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  No default Carpenter, cant change intended back either
Posted by: Ikkir Isth - 01-01-2019, 12:09 AM - Forum: Prerelease Bug Reports - No Replies

One of the first things I tend to do is make a carpenter for quick shovels and theres no default one yet.


Edit: ok, maybe the main problem is it seems I cant uncheck the "intended industry box" on the blueprint filter: always reselects on close.

Edit 2: seems Xing out just doesnt save maybe? Have to push enter for it to save and work.

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  2018-12-31 SQL Err, Farm Animal Swarm
Posted by: Haxus - 12-31-2018, 08:39 PM - Forum: Updates - Replies (3)

SQL Error
Server logs are reporting an SQL error. This is causing SQL transactions to fail.

Fixed field overflow due to integer that grew very large.

Farm Animal Swarm
Several farms have thousands of farm animals. The farm animal population continues to grow.

Fixed a bug due to ambiguity when old style farms are overlapped by new style farms.

Avatar Empire Change
An avatar who was idle for a very long time reported that their empire changed when they returned.

Removed decay code that caused avatar empire to change.

Designer and Primeval Launcher
In preparation for Steam, the Designer and Primeval World operating modes of the game program should not be selected using a command line option.

Launcher and Client reworked to accommodate this.

  • Designer and Primeval world buttons removed from Launcher.
  • Entry screen added to the client program that chooses the operating mode.

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Photo old morale warning not removed
Posted by: Slaxx - 12-31-2018, 06:18 PM - Forum: Closed Bug Reports - No Replies

[Image: r3q0UuC.png]

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  automatically closing channels / trade channels
Posted by: Slaxx - 12-30-2018, 11:09 PM - Forum: Arena of Ideas - No Replies

have channels that are long inactive close by themselves. (trade channels close automatically once their response-time has run out)
this way this channel mess can be prevented.

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  building tab doesnt work
Posted by: Slaxx - 12-30-2018, 07:23 PM - Forum: Prerelease Bug Reports - Replies (3)

went to my bank and then capitol to withdraw money, building tab doesnt show building's managing menu
relogged two times, didnt fix it.

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  Recall aboard ship broken
Posted by: Moghom - 12-30-2018, 02:09 PM - Forum: Prerelease Bug Reports - Replies (2)

Hi, the recall home feature is broken when attempting to berth aboard a starship: most of the time you get killed and respawn at your home's location point. It happened  many times today with one of my alts

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  Military weapon system with prospector beam
Posted by: Etgfrog - 12-30-2018, 05:08 AM - Forum: Prerelease Bug Reports - No Replies

I know this is thinking completely outside the box. I built a large military weapon system with an integrated fire console that is linked to a prospector bay that is 750,000 m3. This weapon should, according to the stats, allow the base to fire and harvest moon resources from the ground of my homeworld. The problem is there is once it was built, the weapon console was non-existant, its there but it doesn't display at all and I cant actually sit down at it.

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  Warning messages so frequent they prevent actions from occuring -incidious atmosphere
Posted by: Snowmantis - 12-29-2018, 10:19 PM - Forum: Prerelease Bug Reports - Replies (2)

While trying to build within an insidious environment, my ship was taking Acid damage as it should, but I was trying to extend roads into other zones and the warning messages came so frequently that the messaging was literally overwhelming my client and I could barley make two road sections until going back to orbit.  I am pretty sure the messages were coming more than once a second.   Can this be tuned?  Not sure if this is considered a bug or a feature request.  

If the warnings are supposed to be a continuous stream of data, then can we make the frequency tunable?
For example since I know my ship's limitations I only want a warning message every 15 seconds.  This way I can actually get something done in a very dangerous environment and still get away and repair my ship for the next trip into the insidious atmosphere.

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  Capacitor information isn't shown
Posted by: Deantwo - 12-29-2018, 09:10 PM - Forum: Prerelease Bug Reports - No Replies

The capacitor information isn't shown for building blueprints on the construction window or Building window's Building tab.

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  Capitol doesn't say building isn't connected
Posted by: Deantwo - 12-29-2018, 09:02 PM - Forum: Prerelease Bug Reports - No Replies

Maybe it is more of a suggestion then a bug?

Either way, it is not possible to see if a building is disconnected from the capitol building anywhere. It would be useful if the capitol building mentioned this in the "Info" column of the buildings that aren't connected to the capitol.

But new players will wonder about this a lot since there is no way to see this at a glace. To see it know right you have to open the Building tab of the Building window for that building.

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