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  Oggal's QoL Request Thread
Posted by: Oggal - 05-09-2019, 04:39 PM - Forum: Arena of Ideas - Replies (2)

I had a bunch of minor inconveniences. So here's my requests to fix them.

Orbit Command from right click in System Map
too many times I have been looking at the system map to figure out which frigid moon to plop my eludium mine on, only to forget if it was the alpha or beta star. being able to right click the planet in system map and select orbit would be great.

Orbit Best Planet command in Star Map
Not going to lie, this is just so I can have one less window open when I'm traveling to a new system. I prefer to arrive and orbit a planet so I'm not scary close to a star when I leave a wormhole and so being able to orbit best planet with out grabbing the mission window would be nice. Long story short. I'm lazy.

Survey Report from City Status/Governed City window
Again, just a right click option to give direct access rather than having to open star map, and pull open the report there. Would save a lot of headache.

Bugfixes
The rest are things that currently feel like bugs rather than missing features

Gasping for air is currently a green light for city status. Where hunger is yellow.

Abandoned is a green light.
I know abandoned isn't really a 'Yellow Alert!' kind of status, but a grey light would be nice. something to say 'Hey! We want attention!'

Status is not sorted numerically in the govern window.
Appears to be sorted as string.

I'm female and my crew calls me sir.


Tons of otherthing's I'd love to request/suggest. But gonna save those for another day.
Let me know what you think. See ya'll on Galactic Chat!

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  Cannot demolish inside Biodome
Posted by: Deathbane - 05-09-2019, 10:47 AM - Forum: Prerelease Bug Reports - Replies (2)

As title suggests, using the new biodomes im unable to actually delete any buildings inside of the biodome.

Trying to do so just results in the removal of the biodome itself and destroys all placed buildings.

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  Depressurized Room error.
Posted by: Vectorus - 05-09-2019, 09:31 AM - Forum: Prerelease Bug Reports - No Replies

An error has recently been introduced to my ship which never affected it before. When a certain room is depressurized, my avatar floats with his feet towards the planetary gravity well, sometimes making it impossible for him to move or right himself. Room gravity should not really be affected by depressurization, I think.

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  Cratered Road
Posted by: Vectorus - 05-09-2019, 09:25 AM - Forum: Prerelease Bug Reports - Replies (1)

A crater deforms terrain under a road. The road 3d model is intact. It looks as if I ought to be able to walk on it but I fall right through. Not sure the best solution here? Reduce roads to dirt construction when part of them overlaps a deformation? Presumably making the leftover model walkable would be the most intensive and inefficient solution.

[Image: zytTtry.png]

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  More workers than Pupulation
Posted by: Oggal - 05-07-2019, 06:31 PM - Forum: Prerelease Bug Reports - Replies (2)

[Image: 7f224fd2d943b20b3550718849da42e2.png]

My colony has a population of 17 yet my treatment plant has over 250 workers... What?

The colony is question is the only colony on the world and as shown in the report pictured only has 136 home and 17 citizens. There is no way for there to be 250 workers.
The only other homes are an unfinished apartment. Unless citizens are commuting across the solar system for work there seems to be an issue.

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  2019-05-03 Biodomes
Posted by: Haxus - 05-06-2019, 09:59 PM - Forum: Updates - Replies (8)

Biodomes
Biodomes are not implemented using the new building system.

Biodomes are ready for use.

