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  System map incorrect in starting system
Posted by: Werewhale - 01-25-2020, 06:17 PM - Forum: Prerelease Bug Reports - Replies (1)

The system map for my starting system is incorrect.

[Image: eKpCwEN.jpg]

The primary/Alpha star and its planets appear to be correct, but the planets around Beta are all wrong. As the picture shows, only Beta II is actually a gas giant, and Beta III has three moons and a ring. The star type of Beta appears to be correct, but I cannot confirm if the resources match.

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  Crew stuck
Posted by: jakbruce2012 - 01-25-2020, 03:44 PM - Forum: Prerelease Bug Reports - Replies (2)

Crew and Officer get stuck in walls while attacking rats.  They seem to go a bit too far into the wall, and get stuck in the collision mesh.

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  2020-01-23 Trial Teleport, Rare Resources, Nebula, Static Display
Posted by: Haxus - 01-24-2020, 01:50 PM - Forum: Updates - Replies (6)

Trial Teleport
Nerfing the ability to teleport for noobs prevents them from getting together when they start.

Trial account avatars are now permitted to teleport.

Rare Resources Bug
Trace resources still do not produce a rock on a moon.

A little nudge was needed to get this working. A numeric comparison required a fuzzy test.

Dense Nebula
Nebula cloud effect is too dense. It sometimes becomes solid colored and completely blots out the sky.

Nebula cloud is more transparent now.

Static Display Lighting
Items on static display on the walls of my ship are often dark. They aren't lit according to the room they are in.

My design has room voids that do not reach the walls, to keep people from peeking through.

When the static item is placed on the actual visible wall polygon, it is outside the room void. That causes it to not be lit according to room lighting. Instead it is lit like a hull mesh. If I move my pictures away from the wall until they are lit, they look stupid hovering there.

This is fixed.

Items currently on display will need to be nudged to fix them. Select them one by one and do anything to them to trigger an update. I moved mine a bit then back or in some cases just moved them a millimeter.

Static Display Annoyance
When I display something on my wall, the object just falls to the floor at my feet if I am too far from the wall. Its on static display there so I have to jink around with it to pick it up again. This is very annoying.

When placing things on static display, nothing is placed if you are targetted on something that is too far away. Instead you will get a message saying the target is too far away.

You can still place items on display at your feet, if you are not targetted on anything when you place the item, or if you target the floor.

Limbo Rescue
Fifteen avatars and a ship are still in limbo because the limbo rescue fix in the previous update didn't work.

Fixed the fix. It worked when the servers were restarted this morning.

The ship turned out not to be in limbo at all. The limbo query produced an incorrect result; it needed updating due to recent changes.

Nobody is still in limbo.

Top Down Fog
Fog used to be disabled in top down view. In some environments, fog makes top down view useless.

Fog effects are now completely disabled in top down view.

Immunization
Antitoxin should have a lasting effect, like a bandage.

Antitoxin now has a lasting effect. It is effective for a number of hours equal to its quality. Its effectiveness goes down by one, each hour until it is gone.

You can apply an antitoxin at any time. The antitoxin is not accepted if the creature is already immunized at or above the Q level of the antitoxin. A message indicates this.

Your current immunization level is shown on the Biology page of the Bio(F8) window. Nothing is shown if you are not immunized at all.

Hide HUD
Sadly "Hide HUD" option still shows AI names

AI names are now hidden when screen elements are hidden.

Approach Lighting System
Fun fact, hide HUD doesn't remove the airport landing pad marker either

ALS now hidden when screen elements are hidden.

Server Crash
A number of servers have crashed recently, always in a function that processes the effect of collisions.

I think it will be ok now. Time will tell.

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  Claimed empire but not emperor
Posted by: Brisarge - 01-24-2020, 12:47 AM - Forum: Prerelease Bug Reports - Replies (3)

Hey all, just spent a few hours starting out building my city as a returning player and then found out I hadn't claimed my empire yet so I made a flag and did that.
I really would like to get a fix on this because I can't progress without accessing government funds to get electricity, and I just spent 3 hours building a city.
[Image: 0elj3JY.jpg]
Thanks in advance.
Edit: Just dug a bit deeper, basically I checked my inventory and the flag was never actually made and i still had a needle and textiles in my inventory. The screen popped up before I used the flag to make my empire. Already tried using the flag didn't work
Edit 2: Fixed myself, renounced citizenship and reclaimed world, wouldn't let me use the same empire name however. No biggie.

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  Can't build Wharf underwater
Posted by: Deantwo - 01-23-2020, 10:33 PM - Forum: Prerelease Bug Reports - Replies (3)

It seems to be impossible to build a Wharf underwater. Error simply says it has to be at a coastline, which was not a requirement in old-style. This prevents me from making sea trade connections with other cities on the world.

Same seem to apply to Military Dock.

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  2020-01-22 Site Overlap, Rare Resources, Friend Code, Mine Production
Posted by: Haxus - 01-22-2020, 07:27 PM - Forum: Updates - Replies (27)

Site Overlap
Site overlap test should be applied to all buildings.

All buildings are now tested for site overlap. Buildings cannot be placed if their site overlaps the site of another building.

This mainly applies to regular buildings. There are exceptions, such as street lights.

Rare Resources
A world reports a very low percentage of a natural resource but it can never be found. For example, a moon might report 1% lumenite but a thorough search of the surface reveals no lumenite.

Fixed. If any world can be found that still exhibits this bug, I would be most interested in checking it out.

