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  2019-04-25 Hospital, Server Deadlock
Posted by: Haxus - 04-25-2019, 03:13 PM - Forum: Updates - Replies (9)

Hospital Medic Station
Hospital medic station not usable.

Avatar can now use hospital medic station to perform medical procedures on a patient, just like the sick bay of a ship.

Hospital Supplies Needed
Hospital medic station cannot function without medical supplies.

Hospital now imports supplies used by the surgery station. It also imports pharmaceuticals and a few foods. Its rate of import is the slowest possible but it will still eventually fill all of its storage space. Hospital designs need very little storage space.

Doctor Needed
Hospital medic station would be more helpful if it was operated by an NPC.

When you enter a room that contains a surgery station, a city worker will operate the medic station. It may take up to a minute for the doctor to arrive. A doctor will not appear if the building has no workers, as shown on the Building window.

Server Deadlock
Server deadlocked when someone picked up an item.

Fixed code that permitted a deadlock condition when picking up an item.

Buildings Strobe in Sync
All city strobes appear to be on the same timer.

Strobes at each site are now synchronous at that site but strobes are not synchronous between sites. This is also true of the rotation angle of beacons.

City Code
Now that the old style cities and buildings are gone from the universe, their code and resources can be removed.

This was a glorious task, dramatized in my mind by screams and the sounds of chainsaws emanating from my office for days, as I laughed maniacally, chopping at the giant tumorous growth of old city code.

Code grows continuously. It is a rare and joyous moment when you get to remove some. In this case, the raw line count went down by about 120,000 lines, a little over 9%, and the size of the overall program distribution dropped by 20MB. The abandoned code would print out to fill more than five 500 page books. Cha CHING!

Buttons and windows for interacting with old style cities were removed. References to old style cities in tooltips and other text were removed wherever I could find them.

Buttons to request spacecraft and building designs for sale were removed from the window for asking for things for sale. They only existed to support dialog with an old style design studio.

Large textures used exclusively by old style buildings were removed.

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  Incorrect/unobvious job fill
Posted by: Vooker525 - 04-22-2019, 03:45 PM - Forum: Prerelease Bug Reports - No Replies

City has more citizens than jobs, unemployment penalty.
Production lines fill with workers not parallel. Line that first in list has priority and fills first, other lines in the same building, but lower on list fills to ~1/10 of allocated jobs or dont fill at all until first line fills fully with workers. If increase number of jobs on first production line, workers will be taken from lower lines to fill gap. This all happens in single building. Other buildings do not or fill with worker much slower until first building fully fills with workers.
Again, this all happens when city has unemployment penalty.

Algorithm is either incorrect or hard to understand


https://youtu.be/yTr1z5_Zt70

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  Help: Crew won't move
Posted by: Cousarr - 04-20-2019, 11:31 PM - Forum: Design Studio - Replies (5)

I spent about a week making a design and the crew seem completely unwilling to move from their berths. It's not a room void issue as far as I can tell as I can walk up to them just fine. I've tried telling them to move from point to point in the same room as well as outside the room. What am I doing wrong? Do I need more walk paths than just those associated with the doors?

Edit: After further inspection, I can get a crewman in the designer to follow me to a station and man it. I was having an issue with getting the crew to do anything in the arena. This is probably an issue of me not understanding some nuance of the arena such as making sure I'm in the chain of command.

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  Where did the Space Fighters and Space Transporter go?
Posted by: BenjB83 - 04-20-2019, 02:06 PM - Forum: Cantina - Replies (2)

They don't appear in the construction list anymore. :(

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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)

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)

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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  Crash to desktop. Unable to start game.
Posted by: Coryen3 - 04-12-2019, 03:24 PM - Forum: Closed Bug Reports - Replies (2)

I reactivated my account a few days ago, and haven't been able to launch Hazeron. Whenever i try to start up i get to the login screen, click login, and crash to desktop without an error message.

Please help.

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  System Map/Survey mismatch with actual System
Posted by: zslayern - 04-10-2019, 07:57 AM - Forum: Closed Bug Reports - Replies (6)

System Map/Survey does not match up with actual celestial bodies and resource quality in system.
[Image: nHvOwFw.png]
System in question is:
Tlaxlan System (-3.7, 2.9, 3.9)
Tlaxlani Sector (-42, -24, 0)
Edge of the Rift

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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

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

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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