Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,238
» Latest member: UnregularSpace
» Forum threads: 1,553
» Forum posts: 9,445

Full Statistics

Online Users
There are currently 154 online users.
» 0 Member(s) | 152 Guest(s)
Bing, Google

Latest Threads
Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
11-19-2024, 10:19 PM
» Replies: 135
» Views: 200,021
How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
» Replies: 1
» Views: 101
Drop menus in design stud...
Forum: Bug Reports
Last Post: Deantwo
11-12-2024, 09:12 AM
» Replies: 1
» Views: 207
How to smelt ore manually...
Forum: Cantina
Last Post: netshaman
11-12-2024, 02:25 AM
» Replies: 2
» Views: 143
add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
11-11-2024, 01:39 AM
» Replies: 1
» Views: 214
Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
» Replies: 2
» Views: 202
Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
» Replies: 5
» Views: 1,160
Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
» Replies: 2
» Views: 571
favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
» Replies: 6
» Views: 1,989
Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
» Replies: 0
» Views: 434

 
  working jobs on city reports.
Posted by: Trusin - 10-09-2018, 10:44 AM - Forum: Prerelease Bug Reports - Replies (1)

In new cities the city report (left report in image below) Lists total available jobs, however because you can assign so many workers it (image on the right shows 2 workers when 341 jobs exist.) it should also show total workers.

[Image: jobs_zpsgnmohtfi.jpg]

Print this item

  Fire control station select range bug
Posted by: jakbruce2012 - 10-09-2018, 05:37 AM - Forum: Prerelease Bug Reports - Replies (2)

The planet I'm orbiting is selected, this is what the fire control station shows as selected.
Harvest works as expected.  Just a UI bug maybe?

Example:
https://www.dropbox.com/s/zp3wg6nxes96aj...g.PNG?dl=0

Print this item

  2018-10-08 Server Lock, Broker Ship Category, Targoss Rewrite
Posted by: Haxus - 10-08-2018, 07:05 PM - Forum: Updates - Replies (1)

Server Deadlock
There were a few server lock ups in the past few days.

Each time, the problem was traced to a deadlock that happened when a guard tower targeted an enemy unit. The deadlock was fixed.

Broker Ship Category
It would be much easier to set up a broker to keep a colony alive if they could ship categories of commodities, e.g. Food.

Broker shipments can now be specified by category.

Targoss Rewrite
The Targoss tutorial is so useless it's a joke.

Wrote new Welcome New Avatar tutorial to actually show a new player how to play the game. It teaches how to do these things.

  1. Forage and hand craft things.
  2. Communicate and trade with indigenous people.
  3. Construct buildings and manufacture things.
  4. Form a government and establish cities.
  5. Claim worlds and steal claims.
  6. Conquer and defend worlds and cities.
  7. Begin spacecraft production.
Building Event Log
Building event logs are not reset between reports. They tend to accumulate a lot of stuff over time.

Building event logs are now reset at the conclusion of each city report cycle.

Tech in Combo Boxes
Tech objects still appear in some combo boxes. This is obnoxious because there are so many of them and they are obsolete.

Removed tech objects from these places. Let me know if you see them anywhere else they shouldn't be.
  • Governance commerce restrictions page.
  • Mission order window.
  • Make item window in primeval world.
Indigenous Won't Talk
Indigenous people won't talk to me any more. They just say they have nothing to say.

Fixed an error introduced when they were made to stop repeating themselves.

Print this item

  Sum of all active jobs should be on the city reports
Posted by: Trusin - 10-06-2018, 11:39 AM - Forum: Arena of Ideas - Replies (3)

Currently it just shows you all jobs active or not, To get an idea of how much your putting people to work, it needs to sum up all the active jobs.

Print this item

  Turbo Lift massively reduces volume in design
Posted by: DFDelta - 10-05-2018, 06:06 PM - Forum: Prerelease Bug Reports - No Replies

I have a design in progress with a bugged Turbo Lift. As long as the lift exist the hull part it is inside of loses almost 90% of its volume.
If the lift exists the main hull (a single large section) has around 400k m³, as soon as I delete the lift it jumps up to 3,5m m³.


