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Latest Threads
favorite or funniest mome...
Forum: Cantina
Last Post: Deantwo
09-14-2024, 09:27 AM
» Replies: 4
» Views: 1,316
Improvements for shipment...
Forum: Arena of Ideas
Last Post: Chronovore
09-10-2024, 11:08 AM
» Replies: 1
» Views: 405
Exploring Resource Tiers
Forum: Arena of Ideas
Last Post: Chronovore
09-10-2024, 11:00 AM
» Replies: 13
» Views: 5,472
Suggestion for Cities and...
Forum: Arena of Ideas
Last Post: Chronovore
09-10-2024, 10:32 AM
» Replies: 1
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Seasons changing too quic...
Forum: Bug Reports
Last Post: GaelicVigil
09-08-2024, 12:54 AM
» Replies: 0
» Views: 111
[designer] Deselect all b...
Forum: Bug Reports
Last Post: Neils Iyssada
09-03-2024, 09:30 PM
» Replies: 0
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Ship teleported out of th...
Forum: Bug Reports
Last Post: xxqpxx--PMW
08-16-2024, 03:52 PM
» Replies: 36
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Fuse roads together
Forum: Cantina
Last Post: Starhero
07-28-2024, 10:35 PM
» Replies: 0
» Views: 160
Game crashes on mission a...
Forum: Bug Reports
Last Post: Rustydaz
06-22-2024, 10:42 PM
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» Views: 700
Error: Subsystem hull vol...
Forum: Bug Reports
Last Post: Pandalthor
06-11-2024, 03:23 PM
» Replies: 0
» Views: 390

 
  Seasons changing too quickly
Posted by: GaelicVigil - 09-08-2024, 12:54 AM - Forum: Bug Reports - No Replies

I recently started on a planet (first new game since seasons update) with a full rotation time of approximately 13 real days.  The problem is that the seasons seem to change extremely fast, each season lasting around 15 minutes or so.  It's extremely jarring to see multiple years (4 seasons each) pass by faster than a single day in my game world.

I understand that tilt plays into it, but my starting zone is temperate so I'd expect to see each season take about 3.25 real life days (13/4).  This appears to be a bug, unless I'm totally misunderstanding how seasons are supposed to work now.

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  [designer] Deselect all button mishap
Posted by: Neils Iyssada - 09-03-2024, 09:30 PM - Forum: Bug Reports - No Replies

Hey !
Found out the "Deselect all" button under Edit menu in the Designer wasn't working correctly for the Parts window : once you deselect all, previously selected parts are visually deselected as intended ; but they still are higlighted in the "State" column from Parts window, being effectively still considered selected for actions such as group naming, associating, etc.

Can be easily avoided by always manually selecting the parts you want, starting with a single left mouse click without ctrl : this way if you have a part virtually selected, the first click will ensure only your first wanted part will be selected.

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  Fuse roads together
Posted by: Starhero - 07-28-2024, 10:35 PM - Forum: Cantina - No Replies

I decided AI was better at formatting my message, so the admins might see a completely different older version of this post. This is cleaned up by chatGPT. Least I'm honest!
-------------------------------
I was just thinking that maybe if roads actually fused together when you connect them, some of the cities might feel a bit better. Depending on how that’s done, you could also use roads as guide rails for fake traffic to simulate movement and activity.

It’s just a thought! Since this is single-player now, if I could mod the game, I would add something like this, along with space traffic. For example, small crafts around stations in X4 add to the sense of activity, even though they’re just for show. Adding ground, air, and space traffic that looks proportional to the actual shipped goods would enhance the experience. These ships wouldn’t be destroyable but would just be for visual effect.

This could be a starting point for better coding to truly represent the transportation of goods. Adding this feature would reinvigorate the base. I guarantee it.

Logistics could become a completely different gameplay aspect, working well in single-player and serving as a great midway to AI empires.

Just a thought. Oh, and hi! I’m also known as Vox. I pop in every year or so, but since it’s single-player now, I’ve been playing with barely any community interaction.
We could still have IRC or something in the game. There are so many other things to add, but a lot of references to the previous MMO edition need to be removed. They are a sad, stinging reminder.

