square log file initialize engine version gfxdevice creating device client threaded version renderer nvidia geforce gtx id vendor nvidia vram mb driver begin monomanager reloadassembly completed reload in seconds initializing input input initialized initialized touch support unloadtime ms setting up worker threads for enlighten thread id priority thread id priority the referenced script on this behaviour game object camera is missing filename line warning shader unsupported calmwater calm water pass forwardadd has no vertex shader warning shader unsupported calmwater calm water all passes removed client version beta mittwoch juni filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state prelogin loggedin filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line can not play a disabled audio source filename line changing state loggedin connecting filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line the referenced script on this behaviour is missing filename line the referenced script on this behaviour game object worldobjects is missing filename line missing following objects airpumpobject apgenobject atmosphereregulatorobject atmospheretesterobject bigstoragechestobject buttonobject gasgeneratorobject logicgateobject switchobject filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line changing state connecting fadeandclose filename c buildslave unity build artifacts generated common runtime debugbindings gen cpp line can not play a disabled audio source filename line ,1 377257,11167007121.0,IssuesEvent,2019-12-27 15:27:23,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Unable to Pickup Wooden Cart,Medium Priority Needs Information,"**Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Create Wooden Cart 2. Place 3. Attempt to pickup **Expected behavior:** Pickup cart to begin pulling **Actual behavior:** Immediatly drop cart as if a physics bug. Small wooden cart works usually. Edit: Almost immediately after placing report, pickup the small wooden cart and it goes ballistic. I am now stuck flying through oblivion... ",1.0,"USER ISSUE: Unable to Pickup Wooden Cart - **Version:** 0.7.3.1 beta **Steps to Reproduce:** 1. Create Wooden Cart 2. Place 3. Attempt to pickup **Expected behavior:** Pickup cart to begin pulling **Actual behavior:** Immediatly drop cart as if a physics bug. Small wooden cart works usually. Edit: Almost immediately after placing report, pickup the small wooden cart and it goes ballistic. I am now stuck flying through oblivion... ",1,user issue unable to pickup wooden cart version beta steps to reproduce create wooden cart place attempt to pickup expected behavior pickup cart to begin pulling actual behavior immediatly drop cart as if a physics bug small wooden cart works usually edit almost immediately after placing report pickup the small wooden cart and it goes ballistic i am now stuck flying through oblivion ,1 384244,11385928833.0,IssuesEvent,2020-01-29 12:11:35,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1342] Missing recipes in Charred Fruit for Prickly Pear Fruit, Huckleberries, and Pumpkin",Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/45708377/72721921-2cb9f280-3b8e-11ea-8b68-3f838b90b4f3.png) ![image](https://user-images.githubusercontent.com/45708377/72721930-317ea680-3b8e-11ea-80c0-867a1e7e2ba9.png) ",1.0,"[0.9.0 staging-1342] Missing recipes in Charred Fruit for Prickly Pear Fruit, Huckleberries, and Pumpkin - ![image](https://user-images.githubusercontent.com/45708377/72721921-2cb9f280-3b8e-11ea-8b68-3f838b90b4f3.png) ![image](https://user-images.githubusercontent.com/45708377/72721930-317ea680-3b8e-11ea-80c0-867a1e7e2ba9.png) ",1, missing recipes in charred fruit for prickly pear fruit huckleberries and pumpkin ,1 376835,11157271064.0,IssuesEvent,2019-12-25 11:42:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[7.8.8] Doubled Links to Items,Medium Priority Verified,"Don't know why this is, but it's super enerving. It adds the link in brackets automatically. ",1.0,"[7.8.8] Doubled Links to Items - Don't know why this is, but it's super enerving. It adds the link in brackets automatically. ",1, doubled links to items don t know why this is but it s super enerving it adds the link in brackets automatically img width alt src ,1 562470,16661489159.0,IssuesEvent,2021-06-06 12:03:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.4 Develop 259] Renter unable to perform bulk craft order,Category: Gameplay Priority: Medium Type: Bug,"Tested on 9.4 Build 259, renter unable to perform bulk order on tool bench ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/635fbb57-821b-424f-ae48-130cdacc56b4) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/c0170c23-c9f2-4aec-ac95-bc02cd7dcb2b) https://images.zenhubusercontent.com/47210472/131c652c-462d-40cc-91ff-e10fd0a2b823/7345d3e623729d4268236343f9ed47d9.mp4 Repro : Req : 2 ids step : 1 - use 1st id to /spawn tool bench 2 - set authorization to ""Renter"" 4 - connect to same world with 2nd id 6 - use 2nd id to proceed to craft items (more than 1 items) on tool bench 7 - observe nothing happens ",1.0,"[9.4 Develop 259] Renter unable to perform bulk craft order - Tested on 9.4 Build 259, renter unable to perform bulk order on tool bench ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/635fbb57-821b-424f-ae48-130cdacc56b4) ![image.png](https://images.zenhubusercontent.com/6017bedcbf0e6bfb14e12003/c0170c23-c9f2-4aec-ac95-bc02cd7dcb2b) https://images.zenhubusercontent.com/47210472/131c652c-462d-40cc-91ff-e10fd0a2b823/7345d3e623729d4268236343f9ed47d9.mp4 Repro : Req : 2 ids step : 1 - use 1st id to /spawn tool bench 2 - set authorization to ""Renter"" 4 - connect to same world with 2nd id 6 - use 2nd id to proceed to craft items (more than 1 items) on tool bench 7 - observe nothing happens ",1, renter unable to perform bulk craft order tested on build renter unable to perform bulk order on tool bench repro req ids step use id to spawn tool bench set authorization to renter connect to same world with id use id to proceed to craft items more than items on tool bench observe nothing happens ,1 501173,14522735204.0,IssuesEvent,2020-12-14 09:12:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Value of constitution`s room,Category: UI Priority: Medium Status: Fixed,"\ **Version:** 0.9.0.1 beta **Steps to Reproduce:** 1. Create empty nonclaimed room 2. Put capitol 3. Ratify and fin constitution 4. Pick up capitol 5. Claim room and put some decor 6. Put another capitol **Expected behavior:** Value of new contitution's room (4) must be exceed the active constitution's room (0) **Actual behavior:** In capitol: ""Value of contitution's room (4) does not exceed the active constitution's room (0 for old Constitution) by more than 50% (6), so it cannot be ratified"" **Do you have mods installed? Does the issue happen when no mods are installed?:** Nothing mods, singleplayer. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1.0,"USER ISSUE: Value of constitution`s room - \ **Version:** 0.9.0.1 beta **Steps to Reproduce:** 1. Create empty nonclaimed room 2. Put capitol 3. Ratify and fin constitution 4. Pick up capitol 5. Claim room and put some decor 6. Put another capitol **Expected behavior:** Value of new contitution's room (4) must be exceed the active constitution's room (0) **Actual behavior:** In capitol: ""Value of contitution's room (4) does not exceed the active constitution's room (0 for old Constitution) by more than 50% (6), so it cannot be ratified"" **Do you have mods installed? Does the issue happen when no mods are installed?:** Nothing mods, singleplayer. **Please provide log files. Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file ",1,user issue value of constitution s room version beta steps to reproduce create empty nonclaimed room put capitol ratify and fin constitution pick up capitol claim room and put some decor put another capitol expected behavior value of new contitution s room must be exceed the active constitution s room actual behavior in capitol value of contitution s room does not exceed the active constitution s room for old constitution by more than so it cannot be ratified do you have mods installed does the issue happen when no mods are installed nothing mods singleplayer please provide log files instruction is here ,1 307209,9414571232.0,IssuesEvent,2019-04-10 10:27:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[8.1.1] Meteor tutorial improvement ,Medium Priority Quality Assurance,"[8.1.1] no mods Its hard to make the meteor tutorial part. **Steps** 1. Get a meteor task 2. Find meteor шn the sky **Expected result** watch a movie **Actual result** you need to make some wierd stuff like ""head shaking"" for a meteor to be find https://drive.google.com/file/d/1sq72h4roF6fJLFKFxrWp--bgq-z-7Qb-/view?usp=sharing It can be related to the wrong meteor position calculation (zoom-in misses the meteor) and to the issue #10978",1.0,"[8.1.1] Meteor tutorial improvement - [8.1.1] no mods Its hard to make the meteor tutorial part. **Steps** 1. Get a meteor task 2. Find meteor шn the sky **Expected result** watch a movie **Actual result** you need to make some wierd stuff like ""head shaking"" for a meteor to be find https://drive.google.com/file/d/1sq72h4roF6fJLFKFxrWp--bgq-z-7Qb-/view?usp=sharing It can be related to the wrong meteor position calculation (zoom-in misses the meteor) and to the issue #10978",1, meteor tutorial improvement no mods its hard to make the meteor tutorial part steps get a meteor task find meteor шn the sky expected result watch a movie actual result you need to make some wierd stuff like head shaking for a meteor to be find it can be related to the wrong meteor position calculation zoom in misses the meteor and to the issue ,1 254735,8087342190.0,IssuesEvent,2018-08-09 01:09:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Rapidly placing blocks makes you fall through world.,Medium Priority,"Using the hammer, place 'columned' hewn logs all around you rapidly. You will fall through the world.",1.0,"Rapidly placing blocks makes you fall through world. - Using the hammer, place 'columned' hewn logs all around you rapidly. You will fall through the world.",1,rapidly placing blocks makes you fall through world using the hammer place columned hewn logs all around you rapidly you will fall through the world ,1 388246,11485120618.0,IssuesEvent,2020-02-11 06:33:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging] Text Component missing from Ecopedia,Priority: Medium Status: Fixed,"The Text Component for things like signs and vehicles does not have a help page in Ecopedia. If you click the help button on this tab it takes you to the front page of the Ecopedia. ![TextComponent](https://user-images.githubusercontent.com/47330823/73796794-13ef3680-4763-11ea-8110-94a09a6d5be8.png) ",1.0,"[0.9.0 staging] Text Component missing from Ecopedia - The Text Component for things like signs and vehicles does not have a help page in Ecopedia. If you click the help button on this tab it takes you to the front page of the Ecopedia. ![TextComponent](https://user-images.githubusercontent.com/47330823/73796794-13ef3680-4763-11ea-8110-94a09a6d5be8.png) ",1, text component missing from ecopedia the text component for things like signs and vehicles does not have a help page in ecopedia if you click the help button on this tab it takes you to the front page of the ecopedia ,1 291825,8950067940.0,IssuesEvent,2019-01-25 09:43:24,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Vehicle + Border Issue (Truck disappears),Fixed Medium Priority,"**ECO Version: 0.7.4.6 beta** When crossing the border in my truck the game seems to freeze momentarily and then when it unfreezes I am no longer in my truck. The truck just vanishes. After crossing the border (sometimes more than once) it reappears, often falling from the sky. While it's invisible It's X and Z coordinates are constant, but the Y coordinate is oscillating. The lowest value I saw was -4, highest was roughly 70. NOTE: This doesn't always happen on the border, I relogged and it stopped happening, so I'm not sure exactly how to replicate it yet. Here is the recording of it happening: https://youtu.be/WVsL8XhmB7E",1.0,"Vehicle + Border Issue (Truck disappears) - **ECO Version: 0.7.4.6 beta** When crossing the border in my truck the game seems to freeze momentarily and then when it unfreezes I am no longer in my truck. The truck just vanishes. After crossing the border (sometimes more than once) it reappears, often falling from the sky. While it's invisible It's X and Z coordinates are constant, but the Y coordinate is oscillating. The lowest value I saw was -4, highest was roughly 70. NOTE: This doesn't always happen on the border, I relogged and it stopped happening, so I'm not sure exactly how to replicate it yet. Here is the recording of it happening: https://youtu.be/WVsL8XhmB7E",1,vehicle border issue truck disappears eco version beta when crossing the border in my truck the game seems to freeze momentarily and then when it unfreezes i am no longer in my truck the truck just vanishes after crossing the border sometimes more than once it reappears often falling from the sky while it s invisible it s x and z coordinates are constant but the y coordinate is oscillating the lowest value i saw was highest was roughly note this doesn t always happen on the border i relogged and it stopped happening so i m not sure exactly how to replicate it yet here is the recording of it happening ,1 211928,7214177537.0,IssuesEvent,2018-02-08 00:49:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[Art] Urchins and Clams some are dead, but no real change in what they look like",Medium Priority,"**Version:** 0.7.0.0 beta staging-dbf80025 ![snap1560](https://user-images.githubusercontent.com/29383891/35771132-a99d32b0-091f-11e8-941f-18dec9083c90.png) ![snap1561](https://user-images.githubusercontent.com/29383891/35771133-a9b659b6-091f-11e8-8fa6-8313b4c62a89.png) i tried 2 different coloured ones (just in case one was dead and changed colour) but they are both dead",1.0,"[Art] Urchins and Clams some are dead, but no real change in what they look like - **Version:** 0.7.0.0 beta staging-dbf80025 ![snap1560](https://user-images.githubusercontent.com/29383891/35771132-a99d32b0-091f-11e8-941f-18dec9083c90.png) ![snap1561](https://user-images.githubusercontent.com/29383891/35771133-a9b659b6-091f-11e8-8fa6-8313b4c62a89.png) i tried 2 different coloured ones (just in case one was dead and changed colour) but they are both dead",1, urchins and clams some are dead but no real change in what they look like version beta staging i tried different coloured ones just in case one was dead and changed colour but they are both dead,1 452133,13046426705.0,IssuesEvent,2020-07-29 08:59:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1636] Law UI after #6326,Category: UI Priority: Medium Status: Fixed Status: Reopen Week Task,"- [x] 1. Overlapping delete and expand buttons in section: ![image](https://user-images.githubusercontent.com/45708377/86319360-0ae49180-bc3d-11ea-9327-fa87efecc5a7.png) - [x] 2. Wrong position for ""delete"" button in trigger: ![image](https://user-images.githubusercontent.com/45708377/86319805-08366c00-bc3e-11ea-85ed-60d67372b506.png) It has position like it should delete all triggers. so you need to move a little in red zone: ![image](https://user-images.githubusercontent.com/45708377/86319965-65cab880-bc3e-11ea-9638-644cd5bb7594.png) ![image](https://user-images.githubusercontent.com/45708377/86320012-8266f080-bc3e-11ea-8b96-e63d5285920b.png) - [x] 3. Strange double ""-"" if mouseover None zone: ![image](https://user-images.githubusercontent.com/45708377/86320349-60ba3900-bc3f-11ea-8df4-b522d758f895.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them, so it make harder to delete this part. