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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
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How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
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Drop menus in design stud...
Forum: Bug Reports
Last Post: Deantwo
11-12-2024, 09:12 AM
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How to smelt ore manually...
Forum: Cantina
Last Post: netshaman
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add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
11-11-2024, 01:39 AM
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Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
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Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
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Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
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favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
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Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
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2019-04-18 Old City Nerf, Server Deadlock |
Posted by: Haxus - 04-18-2019, 05:05 PM - Forum: Updates
- Replies (11)
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Old City Nerf
The old cities have reached the end of their life. They need to be removed.
Old cities were removed from the universe. This is what happened to them. - Roads and landscapers were transferred to new style roads and landscapers, which are independent of cities. These were well preserved because there was an almost 1:1 correspondence between old and new. Pressurized roads became concrete roads, losing their enclosures.
- A new capitol building was placed at or near the location of the old city's capitol building, or its town square if it had no capitol building.
- If the new capitol building could not be placed, a beacon was placed there instead, and the city was lost completely, except for its roads.
- City money and report history were stored at the new capitol building. You may still see the old reports for awhile.
- Hangars were built to replace existing hangars that contained spacecraft. Ships in them were moved to the new hangars.
- A police station was placed at or near one existing police station, if any.
- A bank was placed at or near one existing bank, if any and if a police was built.
- An airport was placed at or near one existing airport, if any.
- City inventory was distributed among the resulting buildings.
- Empire, galaxy, and sector capitol status was transferred to the new capitol building where appropriate.
Building placement could fail due to construction rules. In that case, those individual buildings were lost. That could include the capitol building, in which case the entire city was lost, except the roads, and a beacon was placed there instead.
If a hangar could not be placed, the spacecraft inside it were launched into orbit.
Underwater and gas giant cities probably failed to place any buildings other than the capitol.
Server Deadlock
A server deadlocked.
The deadlock happened when a building fetched a water vehicle to one of its parking spots. Water vehicles get a little extra work, to insure they fall/float to the water surface, and that resulted in a deadlock. It is fixed.
Shipments
Player hauling of TEU shipments is incomplete.
Finished some final details of players hauling shipments, related to the consequences for opening or jettisoning shipments.
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2019-04-16 TEU Shipments, Hand Craft, Bank Cash Flow, Ship Title |
Posted by: Haxus - 04-16-2019, 02:44 PM - Forum: Updates
- Replies (3)
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TEU Shipments
Broker shipments were intended to be something players could carry. This was never completed.
Players can now pick up and deliver TEU shipments.
- To request TEU shipments, a button was added to the dialog for requesting things for sale.
- To unload TEU shipments, a button was added to the dialog for offering things for sale.
This mechanic may evolve based on actual game experience. At present, there is no cost to pick up a TEU shipment. The delivery fee is based on delivering the package at the estimated delivery time. The delivery fee increases if you are early and it decreases if you are late.
Hand Craft
New style manufacture buildings do not add handcraft options if you stand on their site
Fixed addition of building-specific processes to the hand craft list. Added some visual indicators to point them out.
Fixed use of patents when hand crafting. Patents at the building and in your gear are searched to satisfy patent requirements of hand craft processes.
Military HQ on Sensors
Hm. Well, i noticed that military HQs are not visible on sensors both enemy and friendly
Fixed.
Company Hail Response
Company ships do not respond to hail.
Fixed various replies from company ships that were not working.
Production DNA
I have some leather production with using animal DNA but result leather clothing doesnt match it
Fixed a bug that lost DNA during the manufacturing process.
Headless Body
It turns off your whole body. Add a setting to turn off just your head.
There is now a setting to turn off the head of your body. This is sometimes helpful when head geometry intrudes into your vision, such as horns or jaws. This only affects your appearance in your own scene. Other players always see your head.
Bank Cash Flow
Report should show bank cash flow.
City report now provides a more detailed report of income and expenses of your city.
