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  Bank Balance Broken
Posted by: Mr. Mortius - 06-21-2019, 03:26 AM - Forum: Prerelease Bug Reports - Replies (1)

[Image: 4pj4Wfp.png]

I'm not sure what it is, but something doesn't line up between the population and the bank.

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  2019-06-20 Patent Bug, Handcraft Bullion
Posted by: Haxus - 06-20-2019, 11:36 PM - Forum: Updates - No Replies

Patent Bug
Started developing the patent to mine radioactives. 10 radioactives are required. It should only be 1.

Patents that consume materials were multiplying the amount required by 10, like a production process. Fixed production multiplier bug.

Handcraft Bullion
When I handcraft bullion from metal, I only get 1 coin.

When bullion is handcrafted, you now get the amount of cronos equal to the value of the metal. Fractions are lost.

Fence Construction
I built a farm, the Pioneer Cabin by Haxus. It has small bits of split rail fence at the corners. I drew chain link fence with razor wire around the farm, snapping to the corner posts of the split rail fence. The flags along the fence line appear. I can walk on the site and the locator says I am at a fence under construction but Work Construction Site does nothing. If I run back and forth along the fence line it eventually gets built but not always.

Fixed bug that caused fences to only adjust to the terrain on the client side. On the server side, the fence was a straight line and hilly terrain caused trouble finding it. The fix means that existing fences may not conform to the terrain.

Adding any construction, such as a short bit of dirt road, will cause fences to adjust to the terrain. Fences are adjusted immediately, before construction on the road begins. The road can be deleted right away.

Also, deleting any construction will cause fences to adjust to the terrain.

Destroyed Building Money
When a building is destroyed, all money it contained is lost. If that is the only bank in town, most of the money in town is lost.

When a building is destroyed, whatever money it had is given to the community. If the community has a bank, that is where it will go, otherwise it gets stored in a different building. If there are no other buildings, the money is lost.

This transaction appears on the city report as "Transfer from Destroyed Building".

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  2019-06-19 Server Lockup
Posted by: Haxus - 06-19-2019, 11:14 PM - Forum: Updates - Replies (9)

Server Lockup
Several servers have locked up in the past week.

Fixed deadlocks in ships and in buildings.

Max Fence Length
Fences can be very long. This is inefficient.

Fences are limited to 1000m end to end length.

Declare Home
The Declare Home button should be on the building page of the building window.

Declare Home button moved from Bio|Avatar window to Building|Building window.

Capitol Jurisdiction Bug
Built a farm. Then built a capitol near the farm. The farm was not in the town of the capitol until after a server restart.

Fixed initial jurisdiction of capitol building.

Money to Metal
Money tends to accumulate in large amounts. If it is bullion made from metal, why can't it be melted back into metal.

Smelter can now make metal from cronodollars.

  • Cronos are always refined to Q255 purity so the resulting metal is Q255.
  • Cronos minted from magmium or vulcium do not produce those metals when smelted; they produce Metal.
Someone may say that allows a freighter to haul a lot of metal without taking any cargo space. That is already true of cronodollars. When transferring cronos, think of it like a cheque, authorizing the bank or storage facility to transfer the coins to the recipient.

Mint Bullion Bug
A Q255 unit of metal is worth about 52 cronos. How can a mint make 1600+ cronos from a unit of metal?

Minting processes were fixed to produce the number of coins exactly equal to the value of the metal(s) used. All minting produces Metal coins.

Mint Bullion using Adamantine
There are no processes to mint bullion using adamantine.

Cronos can now be minted using adamantine. The patent for this depends upon the patent for minting bullion from vulcium.

Fence Material
Fences in blueprints take too much material when the building is constructed.

Changed the formulae for calculating fence materials. They should be quite a bit less now.

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  Pirate Ship doesn't Defend Pirate Base
Posted by: Deantwo - 06-18-2019, 07:14 PM - Forum: Prerelease Bug Reports - No Replies

Code:
Arzacne: FPS Fox Thunder IV, blast you! Come up from that dirt ball so we can face each other as warriors.
The moment I entered the atmosphere above their base, the pirate ship complained and thought I was hiding from them.