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/86320438-965f2200-bc3f-11ea-8c44-7664764357b1.png) ![image](https://user-images.githubusercontent.com/45708377/86320480-a5de6b00-bc3f-11ea-9669-41f46b88dc61.png) ![image](https://user-images.githubusercontent.com/45708377/86320518-b8f13b00-bc3f-11ea-85c1-41eddcd740dd.png) > * The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: > ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) - [x] 5. Still hard to add if/then if I delete it: ![image](https://user-images.githubusercontent.com/45708377/86320761-35841980-bc40-11ea-82e6-c5b7c01d6399.png) Seems button is offsetted. I need to mouseover this to see it: ![image](https://user-images.githubusercontent.com/45708377/86320848-649a8b00-bc40-11ea-9e35-2d4e991fb850.png) - [x] 6. Still an issue: > The 'Trigger Configs' are a special dynamically generated list that should be treated as a block of properties, and users cant add/remove elements from it. Use attributes on the list property that get propoagated to the client (follow other property attribute examples) to force the system to behave this way. ![image](https://user-images.githubusercontent.com/45708377/86321264-526d1c80-bc41-11ea-8620-855eed885207.png) - [x] 7. When you write many words in section sescription then UI moves after pressing every ""space"": ![2020 07 02 Law UI moves](https://user-images.githubusercontent.com/45708377/86322445-aa0c8780-bc43-11ea-8c71-939b7867326c.gif) - [x] 8. If you write a long string in section description it will have free space under it: ![image](https://user-images.githubusercontent.com/45708377/86322326-72054480-bc43-11ea-89cc-effc5052110e.png) - [ ] 9. Exclamation point is offsetted: ![image](https://user-images.githubusercontent.com/45708377/86322555-e2ac6100-bc43-11ea-8b95-74088c6ef940.png) - [x] 10. Need some love here(if you add 2 if or more): ![image](https://user-images.githubusercontent.com/45708377/86322995-a75e6200-bc44-11ea-923a-6a764705d923.png) ",1.0,"[0.9.0 staging-1636] Law UI after #6326 - - [x] 1. Overlapping delete and expand buttons in section: ![image](https://user-images.githubusercontent.com/45708377/86319360-0ae49180-bc3d-11ea-9327-fa87efecc5a7.png) - [x] 2. Wrong position for ""delete"" button in trigger: ![image](https://user-images.githubusercontent.com/45708377/86319805-08366c00-bc3e-11ea-85ed-60d67372b506.png) It has position like it should delete all triggers. so you need to move a little in red zone: ![image](https://user-images.githubusercontent.com/45708377/86319965-65cab880-bc3e-11ea-9638-644cd5bb7594.png) ![image](https://user-images.githubusercontent.com/45708377/86320012-8266f080-bc3e-11ea-8b96-e63d5285920b.png) - [x] 3. Strange double ""-"" if mouseover None zone: ![image](https://user-images.githubusercontent.com/45708377/86320349-60ba3900-bc3f-11ea-8df4-b522d758f895.png) - [ ] 4. A lot of ""-""es lie outside the zone to be removed, so it’s difficult to remove them, so it make harder to delete this part. For example I want to delete trigger: ![image](https://user-images.githubusercontent.com/45708377/86320438-965f2200-bc3f-11ea-8c44-7664764357b1.png) ![image](https://user-images.githubusercontent.com/45708377/86320480-a5de6b00-bc3f-11ea-9669-41f46b88dc61.png) ![image](https://user-images.githubusercontent.com/45708377/86320518-b8f13b00-bc3f-11ea-85c1-41eddcd740dd.png) > * The best way is green, you can always highlight ""-"". yellow - 50/50, if you move the mouse quickly then most likely you will highlight. Red - never: > ![image](https://user-images.githubusercontent.com/45708377/85271833-03c2c400-b484-11ea-936f-09265c748d58.png) - [x] 5. Still hard to add if/then if I delete it: ![image](https://user-images.githubusercontent.com/45708377/86320761-35841980-bc40-11ea-82e6-c5b7c01d6399.png) Seems button is offsetted. I need to mouseover this to see it: ![image](https://user-images.githubusercontent.com/45708377/86320848-649a8b00-bc40-11ea-9e35-2d4e991fb850.png) - [x] 6. Still an issue: > The 'Trigger Configs' are a special dynamically generated list that should be treated as a block of properties, and users cant add/remove elements from it. Use attributes on the list property that get propoagated to the client (follow other property attribute examples) to force the system to behave this way. ![image](https://user-images.githubusercontent.com/45708377/86321264-526d1c80-bc41-11ea-8620-855eed885207.png) - [x] 7. When you write many words in section sescription then UI moves after pressing every ""space"": ![2020 07 02 Law UI moves](https://user-images.githubusercontent.com/45708377/86322445-aa0c8780-bc43-11ea-8c71-939b7867326c.gif) - [x] 8. If you write a long string in section description it will have free space under it: ![image](https://user-images.githubusercontent.com/45708377/86322326-72054480-bc43-11ea-89cc-effc5052110e.png) - [ ] 9. Exclamation point is offsetted: ![image](https://user-images.githubusercontent.com/45708377/86322555-e2ac6100-bc43-11ea-8b95-74088c6ef940.png) - [x] 10. Need some love here(if you add 2 if or more): ![image](https://user-images.githubusercontent.com/45708377/86322995-a75e6200-bc44-11ea-923a-6a764705d923.png) ",1, law ui after overlapping delete and expand buttons in section wrong position for delete button in trigger it has position like it should delete all triggers so you need to move a little in red zone strange double if mouseover none zone a lot of es lie outside the zone to be removed so it’s difficult to remove them so it make harder to delete this part for example i want to delete trigger the best way is green you can always highlight yellow if you move the mouse quickly then most likely you will highlight red never still hard to add if then if i delete it seems button is offsetted i need to mouseover this to see it still an issue the trigger configs are a special dynamically generated list that should be treated as a block of properties and users cant add remove elements from it use attributes on the list property that get propoagated to the client follow other property attribute examples to force the system to behave this way when you write many words in section sescription then ui moves after pressing every space if you write a long string in section description it will have free space under it exclamation point is offsetted need some love here if you add if or more ,1 480292,13839422876.0,IssuesEvent,2020-10-14 07:56:42,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 develop-76] 'Cancel' button is inactive if you change status for 'Remember me' button,Category: UI Priority: Medium Status: Fixed Status: Reopen,"Step to reproduce: - start to connect to server with password: ![image](https://user-images.githubusercontent.com/45708377/95177221-9fbfd380-07c6-11eb-8581-9212a299aec2.png) - add check mark to remember me, 'Cancel' button is inactive: ![image](https://user-images.githubusercontent.com/45708377/95177337-c120bf80-07c6-11eb-8878-990b82d6cd9b.png) But you can always close this window by ESC.",1.0,"[0.9.0 develop-76] 'Cancel' button is inactive if you change status for 'Remember me' button - Step to reproduce: - start to connect to server with password: ![image](https://user-images.githubusercontent.com/45708377/95177221-9fbfd380-07c6-11eb-8581-9212a299aec2.png) - add check mark to remember me, 'Cancel' button is inactive: ![image](https://user-images.githubusercontent.com/45708377/95177337-c120bf80-07c6-11eb-8878-990b82d6cd9b.png) But you can always close this window by ESC.",1, cancel button is inactive if you change status for remember me button step to reproduce start to connect to server with password add check mark to remember me cancel button is inactive but you can always close this window by esc ,1 211384,7200715735.0,IssuesEvent,2018-02-05 19:59:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Webpage failing with empty error messages,Medium Priority Web,"Same old nondescript orange bar. Maybe we should have a default that just says ""There was an error processing this request"" or just ""Error""",1.0,"Webpage failing with empty error messages - Same old nondescript orange bar. Maybe we should have a default that just says ""There was an error processing this request"" or just ""Error""",1,webpage failing with empty error messages same old nondescript orange bar maybe we should have a default that just says there was an error processing this request or just error ,1 360150,10684778279.0,IssuesEvent,2019-10-22 11:15:55,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] Terrain Module Collection is accumulating,Medium Priority,"Step to reproduce: - open Server UI. Has 1119 Modules. ![bandicam_2019-10-22_15-48-11-154](https://user-images.githubusercontent.com/45708377/67278918-a9c3c600-f4d2-11e9-9732-4a9cb6596a01.jpg) - delete WorldGenerator.eco (use WorldGenerator.eco.template) and delete save files. - generate new world. Has 13 Modules. - delete save files and generate new world again. Has 26 modules... 39 Modules and etc. ![image](https://user-images.githubusercontent.com/45708377/67278848-7bde8180-f4d2-11e9-99b8-80415117a867.png) ",1.0,"[master-preview] Terrain Module Collection is accumulating - Step to reproduce: - open Server UI. Has 1119 Modules. ![bandicam_2019-10-22_15-48-11-154](https://user-images.githubusercontent.com/45708377/67278918-a9c3c600-f4d2-11e9-9732-4a9cb6596a01.jpg) - delete WorldGenerator.eco (use WorldGenerator.eco.template) and delete save files. - generate new world. Has 13 Modules. - delete save files and generate new world again. Has 26 modules... 39 Modules and etc. ![image](https://user-images.githubusercontent.com/45708377/67278848-7bde8180-f4d2-11e9-99b8-80415117a867.png) ",1, terrain module collection is accumulating step to reproduce open server ui has modules delete worldgenerator eco use worldgenerator eco template and delete save files generate new world has modules delete save files and generate new world again has modules modules and etc ,1 542983,15875523981.0,IssuesEvent,2021-04-09 07:06:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2 release-142] IOException when try to rename local world with an existing name,Category: UI Priority: Medium Squad: Wild Turkey Status: Fixed Type: Bug,"Step to reproduce: - have a several local worlds: ![image](https://user-images.githubusercontent.com/45708377/105827233-c81c4980-5fd2-11eb-9ef2-b9c9ecd460f0.png) - Try to rename 'Test default' to 'Game': ![image](https://user-images.githubusercontent.com/45708377/105827339-ebdf8f80-5fd2-11eb-8fda-cb586a8b5060.png) ![image](https://user-images.githubusercontent.com/45708377/105827356-f0a44380-5fd2-11eb-974f-2f6a5c6b7f54.png) - press OK. You will not have any notification that world with this name is already existing, but you will have exception in log: ``` IOException: Win32 IO returned ERROR_ALREADY_EXISTS. Path: at System.IO.File.Move (System.String sourceFileName, System.String destFileName) [0x00000] in <00000000000000000000000000000000>:0 at System.Xml.Schema.XdrBuilder+XdrEndChildFunction.Invoke (System.Xml.Schema.XdrBuilder builder) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingLocalUI.EditFiles (System.String fileDirectory, System.String fileName, System.Action`1[T] whatToDo) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingLocalUI.b__22_0 (PopupDialogResults ui) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at PopupDialogUI.OnYesClick () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RemoteSettings+UpdatedEventHandler.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PopupDialogUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5872459/Player.log) ",1.0,"[0.9.2 release-142] IOException when try to rename local world with an existing name - Step to reproduce: - have a several local worlds: ![image](https://user-images.githubusercontent.com/45708377/105827233-c81c4980-5fd2-11eb-9ef2-b9c9ecd460f0.png) - Try to rename 'Test default' to 'Game': ![image](https://user-images.githubusercontent.com/45708377/105827339-ebdf8f80-5fd2-11eb-8fda-cb586a8b5060.png) ![image](https://user-images.githubusercontent.com/45708377/105827356-f0a44380-5fd2-11eb-974f-2f6a5c6b7f54.png) - press OK. You will not have any notification that world with this name is already existing, but you will have exception in log: ``` IOException: Win32 IO returned ERROR_ALREADY_EXISTS. Path: at System.IO.File.Move (System.String sourceFileName, System.String destFileName) [0x00000] in <00000000000000000000000000000000>:0 at System.Xml.Schema.XdrBuilder+XdrEndChildFunction.Invoke (System.Xml.Schema.XdrBuilder builder) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingLocalUI.EditFiles (System.String fileDirectory, System.String fileName, System.Action`1[T] whatToDo) [0x00000] in <00000000000000000000000000000000>:0 at ServerListingLocalUI.b__22_0 (PopupDialogResults ui) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at PopupDialogUI.OnYesClick () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RemoteSettings+UpdatedEventHandler.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PopupDialogUI.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ``` [Player.log](https://github.com/StrangeLoopGames/EcoIssues/files/5872459/Player.log) ",1, ioexception when try to rename local world with an existing name step to reproduce have a several local worlds try to rename test default to game press ok you will not have any notification that world with this name is already existing but you will have exception in log ioexception io returned error already exists path at system io file move system string sourcefilename system string destfilename in at system xml schema xdrbuilder xdrendchildfunction invoke system xml schema xdrbuilder builder in at serverlistinglocalui editfiles system string filedirectory system string filename system action whattodo in at serverlistinglocalui b popupdialogresults ui in at system action invoke t obj in at popupdialogui onyesclick in at unityengine remotesettings updatedeventhandler invoke in at unityengine events invokablecall invoke in at unityengine events unityevent invoke in at popupdialogui update in unityengine logger logexception exception object unityengine debug calloverridendebughandler exception object ,1 415029,12123334288.0,IssuesEvent,2020-04-22 12:33:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1521] Problems with moving items in inventory.,Priority: Medium,"1. Can't drag and drop stack from carried/toolbar/backpack to sttorage. It moves only 1 item: ![image](https://user-images.githubusercontent.com/45708377/79981996-41b86180-84ae-11ea-92f1-99b18745336c.png) 2. Unable to swap items in non-full storage: ![2020 04 22 Inventorybug1](https://user-images.githubusercontent.com/45708377/79982046-5563c800-84ae-11ea-9d57-7e24cf55078f.gif) 3. Can't place items from storage in free right slot: ![image](https://user-images.githubusercontent.com/45708377/79982172-8f34ce80-84ae-11ea-9786-18ef756ca2a5.png) ",1.0,"[0.9.0 staging-1521] Problems with moving items in inventory. - 1. Can't drag and drop stack from carried/toolbar/backpack to sttorage. It moves only 1 item: ![image](https://user-images.githubusercontent.com/45708377/79981996-41b86180-84ae-11ea-92f1-99b18745336c.png) 2. Unable to swap items in non-full storage: ![2020 04 22 Inventorybug1](https://user-images.githubusercontent.com/45708377/79982046-5563c800-84ae-11ea-9d57-7e24cf55078f.gif) 3. Can't place items from storage in free right slot: ![image](https://user-images.githubusercontent.com/45708377/79982172-8f34ce80-84ae-11ea-9786-18ef756ca2a5.png) ",1, problems with moving items in inventory can t drag and drop stack from carried toolbar backpack to sttorage it moves only item unable to swap items in non full storage can t place items from storage in free right slot ,1 384781,11403249405.0,IssuesEvent,2020-01-31 06:33:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1378] Skills UI feedback.,Priority: Medium,"- [ ] 1. Stars position: ![image](https://user-images.githubusercontent.com/45708377/73517063-78c92a80-440b-11ea-95d5-20e49e1bbf24.png) - [ ] 2. Stars glitch. Step to reproduce: - take Mortaring and Mining and change to another profession: ![image](https://user-images.githubusercontent.com/45708377/73517162-bf1e8980-440b-11ea-8d1c-ef44bde908a7.png) - [ ] 3. A lot of empty space: ![image](https://user-images.githubusercontent.com/45708377/73516904-00fb0000-440b-11ea-8121-c7c34e89af4d.png) It is necessary to increase the scale. If I change my resolution to 1280x768 It looks better: ![image](https://user-images.githubusercontent.com/45708377/73517240-f725cc80-440b-11ea-9c82-4e10e67e8354.png) Next testing with resolution 1280x768. - [ ] 4. Hard to scroll by mouse wheel. ![image](https://user-images.githubusercontent.com/45708377/73517294-1e7c9980-440c-11ea-8b12-e1c8b24b9ec8.png) - [ ] 5. In my case this scrollbar should not be ![image](https://user-images.githubusercontent.com/45708377/73517404-70252400-440c-11ea-8d2c-bc796a0fb678.png) - [ ] 6. Text overlap: ![image](https://user-images.githubusercontent.com/45708377/73517475-9c40a500-440c-11ea-961a-75d7bad4f62c.png) ",1.0,"[0.9.0 staging-1378] Skills UI feedback. - - [ ] 1. Stars position: ![image](https://user-images.githubusercontent.com/45708377/73517063-78c92a80-440b-11ea-95d5-20e49e1bbf24.png) - [ ] 2. Stars glitch. Step to reproduce: - take Mortaring and Mining and change to another profession: ![image](https://user-images.githubusercontent.com/45708377/73517162-bf1e8980-440b-11ea-8d1c-ef44bde908a7.png) - [ ] 3. A lot of empty space: ![image](https://user-images.githubusercontent.com/45708377/73516904-00fb0000-440b-11ea-8121-c7c34e89af4d.png) It is necessary to increase the scale. If I change my resolution to 1280x768 It looks better: ![image](https://user-images.githubusercontent.com/45708377/73517240-f725cc80-440b-11ea-9c82-4e10e67e8354.png) Next testing with resolution 1280x768. - [ ] 4. Hard to scroll by mouse wheel. ![image](https://user-images.githubusercontent.com/45708377/73517294-1e7c9980-440c-11ea-8b12-e1c8b24b9ec8.png) - [ ] 5. In my case this scrollbar should not be ![image](https://user-images.githubusercontent.com/45708377/73517404-70252400-440c-11ea-8d2c-bc796a0fb678.png) - [ ] 6. Text overlap: ![image](https://user-images.githubusercontent.com/45708377/73517475-9c40a500-440c-11ea-961a-75d7bad4f62c.png) ",1, skills ui feedback stars position stars glitch step to reproduce take mortaring and mining and change to another profession a lot of empty space it is necessary to increase the scale if i change my resolution to it looks better next testing with resolution hard to scroll by mouse wheel in my case this scrollbar should not be text overlap ,1 576153,17080090045.0,IssuesEvent,2021-07-08 02:59:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2030] Carts do not have it's usual flexible movement animation as in release,Category: Gameplay Priority: Medium Squad: Otter,"Carts in Staging https://images.zenhubusercontent.com/47210472/796941cd-9770-4124-bfdd-8d15068c2864/cart_staging.mp4 Carts in release https://images.zenhubusercontent.com/47210472/586762d2-170b-4fd2-94a1-896466da963e/cart_release.mp4",1.0,"[0.9.4 Staging-2030] Carts do not have it's usual flexible movement animation as in release - Carts in Staging https://images.zenhubusercontent.com/47210472/796941cd-9770-4124-bfdd-8d15068c2864/cart_staging.mp4 Carts in release https://images.zenhubusercontent.com/47210472/586762d2-170b-4fd2-94a1-896466da963e/cart_release.mp4",1, carts do not have it s usual flexible movement animation as in release carts in staging carts in release ,1 556546,16485586780.0,IssuesEvent,2021-05-24 17:27:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.3.4 beta release-226]Pollution spread only likes vertical,Category: Gameplay Priority: Medium Regression Type: Bug,"Pollution expand seems to only really spread N/S Brick line is pollution from 1 stockpile after 24 hours. Reinforced concrete line is pollution from 4 stockpiles after another 24 hours. No change in East/West direction ![Screenshot_35](https://user-images.githubusercontent.com/24981362/119384998-cb47ed80-bcc5-11eb-9a93-0392238f0afd.jpg) ",1.0,"[0.9.3.4 beta release-226]Pollution spread only likes vertical - Pollution expand seems to only really spread N/S Brick line is pollution from 1 stockpile after 24 hours. Reinforced concrete line is pollution from 4 stockpiles after another 24 hours. No change in East/West direction ![Screenshot_35](https://user-images.githubusercontent.com/24981362/119384998-cb47ed80-bcc5-11eb-9a93-0392238f0afd.jpg) ",1, pollution spread only likes vertical pollution expand seems to only really spread n s brick line is pollution from stockpile after hours reinforced concrete line is pollution from stockpiles after another hours no change in east west direction ,1 380611,11268379426.0,IssuesEvent,2020-01-14 05:58:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.9.0 staging-1330] Fish. Balance, weight and some inconsistencies in recipes.",Category: Balance Fixed Priority: Medium Suggestion,"1. Weght. - It is necessary to consider fish weight relative to animals. The biggest fish is sharp. It is similar in size to Wolf. So it's should weight 2 kg (I take my calculation from #14358). Other fish should less: BlueShark = 2 kg Tuna = 1,25 kg Cod, Salmon = 1 kg. Bass, Trout = 0,8 kg PacificSardine = 0,15 kg. It's very small fish: ![image](https://user-images.githubusercontent.com/45708377/72064886-efcc4100-32ed-11ea-8410-0046b5a0a3af.png) With a decrease in fish weight, you can also slightly balance maximum weight of fish trap. - **Suggestion:** Change Raw Fish weight to 0,1 kg. (like Raw Meat) - **Suggestion:** Maybe add efficiency from Hunting to Clean Fish. 2. Fishery recipes I will not take into account the possible Hunting effect, so the final result will be divided by 2 (Because in new system we want max 50% effeciency). Also I will subtract 20,25%,33%(1/3) as waste products. Because Fish haven't products like LeatherHide or PurPelt. So Fishery recipe should be like: Blue Shark = ((2 - 0,2x2)/0,1)/2 = 8 Raw Fish Tuna = ((1,25 - 0,2x1,25)/0,1)/2 = 5 Raw Fish Cod, Calmon = ((1 - 0,2x1)/0,1)/2 = 4 Raw Fish Bass, Trout = ((0,8 - 0,25x0,8)/0,1)/2 = 3 Raw Fish PacificSardine = ((0,15 - 0,33x0,15)/0,1)/2 = 0,5 Raw Fish => You need add 2 PacificSardine to one Raw Fish. 3. Campfire recipes. Campfire recipes should lost near 20+% so Blue Shark = 6 Charred Fish Tuna = 4 Charred Fish Cod, Calmon and Bass, Trout = 2 Charred Fish Need 3 or 4 PacificSardine to one Charred Fish You can use other numbers, but PacificSardine needs to be fixed.",1.0,"[0.9.0 staging-1330] Fish. Balance, weight and some inconsistencies in recipes. - 1. Weght. - It is necessary to consider fish weight relative to animals. The biggest fish is sharp. It is similar in size to Wolf. So it's should weight 2 kg (I take my calculation from #14358). Other fish should less: BlueShark = 2 kg Tuna = 1,25 kg Cod, Salmon = 1 kg. Bass, Trout = 0,8 kg PacificSardine = 0,15 kg. It's very small fish: ![image](https://user-images.githubusercontent.com/45708377/72064886-efcc4100-32ed-11ea-8410-0046b5a0a3af.png) With a decrease in fish weight, you can also slightly balance maximum weight of fish trap. - **Suggestion:** Change Raw Fish weight to 0,1 kg. (like Raw Meat) - **Suggestion:** Maybe add efficiency from Hunting to Clean Fish. 2. Fishery recipes I will not take into account the possible Hunting effect, so the final result will be divided by 2 (Because in new system we want max 50% effeciency). Also I will subtract 20,25%,33%(1/3) as waste products. Because Fish haven't products like LeatherHide or PurPelt. So Fishery recipe should be like: Blue Shark = ((2 - 0,2x2)/0,1)/2 = 8 Raw Fish Tuna = ((1,25 - 0,2x1,25)/0,1)/2 = 5 Raw Fish Cod, Calmon = ((1 - 0,2x1)/0,1)/2 = 4 Raw Fish Bass, Trout = ((0,8 - 0,25x0,8)/0,1)/2 = 3 Raw Fish PacificSardine = ((0,15 - 0,33x0,15)/0,1)/2 = 0,5 Raw Fish => You need add 2 PacificSardine to one Raw Fish. 3. Campfire recipes. Campfire recipes should lost near 20+% so Blue Shark = 6 Charred Fish Tuna = 4 Charred Fish Cod, Calmon and Bass, Trout = 2 Charred Fish Need 3 or 4 PacificSardine to one Charred Fish You can use other numbers, but PacificSardine needs to be fixed.",1, fish balance weight and some inconsistencies in recipes weght it is necessary to consider fish weight relative to animals the biggest fish is sharp it is similar in size to wolf so it s should weight kg i take my calculation from other fish should less blueshark kg tuna kg cod salmon kg bass trout kg pacificsardine kg it s very small fish with a decrease in fish weight you can also slightly balance maximum weight of fish trap suggestion change raw fish weight to kg like raw meat suggestion maybe add efficiency from hunting to clean fish fishery recipes i will not take into account the possible hunting effect so the final result will be divided by because in new system we want max effeciency also i will subtract as waste products because fish haven t products like leatherhide or purpelt so fishery recipe should be like blue shark raw fish tuna raw fish cod calmon raw fish bass trout raw fish pacificsardine raw fish you need add pacificsardine to one raw fish campfire recipes campfire recipes should lost near so blue shark charred fish tuna charred fish cod calmon and bass trout charred fish need or pacificsardine to one charred fish you can use other numbers but pacificsardine needs to be fixed ,1 282232,8704606210.0,IssuesEvent,2018-12-05 19:52:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Decimals Point Separator,Medium Priority,"Version: 7.7.1 I am Danish, we use `,` as a decimals point separator. I am unable to type `,` into the store's price input fields. Trying to type `0.15` turns into into `15` when changing focus from the input field. Current workaround is to hold down `CTRL` while pressing the ""+"" button, this will increase the amount by `0.1`. Decimal numbers appear with `,` when seen in-game. For example decimal numbers are displayed as `1,75` when I look in a store. This is a bug that has been fixed at least once before. See: #8138, #8081, #8035, #8007",1.0,"Decimals Point Separator - Version: 7.7.1 I am Danish, we use `,` as a decimals point separator. I am unable to type `,` into the store's price input fields. Trying to type `0.15` turns into into `15` when changing focus from the input field. Current workaround is to hold down `CTRL` while pressing the ""+"" button, this will increase the amount by `0.1`. Decimal numbers appear with `,` when seen in-game. For example decimal numbers are displayed as `1,75` when I look in a store. This is a bug that has been fixed at least once before. See: #8138, #8081, #8035, #8007",1,decimals point separator version i am danish we use as a decimals point separator i am unable to type into the store s price input fields trying to type turns into into when changing focus from the input field current workaround is to hold down ctrl while pressing the button this will increase the amount by decimal numbers appear with when seen in game for example decimal numbers are displayed as when i look in a store this is a bug that has been fixed at least once before see ,1 249173,7953958798.0,IssuesEvent,2018-07-12 05:04:41,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,MASTERSERVER IP BLOCKED IN RUSSIA,Medium Priority,"[RU] пожалуйста, смените ip адрес мастерсервера, он заблокирован в России, поэтому не видно ни один сервер [EN] please change the ip address of masterserver, he is locked in Russia, so do not see any single server",1.0,"MASTERSERVER IP BLOCKED IN RUSSIA - [RU] пожалуйста, смените ip адрес мастерсервера, он заблокирован в России, поэтому не видно ни один сервер [EN] please change the ip address of masterserver, he is locked in Russia, so do not see any single server",1,masterserver ip blocked in russia пожалуйста смените ip адрес мастерсервера он заблокирован в россии поэтому не видно ни один сервер please change the ip address of masterserver he is locked in russia so do not see any single server,1 428497,12412458129.0,IssuesEvent,2020-05-22 10:36:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1548] NetObject update in localization,Fix Version: 0.9.0.0 Priority: Medium Status: Fixed,"1) Change server languge to some non-english (checked with rissuan and german) 2) Start a fresh world 3) Check placing for the world objects It has some time delay https://drive.google.com/file/d/1DivApO7xstl3il30XdIc9-hkpTeYiRor/view?usp=sharing Can be fixed with server restart",1.0,"[0.9.0 staging-1548] NetObject update in localization - 1) Change server languge to some non-english (checked with rissuan and german) 2) Start a fresh world 3) Check placing for the world objects It has some time delay https://drive.google.com/file/d/1DivApO7xstl3il30XdIc9-hkpTeYiRor/view?usp=sharing Can be fixed with server restart",1, netobject update in localization change server languge to some non english checked with rissuan and german start a fresh world check placing for the world objects it has some time delay can be fixed with server restart,1 400411,11774768029.0,IssuesEvent,2020-03-16 10:04:22,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1424] Executive Office is not protected by Constitution,Priority: Medium Status: Fixed,"While all other governance objects are protected by constitution, executive office is not. Means, if you have an constitution without any regulations (empty) you cannot use the zoning office or any other as it is not covered by any constitution. Only executiv office can be used by anybody if executive power is not regulated by constitution. I would recommend to do the same like all the other offices. below there is an error message which i would expect on executive offices as well: ![image](https://user-images.githubusercontent.com/47274045/75265691-8f3b8980-57f1-11ea-9982-d5f415d856f2.png) ",1.0,"[0.9.0 staging-1424] Executive Office is not protected by Constitution - While all other governance objects are protected by constitution, executive office is not. Means, if you have an constitution without any regulations (empty) you cannot use the zoning office or any other as it is not covered by any constitution. Only executiv office can be used by anybody if executive power is not regulated by constitution. I would recommend to do the same like all the other offices. below there is an error message which i would expect on executive offices as well: ![image](https://user-images.githubusercontent.com/47274045/75265691-8f3b8980-57f1-11ea-9982-d5f415d856f2.png) ",1, executive office is not protected by constitution while all other governance objects are protected by constitution executive office is not means if you have an constitution without any regulations empty you cannot use the zoning office or any other as it is not covered by any constitution only executiv office can be used by anybody if executive power is not regulated by constitution i would recommend to do the same like all the other offices below there is an error message which i would expect on executive offices as well ,1 252055,8031182926.0,IssuesEvent,2018-07-27 23:08:28,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Pflanzen,Medium Priority Respond ASAP,"**Version:** 0.7.3.2 beta **Steps to Reproduce:** das wieder geht **Expected behavior:** das Pflanzen wieder wachsen **Actual behavior:** Pflanzen wachsen nicht mehr ",1.0,"USER ISSUE: Pflanzen - **Version:** 0.7.3.2 beta **Steps to Reproduce:** das wieder geht **Expected behavior:** das Pflanzen wieder wachsen **Actual behavior:** Pflanzen wachsen nicht mehr ",1,user issue pflanzen version beta steps to reproduce das wieder geht expected behavior das pflanzen wieder wachsen actual behavior pflanzen wachsen nicht mehr ,1 382040,11299940953.0,IssuesEvent,2020-01-17 12:27:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Carts will frequently stop being dragged.,Priority: Medium,"They just get stuck in the ground. Or start moving backwards. Or will only move in circles because one wheel has clipped (I suspect) Version 7.3.2",1.0,"Carts will frequently stop being dragged. - They just get stuck in the ground. Or start moving backwards. Or will only move in circles because one wheel has clipped (I suspect) Version 7.3.2",1,carts will frequently stop being dragged they just get stuck in the ground or start moving backwards or will only move in circles because one wheel has clipped i suspect version ,1 377202,11165898188.0,IssuesEvent,2019-12-27 11:05:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Menu Sound Volume not controlled by SFX Volume slider,Medium Priority,"I play with the SFX Volume set to 50%, but the click when I open the ESC menu while in-game doesn't seem to be affected by this setting, so it's really loud.",1.0,"USER ISSUE: Menu Sound Volume not controlled by SFX Volume slider - I play with the SFX Volume set to 50%, but the click when I open the ESC menu while in-game doesn't seem to be affected by this setting, so it's really loud.",1,user issue menu sound volume not controlled by sfx volume slider i play with the sfx volume set to but the click when i open the esc menu while in game doesn t seem to be affected by this setting so it s really loud ,1 232674,7673900133.0,IssuesEvent,2018-05-15 00:37:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Networking Issue - Non Default Ports,Medium Priority,"When setting up my server, I used ports 4000 and 4001. Before 7.4, this worked as expected, people could see the server, see the status of it, connect, etc. Since 7.4, the server perpetually shows as offline in the server browser and does not appear in the public server tab. Expected Behavior: Server shows as online and joinable without IP address Actual Behavior: Only shows online and joinable when using default ports",1.0,"Networking Issue - Non Default Ports - When setting up my server, I used ports 4000 and 4001. Before 7.4, this worked as expected, people could see the server, see the status of it, connect, etc. Since 7.4, the server perpetually shows as offline in the server browser and does not appear in the public server tab. Expected Behavior: Server shows as online and joinable without IP address Actual Behavior: Only shows online and joinable when using default ports",1,networking issue non default ports when setting up my server i used ports and before this worked as expected people could see the server see the status of it connect etc since the server perpetually shows as offline in the server browser and does not appear in the public server tab expected behavior server shows as online and joinable without ip address actual behavior only shows online and joinable when using default ports,1 482711,13912192618.0,IssuesEvent,2020-10-20 18:29:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Plants are not dying+deleting when surrounding ground is removed.,Category: Art Priority: Medium,"![image](https://user-images.githubusercontent.com/3536496/50525382-f2b41500-0a8f-11e9-8b2e-b537548238e6.png) Should probably delete itself when you dig next to it? ",1.0,"Plants are not dying+deleting when surrounding ground is removed. - ![image](https://user-images.githubusercontent.com/3536496/50525382-f2b41500-0a8f-11e9-8b2e-b537548238e6.png) Should probably delete itself when you dig next to it? ",1,plants are not dying deleting when surrounding ground is removed should probably delete itself when you dig next to it ,1 249180,7953967069.0,IssuesEvent,2018-07-12 05:08:19,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Server won't start after creation of world (NullPointer on TimedTask),Medium Priority,"After starting Mono with the `-nogui` flag this happens. Even without `-nogui` this happens. ```Finished in 17.6msFinished in 210.8ms[28:08] Initializing plants... Finished in 18.0msFinished in 308.8ms[28:08] Starting RouteProbingPlugin... Finished in 6.4ms[28:08] Starting WorldLayerManager... Finished in 34.1ms[28:08] Starting EconomyTracker... Finished in 12.1ms[28:08] Starting WorldObjectManager... Finished in 162.5ms[28:08] Starting EconomyPlugin... Finished in 51.5ms[28:08] Starting RoomPlugin... Finished in 17.7ms[28:08] Starting ObjectivePlugin... Finished in 22.4ms[28:08] Starting Legislation... Finished in 793.1msFinished in 2,421.4ms[28:10] Starting WebServerPlugin... Finished in 0.8ms[28:10] Starting HousingTierDefinition... Finished in 0.3ms[28:10] Initializing LocalizationPlugin... Finished in 92.8ms[28:10] Initializing WorldGeneratorPlugin... [28:10] Generating world 1km²... [28:10] Generating world 1km² finished in 9.7ms Finished in 16.7ms[28:10] Server Initialization finished in 14,514.2ms [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at Eco.WorldGenerator.WorldGeneratorPlugin.InitModules (SharpNoise.Modules.Module module, System.Random randomizer) [0x00000] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.WorldGenerator.WorldGeneratorPlugin.CreateWorld () [0x0004c] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.WorldGenerator.WorldGeneratorPlugin.Initialize (Eco.Core.Utils.TimedTask timer) [0x00007] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.Server.PluginManager.InitializePlugins () [0x0006c] in :0 at Eco.Server.PluginManager..ctor () [0x0018b] in :0 at Eco.Server.Startup.Start (System.String[] args) [0x00096] in :0 at Eco.Server.MainClass.Main (System.String[] args) [0x0006d] in :0 ```",1.0,"Server won't start after creation of world (NullPointer on TimedTask) - After starting Mono with the `-nogui` flag this happens. Even without `-nogui` this happens. ```Finished in 17.6msFinished in 210.8ms[28:08] Initializing plants... Finished in 18.0msFinished in 308.8ms[28:08] Starting RouteProbingPlugin... Finished in 6.4ms[28:08] Starting WorldLayerManager... Finished in 34.1ms[28:08] Starting EconomyTracker... Finished in 12.1ms[28:08] Starting WorldObjectManager... Finished in 162.5ms[28:08] Starting EconomyPlugin... Finished in 51.5ms[28:08] Starting RoomPlugin... Finished