Worlds that previously had this problem will now have the missing rock(s). No resetting of anything is required, though you might not find it if a building has been constructed there.

Exotic Fire
Fires don't burn in an exotic atmosphere. Jake built a fire on Pandora.

Fixed.

Friend Code
Someone reported the friend code didn't work.

Friend code eliminated. The web site will be updated after the server update is posted.

All new accounts now start with one week (7 days) of activation time.

There are limitations during the free trial period.

  • Avatars cannot be transferred to another account.
  • Avatars cannot offer teleport to their location.
  • Avatars cannot accept teleport invitations.
Mine and Well Production
There was some concern that mines would not produce enough ore, because of the change to stacking rules and the larger size of buildings and spacecraft these days.

Increased the output of most mine and well processes by 2x.

Existing processes are unaffected. They would have to be restarted to pick up this change.

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  Transporter pads cost Io Tubes
Posted by: Deantwo - 01-22-2020, 06:38 AM - Forum: Prerelease Bug Reports - No Replies

On the spacecraft manufacturing cost, transporter pads adds Io Tubes to the construction cost. I believe this to be an error as it should be Transporter modules instead.
The transporter station console does seem to add one transporter module to the cost.

See also: (Bug report) Spacecraft require non-Spare Parts

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  2020-01-21 Server Crash, Mesh Lighting, Name Species, Site Overlap
Posted by: Haxus - 01-21-2020, 07:31 PM - Forum: Updates - Replies (19)

Server Crash
Server crashed when someone surrendered a city.

Fixed.

Mesh Lighting
Meshes in rooms of ships and buildings are not lit by the room lighting.

Fixed an error that was introduced when part groups were added.

Nothing needs to be done to existing designs. The error was in the client side rendering code.

Name Species
Gen4 sentient avatar cannot name his own species. Tells him its not his species to name.

Fixed two errors that caused this to work incorrectly with gen4 dna. One error caused most creatures created from a species to no longer be a part of that species. The other was a rounding error that caused an inconsistency when encoding and decoding a dna value.

EV Suit Cost
Now we just need cheaper EV suits... as they are still VERY expensive to craft and buy

All processes and patents for making EV suits were reviewed. Material costs were reduced in all of them, generally to only one of each of the commodities formerly required. EV helmets no longer require mechanical parts. A sewing needle was added as a required tool, due to the textile requirement.

Plastic Patents
Too many plastic patents

All plastic molding patents were eliminated.

Site Overlap
Prevent mines and wells from overlapping mines and wells. This allows multiple buildings to harvest the same resource.

Mines can no longer overlap mines when placed. This is also true of Farms, Orchards, Drilling Rigs and Wells. Each is prevented from overlapping the site of another industry of its type.

Star Map Avatar Position
The + shaped avatar position indicator on the star map is in the wrong place.

Fixed aspect ratio bug when painting the avatar position indicator on the star map.

Limbo Rescue
There are fifteen avatars in limbo but the limbo rescue process fails to recover them.

Fixed limbo rescue to send avatars with no empire to a new empty home world.

Those people got stuck in limbo when the old style space ships were deleted. I ran a limbo rescue then but did not realize it failed for some people.

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  Pin drop-down window to main screen of designer
Posted by: Weylin - 01-20-2020, 10:38 PM - Forum: Arena of Ideas - Replies (2)

Clicking through loads of submenus gets very tiring, some way to convert them into a window would help a lot with designer workflow.

I threw together a quick paint edit to demonstrate what I mean.

[Image: attachment.php?aid=67]



Attached Files Thumbnail(s)
   
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  Ship Wrecks
Posted by: martianant - 01-20-2020, 07:59 PM - Forum: Arena of Ideas - Replies (6)

When ships are destroyed, they kinda just go "poof" leaving nothing behind. Kinda boring eh? I've got a suggestion to make that more interesting, and add some depth while we are at it.



When a ship is destroyed, it spawns a 'wreck' object. This can just be a bunch of metal bits or something, it really doesn't need to be unique model to the specific design (as cool as that would be). This wreck object would act as a container and spawns in with some percentage of the construction materials / modules inside it. This represents the 'scrap' that's left over and salvageable from the wreck. This should also include some percentage of what is in the ship's cargo hold as well. Additionally items dropped by NPCs during their death from the ship destruction have a chance of appearing inside as well. The officer log should have a higher chance, but probably not 100% since it does contain potentially sensitive information. It would be neat if the wreck object could inherit the velocity/orbit of the ship as well. So if the ship that was destroyed was orbiting a planet, the wreck will orbit the planet. If the ship that was destroyed was headed for the star at 10,000m/s, the wreck will continue in that direction and likely collide with the star and get destroyed. Wrecks should naturally despawn after some amount of time to reduce server load, perhaps a week or two.



Why? It means salvaging from ship/fleet battles is actually possible! This adds a whole new activity for players to partake in! Big fleet battle in some system? The scavengers can roll into the system right after and try to collect some loot. Just finished pirate hunting? Salvage and loot the ships you destroyed. See a tasty freighter, but the ships captain won't stand down and let you take their cargo? Blow them up, and take whatever remains. Imagine arriving in a system and seeing some wrecks, it tells a story about the history of the system, even if that story is only a week old!

Example picture of how a basic 'one size fits all' wreck model could look:
[Image: ?u=http%3A%2F%2Fgames.chruker.dk%2Feve_o...f=1&nofb=1]

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