Maybe they should continue to engage you if they have claim or base on the world?

Would expect them to yell "Leave our base or pay the price!" or some nonsense like that. And then proceed at ramming speed toward you.

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  Make Biodomes remove inside fog
Posted by: Morjimoi - 06-18-2019, 06:49 PM - Forum: Arena of Ideas - Replies (2)

Hey, since biodomes are supposed to be sealed and all why not make it inside there isn't any fog effect until outside, so it's easier to see inside and such? I built one recently in a gas giant but still it's pretty hard to see inside.

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Star Lamp Post Lag Bomb Exploit World Freeze
Posted by: zalphor - 06-16-2019, 12:22 AM - Forum: Prerelease Bug Reports - Replies (1)

The weltreich empire paid me a visit on June 15 Sat GMT
After taking over a few Cities Racer planted something he said would be laggy.
From my understanding its a lamp post of some kind.

My capitol (on Banvalzas Spear Alpha Ia) and the only fully habitable planet in the system is now completely un-approachable.
When attempting to approach roughly 17k or so meters away the client freezes completely.


things i have done to attempt to circumvent the lag bomb.
- Wait it out (hoping that the server might just somehow dump the offending building.)
- Change all scene settings sliders to their minimum (Yes manually to their lowest, turning off extra settings)
- Approach at an angle or other side of the planet.

By telling a crew member to orbit the city i have managed to get my character (zarphor) stuck.

I approached by flying manually directly twords the planet at roughly 500 m/s, i began to limbo, then crash, and then upon restarting the client i was dead.

what i have gleamed from this state:
Things are still happening, you just cant see or control what is happening.

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  Wrong Respawn Order With Invalid Ship
Posted by: Deantwo - 06-14-2019, 08:28 PM - Forum: Closed Bug Reports - Replies (9)

My spacecraft was either in stasis or its life support system disabled, so I can't respawn to it. This is intended and excepted behavior.

However, I also have a home city declared. I would expect that to be the destination when I try to recall to an invalid ship. However, instead it is respawning me in random cities because I don't have a capital city.

Excepted order:

  1. Spacecraft berth
  2. Home city/building
  3. Empire capital city
  4. Random empire city
  5. Village of current habitable world
  6. A random empty habitable world

Also, it is impossible to close my helmet visor in time when loading in. Would be nice if respawning in a harsh environment would more reliably place me inside the building or maybe close my helmet visor (if the environment seal is intact). Could also just give a temporary invincibility until the avatar moves, so we don't start dying before having a chance to address the situation.
Died 3 times as my character kept respawning on random harsh environment worlds while my helmet visor was open.

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  2019-06-14 Part Groups, Custom Fences and Walls, Under Water Construction
Posted by: Haxus - 06-14-2019, 06:27 PM - Forum: Updates - Replies (8)

Part Groups
Some parts in building and spacecraft designs can be named. Besides defining the name of a room in the design, naming is used to group parts together that need to be lit similarly. An exception is the mesh, which cannot be named; it is associated to a room for lighting. This needs to be changed in preparation for custom fences and walls.

Part names changed to a common group property on all parts.

  • All parts can now be assigned a group name.
  • A Group column was added to the parts list. Right click selected parts, in the parts list, to change their group.
  • In building designs, groups are rooms. The exception is the reserved group name Hull, whose parts are considered to be hull parts.
  • Parts with a blank group name are considered to be part of the hull.
  • In fence/wall designs, two group names are reserved: Post and Section, to distinguish between parts of the fence post and the fence section.
  • When loading older drawings, part names are automatically converted to group names. Meshes associated with a room are automatically grouped with the room and the association is removed.
  • Meshes can no longer be associated with rooms.
  • Designer Usage Tips documentation was updated.
Custom Fences and Walls
Will it be possible to let us define the repeating segments for fences and walls ourselves one day?