in 17.7ms[28:08] Starting ObjectivePlugin... Finished in 22.4ms[28:08] Starting Legislation... Finished in 793.1msFinished in 2,421.4ms[28:10] Starting WebServerPlugin... Finished in 0.8ms[28:10] Starting HousingTierDefinition... Finished in 0.3ms[28:10] Initializing LocalizationPlugin... Finished in 92.8ms[28:10] Initializing WorldGeneratorPlugin... [28:10] Generating world 1km²... [28:10] Generating world 1km² finished in 9.7ms Finished in 16.7ms[28:10] Server Initialization finished in 14,514.2ms [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at Eco.WorldGenerator.WorldGeneratorPlugin.InitModules (SharpNoise.Modules.Module module, System.Random randomizer) [0x00000] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.WorldGenerator.WorldGeneratorPlugin.CreateWorld () [0x0004c] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.WorldGenerator.WorldGeneratorPlugin.Initialize (Eco.Core.Utils.TimedTask timer) [0x00007] in <160012795d1c45ef89009cbb484b51c3>:0 at Eco.Server.PluginManager.InitializePlugins () [0x0006c] in :0 at Eco.Server.PluginManager..ctor () [0x0018b] in :0 at Eco.Server.Startup.Start (System.String[] args) [0x00096] in :0 at Eco.Server.MainClass.Main (System.String[] args) [0x0006d] in :0 ```",1,server won t start after creation of world nullpointer on timedtask after starting mono with the nogui flag this happens even without nogui this happens finished in in initializing plants finished in in starting routeprobingplugin finished in starting worldlayermanager finished in starting economytracker finished in starting worldobjectmanager finished in starting economyplugin finished in starting roomplugin finished in starting objectiveplugin finished in starting legislation finished in in starting webserverplugin finished in starting housingtierdefinition finished in initializing localizationplugin finished in initializing worldgeneratorplugin generating world generating world finished in finished in server initialization finished in fatal unhandled exception system nullreferenceexception object reference not set to an instance of an object at eco worldgenerator worldgeneratorplugin initmodules sharpnoise modules module module system random randomizer in at eco worldgenerator worldgeneratorplugin createworld in at eco worldgenerator worldgeneratorplugin initialize eco core utils timedtask timer in at eco server pluginmanager initializeplugins in at eco server pluginmanager ctor in at eco server startup start system string args in at eco server mainclass main system string args in ,1 439949,12690934700.0,IssuesEvent,2020-06-21 14:38:31,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[9.0-1611] Bring back negative shop prices,Priority: Medium,"Mishka: > Cannot do negative values in 9.0 1611, someone tried (i think Xao?) to do a order to ""buy"" tailings off people and store them safely. > Just does not accept the - input from keyboard and cannot use the + and - buttons to end up minus either. We included that on purpose in one of the last patches due to common requests. While at that, fix this: https://github.com/StrangeLoopGames/EcoIssues/issues/16796",1.0,"[9.0-1611] Bring back negative shop prices - Mishka: > Cannot do negative values in 9.0 1611, someone tried (i think Xao?) to do a order to ""buy"" tailings off people and store them safely. > Just does not accept the - input from keyboard and cannot use the + and - buttons to end up minus either. We included that on purpose in one of the last patches due to common requests. While at that, fix this: https://github.com/StrangeLoopGames/EcoIssues/issues/16796",1, bring back negative shop prices mishka cannot do negative values in someone tried i think xao to do a order to buy tailings off people and store them safely just does not accept the input from keyboard and cannot use the and buttons to end up minus either we included that on purpose in one of the last patches due to common requests while at that fix this ,1 451303,13033122179.0,IssuesEvent,2020-07-28 06:10:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.0 staging-1686] Marker fading still have some glitch,Category: UI Priority: Medium,"Step to reproduce: - place 4 starter camp and go away: ![image](https://user-images.githubusercontent.com/45708377/88625611-c5877880-d0b1-11ea-9518-d6a8315c4bce.png) - look the other way: ![image](https://user-images.githubusercontent.com/45708377/88625675-e3ed7400-d0b1-11ea-8781-670a780a8a4f.png) - look at the markers. All markers are overlaped: ![image](https://user-images.githubusercontent.com/45708377/88625743-07b0ba00-d0b2-11ea-8ef6-82a827033e0a.png) - mouseover one of them and remove the mouse: ![image](https://user-images.githubusercontent.com/45708377/88625772-17c89980-d0b2-11ea-9fc9-3cf1e60c055f.png) - This will fix the problem, but if you repeat the steps it will appear again.",1.0,"[0.9.0 staging-1686] Marker fading still have some glitch - Step to reproduce: - place 4 starter camp and go away: ![image](https://user-images.githubusercontent.com/45708377/88625611-c5877880-d0b1-11ea-9518-d6a8315c4bce.png) - look the other way: ![image](https://user-images.githubusercontent.com/45708377/88625675-e3ed7400-d0b1-11ea-8781-670a780a8a4f.png) - look at the markers. All markers are overlaped: ![image](https://user-images.githubusercontent.com/45708377/88625743-07b0ba00-d0b2-11ea-8ef6-82a827033e0a.png) - mouseover one of them and remove the mouse: ![image](https://user-images.githubusercontent.com/45708377/88625772-17c89980-d0b2-11ea-9fc9-3cf1e60c055f.png) - This will fix the problem, but if you repeat the steps it will appear again.",1, marker fading still have some glitch step to reproduce place starter camp and go away look the other way look at the markers all markers are overlaped mouseover one of them and remove the mouse this will fix the problem but if you repeat the steps it will appear again ,1 249120,7953844122.0,IssuesEvent,2018-07-12 04:13:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"Regeneration of world on restart, using 89% CPU",Medium Priority,"We experienced an issue last night where we found our Eco Server (on Windows Server 2016) was running 89% CPU. http://headword.me/i/mstsc_2018-03-28_22-21-02.png Upon inspect of logs, we found that it was kept failing, crashing and restarting. http://emttim.com/i/3W8H6.png We were able to tweak configs and we believe we fixed that problem, but we thought we would share to make sure that you were aware of this issue within your configs. If you need more information or need more logs or details, let me know!",1.0,"Regeneration of world on restart, using 89% CPU - We experienced an issue last night where we found our Eco Server (on Windows Server 2016) was running 89% CPU. http://headword.me/i/mstsc_2018-03-28_22-21-02.png Upon inspect of logs, we found that it was kept failing, crashing and restarting. http://emttim.com/i/3W8H6.png We were able to tweak configs and we believe we fixed that problem, but we thought we would share to make sure that you were aware of this issue within your configs. If you need more information or need more logs or details, let me know!",1,regeneration of world on restart using cpu we experienced an issue last night where we found our eco server on windows server was running cpu upon inspect of logs we found that it was kept failing crashing and restarting we were able to tweak configs and we believe we fixed that problem but we thought we would share to make sure that you were aware of this issue within your configs if you need more information or need more logs or details let me know ,1 567160,16849023880.0,IssuesEvent,2021-06-20 05:21:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Improve filtering ,Category: UI Needs Task Plan Priority: Medium Squad: Mountain Goat,"Apply the same super-cool filter prefab made here: https://github.com/StrangeLoopGames/Eco/pull/8643 To the economy viewer, replacing the existing one. ",1.0,"Improve filtering - Apply the same super-cool filter prefab made here: https://github.com/StrangeLoopGames/Eco/pull/8643 To the economy viewer, replacing the existing one. ",1,improve filtering apply the same super cool filter prefab made here to the economy viewer replacing the existing one ,1 291082,8919821196.0,IssuesEvent,2019-01-21 03:03:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Add new rubble types to falls list,Medium Priority,"`Falls,X,""CopperOre,IronOre,GoldOre,Coal,Stone,HewnLog,MortaredGranite,Brick,CorrugatedSteel,FlatSteel,FramedGlass,Log,Lumber,ReinforcedConcrete"",,,,,,,,,,,,,,,,,,,,,,,,,,` Should probably have Basalt and various other new rubbles in there",1.0,"Add new rubble types to falls list - `Falls,X,""CopperOre,IronOre,GoldOre,Coal,Stone,HewnLog,MortaredGranite,Brick,CorrugatedSteel,FlatSteel,FramedGlass,Log,Lumber,ReinforcedConcrete"",,,,,,,,,,,,,,,,,,,,,,,,,,` Should probably have Basalt and various other new rubbles in there",1,add new rubble types to falls list falls x copperore ironore goldore coal stone hewnlog mortaredgranite brick corrugatedsteel flatsteel framedglass log lumber reinforcedconcrete should probably have basalt and various other new rubbles in there,1 435706,12539694582.0,IssuesEvent,2020-06-05 09:03:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Moving object away from player while inventorys open causes game to be unresponsive ,Priority: Medium Status: Investigate,"Version 7.7.2 I had a wooden cart on an elevator and was accessing the storage inventory (perhaps even moving objects from it) when someone moved the elevator up away from me causing the storage inventory to close. I could not do anything except use the mouse to look around. Movement, main menu, etc. were all unresponsive and I had to Alt-F4. ",1.0,"Moving object away from player while inventorys open causes game to be unresponsive - Version 7.7.2 I had a wooden cart on an elevator and was accessing the storage inventory (perhaps even moving objects from it) when someone moved the elevator up away from me causing the storage inventory to close. I could not do anything except use the mouse to look around. Movement, main menu, etc. were all unresponsive and I had to Alt-F4. ",1,moving object away from player while inventorys open causes game to be unresponsive version i had a wooden cart on an elevator and was accessing the storage inventory perhaps even moving objects from it when someone moved the elevator up away from me causing the storage inventory to close i could not do anything except use the mouse to look around movement main menu etc were all unresponsive and i had to alt ,1 316094,9636333268.0,IssuesEvent,2019-05-16 05:30:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-8-2] Self Improvement Misc Talent increase carry weight less in two times than needed.,Medium Priority QA,"Increase at 2.5 kg. It's 5 kg in icon. ![image](https://user-images.githubusercontent.com/45708377/57828325-c76a6200-77b3-11e9-985d-a760af44c433.png) ![image](https://user-images.githubusercontent.com/45708377/57828336-d3eeba80-77b3-11e9-9b34-c7d45f00306f.png) ![image](https://user-images.githubusercontent.com/45708377/57828345-d9e49b80-77b3-11e9-9265-7cff2a3ab7e5.png) ",1.0,"[0.8.2.0 staging-8-2] Self Improvement Misc Talent increase carry weight less in two times than needed. - Increase at 2.5 kg. It's 5 kg in icon. ![image](https://user-images.githubusercontent.com/45708377/57828325-c76a6200-77b3-11e9-985d-a760af44c433.png) ![image](https://user-images.githubusercontent.com/45708377/57828336-d3eeba80-77b3-11e9-9b34-c7d45f00306f.png) ![image](https://user-images.githubusercontent.com/45708377/57828345-d9e49b80-77b3-11e9-9265-7cff2a3ab7e5.png) ",1, self improvement misc talent increase carry weight less in two times than needed increase at kg it s kg in icon ,1 399155,11743822013.0,IssuesEvent,2020-03-12 05:55:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 Staging] Recipe & Crafting UI needs a way to indicate static ingredeints,Priority: Medium Status: Fixed,"We have significantly more recipes with static ingredients (recipes that do not receive material reduction from modules). We need some way to indicate this to players. To replicate: - /give Arrastra and place - /give MiningUpgrade and place in Arrastra - Look at recipes. The costs for Crushed Stone is not adjusted with no explanation why.",1.0,"[0.9.0 Staging] Recipe & Crafting UI needs a way to indicate static ingredeints - We have significantly more recipes with static ingredients (recipes that do not receive material reduction from modules). We need some way to indicate this to players. To replicate: - /give Arrastra and place - /give MiningUpgrade and place in Arrastra - Look at recipes. The costs for Crushed Stone is not adjusted with no explanation why.",1, recipe crafting ui needs a way to indicate static ingredeints we have significantly more recipes with static ingredients recipes that do not receive material reduction from modules we need some way to indicate this to players to replicate give arrastra and place give miningupgrade and place in arrastra look at recipes the costs for crushed stone is not adjusted with no explanation why ,1 439174,12678645849.0,IssuesEvent,2020-06-19 10:09:10,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,Hosted Worlds: need autoupdate for worlds page,Priority: Medium,"Page with world info should auto update when status is changing from Pending to Running. For now you have to refresh it manually (who knows when).",1.0,"Hosted Worlds: need autoupdate for worlds page - Page with world info should auto update when status is changing from Pending to Running. For now you have to refresh it manually (who knows when).",1,hosted worlds need autoupdate for worlds page page with world info should auto update when status is changing from pending to running for now you have to refresh it manually who knows when ,1 526594,15296595158.0,IssuesEvent,2021-02-24 07:07:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.1 develop-76] Stockpile Tutorial: Inserting logs counts twice,Category: Gameplay Priority: Medium Squad: Wild Turkey Status: Fixed,"In the stockpile tutorial, when inserting logs into the stockpile it counts as adding two logs. This is because it runs CheckComplete twice.",1.0,"[0.9.1 develop-76] Stockpile Tutorial: Inserting logs counts twice - In the stockpile tutorial, when inserting logs into the stockpile it counts as adding two logs. This is because it runs CheckComplete twice.",1, stockpile tutorial inserting logs counts twice in the stockpile tutorial when inserting logs into the stockpile it counts as adding two logs this is because it runs checkcomplete twice ,1 551616,16177526890.0,IssuesEvent,2021-05-03 09:22:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[Web sandbox] Links for downloading the game in ""How to start playing"" mail is wrong.",Category: Accounts Priority: Medium Squad: Lattice Mushroom Status: Fixed,"Register a new account, you have message: ![image](https://user-images.githubusercontent.com/45708377/110781638-35302980-8277-11eb-9189-be1c93388bce.png) but seems links for downloading were changed. Wrong link from mail: https://s3-us-west-2.amazonaws.com/eco-releases/EcoPC_v0.9.2.4-beta.zip Link from account in prod: https://play.eco/s3/release/EcoPC_v0.9.2.4-beta.zip Link from account in sandbox: https://sandbox.play.eco/s3/eco-releases/EcoPC_v0.9.2.4-beta.zip",1.0,"[Web sandbox] Links for downloading the game in ""How to start playing"" mail is wrong. - Register a new account, you have message: ![image](https://user-images.githubusercontent.com/45708377/110781638-35302980-8277-11eb-9189-be1c93388bce.png) but seems links for downloading were changed. Wrong link from mail: https://s3-us-west-2.amazonaws.com/eco-releases/EcoPC_v0.9.2.4-beta.zip Link from account in prod: https://play.eco/s3/release/EcoPC_v0.9.2.4-beta.zip Link from account in sandbox: https://sandbox.play.eco/s3/eco-releases/EcoPC_v0.9.2.4-beta.zip",1, links for downloading the game in how to start playing mail is wrong register a new account you have message but seems links for downloading were changed wrong link from mail link from account in prod link from account in sandbox ,1 691015,23680907817.0,IssuesEvent,2022-08-28 19:38:58,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-2027] Civics: Unable to use the same Title / Name after deleting it.,Priority: Medium Category: Laws Status: Fixed Type: Bug,"Build: 0.9.4 Staging-2027 ## Issue Related to #16023 This issue affects all tables in civics. If I delete an elected title, say ""President"" and later on decided to use the same title again, I won't be able to do so as the game prevents me from doing so. If I try, the game says ""Title already exists."" ![image](https://user-images.githubusercontent.com/77248866/122659161-6dfd6a00-d1a7-11eb-8c45-cd718175f738.png) This should not be the case since the game uses Elected Title ID to keep the records and differentiate a specific title from another. This also affects everything in civics such as renaming amendments, law, etc. Players are unable to use the same name after it gets passed and gets deleted. Reproduction Steps: 1. Elect a title. 2. Delete it. 3. Try to draft a new title using the deleted title in step 2. 4. Observe.",1.0,"[0.9.4 Staging-2027] Civics: Unable to use the same Title / Name after deleting it. - Build: 0.9.4 Staging-2027 ## Issue Related to #16023 This issue affects all tables in civics. If I delete an elected title, say ""President"" and later on decided to use the same title again, I won't be able to do so as the game prevents me from doing so. If I try, the game says ""Title already exists."" ![image](https://user-images.githubusercontent.com/77248866/122659161-6dfd6a00-d1a7-11eb-8c45-cd718175f738.png) This should not be the case since the game uses Elected Title ID to keep the records and differentiate a specific title from another. This also affects everything in civics such as renaming amendments, law, etc. Players are unable to use the same name after it gets passed and gets deleted. Reproduction Steps: 1. Elect a title. 