  • 3 variations of a 300m diameter biodome will be available in the exchange, as soon as I post them. They can be built in all environments. One leaves the interior terrain and plants alone; another levels the interior terrain but leaves plants alone; the third levels the terrain, fills with mowed grass, and removes shrubs, leaving a parklike setting of grass and trees.
  • .SoH files of the 3 sample biodomes are distributed in the Programs/Blueprints folder. It contains a growing list of spacecraft and building blueprints.
  • A new Environment Void part type was added for biodomes. It is a hull void that maintains a habitable environment inside. All biodomes must have at least one environment void.
  • Biodome design limits are much larger than regular buildings. A biodome hull can be 1000m across and up to 1200m tall.
  • As with any other building, a biodome may not stick up out of the atmosphere and an under sea biodome may not stick up through the sea surface.
  • Designer helper that shows building design limits is now influenced by the building structure in the design properties.
  • Behavior at the bottom of the environment void is weird if the terrain continues to fall away beneath it. For that reason, the voids in the sample biodomes go far into the ground. (This is unnecessary in the two biodomes that level the interior terrain.) Picture number 5 shows what happens when the environment void does not reach the bottom of a crater. I do not intend to improve this. You are instead encouraged to avoid the situation or give it some sci-fi rationale and live with it.
  • Biodomes built on land may contain seas of water, lava or supercooled liquid. Land placement only requires the insertion point to be on land, the rest of the biodome can encompass water or land in any proportion. Treatment plants can be placed inside biodomes.
  • Biodomes built under the sea will exclude all liquid from their environment voids. Below the bottom of the environment voids, the liquid will exist though it will not be visible and it will have no visible surface. Under sea placement requires that the entire biodome fit below the sea surface.
  • Life support is optional in a biodome design. Without life support, the environment void does not create a habitable environment. Biodome life support never fails, regardless of damage or power to the structure.
  • Biodomes with life support create vegetation and trees on terrain in their environment voids. This can be used by farms and logging camps. Atmosphere cannot be harvested inside a biodome, however.
  • Buildings of any construction can be built inside a biodome in harsh environments. So, a regular house can be built inside a biodome on the moon or under the sea.
  • Airports and Base Air Terminals cannot be built inside biodomes.
  • The box extents of a building design must fit inside the environment void of a biodome to permit construction inside.
  • Construction window typically lists only blueprints that can be built in the current environment. If the current world has a biodome anywhere, blueprints will also be listed that could be put inside, based on environment, not physical dimensions.
  • When a biodome is destroyed, buildings that were inside are destroyed if their construction is not sufficient for their domeless environment.
Here are some pictures:
http://hazeron.com/splash/Biodome1.png
http://hazeron.com/splash/Biodome2.png
http://hazeron.com/splash/Biodome3.png
http://hazeron.com/splash/Biodome4.png
http://hazeron.com/splash/Biodome5.png

Here are some notes about Biodome 300m Natural.SoH.
  • The biodome is formed of a circular wall with a domed roof. An archway is cut out of each of the four cardinal directions.
  • To give a solid foundation, the wall sits on a narrow (10m wide) site mesh that forms a large 300m diameter circle. The foundation site mesh raises terrain but does not lower it, to the base of the wall. This allows the dome wall to merge into hills.
  • A band of site mesh 10m wide, both inside and outside the wall foundation, blends with the natural terrain by applying red glow to the innermost and outermost vertices.
  • The interior terrain of the biodome has no site mesh at all, leaving the internal terrain completely natural. Site meshes can be used to modify terrain leveling, rocks and plants, as is done in the Biodome 300m Level.SoH and Biodome 300m Level Lawn.SoH variations.
  • The interior space is one large environment void that extends 100m down into the terrain, as discussed above. It is not necessary to make it using one big void. Multiple environment voids can be used.
  • Environment voids are hull voids. The archways each have a small environment void to cut out the opening. This allows the environment void of one dome to overlap the environment void of an adjacent dome, so people can walk from one to the other without environment suits. This also has the effect of causing plants and breathable air to spill out of the archways a little. If you didn't want that, you could use hull voids instead, or even make functional doors.
  • Due to the foundation site mesh, the dome has a solid wall of terrain around the base. This can be lowered by using a road or landscaper. It looks better if you put roads and waterways through the archways but that's up to you.
  • If you didn't want/need the appearance of a tightly sealed environment, nothing stops you from making a biodome that is open to the environment. I could imagine a biodome on a coast with a huge opening for ships to enter/exit.
Round Site
Biodomes don't have to be circles or domes. The geometry is up to you. However, while making the circular sample biodomes, I wished for a way to draw round site meshes.