Spacecraft Title
You should be able to sell a ship title like any other commodity
Use the Spacecraft Policy page to create copies of a company ship's title of ownership onto a blank piece of paper or blank disk. Any person in possession of a title can use it to claim ownership of the property on the title. When ownership is claimed using a title, all other existing titles become null and void, with a note showing who claimed the property and when. The spacecraft on the title hails the new owner with its location, even if it is in stasis or in a hangar.
Weapon Bay Selector
Also perhaps related, because each weapon bay is now associated to a specific Firestation, you cannot switch between weapon bays at the commander chair
Fixed clipping error on the panel that caused it to only show the first digit of the current weapon system, which is usually 1.
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Power Plant Prevent Military HQ Demolition/Destruction |
Posted by: Deantwo - 04-09-2019, 09:36 PM - Forum: Prerelease Bug Reports
- No Replies
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Power plants that aren't part of a city prevent the demolition/destruction of a Military Headquarters.
It supposed to treat non-city power plants as belonging to the base, but are they suppose to count as military buildings?
Having to demolish my power plants just to move/replace the Military Headquarters is gonna be kinda distributive. This is mainly an issue because you can place these "military power plants" before you place the Military Headquarters.
I have a number of non-city power plants on my world, and only just placed a Military Headquarters, but I did a mistake and can't bulldoze it without first removing the power plants.
See also: (Suggestion thread) Move/Replace Capitol and HQ
Workaround: You can bulldoze the power plants using the bulldoze Military Headquarters' interface, but you will still lose the power plants that you might have to replace.
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2019-04-08 Recall to Building, Designer Vacant, PVE Dynamite, Buildings on Radar |
Posted by: Haxus - 04-08-2019, 03:18 PM - Forum: Updates
- No Replies
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Recall Inside Building
Must fix spawn recall to building to find a place inside the building. Otherwise, recalling to a harsh environment is deadly.
When recalling to a building, a location inside the building is queried first, before finding a location outside.
I would not recommend declaring your home at a building with inaccessible interior rooms.
Designer Vacant
Occupied designer instance says Vacant. Can't join existing?
Designer building window now shows occupied status correctly.
Part Seal Bug
Part seal bug. Select part. Enter face mode. Select sealed part for access to it.
Face mode now reverts to part mode when a sealed part is selected in the parts list, that was not sealed by the current designer/architect.
PVE Dynamite
Dynamite thrown by me in pve zone damaged a players ship.
Fixed a bug that allowed shrapnel damage to ignore the pve zone protection.
Warp Engage Atmo Dive
There seems to be an atmo dive bug due to AI entering warp while still aimed near the edge of a planet/star.
I changed the AI pilot to delay engaging the FTL drive until orbital altitude above the planet is well above the altitude that stations orbit. I also increased the on-course precision required before engaging the FTL drive.
Buildings on Radar
Would be nice if military buildings showed up on helmet radar
All buildings now show up on helmet radar as a box. Military buildings are distinguished with an X across the box. Box size is an approximation of the buildings at a site, up to a maximum box size.
Server Deadlock
Servers have been plagued by lockups recently.
The server reconfig was very helpful, absolutely necessary to find this bug. Now that thread call stacks can be traced again, it was back to the usual, unraveling the ball of string to find the knot. In this case it was a spacecraft fetching a vehicle to a parking spot, while a battle raged elsewhere among the threads.
This bug was the primary reason for the restart today. A server was locked this morning and the stack trace led back to this deadlock. The fix only affects server code.
Client updates aren't finished building yet; I'll post them as they finish.
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Minimum Population for City to Count Towards Ranking |
Posted by: Mr. Mortius - 04-07-2019, 11:21 PM - Forum: Arena of Ideas
- Replies (2)
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It is currently possible to spam capitals on every planet you encounter to increase your empire's ranking. Empire ranking should probably be based off of a score that is calculated from a combination of officered ships, population, and number of worlds colonized, with a minimum population of maybe 100 required for a planet to count towards an empire's score.
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Geothermal Power Plants |
Posted by: Mr. Mortius - 04-07-2019, 03:11 AM - Forum: Arena of Ideas
- No Replies
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Some planets have features such as volcanoes and geothermal vents. It'd be interesting if these were useful in some way, and a source of power would be one. This would be especially useful for gas giant colonies.
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