2. Delete it. 3. Try to draft a new title using the deleted title in step 2. 4. Observe.",1, civics unable to use the same title name after deleting it build staging issue related to this issue affects all tables in civics if i delete an elected title say president and later on decided to use the same title again i won t be able to do so as the game prevents me from doing so if i try the game says title already exists this should not be the case since the game uses elected title id to keep the records and differentiate a specific title from another this also affects everything in civics such as renaming amendments law etc players are unable to use the same name after it gets passed and gets deleted reproduction steps elect a title delete it try to draft a new title using the deleted title in step observe ,1 552967,16332065116.0,IssuesEvent,2021-05-12 10:25:33,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 develop-261] Profanity.eco has wrong directory,Category: Tech Priority: Medium Squad: Otter Status: Fixed Type: Bug,"start any server: ![image](https://user-images.githubusercontent.com/45708377/115526545-cf34ba00-a298-11eb-929a-2287b0dbef67.png) In my case It should be: C:\Program Files (x86)\Steam\steamapps\common\Eco Server\Configs\Profanity.eco Seems it use way from project.",1.0,"[0.9.4 develop-261] Profanity.eco has wrong directory - start any server: ![image](https://user-images.githubusercontent.com/45708377/115526545-cf34ba00-a298-11eb-929a-2287b0dbef67.png) In my case It should be: C:\Program Files (x86)\Steam\steamapps\common\Eco Server\Configs\Profanity.eco Seems it use way from project.",1, profanity eco has wrong directory start any server in my case it should be c program files steam steamapps common eco server configs profanity eco seems it use way from project ,1 368780,10884451551.0,IssuesEvent,2019-11-18 08:18:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1250] Civics: wages without source account,Fixed Medium Priority,"Currently we can create Elected Title with Wages that doesn't have pointed source Account. ![bandicam 2019-11-15 16-41-46-657](https://user-images.githubusercontent.com/27898520/68941153-dbc10300-07c6-11ea-81dd-2cfa9a7a9472.jpg) Wage payment process will fail",1.0,"[0.9.0 staging-1250] Civics: wages without source account - Currently we can create Elected Title with Wages that doesn't have pointed source Account. ![bandicam 2019-11-15 16-41-46-657](https://user-images.githubusercontent.com/27898520/68941153-dbc10300-07c6-11ea-81dd-2cfa9a7a9472.jpg) Wage payment process will fail",1, civics wages without source account currently we can create elected title with wages that doesn t have pointed source account wage payment process will fail,1 386026,11430412290.0,IssuesEvent,2020-02-04 10:02:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"USER ISSUE: Trees automatic re-spawn, too much cedar?",Priority: Medium,"**Version:** 0.7.2.5 beta **Steps to Reproduce:** Chop only cedar trees on your map for at least a week. **Expected behavior:** All species of trees who are left and native in a from cedar emptied area should regrow. **Actual behavior:** Almost only little cedar do spawn, even if there is no grown cedar left close, other tree species only grow close to where I planted fresh seedlings of that species.",1.0,"USER ISSUE: Trees automatic re-spawn, too much cedar? - **Version:** 0.7.2.5 beta **Steps to Reproduce:** Chop only cedar trees on your map for at least a week. **Expected behavior:** All species of trees who are left and native in a from cedar emptied area should regrow. **Actual behavior:** Almost only little cedar do spawn, even if there is no grown cedar left close, other tree species only grow close to where I planted fresh seedlings of that species.",1,user issue trees automatic re spawn too much cedar version beta steps to reproduce chop only cedar trees on your map for at least a week expected behavior all species of trees who are left and native in a from cedar emptied area should regrow actual behavior almost only little cedar do spawn even if there is no grown cedar left close other tree species only grow close to where i planted fresh seedlings of that species ,1 251695,8025916622.0,IssuesEvent,2018-07-27 00:34:14,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Newly Created Singleplayer World Biomes Missing ,Medium Priority,"**Version:** 0.7.0.0 beta staging-73643fd0 Newly Created World (Singleplayer) No WetlandsBiome No ForestBiome And Ocean has both GrasslandsBiome and DesertBiome underwater ![snap1363](https://user-images.githubusercontent.com/29383891/35483619-732442ec-043c-11e8-8eb7-21f26509bab7.png) ![snap1364](https://user-images.githubusercontent.com/29383891/35483620-733d9d50-043c-11e8-8058-0f4714825f32.png) ![snap1365](https://user-images.githubusercontent.com/29383891/35483621-735800be-043c-11e8-8d8f-ff516d5f61e1.png) Also Saltwater seems to be in rivers and Saltwater Spread seems way to much ![snap1368](https://user-images.githubusercontent.com/29383891/35483664-dc0653d6-043c-11e8-9c25-3ea2cec690b2.png) ![snap1369](https://user-images.githubusercontent.com/29383891/35483665-dc1cfbd6-043c-11e8-97d8-0a39231280a7.png) ![snap1370](https://user-images.githubusercontent.com/29383891/35483666-dc3510ae-043c-11e8-86ac-90c5542f9fa1.png) ![snap1371](https://user-images.githubusercontent.com/29383891/35483713-34a0dc96-043d-11e8-8e79-623cae34a6f8.png) ![snap1372](https://user-images.githubusercontent.com/29383891/35483714-34b98228-043d-11e8-8dec-803ef580f51f.png) Linking to this **World layers issues #3630**",1.0,"USER ISSUE: Newly Created Singleplayer World Biomes Missing - **Version:** 0.7.0.0 beta staging-73643fd0 Newly Created World (Singleplayer) No WetlandsBiome No ForestBiome And Ocean has both GrasslandsBiome and DesertBiome underwater ![snap1363](https://user-images.githubusercontent.com/29383891/35483619-732442ec-043c-11e8-8eb7-21f26509bab7.png) ![snap1364](https://user-images.githubusercontent.com/29383891/35483620-733d9d50-043c-11e8-8058-0f4714825f32.png) ![snap1365](https://user-images.githubusercontent.com/29383891/35483621-735800be-043c-11e8-8d8f-ff516d5f61e1.png) Also Saltwater seems to be in rivers and Saltwater Spread seems way to much ![snap1368](https://user-images.githubusercontent.com/29383891/35483664-dc0653d6-043c-11e8-9c25-3ea2cec690b2.png) ![snap1369](https://user-images.githubusercontent.com/29383891/35483665-dc1cfbd6-043c-11e8-97d8-0a39231280a7.png) ![snap1370](https://user-images.githubusercontent.com/29383891/35483666-dc3510ae-043c-11e8-86ac-90c5542f9fa1.png) ![snap1371](https://user-images.githubusercontent.com/29383891/35483713-34a0dc96-043d-11e8-8e79-623cae34a6f8.png) ![snap1372](https://user-images.githubusercontent.com/29383891/35483714-34b98228-043d-11e8-8dec-803ef580f51f.png) Linking to this **World layers issues #3630**",1,user issue newly created singleplayer world biomes missing version beta staging newly created world singleplayer no wetlandsbiome no forestbiome and ocean has both grasslandsbiome and desertbiome underwater also saltwater seems to be in rivers and saltwater spread seems way to much linking to this world layers issues ,1 459929,13201551978.0,IssuesEvent,2020-08-14 10:22:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,fall thru tent,Category: Gameplay Priority: Medium,"new update, now falling thru tent. can also jump thru tent. yesterday i was able to walk on tent ![noroof](https://user-images.githubusercontent.com/68322457/90234163-d4c23200-dde4-11ea-86a8-3f869c4c5f18.png) ",1.0,"fall thru tent - new update, now falling thru tent. can also jump thru tent. yesterday i was able to walk on tent ![noroof](https://user-images.githubusercontent.com/68322457/90234163-d4c23200-dde4-11ea-86a8-3f869c4c5f18.png) ",1,fall thru tent new update now falling thru tent can also jump thru tent yesterday i was able to walk on tent ,1 249089,7953770052.0,IssuesEvent,2018-07-12 03:42:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Friends cannot see server in server listing,Medium Priority,"User says: I can not start an online server. The server file starts running, but the IP stays on 0.0.0.0 and unseeable in the ""Join"" section in the game.",1.0,"Friends cannot see server in server listing - User says: I can not start an online server. The server file starts running, but the IP stays on 0.0.0.0 and unseeable in the ""Join"" section in the game.",1,friends cannot see server in server listing user says i can not start an online server the server file starts running but the ip stays on and unseeable in the join section in the game ,1 216989,7313602375.0,IssuesEvent,2018-03-01 02:01:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Deleting waypoints doesn't remove from minimap,Medium Priority,would also be nice if you could edit waypoints by clicking on the minimap,1.0,Deleting waypoints doesn't remove from minimap - would also be nice if you could edit waypoints by clicking on the minimap,1,deleting waypoints doesn t remove from minimap would also be nice if you could edit waypoints by clicking on the minimap,1 383929,11364555864.0,IssuesEvent,2020-01-27 08:36:36,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1332] Unable to delete deeds that contain claims,Priority: Medium Status: Fixed,"Previously we were able to delete deeds from the Real Estate Desk or by interacting with the deed using a Land Claim Stake. It would refund our land claim papers. Now there is an incorrect error message when we try to do this: ![TestDeed](https://user-images.githubusercontent.com/47330823/72199837-9f8cd600-33f6-11ea-9670-b804b1d9ca5e.png) We are still able to delete deeds with no claims attached. We can still unclaim property the normal way.",1.0,"[0.9.0 staging-1332] Unable to delete deeds that contain claims - Previously we were able to delete deeds from the Real Estate Desk or by interacting with the deed using a Land Claim Stake. It would refund our land claim papers. Now there is an incorrect error message when we try to do this: ![TestDeed](https://user-images.githubusercontent.com/47330823/72199837-9f8cd600-33f6-11ea-9670-b804b1d9ca5e.png) We are still able to delete deeds with no claims attached. We can still unclaim property the normal way.",1, unable to delete deeds that contain claims previously we were able to delete deeds from the real estate desk or by interacting with the deed using a land claim stake it would refund our land claim papers now there is an incorrect error message when we try to do this we are still able to delete deeds with no claims attached we can still unclaim property the normal way ,1 479062,13790811263.0,IssuesEvent,2020-10-09 11:03:49,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0.0 beta staging-1732] Law : Property Transfer missing trigger options and statement options,Category: Laws Priority: Medium Status: Fixed,"Missing options for ""Property Transfer"" Trigger Tooltip ![Screenshot_60](https://user-images.githubusercontent.com/24981362/90789336-17b16780-e307-11ea-8a5a-1010766b780f.jpg) We are missing option for Location in Trigger selection or change/add another IF statement specific to property transfer to clarify ( check law example for more info ). ![Screenshot_61](https://user-images.githubusercontent.com/24981362/90789437-36aff980-e307-11ea-9671-614860789e85.jpg) Also missing a ""Citizen who received the property"" value to add conditioning on the recipient not just the seller. ![Screenshot_59](https://user-images.githubusercontent.com/24981362/90789462-3fa0cb00-e307-11ea-983b-5dada46962bf.jpg) -------------------- Law Example Trying to create a law prohibiting someone buying/receiving a property if he already owns one inside a specific district(Federal Capital) but the conditioning is only set if the action is located?. This will now perform a check on the user who is selling; which he clearly owns 1 or more claims due to him wanting to sell a claimed area. As there is no way to add a check for a ""Citizen who receive property"" this is impossible as far as i can tell? ![Screenshot_63](https://user-images.githubusercontent.com/24981362/90790805-c0ac9200-e308-11ea-8234-1a65329d27c3.jpg) Using If - District requirement makes the law description very non user friendly as it states ![Screenshot_62](https://user-images.githubusercontent.com/24981362/90790151-0c127080-e308-11ea-85be-561dcef60afa.jpg) Which makes one think that the action of the sale would only be restricted inside that district and it would be fine to sell/transfer it if you are located outside that district not that the property itself IS inside that zoning. ",1.0,"[0.9.0.0 beta staging-1732] Law : Property Transfer missing trigger options and statement options - Missing options for ""Property Transfer"" Trigger Tooltip ![Screenshot_60](https://user-images.githubusercontent.com/24981362/90789336-17b16780-e307-11ea-8a5a-1010766b780f.jpg) We are missing option for Location in Trigger selection or change/add another IF statement specific to property transfer to clarify ( check law example for more info ). ![Screenshot_61](https://user-images.githubusercontent.com/24981362/90789437-36aff980-e307-11ea-9671-614860789e85.jpg) Also missing a ""Citizen who received the property"" value to add conditioning on the recipient not just the seller. ![Screenshot_59](https://user-images.githubusercontent.com/24981362/90789462-3fa0cb00-e307-11ea-983b-5dada46962bf.jpg) -------------------- Law Example Trying to create a law prohibiting someone buying/receiving a property if he already owns one inside a specific district(Federal Capital) but the conditioning is only set if the action is located?. This will now perform a check on the user who is selling; which he clearly owns 1 or more claims due to him wanting to sell a claimed area. As there is no way to add a check for a ""Citizen who receive property"" this is impossible as far as i can tell? ![Screenshot_63](https://user-images.githubusercontent.com/24981362/90790805-c0ac9200-e308-11ea-8234-1a65329d27c3.jpg) Using If - District requirement makes the law description very non user friendly as it states ![Screenshot_62](https://user-images.githubusercontent.com/24981362/90790151-0c127080-e308-11ea-85be-561dcef60afa.jpg) Which makes one think that the action of the sale would only be restricted inside that district and it would be fine to sell/transfer it if you are located outside that district not that the property itself IS inside that zoning. ",1, law property transfer missing trigger options and statement options missing options for property transfer trigger tooltip we are missing option for location in trigger selection or change add another if statement specific to property transfer to clarify check law example for more info also missing a citizen who received the property value to add conditioning on the recipient not just the seller law example trying to create a law prohibiting someone buying receiving a property if he already owns one inside a specific district federal capital but the conditioning is only set if the action is located this will now perform a check on the user who is selling which he clearly owns or more claims due to him wanting to sell a claimed area as there is no way to add a check for a citizen who receive property this is impossible as far as i can tell using if district requirement makes the law description very non user friendly as it states which makes one think that the action of the sale would only be restricted inside that district and it would be fine to sell transfer it if you are located outside that district not that the property itself is inside that zoning ,1 193260,6883136908.0,IssuesEvent,2017-11-21 08:14:16,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Can't remove clauses from a law if they wrap to next line,Medium Priority,"![2017-11-09_li](https://user-images.githubusercontent.com/609510/32631178-49790170-c554-11e7-8dfe-41825074c820.jpg) Look, the little x is in the wrong spot and therefore can't be clicked on.",1.0,"Can't remove clauses from a law if they wrap to next line - ![2017-11-09_li](https://user-images.githubusercontent.com/609510/32631178-49790170-c554-11e7-8dfe-41825074c820.jpg) Look, the little x is in the wrong spot and therefore can't be clicked on.",1,can t remove clauses from a law if they wrap to next line look the little x is in the wrong spot and therefore can t be clicked on ,1 307042,9414139438.0,IssuesEvent,2019-04-10 09:27:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"""Public Crafting Stations"" layout broken",Medium Priority,"(at Economy Viewer) Just try to resize window ![default](https://user-images.githubusercontent.com/4980243/52892719-26650e80-31a6-11e9-9eb9-4c42cdafcb9a.png) ",1.0,"""Public Crafting Stations"" layout broken - (at Economy Viewer) Just try to resize window ![default](https://user-images.githubusercontent.com/4980243/52892719-26650e80-31a6-11e9-9eb9-4c42cdafcb9a.png) ",1, public crafting stations layout broken at economy viewer just try to resize window ,1 495422,14281515986.0,IssuesEvent,2020-11-23 08:11:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1852] Missing lumber texture when connected with glass,Category: Art Priority: Medium,"Use Lumber Wall and GlassWindow: ![image](https://user-images.githubusercontent.com/45708377/99939996-61817200-2d7c-11eb-8d17-fb1953a1460f.png) ![image](https://user-images.githubusercontent.com/45708377/99940112-97265b00-2d7c-11eb-8bd5-91183c361a21.png) ",1.0,"[0.9.2 staging-1852] Missing lumber texture when connected with glass - Use Lumber Wall and GlassWindow: ![image](https://user-images.githubusercontent.com/45708377/99939996-61817200-2d7c-11eb-8d17-fb1953a1460f.png) ![image](https://user-images.githubusercontent.com/45708377/99940112-97265b00-2d7c-11eb-8bd5-91183c361a21.png) ",1, missing lumber texture when connected with glass