Site mesh draw function now has an option to make a round site.

Void Spindle
While making the circular sample biodomes, I wished for a way to draw the environment void using a spindle. That would also have been handy when drawing the room voids inside the domes on the Atlantis.

Environment void and room void spindle draw functions added.

Undersea Buildings Invisible
In top down view, new style buildings cannot be seen through the sea surface. You have to lower the camera below the sea surface to see the buildings.

Changed the way the sea aperture works in top down view, when your avatar is under the sea. The transparency falls off more quickly at the edges, giving a bigger view into the sea. The new style buildings can be seen there.

Landscaper Bug
When I place a road through an archway on a biodome, the terrain is pulled down to the road as I would expect. When I do the same thing using a landscaper, to make a water channel, the terrain is not pulled down. It works if I use an underwater dirt road.

Fixed terrain adjustment bug that only affected landscapers. Their terrain will be automatically corrected the next time they appear in your scene. No cached information needs clearing.

Building Placement Bug
When placing a building, the site is not level when the insertion point is at the edge. This becomes very apparent with large sites, such as a biodome.

A building site can be level with respect to gravity at only one point. Instead of using the insertion point, the point of levelness is now the center of the building site.

This means that a flat building site on a globe is acually downhill to its center from the edges. Likewise, straight vertical walls actually lean inward.

Building Clipping Bug.
Sometimes buildings seem to clip away too readily, disappearing when they should still be visible.

Made some adjustements to the building clipper.

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  Biodomes? Maybe Soon!
Posted by: Oggal - 05-05-2019, 07:30 PM - Forum: Cantina - Replies (2)

Hazeron Monthly News! Special Edition!

Biodomes? Maybe Soon!
We are all still waiting for the day we can be freed from the hash environment penalty and hopefully soon we can find cover with Biodomes! After April's last update we heard from Haxus on the in-game Galactic chat:

Quote:Haxus
  Biodomes are the topic of the day now.

Haxus
  They should be fairly easy to implement.

Haxus
  Then platforms, fences and walls.
That's right. It looks to be quite likely that Biodomes are in the works and we may soon have some relief from the inhospitable air of our harsh colonies. While unconfirmed some images have been found on the gallery that may be WIP images of such domes!
[Image: Biodome2.png]
[Image: Biodome3.png]
[Image: Biodome4.png]

We can see a light on top the dome, entry points along the walls, and it appears some lifting of terrain around the edges of the domes.

There is also an image of a biodome on a moon showing plant life in them

[Image: Biodome5.png]

As well as underwater with a lovely barren view

[Image: Biodome1.png]

Can't wait to get our hands/paws/pinchers/flippers on these!

Platforms?
The other exciting bit from this news is the mention of walls, fences, and platforms being next. Walls, fences, and Biodomes all have spots in the construction menu at this time but there is currently no home for platforms. Walls and fences have existed in the past to my knowledge so they should behave as expected once we see them.
We where also told of "floating platforms" in the past with the new building update so perhaps these are the platforms Haxus mentioned.

Deantwo mentions:
(05-05-2019, 08:45 PM)Deantwo Wrote: Platforms are supposedly gonna be like artificial islands or even floating islands we can construct, and then make cities on them. So we can make cities on lava or in the air. This will be even more useful for gas giants, so we can make cloud cities.

...

We don't have too many details on Space Elevators either, but Haxus said it would likely be a building with a tether up to a space station. Rather this space station is build at the Space Elevators or separately we don't know, but sounds simple enough. Having multiple Space Elevators buildings with tethers up to the same space station would be pretty cool way of traveling.


Along side "floating platforms" is "Space Elevators" which the wiki also lists as unimplemented. While an elevator to space could prove quite useful, with airports having  functional teleporters now they seem redundant. We'll see what Haxus offers us in the future though, as if teleporters ever require commodities to function then a space elevator may be a better high traffic option.