This is done, with a few minor issues remaining.
  • Fence/Wall structure added to building designer.
  • Fence/Wall designs look for parts in two groups: Post and Section.
  • Post group contains the meshes and barrier of a typical fence post, created at the drawing origin, which will be its ground level location.
  • Section group contains the meshes and barrier of a typical fence section, drawn from the origin, extending in the +X direction.
  • Section group +X extent defines the section length, which is also the center-to-center post spacing.
    • When built, the actual post spacing could vary, to achieve uniform post spacing and when conforming to terrain.
    • Post only designs should place a tiny mesh underground in the section, to establish the +X extent.
  • Only mesh and barrier parts are used to create posts and sections.
  • Barriers are used to define the obstructive parts of the post and the section.
    • These should be extremely minimal, like one barrier surrounding the post and one barrier surrounding the section.
    • The section barrier may make the post barrier unnecessary. Likewise, a post-only design does not need a section barrier. Do not add barriers if they are not needed.
  • Barriers in custom fences and walls obstruct all movement, unlike the built in fences that block movement variously. See their tool tips on the Construction window for details.
  • Blueprints/Buildings folder contains the Fence .SoH files that are used for the built in styles. If they are used as custom fences and walls, they will not have the special movement rules of the built in fences and walls.
  • When adding a fence to a building design in the on line designer, the list will include designs in the exchange and in your gear.
  • Fences in the designer do not automatically divide themselves into section lengths. Each fence segment in a design creates a single section of fence. The Zoo by Haxus fences are long corner-to-corner sections that do not conform to terrain in between the posts. I will update the design when time permits.
  • Designer preview works with fences.
    • In the on line designer, custom fences will appear in the preview.
    • In the off line designer, custom fences will appear as a line of stakes in the preview, as if under construction. This is because the externally referenced custom fence/wall design is not available in the off line designer.
  • Fence designs can be built in all environments, depending on construction material.
    • Built in designs are made using specific construction materials.
    • Custom designs are made using the material selected on the Construction window.
  • Construction window Walls page was removed.
  • Sand bag wall button moved to Fence/Wall page.
  • Brick Wall and Stone Wall buttons were removed. They do not behave differently than custom walls so they will be published in the exchange instead. Removing them from the window enabled consolidation of walls and fences onto a single page.
  • Built in Brick Wall and Stone Wall designs still exist, for use in the designer, both on and off line.
Under Water Construction Bug
Buildings can not be built under water.

Fixed.

Fence Limits
Fences are not included in the world building limit. This vulnerability has been exploited. It must be fixed.

Fences now count toward the world building limit. The first 20 fences are free.

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  Deep Deep Underground Military HQ Exploit
Posted by: Deantwo - 06-13-2019, 09:26 PM - Forum: Prerelease Bug Reports - Replies (2)

It is possible to flatten a mountain to sea-level, build a military HQ, and then remove the grading so it is impossible for an attacker to reach and damage it.

There is a good example of this on Tail V, a base named "dEaD FOx".
[Image: 2019-06-13_23_09_34-Window.png]
I detonated a bomb on surface before realizing how far down the actual building is.
The building you can see is an airport that is next to the crater. The actual military HQ is deep deep underground below the crater. You can only ever see it by clipping into the ground.

I requested that Mr. Mortius remove his crappy exploited base from my homeworld. So not sure how long it will stay.

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  Cities of Tail V according to Villagers
Posted by: Deantwo - 06-13-2019, 07:56 PM - Forum: Prerelease Bug Reports - No Replies

Found a village on my homeworld for the first time in a long while, this is what they had to tell me.

Code:
Yukivmyhak: The closest city is Capitol. It is 7 km west of here.There are no buildings. Nobody lives there. The town hall was built there Dec  
Seems they are taking the name of the building instead of the city itself.
Also the date seem to be broken.

Also had some information about the Weltreich base that was founded ~20 hours ago.
Code:
The newest city is dEaD FOx. It is about 10 km southeast of here.There are no buildings. Only one person lives there. The town hall was built there February  
Seems that the date is totally screwed up. It was founded today (well during my night).
Also it is a base, not a city.

Seems like the non-ASCII symbols were removed in the forum post.

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