use lumber wall and glasswindow ,1 374159,11081158343.0,IssuesEvent,2019-12-13 09:10:34,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,player report: excavator kicks player out while driving,Investigate Medium Priority Needs Information,player report: excavator kicks player out while driving. Player would not make a bug report,1.0,player report: excavator kicks player out while driving - player report: excavator kicks player out while driving. Player would not make a bug report,1,player report excavator kicks player out while driving player report excavator kicks player out while driving player would not make a bug report,1 251984,8030281358.0,IssuesEvent,2018-07-27 19:00:51,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Excavator/ truck inventar ,Medium Priority,the excavator can't lode his inventori on a TRuck or a steam truck. ,1.0,Excavator/ truck inventar - the excavator can't lode his inventori on a TRuck or a steam truck. ,1,excavator truck inventar the excavator can t lode his inventori on a truck or a steam truck ,1 470574,13540592059.0,IssuesEvent,2020-09-16 14:50:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2 staging-10-n] Owner changing doesn't remove previous owner bank account,Category: Gameplay Priority: Medium QA Staging Status: Fixed,"**Steps** 1. Make a store 2. Unclaim deed 3. Let someone claim it **Expected** New owner can see realted to him info. Such as a bank account. **Actual** New owner can use your bank account ![bandicam 2019-05-20 17-16-47-454](https://user-images.githubusercontent.com/27898520/58024214-20772480-7b2b-11e9-80f3-c6a566882986.jpg) ",1.0,"[0.8.2 staging-10-n] Owner changing doesn't remove previous owner bank account - **Steps** 1. Make a store 2. Unclaim deed 3. Let someone claim it **Expected** New owner can see realted to him info. Such as a bank account. **Actual** New owner can use your bank account ![bandicam 2019-05-20 17-16-47-454](https://user-images.githubusercontent.com/27898520/58024214-20772480-7b2b-11e9-80f3-c6a566882986.jpg) ",1, owner changing doesn t remove previous owner bank account steps make a store unclaim deed let someone claim it expected new owner can see realted to him info such as a bank account actual new owner can use your bank account ,1 249136,7953885243.0,IssuesEvent,2018-07-12 04:32:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Building a 'normal' door in a certain room creates invisble obstacles in said room,Medium Priority Steam Report,"From Steam: ""Hello, if I build a 'normal' (two free tiles from the floor) door in a specific room right now, invisble blocks/obstacles stack up/are created in the room, blocking me from entering certain parts. This can be fixed either by building an upside down door (two free tiles from the roof) or by removing roof tiles above said invisble blocks/obstacles. https://imgur.com/a/PbOj5 Thank you for your time."" ",1.0,"Building a 'normal' door in a certain room creates invisble obstacles in said room - From Steam: ""Hello, if I build a 'normal' (two free tiles from the floor) door in a specific room right now, invisble blocks/obstacles stack up/are created in the room, blocking me from entering certain parts. This can be fixed either by building an upside down door (two free tiles from the roof) or by removing roof tiles above said invisble blocks/obstacles. https://imgur.com/a/PbOj5 Thank you for your time."" ",1,building a normal door in a certain room creates invisble obstacles in said room from steam hello if i build a normal two free tiles from the floor door in a specific room right now invisble blocks obstacles stack up are created in the room blocking me from entering certain parts this can be fixed either by building an upside down door two free tiles from the roof or by removing roof tiles above said invisble blocks obstacles thank you for your time ,1 242441,7842206718.0,IssuesEvent,2018-06-18 22:21:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[Art][Low Priority] Still no Sound on Hitting large piece of Coal Rubble,Medium Priority,"**Version:** 0.7.2.2 beta Everything other Large Rubble makes sound, just not coal",1.0,"[Art][Low Priority] Still no Sound on Hitting large piece of Coal Rubble - **Version:** 0.7.2.2 beta Everything other Large Rubble makes sound, just not coal",1, still no sound on hitting large piece of coal rubble version beta everything other large rubble makes sound just not coal,1 393655,11622982390.0,IssuesEvent,2020-02-27 07:57:47,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,WorldGenerator.eco config can't be copied,Priority: Medium Status: Fixed,"If you copy the WorldGenerator.eco.template to WorldGenerator.eco and start the server, it will recognize the config as outdated and remove it. Mirasrael said there is a ConfigVersion Variable in it that will only be added after first map generation, but typically people will want to change config BEFORE they generate their first world. Now imagine they copy it over, adapt it to their liking and it gets removed - all your work erased. One config where this makes sense, though, would be EcoSim.eco, as that often causes issues. On that config it's not activated though.",1.0,"WorldGenerator.eco config can't be copied - If you copy the WorldGenerator.eco.template to WorldGenerator.eco and start the server, it will recognize the config as outdated and remove it. Mirasrael said there is a ConfigVersion Variable in it that will only be added after first map generation, but typically people will want to change config BEFORE they generate their first world. Now imagine they copy it over, adapt it to their liking and it gets removed - all your work erased. One config where this makes sense, though, would be EcoSim.eco, as that often causes issues. On that config it's not activated though.",1,worldgenerator eco config can t be copied if you copy the worldgenerator eco template to worldgenerator eco and start the server it will recognize the config as outdated and remove it mirasrael said there is a configversion variable in it that will only be added after first map generation but typically people will want to change config before they generate their first world now imagine they copy it over adapt it to their liking and it gets removed all your work erased one config where this makes sense though would be ecosim eco as that often causes issues on that config it s not activated though ,1 315062,9606237929.0,IssuesEvent,2019-05-11 08:29:40,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.8.2.0 staging-6] Not all Tutorials appear after tutorial restart.,Medium Priority Regression Staging,"Step to reproduce: - start new world. - skip all tutorials. - restart tutorial. - start to do all tutorials. - Digging and Mining tutorials don't appear.",1.0,"[0.8.2.0 staging-6] Not all Tutorials appear after tutorial restart. - Step to reproduce: - start new world. - skip all tutorials. - restart tutorial. - start to do all tutorials. - Digging and Mining tutorials don't appear.",1, not all tutorials appear after tutorial restart step to reproduce start new world skip all tutorials restart tutorial start to do all tutorials digging and mining tutorials don t appear ,1 444739,12820527854.0,IssuesEvent,2020-07-06 06:03:27,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.8.2.9] Can catch fish at ground,Category: Gameplay Priority: Medium QA Status: Fixed,"Step to reproduce: 1. Spawn fishing pole and obstacle like it: ![image](https://user-images.githubusercontent.com/45708377/61932170-57cedb00-af8b-11e9-927c-6f3d1b934fa2.png) 2. Throw Fishing Pole through the obstacle ![image](https://user-images.githubusercontent.com/45708377/61932183-63ba9d00-af8b-11e9-859f-70693d91bdaa.png) 3. Start running back ![image](https://user-images.githubusercontent.com/45708377/61932282-9e243a00-af8b-11e9-9c24-14616800f517.png) 4. Continue running back ![image](https://user-images.githubusercontent.com/45708377/61932300-b09e7380-af8b-11e9-99a4-59a9e2059535.png) 5. Fish appears ![image](https://user-images.githubusercontent.com/45708377/61932314-bb590880-af8b-11e9-898a-71400e3d761f.png) Video: https://drive.google.com/file/d/1ZI0lyOSzR4CVdcPYvSrWrSC-SHyVopTe/view?usp=sharing",1.0,"[0.8.2.9] Can catch fish at ground - Step to reproduce: 1. Spawn fishing pole and obstacle like it: ![image](https://user-images.githubusercontent.com/45708377/61932170-57cedb00-af8b-11e9-927c-6f3d1b934fa2.png) 2. Throw Fishing Pole through the obstacle ![image](https://user-images.githubusercontent.com/45708377/61932183-63ba9d00-af8b-11e9-859f-70693d91bdaa.png) 3. Start running back ![image](https://user-images.githubusercontent.com/45708377/61932282-9e243a00-af8b-11e9-9c24-14616800f517.png) 4. Continue running back ![image](https://user-images.githubusercontent.com/45708377/61932300-b09e7380-af8b-11e9-99a4-59a9e2059535.png) 5. Fish appears ![image](https://user-images.githubusercontent.com/45708377/61932314-bb590880-af8b-11e9-898a-71400e3d761f.png) Video: https://drive.google.com/file/d/1ZI0lyOSzR4CVdcPYvSrWrSC-SHyVopTe/view?usp=sharing",1, can catch fish at ground step to reproduce spawn fishing pole and obstacle like it throw fishing pole through the obstacle start running back continue running back fish appears video ,1 530217,15418467377.0,IssuesEvent,2021-03-05 08:50:20,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.2.0 beta-staging]Notifications happens even with option disabled,Category: UI Priority: Medium Squad: Otter,"With crafting notifications disabled i am still receiving notifications via crafting with issues appearing and when you have 1 machine feeding to another it causes a lot of 1 item added to project missing X items type situations. (it does not list them in the chat window but every update for quantity it posts in chat and its really frustrating when you do not want it) ![Screenshot_1](https://user-images.githubusercontent.com/24981362/99907879-b327ef00-2cdf-11eb-97ef-978928863af2.jpg) Would like a second opinion at least from @SlayksWood on his thoughts on this personally i would think that if i disable a notification option i should no longer see this at all.",1.0,"[0.9.2.0 beta-staging]Notifications happens even with option disabled - With crafting notifications disabled i am still receiving notifications via crafting with issues appearing and when you have 1 machine feeding to another it causes a lot of 1 item added to project missing X items type situations. (it does not list them in the chat window but every update for quantity it posts in chat and its really frustrating when you do not want it) ![Screenshot_1](https://user-images.githubusercontent.com/24981362/99907879-b327ef00-2cdf-11eb-97ef-978928863af2.jpg) Would like a second opinion at least from @SlayksWood on his thoughts on this personally i would think that if i disable a notification option i should no longer see this at all.",1, notifications happens even with option disabled with crafting notifications disabled i am still receiving notifications via crafting with issues appearing and when you have machine feeding to another it causes a lot of item added to project missing x items type situations it does not list them in the chat window but every update for quantity it posts in chat and its really frustrating when you do not want it would like a second opinion at least from slaykswood on his thoughts on this personally i would think that if i disable a notification option i should no longer see this at all ,1 510344,14788922711.0,IssuesEvent,2021-01-12 09:52:50,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Icons on signs display acts weirdly depending on distance,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Status: Reopen,"![image](https://user-images.githubusercontent.com/25908592/89296951-6a322900-d663-11ea-9dad-cef322316f5b.png) If you move towards, the icon will roll down, being fully displayed, if you move backwards more and more will roll up and be invisible.",1.0,"Icons on signs display acts weirdly depending on distance - ![image](https://user-images.githubusercontent.com/25908592/89296951-6a322900-d663-11ea-9dad-cef322316f5b.png) If you move towards, the icon will roll down, being fully displayed, if you move backwards more and more will roll up and be invisible.",1,icons on signs display acts weirdly depending on distance if you move towards the icon will roll down being fully displayed if you move backwards more and more will roll up and be invisible ,1 530150,15417039178.0,IssuesEvent,2021-03-05 06:25:13,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1942] Can't change hat color,Category: Gameplay Priority: Medium Regression Squad: Otter Status: Fixed Type: Bug,"Set red: ![image](https://user-images.githubusercontent.com/45708377/109496169-5a67af80-7aa1-11eb-9df3-1d2e82b91746.png) Set blue: ![image](https://user-images.githubusercontent.com/45708377/109496201-6489ae00-7aa1-11eb-8fd9-f84999892ced.png) I can change the color, but it doesn't affect the hat",1.0,"[0.9.3 staging-1942] Can't change hat color - Set red: ![image](https://user-images.githubusercontent.com/45708377/109496169-5a67af80-7aa1-11eb-9df3-1d2e82b91746.png) Set blue: ![image](https://user-images.githubusercontent.com/45708377/109496201-6489ae00-7aa1-11eb-8fd9-f84999892ced.png) I can change the color, but it doesn't affect the hat",1, can t change hat color set red set blue i can change the color but it doesn t affect the hat,1 249099,7953795672.0,IssuesEvent,2018-07-12 03:53:30,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Stacks of stone turning invisible,Medium Priority,"**Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Stacking stone several rows ""deep"" **Expected behavior:** It should have not turned invisible. **Actual behavior:** The rear rows turns invisible",1.0,"USER ISSUE: Stacks of stone turning invisible - **Version:** 0.7.2.3 beta **Steps to Reproduce:** 1. Stacking stone several rows ""deep"" **Expected behavior:** It should have not turned invisible. **Actual behavior:** The rear rows turns invisible",1,user issue stacks of stone turning invisible version beta steps to reproduce stacking stone several rows deep expected behavior it should have not turned invisible actual behavior the rear rows turns invisible,1 482389,13905922689.0,IssuesEvent,2020-10-20 10:31:59,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[CW] Owner CW can't change advanced options after losing Admin on server.,Category: Cloud Worlds Priority: Medium,"And it's not clear why he loses admin. So step to reproduce: - start CW, open Advanced options (I just want to add my account to admin list), UserManager tab: ![image](https://user-images.githubusercontent.com/45708377/96573767-45029d80-12d7-11eb-8a8e-e93fa7c6f91e.png) - So I add another user to admins. I don't remember my slgID and of course I don't remember my SteamID, so I decide just to enter my server nickname: ![image](https://user-images.githubusercontent.com/45708377/96573852-5e0b4e80-12d7-11eb-9a2a-70c2c7e2cbea.png) - then wait for tick or just use /civics ticknow. I get admin, but CW owner lost admin: ![image](https://user-images.githubusercontent.com/45708377/96573901-6bc0d400-12d7-11eb-8a9d-393096955e2e.png) - I don't really understand why, but he still in don't delete his slgID. But after that I can't change advanced options at all: ![image](https://user-images.githubusercontent.com/45708377/96573948-7aa78680-12d7-11eb-936b-a67fe63b358c.png) previous issue with the same problem #18324",1.0,"[CW] Owner CW can't change advanced options after losing Admin on server. - And it's not clear why he loses admin. So step to reproduce: - start CW, open Advanced options (I just want to add my account to admin list), UserManager tab: ![image](https://user-images.githubusercontent.com/45708377/96573767-45029d80-12d7-11eb-8a8e-e93fa7c6f91e.png) - So I add another user to admins. I don't remember my slgID and of course I don't remember my SteamID, so I decide just to enter my server nickname: ![image](https://user-images.githubusercontent.com/45708377/96573852-5e0b4e80-12d7-11eb-9a2a-70c2c7e2cbea.png) - then wait for tick or just use /civics ticknow. I get admin, but CW owner lost admin: ![image](https://user-images.githubusercontent.com/45708377/96573901-6bc0d400-12d7-11eb-8a9d-393096955e2e.png) - I don't really understand why, but he still in don't delete his slgID. But after that I can't change advanced options at all: ![image](https://user-images.githubusercontent.com/45708377/96573948-7aa78680-12d7-11eb-936b-a67fe63b358c.png) previous issue with the same problem #18324",1, owner cw can t change advanced options after losing admin on server and it s not clear why he loses admin so step to reproduce start cw open advanced options i just want to add my account to admin list usermanager tab so i add another user to admins i don t remember my slgid and of course i don t remember my steamid so i decide just to enter my server nickname then wait for tick or just use civics ticknow i get admin but cw owner lost admin i don t really understand why but he still in don t delete his slgid but after that i can t change advanced options at all previous issue with the same problem ,1 524199,15208650202.0,IssuesEvent,2021-02-17 03:12:44,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Bug with banlist / adding edit button,Category: Accounts Category: Web Priority: Medium Status: Fixed,"The banlist doesn't show the dates of the bans once created and the page has been reloaded. The list should also provide for editing these bans, instead of just removing them.",1.0,"Bug with banlist / adding edit button - The banlist doesn't show the dates of the bans once created and the page has been reloaded. The list should also provide for editing these bans, instead of just removing them.",1,bug with banlist adding edit button the banlist doesn t show the dates of the bans once created and the page has been reloaded the list should also provide for editing these