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| Power Plant Prevent Military HQ Demolition/Destruction |
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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 |
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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 |
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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 |
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Posted by: Mr. Mortius - 04-07-2019, 03:11 AM - Forum: Arena of Ideas
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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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| Issue with Hull void |
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Posted by: Oggal - 04-05-2019, 10:06 PM - Forum: Prerelease Bug Reports
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When designing a ship I found a hull void was causing me to be teleported as soon as i moved into it if I had gravity enabled. It seems I get moved to the same x and y locations but to the plane of Z = 0. All in world space not grid space.
I'm trying to get a work around and I'll update this post as I find more.
Some information for now:
My hull void is located below the plane Z = 0.
It does this in both off-line and on-line designers as well as preview modes.
Problem is solved moving design so the void is above the Z=0 plane
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| 2019-04-05 Query Starmap, Finalize Progress, Server Config |
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Posted by: Haxus - 04-05-2019, 02:11 PM - Forum: Updates
- Replies (2)
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Query Starmap
The star map window has a button to request empires and a button to refresh the map. Having two "refresh" buttons is confusing and clunky.
Star map query reply now includes empire data that is needed by the client.
Refresh Empires button was removed from the Star Map window.
Hulls Inside Hulls
It is possible to cheat the designer into thinking a blueprint has more volume by placing hull parts inside of hull parts.
Volume calculation of spacecraft and building hulls now does a better job of estimating the volume of the model, without being fooled by overlapping parts. Unfortunately, this added some grueling processing to the Finalize and Refresh Obstructions processes, making them take longer, especially on large sized blueprints.
This will not affect blueprints that have already been finalized. Their hull volume will not change.
Finalize Progress
Finalizing a blueprint can take a long time. A cancelable progress control would be welcome.
Progress control added when finalizing spacecraft and building blueprints. It can be canceled.
A progress control is not necessary when finalizing assemblies.
Refresh Obstructions Progress
Refreshing obstructions in a blueprint can take a long time, longer now with the change to the hull volume calculation. A cancelable progress control would be welcome.
Progress control added when refreshing obstructions in spacecraft and building blueprints. It can be canceled.
Cannot Climb Down Ladders
I can climb up ladders in a spacecraft but I cannot climb down them. My legs move but my guy doesn't go anywhere.
Fixed downward movement on ladders.
Blueprint Number
It would be nice if the blueprint number was shown on the spacecraft specifications window.
Blueprint number now appears on the spacecraft specifications window.
Server Configuration
Since updating the servers to use the qt5-default package, gdb no longer provides useful stack trace information. This makes tracing server crashes impossible.
Reconfigured servers to use Qt libraries built by me. This was successful on the test servers. Stack traces are back where they belong.
Server restart will take a little longer than usual. Public servers will be reconfigured after they shut down for the restart. This takes a few minutes per server. Then they will be restarted normally.
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| 2019-04-03 Turbo Lift Gravity, Shields Charge, Multi Select |
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Posted by: Haxus - 04-03-2019, 03:35 PM - Forum: Updates
- Replies (1)
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Turbo Lift Gravity
After the last update, the gravity in the turbo lift on Atlantis is broken.
Found/fixed a bug that caused all turbo lifts created prior to this update to have natural gravity inside their room void, instead of artificial gravity. To fix this, the gravity in all turbo lifts created prior to this update was set to artificial. This is least likely to cause trouble for existing ships and buildings.
Shields Charge Bug
On some spacecraft the shields did not appear to charge.
Fixed a bug in the data stream of the shield station. It was displaying the shield levels incorrectly on ships with very large shields. Their shields were charging correctly but there was no way to tell.
Make Turbo Lift
The command to make a turbo lift consumes the room but it leaves the room void and the door jig behind. This is confusing.
Changed the turbo lift maker to eliminate the room void and door jig.
Publish Multi Select
The publish blueprint window should allow multiple selection so I can publish many blueprints at once.
Windows to publish building and spacecraft blueprints now support multiple selection.
Unpublish Multi Select
The exchange windows should allow multiple selection when unpublishing blueprints.
Building and spacecraft exchange windows now support multiple selection when unpublishing blueprints.
Delete Multi Select
The delete blueprint window should allow multiple selection so I can delete many blueprints at once.
Windows to delete building and spacecraft blueprints now support multiple selection.
Designer Snap
It would be handy if there was a way to know if the cursor was snapped to an existing part of the design.
Cursor blip now highlights when snapped to an existing part.
Landing System Bug
If I take Atlantis and land on a planet, I can launch fine, but cannot land.
Spacecraft in atmosphere zone of a world now respond to landing requests, unless they are actively hiding in ground clutter. Previously, they ignored landing requests when in the atmosphere.
Transporter Ambiguity Warning
Warn about two transporter stations in the same room. It is ambiguous.
Building and spacecraft blueprints can no longer be finalized if two transporter stations are in the same room void.
Verify Planar Void Faces
Verify that the faces of voids are planar. Bent faces cause strange problems with the algorithm that determines if things are inside the void.
Voids with bent faces will now produce an error when finalizing a design. If you get this error, the solution is to adjust the vertices of all faces so they do not form bent planes, or fracture the faces of the errant void. Fracturing a face reduces it to its individual triangles, which cannot be bent.
Please do not fracture all voids because the inside-void algorithm is much more efficient otherwise.
Edge Lines Offset Bug
In the designer, sometimes edge lines are offset from solids. This appears to be related to right-click somehow, maybe incomplete drag.
Reset part dragging state values when needed.
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