We do also have the Drilling Rig building still unimplemented as well so perhaps we'll soon hear more info about them.




As for now. That is all for this Special Edition. See you all again at the end of the month for the full Monthly News Post.

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  April In Review
Posted by: Oggal - 05-02-2019, 05:19 PM - Forum: Cantina - Replies (1)

I'm always wanting more Hazeron news so here it is, a monthly news post about Hazeron.

Shores of Hazeron : April in Review
Updates:

The month of April for Hazeron has brought us a number of changes. Many small some large.
Starting on the firsts there where two updates posted, and though one was a cruel joke from Deantwo, we did a true update in the first of mostly bug fixes. From here a theme of Bug fixes continued through most the month removing bugs new and old such as the Patent Bug, which caused patents for gathering from atmosphere to be very skewed, and the 'Hulls in Hulls' Exploit that allowed ships to have more volume than reality and appear "bigger on the inside."

Moving into the middle of the month we started getting some new content, Roads gained measuring tools, TEUs could be picked up from brokers, buildings got displayed on helmet radars, and buildings started getting working stations. Along side this we saw a massive cut of old content as old cities where removed from the game. Some where able to be replaced with new style roads and capitals but many vanished completely from the game's universe.

Closing out the month was My personal favorite of the updates, and the one I'm rewarding as Update of the Month for April, City Status Report Icon. A small change in such a vast game, but a long needed one. Allows you to at a glace see the status on any city or base. This minor feature is a major change in managing a large empire.

State of the game:
Shores of Hazeron has suffered from low populations for quite some time averaging about 5 players over the month and maxing at 10 April is looking up from the max of 8 last month.

Unfortunately for most of the month mail servers where down which made tactical reports unavailable as well as captain logs. On the flip side of that news, Mail servers are back up and functional at this time.

On the political side of the game the top 5 for the conflict zone remain unchanged for the month, with the month ending with Reaume del Seint Graal at 5th with 49 worlds, Foxtail with 51 worlds at 4th, Solstice holding 100 worlds in 3rd, Sith being 2nd with 134, and lastly at the top of the leader board with 16 galaxies, 276 sectors, 456 solar systems and an amazing 1,060 worlds we find Weltreich in 1st.


That's about all for this month. Fell free to add anything I may have missed below and I'll try to get any changes in those areas out next month.

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  Ship crew pathing is too fiddly
Posted by: Cousarr - 05-01-2019, 10:17 PM - Forum: Prerelease Bug Reports - Replies (5)

In addition to my issue with getting troops to go up a ladder in an otherwise functional design, other designs have even further issues with getting pathing to work. Both issues are detailed below:

Ladders:

In the below tramp freighter design, the crew are able to find the way to their stations, but the troops are unable to use the ladders to go up a deck to get to theirs and remain in the crew quarters. Further, when issuing the "follow me" command to the troops, they mill about the ladders rather than climb them.

[Image: Flt2H0A.jpg]

[Image: 8rdgEPd.jpg]

[Image: 64bjIJb.jpg]

[Image: 5QnWJbx.jpg]

Walk paths:

In the below shuttle design, the crew were able to find their way to their stations prior to the addition of the hull door. The walk path network was expanded to attempt to help them find their stations. The crew find their way to then end of the Y junction and then stand there. The troops run straight into the nearest wall.

[Image: FzrydHk.jpg]


I was able to resolve the issue with the shuttle by updating the obstruction model. The issue with the ladders still stands. Even following updating the obstruction model, the troops in my simplified design that does not have doors between deck levels mill about the base of the ladder even under "follow me" orders.

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  Morale does not negatively affect birth rates(?)
Posted by: zslayern - 05-01-2019, 08:47 AM - Forum: Prerelease Bug Reports - Replies (3)

[Image: t2PV5fJ.png]
and also this:
[Image: vRnIyH2.png]

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