bans instead of just removing them ,1 316312,9645328781.0,IssuesEvent,2019-05-17 08:22:45,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,"[0.8.2.0 staging-9-n] ""Specialties to show"" window works incorrect",Medium Priority Regression,"1. When you reopen this window It always set to ""Hide"". ![image](https://user-images.githubusercontent.com/45708377/57913550-7df24380-7895-11e9-8e25-970eefe89b1b.png) 2. When you select show on XP gain and close window. Then you recieve XP for you specialty. Nothing happens. ![2019 05 17 Specialties to show](https://user-images.githubusercontent.com/45708377/57913795-0a9d0180-7896-11e9-871c-2a93b825a315.gif) ",1.0,"[0.8.2.0 staging-9-n] ""Specialties to show"" window works incorrect - 1. When you reopen this window It always set to ""Hide"". ![image](https://user-images.githubusercontent.com/45708377/57913550-7df24380-7895-11e9-8e25-970eefe89b1b.png) 2. When you select show on XP gain and close window. Then you recieve XP for you specialty. Nothing happens. ![2019 05 17 Specialties to show](https://user-images.githubusercontent.com/45708377/57913795-0a9d0180-7896-11e9-871c-2a93b825a315.gif) ",1, specialties to show window works incorrect when you reopen this window it always set to hide when you select show on xp gain and close window then you recieve xp for you specialty nothing happens ,1 495408,14281273376.0,IssuesEvent,2020-11-23 07:46:43,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 staging-1852] Float Stairs Corner & Float Stairs Turn for Flat Steel can disappear,Category: Gameplay Priority: Medium,"Step to reproduce: - place them: ![image](https://user-images.githubusercontent.com/45708377/99938346-a6a3a500-2d78-11eb-8fca-76d4f35b8acd.png) - select Float Stairs form and mouseover nearby Float Stairs Turn block: ![image](https://user-images.githubusercontent.com/45708377/99938357-aa372c00-2d78-11eb-81ba-907e4143cce9.png) - place it. Float Stairs Corner & Float Stairs Turn for Flat Steel disappeared: ![image](https://user-images.githubusercontent.com/45708377/99938367-b0c5a380-2d78-11eb-8666-e17d23b73d7f.png) - you can highlight them and they still have occupancy: ![image](https://user-images.githubusercontent.com/45708377/99938374-b327fd80-2d78-11eb-9643-331a822be401.png) ![image](https://user-images.githubusercontent.com/45708377/99938570-23368380-2d79-11eb-8509-0022eef66c96.png) ",1.0,"[0.9.2 staging-1852] Float Stairs Corner & Float Stairs Turn for Flat Steel can disappear - Step to reproduce: - place them: ![image](https://user-images.githubusercontent.com/45708377/99938346-a6a3a500-2d78-11eb-8fca-76d4f35b8acd.png) - select Float Stairs form and mouseover nearby Float Stairs Turn block: ![image](https://user-images.githubusercontent.com/45708377/99938357-aa372c00-2d78-11eb-81ba-907e4143cce9.png) - place it. Float Stairs Corner & Float Stairs Turn for Flat Steel disappeared: ![image](https://user-images.githubusercontent.com/45708377/99938367-b0c5a380-2d78-11eb-8666-e17d23b73d7f.png) - you can highlight them and they still have occupancy: ![image](https://user-images.githubusercontent.com/45708377/99938374-b327fd80-2d78-11eb-9643-331a822be401.png) ![image](https://user-images.githubusercontent.com/45708377/99938570-23368380-2d79-11eb-8509-0022eef66c96.png) ",1, float stairs corner float stairs turn for flat steel can disappear step to reproduce place them select float stairs form and mouseover nearby float stairs turn block place it float stairs corner float stairs turn for flat steel disappeared you can highlight them and they still have occupancy ,1 308557,9440654642.0,IssuesEvent,2019-04-14 19:29:03,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Bugged inside a tree,Medium Priority,"**Version:** 0.8.0.1 beta **Steps to Reproduce:** walk inside a part of the world that isn't yet loaded. Stand in the location of a tree. wait until the tree spawns back in **Expected behavior:** not trapped me in a tree **Actual behavior:** trapped me making me unable to move **Do you have mods installed? Does issue happen when no mods are installed?:** no I don't have any mods installed",1.0,"USER ISSUE: Bugged inside a tree - **Version:** 0.8.0.1 beta **Steps to Reproduce:** walk inside a part of the world that isn't yet loaded. Stand in the location of a tree. wait until the tree spawns back in **Expected behavior:** not trapped me in a tree **Actual behavior:** trapped me making me unable to move **Do you have mods installed? Does issue happen when no mods are installed?:** no I don't have any mods installed",1,user issue bugged inside a tree version beta steps to reproduce walk inside a part of the world that isn t yet loaded stand in the location of a tree wait until the tree spawns back in expected behavior not trapped me in a tree actual behavior trapped me making me unable to move do you have mods installed does issue happen when no mods are installed no i don t have any mods installed,1 207847,7134205330.0,IssuesEvent,2018-01-22 20:02:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,User shouldn't be able to accept and complete their own contract,Medium Priority,Current it is possible to accept and complete your own contract.,1.0,User shouldn't be able to accept and complete their own contract - Current it is possible to accept and complete your own contract.,1,user shouldn t be able to accept and complete their own contract current it is possible to accept and complete your own contract ,1 476683,13748609606.0,IssuesEvent,2020-10-06 09:18:09,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Replace Constitution Font to original except in fallback cases,Category: UI Priority: Medium Status: Fixed,"![image](https://user-images.githubusercontent.com/3536496/93535351-a2cc5000-f8fb-11ea-86b6-dec6f89ceb85.png) This font doesn't look like timeless statescraft for the ages, it looks like 3rd period cursive practice. Change back to the original font, and make it fall back to this font if it doesnt have the symbols needed. ",1.0,"Replace Constitution Font to original except in fallback cases - ![image](https://user-images.githubusercontent.com/3536496/93535351-a2cc5000-f8fb-11ea-86b6-dec6f89ceb85.png) This font doesn't look like timeless statescraft for the ages, it looks like 3rd period cursive practice. Change back to the original font, and make it fall back to this font if it doesnt have the symbols needed. ",1,replace constitution font to original except in fallback cases this font doesn t look like timeless statescraft for the ages it looks like period cursive practice change back to the original font and make it fall back to this font if it doesnt have the symbols needed ,1 581315,17290959857.0,IssuesEvent,2021-07-24 18:41:54,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3.3 Release-219] Tooltip Buy it at | Sell it at section displays old and duplicate listing,Category: UI Priority: Medium Regression Squad: Mountain Goat Status: Investigate Status: Not reproduced Type: Bug,"Build: 0.9.3.3 Release-219 ## Issue When you hover your mouse icon over an item, a tooltip will pop up with a section showing where you can purchase or sell that specific item. It's under **Buy it at** and **Sell it at** section. However, both section somehow displays old listing and sometimes, duplicate listing. Hovering your mouse icon over it sometimes shows an error **Not Found This object does not exist.** #### Reproduction Steps 1. Join a world with stores already set. Example, SLG Playtest server. 2. Hover your mouse icon over an item. Eg. Huckleberry. 3. Observe the Tooltip Buy it at and Sell it at section. #### Actual Result Old and duplicate listing. ![image](https://user-images.githubusercontent.com/77248866/117067055-1e302400-ad5c-11eb-9291-d0f87062c370.png) ![image](https://user-images.githubusercontent.com/77248866/117067328-75ce8f80-ad5c-11eb-9fce-3833ecae9c80.png) #### Expected Result No old and duplicate listing. ![image](https://user-images.githubusercontent.com/77248866/117067178-4586f100-ad5c-11eb-8e96-c12f71ba8bb4.png) ",1.0,"[0.9.3.3 Release-219] Tooltip Buy it at | Sell it at section displays old and duplicate listing - Build: 0.9.3.3 Release-219 ## Issue When you hover your mouse icon over an item, a tooltip will pop up with a section showing where you can purchase or sell that specific item. It's under **Buy it at** and **Sell it at** section. However, both section somehow displays old listing and sometimes, duplicate listing. Hovering your mouse icon over it sometimes shows an error **Not Found This object does not exist.** #### Reproduction Steps 1. Join a world with stores already set. Example, SLG Playtest server. 2. Hover your mouse icon over an item. Eg. Huckleberry. 3. Observe the Tooltip Buy it at and Sell it at section. #### Actual Result Old and duplicate listing. ![image](https://user-images.githubusercontent.com/77248866/117067055-1e302400-ad5c-11eb-9291-d0f87062c370.png) ![image](https://user-images.githubusercontent.com/77248866/117067328-75ce8f80-ad5c-11eb-9fce-3833ecae9c80.png) #### Expected Result No old and duplicate listing. ![image](https://user-images.githubusercontent.com/77248866/117067178-4586f100-ad5c-11eb-8e96-c12f71ba8bb4.png) ",1, tooltip buy it at sell it at section displays old and duplicate listing build release issue when you hover your mouse icon over an item a tooltip will pop up with a section showing where you can purchase or sell that specific item it s under buy it at and sell it at section however both section somehow displays old listing and sometimes duplicate listing hovering your mouse icon over it sometimes shows an error not found this object does not exist reproduction steps join a world with stores already set example slg playtest server hover your mouse icon over an item eg huckleberry observe the tooltip buy it at and sell it at section actual result old and duplicate listing expected result no old and duplicate listing ,1 552054,16193850108.0,IssuesEvent,2021-05-04 12:19:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1968] Missing notification that I lose items when leave residence by become a resident in another place.,Category: Gameplay Category: UI Priority: Medium Squad: Mountain Goat Type: Bug,"Step to reproduce: - player 1 invete player 2 to become resident on player 1 land: ![image](https://user-images.githubusercontent.com/45708377/113127875-ec3e1600-9221-11eb-80d3-a2d9cb1155f5.png) - player 2 became a resident and place 2 furniture on player 1 land: ![image](https://user-images.githubusercontent.com/45708377/113127991-024bd680-9222-11eb-9143-89c8ef67f849.png) - player 2 try to leave this land by pressing leave residency, he has notification that he lose 2 items: ![image](https://user-images.githubusercontent.com/45708377/113128015-08da4e00-9222-11eb-87bd-d2cdb794f3e6.png) - but if he tries to change residence he will not have it. - player 2 claim some land and press become resident button: ![image](https://user-images.githubusercontent.com/45708377/113128085-1b548780-9222-11eb-8a22-3480a456e643.png) - press yes: ![image](https://user-images.githubusercontent.com/45708377/113128097-1e4f7800-9222-11eb-9936-f5a4afd17f8c.png) That's it, i don't have notification that I lose furniture. Or we should improve message or add another confimbox here too.",1.0,"[0.9.3 staging-1968] Missing notification that I lose items when leave residence by become a resident in another place. - Step to reproduce: - player 1 invete player 2 to become resident on player 1 land: ![image](https://user-images.githubusercontent.com/45708377/113127875-ec3e1600-9221-11eb-80d3-a2d9cb1155f5.png) - player 2 became a resident and place 2 furniture on player 1 land: ![image](https://user-images.githubusercontent.com/45708377/113127991-024bd680-9222-11eb-9143-89c8ef67f849.png) - player 2 try to leave this land by pressing leave residency, he has notification that he lose 2 items: ![image](https://user-images.githubusercontent.com/45708377/113128015-08da4e00-9222-11eb-87bd-d2cdb794f3e6.png) - but if he tries to change residence he will not have it. - player 2 claim some land and press become resident button: ![image](https://user-images.githubusercontent.com/45708377/113128085-1b548780-9222-11eb-8a22-3480a456e643.png) - press yes: ![image](https://user-images.githubusercontent.com/45708377/113128097-1e4f7800-9222-11eb-9936-f5a4afd17f8c.png) That's it, i don't have notification that I lose furniture. Or we should improve message or add another confimbox here too.",1, missing notification that i lose items when leave residence by become a resident in another place step to reproduce player invete player to become resident on player land player became a resident and place furniture on player land player try to leave this land by pressing leave residency he has notification that he lose items but if he tries to change residence he will not have it player claim some land and press become resident button press yes that s it i don t have notification that i lose furniture or we should improve message or add another confimbox here too ,1 469612,13521991135.0,IssuesEvent,2020-09-15 07:54:11,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,"[0.8.2.0 staging-12-d] Talent ""Tool Efficiency: Logging"" is broken.",Priority: Medium QA Staging Status: Fixed,"Logging 7. Without talent: Stone Axe - 10 calories; Iron Axe - 8,5 calories; Steel Axe - 7,5 calories; Modern Axe - 5 calories. With talent: Stone Axe - 10 calories; Iron Axe - 8,5 calories; Steel Axe - 7,5 calories; Modern Axe - 5 calories. Nothing changes.",1.0,"[0.8.2.0 staging-12-d] Talent ""Tool Efficiency: Logging"" is broken. - Logging 7. Without talent: Stone Axe - 10 calories; Iron Axe - 8,5 calories; Steel Axe - 7,5 calories; Modern Axe - 5 calories. With talent: Stone Axe - 10 calories; Iron Axe - 8,5 calories; Steel Axe - 7,5 calories; Modern Axe - 5 calories. Nothing changes.",1, talent tool efficiency logging is broken logging without talent stone axe calories iron axe calories steel axe calories modern axe calories with talent stone axe calories iron axe calories steel axe calories modern axe calories nothing changes ,1 493317,14230788671.0,IssuesEvent,2020-11-18 08:38:57,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,opened,[0.9.2 develop-115] /dba doen't work,Category: Tech Priority: Medium,"I don't have information and tracing, also have exception in log: ``` NullReferenceException: Object reference not set to an instance of an object. at UnityAnimal.AnimalDebug (System.String text, System.Double nextTick) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() UnityEngine.FontTextureRebuildCallback:Invoke() ```",1.0,"[0.9.2 develop-115] /dba doen't work - I don't have information and tracing, also have exception in log: ``` NullReferenceException: Object reference not set to an instance of an object. at UnityAnimal.AnimalDebug (System.String text, System.Double nextTick) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`3[T1,T2,TResult].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.TryInvoke (Eco.Shared.Networking.INetClient client, System.Object target, System.String methodname, Eco.Shared.Serialization.BSONArray bsonArgs, System.Object& result) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.InvokeOn (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson, System.Object target, System.String methodname) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.RPCManager.HandleReceiveRPC (Eco.Shared.Networking.INetClient client, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.Eco.Shared.Networking.INetworkEventHandler.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bson) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetObject.ReceiveEvent (Eco.Shared.Networking.INetClient client, Eco.Shared.Networking.NetworkEvent netEvent, Eco.Shared.Serialization.BSONObject bsonObj) [0x00000] in <00000000000000000000000000000000>:0 at Eco.Shared.Networking.NetworkClient.TryReceivePacket () [0x00000] in <00000000000000000000000000000000>:0 at ClientPacketHandler.ReceiveWhile (Eco.Shared.Networking.NetworkClient client, TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at NetworkManager.OnTimeLimitedUpdate (TimeLimit timeLimit) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.PlannerGroup.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at FramePlanner.FramePlannerSystem.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Font+FontTextureRebuildCallback.