I think I might find a way to inject my own mod API into this game if it’s not added by you, Haxus. This game has so much potential. I can’t think of another game where I can watch a planet come into view and fly directly from one system to another with so many stars.

The only game that comes close is No Man’s Sky, but it’s just a different game. If you combined your game with No Man’s Sky’s graphical representation and execution, it would be amazing. No Man’s Sky lacks real civilization building, whereas your game has a great foundation for it.

Your game’s concept and gameplay overrule graphics, which is why I keep coming back to Hazeron. Not everyone thinks this way, as some only play AAA games. A bit of an update would work wonders.
Your IP has millions of dollars' worth of potential that’s hidden from many people and barely collecting on its own worth. For the love of the game, grow it!

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  Error: Subsystem hull volumes do not reconcile
Posted by: Pandalthor - 06-11-2024, 03:23 PM - Forum: Bug Reports - No Replies

I'm having a problem with the hull volume on a spacecraft blueprint still. Finalizing as spacecraft fails (although assembly does work). The error is: Error: Subsystem hull volumes do not reconcile with total hull volume. Refresh obstructions then use design properties to fix the problem. I've refreshed obstructions but that doesn't help, I've even manually added up the subsystem hull volumes and they seem to be correct. I'm trying to build a design from 2022 which I downloaded from this forum: https://hazeron.com/mybb/showthread.php?tid=2839.

Many thanks for your help.

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  2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World
Posted by: Haxus - 06-10-2024, 04:27 PM - Forum: Updates - Replies (2)

Leaky EV Suit
It would be nice to see a visible effect when an EV suit or helmet is leaking.

EV suit and helmet now emit a stream of steam/smoke when they are leaking.

Distance Sort Planets List
When the mission order to orbit a planet or sun is selected, the distance sort does not work.

Fixed.

Asphalt Roads on Inferno World
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.

Fixed.

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  Some of steam's achievements aren't working
Posted by: andreykl - 06-01-2024, 06:29 AM - Forum: Bug Reports - No Replies

Colonized a bunch of planets in different systems, including one in a different galaxy, but got no steam's achievement 'Colonizer', I did get 'Journeyman Colonizer'

Other achievements that I wasn't able to get: Skin of Targoss.



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  Military airport's fake stock
Posted by: andreykl - 05-30-2024, 01:40 PM - Forum: Bug Reports - No Replies

Brief: Military airports says that it has stock but each time I try to buy it says 'out of stock', re-requesting info shows same stock still being present.

Scenario:
Attempt to trade with a military airport that is connected to a capitol and a civilian airport
 
Expected:
To be able to buy fuel/particles/etc or for them not to show.

Actual behavior:
Military Airport reports identical products to civilian airports, but fails to sell with an 'out of stock' reason. Buying from civilian airport in the same city works.
   

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  Build UI's Production desync
Posted by: andreykl - 05-30-2024, 01:32 PM - Forum: Bug Reports - No Replies

Brief: Build UI says that one item will be set for production, but facility produces another one

Steps:
Attempt to place Electronics factory (happens with other facilities, but this one is easies)

Expected:
Build UI to show electronics, tooltip near mouse cursor to show electronics, finished facility to produce electronics

Actual:
Build UI shows electronics
Tooltip near mouse's cursor shows beacon (see image in attachments), finished facility produces beacons
   

Workaround:
Manually switch build UI to something different, then back to electronics

Additionally:
Mouse wheel scrolls though products near mouse's cursor, but doesn't affect the rest of the UI. Expected: for UI to stay in sync.

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  Sell at actual price 0 displays as 0¢%3 and isn't 0¢
Posted by: Deantwo - 05-24-2024, 08:13 AM - Forum: Bug Reports - Replies (1)

When making a sell cargo order to sell for free, the mission is showing the order as "Sell X is price is more than 0¢%3."
   

According to report, it also actually takes money from the trade and refuses to sell if the city has no money.

Expected workaround is to use "Any Price" instead, but I didn't test it myself yet.

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  Aircraft Factory No Parking Spots
Posted by: Deantwo - 05-17-2024, 11:48 PM - Forum: Bug Reports - Replies (1)

The default aircraft factory (and colony variant) blueprint no longer have parking spots for any vehicles, except for drop pods.

I also can't see to get a drop pod out of the aircraft factory, maybe it should have a launch system?

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