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FramePlanner.PlannerGroup:OnUpdate() FramePlanner.FramePlannerSystem:OnUpdate() Unity.Entities.ComponentSystem:Update() Unity.Entities.ComponentSystemGroup:UpdateAllSystems() Unity.Entities.ComponentSystem:Update() UnityEngine.FontTextureRebuildCallback:Invoke() ```",1, dba doen t work i don t have information and tracing also have exception in log nullreferenceexception object reference not set to an instance of an object at unityanimal animaldebug system string text system double nexttick in at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at system func invoke in at eco shared networking rpcmanager tryinvoke eco shared networking inetclient client system object target system string methodname eco shared serialization bsonarray bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared networking inetclient client eco shared serialization bsonobject bson system object target system string methodname in at eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson in at networkmanager eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson in at eco shared networking netobject receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bsonobj in at eco shared networking networkclient tryreceivepacket in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in rethrow as targetinvocationexception exception has been thrown by the target of an invocation at system reflection monomethod invoke system object obj system reflection bindingflags invokeattr system reflection binder binder system object parameters system globalization cultureinfo culture in at system reflection methodbase invoke system object obj system object parameters in at system func invoke in at eco shared networking rpcmanager tryinvoke eco shared networking inetclient client system object target system string methodname eco shared serialization bsonarray bsonargs system object result in at eco shared networking rpcmanager invokeon eco shared networking inetclient client eco shared serialization bsonobject bson system object target system string methodname in at eco shared networking rpcmanager handlereceiverpc eco shared networking inetclient client eco shared serialization bsonobject bson in at networkmanager eco shared networking inetworkeventhandler receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bson in at eco shared networking netobject receiveevent eco shared networking inetclient client eco shared networking networkevent netevent eco shared serialization bsonobject bsonobj in at eco shared networking networkclient tryreceivepacket in at clientpackethandler receivewhile eco shared networking networkclient client timelimit timelimit in at networkmanager ontimelimitedupdate timelimit timelimit in at system action invoke t obj in at frameplanner plannergroup onupdate in at frameplanner frameplannersystem onupdate in at unity entities componentsystem update in at unity entities componentsystemgroup updateallsystems in at unity entities componentsystem update in at unityengine font fonttexturerebuildcallback invoke in unityengine logger logexception exception object unityengine debug logexception exception frameplanner plannergroup onupdate frameplanner frameplannersystem onupdate unity entities componentsystem update unity entities componentsystemgroup updateallsystems unity entities componentsystem update unityengine fonttexturerebuildcallback invoke ,1 460891,13219969019.0,IssuesEvent,2020-08-17 11:31:04,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Icon exporter - add description as comment in gameobject,Category: UI Priority: Medium Status: Fixed,"make it put the LocDescription of the icon in the game object as comment text. Use the Comment component. ",1.0,"Icon exporter - add description as comment in gameobject - make it put the LocDescription of the icon in the game object as comment text. Use the Comment component. ",1,icon exporter add description as comment in gameobject make it put the locdescription of the icon in the game object as comment text use the comment component ,1 211505,7201716243.0,IssuesEvent,2018-02-05 23:51:07,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,USER ISSUE: Construction Efficiency doesnt seem to do anything??,Medium Priority,"**Version:** 0.7.0.0 beta staging-dbf80025 I understand The Brick Construction,Cement Construction and The Mortared Stone Construction skills in the Stone Construction Specialties they unlock the Extra Building Blocks in the Hammer, but as far as i can see the Efficiency doesn't do anything ",1.0,"USER ISSUE: Construction Efficiency doesnt seem to do anything?? - **Version:** 0.7.0.0 beta staging-dbf80025 I understand The Brick Construction,Cement Construction and The Mortared Stone Construction skills in the Stone Construction Specialties they unlock the Extra Building Blocks in the Hammer, but as far as i can see the Efficiency doesn't do anything ",1,user issue construction efficiency doesnt seem to do anything version beta staging i understand the brick construction cement construction and the mortared stone construction skills in the stone construction specialties they unlock the extra building blocks in the hammer but as far as i can see the efficiency doesn t do anything ,1 328298,9992541169.0,IssuesEvent,2019-07-11 13:40:18,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[8.0.0] Scrolling or changing the content of the chat window results in icons flashing on the screen,Medium Priority Not reproduced QA," https://drive.google.com/file/d/1hEwlIsGTY82hpZMGFWAqXC-UQ7VN9UDH/view?usp=sharing",1.0,"[8.0.0] Scrolling or changing the content of the chat window results in icons flashing on the screen - https://drive.google.com/file/d/1hEwlIsGTY82hpZMGFWAqXC-UQ7VN9UDH/view?usp=sharing",1, scrolling or changing the content of the chat window results in icons flashing on the screen ,1 274001,8555989483.0,IssuesEvent,2018-11-08 11:43:25,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,reopened,[7.8.0 #79e33fd9] Placing down a workbench does not fulfill the tutorials requirement anymore,Medium Priority,"I tried several times, it does not tick the objective: ",1.0,"[7.8.0 #79e33fd9] Placing down a workbench does not fulfill the tutorials requirement anymore - I tried several times, it does not tick the objective: ",1, placing down a workbench does not fulfill the tutorials requirement anymore i tried several times it does not tick the objective img width alt workbench src ,1 691048,23681256133.0,IssuesEvent,2022-08-28 20:43:39,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 release-207] You should be closer to interact,Priority: Medium Status: Reopen Type: Bug Category: Tech Squad: Pumpkin,"- [x] 1. Excavator. - place excavator like on screen: ![image](https://user-images.githubusercontent.com/45708377/115366199-c7f4aa00-a1cd-11eb-858d-8a071ddf4798.png) ![image](https://user-images.githubusercontent.com/45708377/115366230-ccb95e00-a1cd-11eb-89c4-1ad1de295695.png) - [ ] 2. Crane: ![image](https://user-images.githubusercontent.com/45708377/115366278-d9d64d00-a1cd-11eb-82e9-2611b50a5653.png) ![image](https://user-images.githubusercontent.com/45708377/115366347-eb1f5980-a1cd-11eb-974a-586a560077d1.png) ",1.0,"[0.9.3 release-207] You should be closer to interact - - [x] 1. Excavator. - place excavator like on screen: ![image](https://user-images.githubusercontent.com/45708377/115366199-c7f4aa00-a1cd-11eb-858d-8a071ddf4798.png) ![image](https://user-images.githubusercontent.com/45708377/115366230-ccb95e00-a1cd-11eb-89c4-1ad1de295695.png) - [ ] 2. Crane: ![image](https://user-images.githubusercontent.com/45708377/115366278-d9d64d00-a1cd-11eb-82e9-2611b50a5653.png) ![image](https://user-images.githubusercontent.com/45708377/115366347-eb1f5980-a1cd-11eb-974a-586a560077d1.png) ",1, you should be closer to interact excavator place excavator like on screen crane ,1 511004,14851476922.0,IssuesEvent,2021-01-18 06:59:01,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.0 staging-1725] Glitch dragging items beetween linked inventories,Category: UI Priority: Medium Squad: Mountain Goat Status: Fixed Status: Reopen,"Step to reproduce: - place several stockpiles (at least 4) - open one stockpile and add 10 Crushed Iron ore(for example): ![image](https://user-images.githubusercontent.com/45708377/90242651-14653a00-de36-11ea-95b0-ecd6da9e4bcb.png) - drag 10 Crushed Iron ore to second stockpile(first stockpile should be empty): ![image](https://user-images.githubusercontent.com/45708377/90242712-2f37ae80-de36-11ea-8271-f47034faa3e7.png) - start to drag 10 Crushed Iron ore, but don't move it in cell, just move on a free space (in green zones): ![image](https://user-images.githubusercontent.com/45708377/90242856-74f47700-de36-11ea-9880-c283a2ce4580.png) - 10 Crushed Iron ore will move to first linked stockpile, but should be moved in Tiny stockpile: ![2020 08 14 Glitch dragging items beetween linked inventories](https://user-images.githubusercontent.com/45708377/90243179-154a9b80-de37-11ea-8a43-1f321b3951ae.gif) ",1.0,"[0.9.0 staging-1725] Glitch dragging items beetween linked inventories - Step to reproduce: - place several stockpiles (at least 4) - open one stockpile and add 10 Crushed Iron ore(for example): ![image](https://user-images.githubusercontent.com/45708377/90242651-14653a00-de36-11ea-95b0-ecd6da9e4bcb.png) - drag 10 Crushed Iron ore to second stockpile(first stockpile should be empty): ![image](https://user-images.githubusercontent.com/45708377/90242712-2f37ae80-de36-11ea-8271-f47034faa3e7.png) - start to drag 10 Crushed Iron ore, but don't move it in cell, just move on a free space (in green zones): ![image](https://user-images.githubusercontent.com/45708377/90242856-74f47700-de36-11ea-9880-c283a2ce4580.png) - 10 Crushed Iron ore will move to first linked stockpile, but should be moved in Tiny stockpile: ![2020 08 14 Glitch dragging items beetween linked inventories](https://user-images.githubusercontent.com/45708377/90243179-154a9b80-de37-11ea-8a43-1f321b3951ae.gif) ",1, glitch dragging items beetween linked inventories step to reproduce place several stockpiles at least open one stockpile and add crushed iron ore for example drag crushed iron ore to second stockpile first stockpile should be empty start to drag crushed iron ore but don t move it in cell just move on a free space in green zones crushed iron ore will move to first linked stockpile but should be moved in tiny stockpile ,1 384714,11402039620.0,IssuesEvent,2020-01-31 01:35:38,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[master-preview] PeatRoof in Softwood and Hardwood Hewn Log,Priority: Medium Status: Reopen,"Is this a mistake or not? Because there is no such block in Hewn Log. ![image](https://user-images.githubusercontent.com/45708377/67198604-fdb5a880-f407-11e9-9f31-34614bbd5097.png) ![image](https://user-images.githubusercontent.com/45708377/67198629-0ad29780-f408-11e9-95bb-78cc6e5926c4.png) If It isn't a mistake, then you need to add them to the Hewn log and add form.",1.0,"[master-preview] PeatRoof in Softwood and Hardwood Hewn Log - Is this a mistake or not? Because there is no such block in Hewn Log. ![image](https://user-images.githubusercontent.com/45708377/67198604-fdb5a880-f407-11e9-9f31-34614bbd5097.png) ![image](https://user-images.githubusercontent.com/45708377/67198629-0ad29780-f408-11e9-95bb-78cc6e5926c4.png) If It isn't a mistake, then you need to add them to the Hewn log and add form.",1, peatroof in softwood and hardwood hewn log is this a mistake or not because there is no such block in hewn log if it isn t a mistake then you need to add them to the hewn log and add form ,1 524208,15208893773.0,IssuesEvent,2021-02-17 03:52:48,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,9.3.0 1928 - Missing recipes for the 9.2 signs,Priority: Medium Regression Status: Fixed,"Recipes are missing for the new signs that came in 9.2 ![image](https://user-images.githubusercontent.com/61889138/107776464-806b2100-6d39-11eb-91ce-6e3cc7a61ee1.png) worldobject files for the signs do not have any recipe in them like they do in 9.2 and nothing in the recipes folder, standing glass sign used for examples ![image](https://user-images.githubusercontent.com/61889138/107776652-bf997200-6d39-11eb-87a3-059949e2f9ce.png) ![image](https://user-images.githubusercontent.com/61889138/107776562-a4c6fd80-6d39-11eb-91bb-0f81f7e0bed6.png) ",1.0,"9.3.0 1928 - Missing recipes for the 9.2 signs - Recipes are missing for the new signs that came in 9.2 ![image](https://user-images.githubusercontent.com/61889138/107776464-806b2100-6d39-11eb-91ce-6e3cc7a61ee1.png) worldobject files for the signs do not have any recipe in them like they do in 9.2 and nothing in the recipes folder, standing glass sign used for examples ![image](https://user-images.githubusercontent.com/61889138/107776652-bf997200-6d39-11eb-87a3-059949e2f9ce.png) ![image](https://user-images.githubusercontent.com/61889138/107776562-a4c6fd80-6d39-11eb-91bb-0f81f7e0bed6.png) ",1, missing recipes for the signs recipes are missing for the new signs that came in worldobject files for the signs do not have any recipe in them like they do in and nothing in the recipes folder standing glass sign used for examples ,1 415734,12133522626.0,IssuesEvent,2020-04-23 09:10:37,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Construction Tutorial - Beta 9.0 play test server,Priority: Medium Status: Fixed Status: Reopen Week Task,"When trying to complete the Construction Tutorial, the 'Select the block form you want to build the logs in by selecting it on the toolbar as shown' can not be completed. When I try to shift + mouse scroll, that just moves my cursor to a different position on the toolbar and not change the form of the hewn logs. With the new form system, you have to press F to change the building type. Possibly the tutorial needs to be updated to support this? ![constructiontutorial](https://user-images.githubusercontent.com/1370215/77092906-a6c8f500-69e0-11ea-9886-df302851b726.PNG) ",1.0,"Construction Tutorial - Beta 9.0 play test server - When trying to complete the Construction Tutorial, the 'Select the block form you want to build the logs in by selecting it on the toolbar as shown' can not be completed. When I try to shift + mouse scroll, that just moves my cursor to a different position on the toolbar and not change the form of the hewn logs. With the new form system, you have to press F to change the building type. Possibly the tutorial needs to be updated to support this? ![constructiontutorial](https://user-images.githubusercontent.com/1370215/77092906-a6c8f500-69e0-11ea-9886-df302851b726.PNG) ",1,construction tutorial beta play test server when trying to complete the construction tutorial the select the block form you want to build the logs in by selecting it on the toolbar as shown can not be completed when i try to shift mouse scroll that just moves my cursor to a different position on the toolbar and not change the form of the hewn logs with the new form system you have to press f to change the building type possibly the tutorial needs to be updated to support this ,1 372070,11008735167.0,IssuesEvent,2019-12-04 11:07:00,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,Laws: Location conditions available for actions without location,Fixed Medium Priority Reopen,"I.e. for PolluteAir action (which doesn't implement `IPositionGameAction` it still allows to add `Location` related conditions). ![image](https://user-images.githubusercontent.com/475445/69527638-c9d92000-0f7d-11ea-95a3-8304699fd744.png) ",1.0,"Laws: Location conditions available for actions without location - I.e. for PolluteAir action (which doesn't implement `IPositionGameAction` it still allows to add `Location` related conditions). ![image](https://user-images.githubusercontent.com/475445/69527638-c9d92000-0f7d-11ea-95a3-8304699fd744.png) ",1,laws location conditions available for actions without location i e for polluteair action which doesn t implement ipositiongameaction it still allows to add location related conditions ,1 566284,16817567738.0,IssuesEvent,2021-06-17 09:11:15,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.4 Staging-1989] Tutorial doesn't automatically continue after Sleep Tutorial,Category: Gameplay Priority: Medium Squad: Otter Status: Fixed Type: Bug,"Build: 0.9.4 Staging-1989 ## Issue Tutorial doesn't continue automatically after completing the Sleep Tutorial. #### Reproduction Steps Note: You will encounter #21779 if it's still not fixed. So give yourself 4 pcs of land claim papers to bypass it. 1. Play through the tutorial. 2. Observe. #### Actual Result https://user-images.githubusercontent.com/77248866/119128022-ad7d4d00-ba67-11eb-9aee-0cd0439171bf.mp4 #### Expected Result The game should continue opening up the dialogue box of the pending tutorial as a fix for #21552. If meteor tutorial becomes a hindrance for this, I recommend setting it as last to open once the rest of the tutorial is completed.",1.0,"[0.9.4 Staging-1989] Tutorial doesn't automatically continue after Sleep Tutorial - Build: 0.9.4 Staging-1989 ## Issue Tutorial doesn't continue automatically after completing the Sleep Tutorial. #### Reproduction Steps Note: You will encounter #21779 if it's still not fixed. So give yourself 4 pcs of land claim papers to bypass it. 1. Play through the tutorial. 2. Observe. #### Actual Result https://user-images.githubusercontent.com/77248866/119128022-ad7d4d00-ba67-11eb-9aee-0cd0439171bf.mp4 #### Expected Result The game should continue opening up the dialogue box of the pending tutorial as a fix for #21552. If meteor tutorial becomes a hindrance for this, I recommend setting it as last to open once the rest of the tutorial is completed.",1, tutorial doesn t automatically continue after sleep tutorial build staging issue tutorial doesn t continue automatically after completing the sleep tutorial reproduction steps note you will encounter if it s still not fixed so give yourself pcs of land claim papers to bypass it play through the tutorial observe actual result expected result the game should continue opening up the dialogue box of the pending tutorial as a fix for if meteor tutorial becomes a hindrance for this i recommend setting it as last to open once the rest of the tutorial is completed ,1 535409,15687752022.0,IssuesEvent,2021-03-25 14:00:06,StrangeLoopGames/EcoIssues,https://api.github.com/repos/StrangeLoopGames/EcoIssues,closed,[0.9.3 staging-1931] Gain experience icons overlap again.,Category: UI Priority: Medium Regression Squad: Otter,"Something broken with gain expirience icons, this changes doesn't work in staging https://github.com/StrangeLoopGames/Eco/pull/7539 ![image](https://user-images.githubusercontent.com/45708377/108192319-2bf2e780-7125-11eb-8375-0991ec380d1e.png) ![image](https://user-images.githubusercontent.com/45708377/108192372-3a410380-7125-11eb-8eb1-748e9ec86c0d.png) ",1.0,"[0.9.3 staging-1931] Gain experience icons overlap again. - Something broken with gain expirience icons, this changes doesn't work in staging https://github.com/StrangeLoopGames/Eco/pull/7539 ![image](https://user-images.githubusercontent.com/45708377/108192319-2bf2e780-7125-11eb-8375-0991ec380d1e.png) ![image](https://user-images.githubusercontent.com/45708377/108192372-3a410380-7125-11eb-8eb1-748e9ec86c0d.png) ",1, gain experience icons overlap again something broken with gain expirience icons this changes doesn t work in staging ,1