ID of the Design: 3518301 Where did the Volume go
ID of the bugged part: 146 Turbo Lift

Repro steps:
- Load design
- Refresh and check total volume (about 1.12m m³)
- Delete 146 Turbo Lift
- Refresh and check total volume (about 4.1m m³)

Print this item

  Help: Missing volume
Posted by: DFDelta - 10-04-2018, 07:28 PM - Forum: Design Studio - Replies (3)

I have always had the problem with my designs that, after working on them for a while, they'd start losing volume.
Never much, I'd create a hull with ~10 million m³ and after wrapping up and finalizing it would be ~9.8m m³, that sort of thing. I actually thought that maybe it is intended since it has always been 2 or 3% of volume, pretty consistently. (maybe a small loss for rooms or room-voids or something like that)

Now I've created a station design where it is different. It should be somewhere around 5m m³, but after calculating volume it is only shown as 1.1m m³. Thats somewhere around 80% of hull volume thats missing. I have no idea when or why the hull volume went missing, just that I calculated once much earlier and it came out as 3.8m, and the stuff I've added should easiely be at least another million.

Does someone know what I might have messed up or if I ran into a bug?
For reference purposes, I've uploaded the WIP design as:

3518301 Where did the Volume go

Print this item

  2018-10-04 System Scan Rings, City Report Spacecraft, Build Bug
Posted by: Haxus - 10-04-2018, 04:34 PM - Forum: Updates - Replies (2)

Build New World Bug
When I plan buildings on a new world they don't show up until after I relog.

Kicked a cached value that needed updating.

This bug really forced the update today. It was way too confusing, especially to new players.

Jobs Number Suspicious
I started a new town. After building five buildings I checked the city report. It said I had 131,000 jobs. What? Later it was different, still far off.

Fixed uninitialized jobs count variable.

Floating Pieces of Carcass
When I carved a carcass on the ground, it turned into leather, meat and bone. The new items hovered in the air for a second or two before falling to the ground.

Triggered immediate physics processing on freshly carved carcass bits.

Enemy Agent Present
I went to help a new player get started. They could not build anything because an enemy unit was present on the world. That was me, because I am in an empire and their new avatar was not.

Agents with agent power active are now ignored by the check for enemy units.

System Scan Rings
System scan report draws moons around planets but it does not draw rings, though it includes information about rings.

Rings are now depicted on the solar system scan image. Three circles are drawn. A dashed line shows the orbit line of the ring. The dotted lines show the inner and outer limits of the ring.

City Report Spacecraft
The spacecraft section of the city report says it includes only empire ships in orbit. Other ships in orbit are also reported.

Fixed wording on city report to reflect a recent change. Cities with sensors or an observatory will now report all ships in orbit, regardless of empire. That means all ships that are in the zone of control of the world, not necessarily close to the atmosphere of the world.

Print this item

  Blueprint filters
Posted by: Trusin - 10-04-2018, 02:33 PM - Forum: Arena of Ideas - No Replies

When you go to select which blueprints your empire can see, would be nice to have a select all, and deselect all.

Print this item

  More filter options for Patents and buildings
Posted by: Trusin - 10-04-2018, 11:14 AM - Forum: Arena of Ideas - No Replies

Would like another layer to filter patents at like a university by type. The list is rather long and cumbersome. 

like ship components
mfg
vehicles
Health (medicines)
Refine
weapons
ammunitions


maybe just put the building type it is for, then the list of patents would be a "quick fix" If they are not associated with a building then a "the rest of them" or soemthing.

Same for buildings at like the capitol. You get soo many and they are alphabetical but would be easier for me if they were by type. Food, mfg, utility, travel ect... maybe like by the category they are in the construction menu.

Print this item

  2018-10-03 Server Crash, Black Holes, Neutron Stars
Posted by: Haxus - 10-03-2018, 06:13 PM - Forum: Updates - Replies (11)

Server Crash
The servers crashed three times in the past few days. Two crashes happened over the weekend.

All three crashes were caused by the same bug, triggered by a spacecraft lighting up its FTL drive while someone aboard was in a design studio instance. The bug was fixed.

Stellar Black Holes
I had a to-do item to make more black holes that are not supermassive black holes.

Stellar black holes may now be encountered as you explore the universe.

  • These are the smallest of the black holes and they do not have intergalactic wormholes.
  • Stellar black holes are always accompanied by one or two companion stars that may have planets.
  • Wormholes in a black hole system terminate at the first companion star, like at the core. Errors were fixed here. They may have been positioned incorrectly at the core, before this update.
Neutron Stars
Someone asked once.

Neutron stars may now be encountered as you explore the universe.
  • Neutron stars are the dead husks of large stars that went supernova, not quite massive enough to collapse further and form a black hole.
  • Neutron stars have twice the mass of regular stars. This is adequate for game purposes.
  • Neutron stars spin. The surface speed of some real ones approaches the speed of light.
  • Neutron stars pulse in a repeating pattern that is unique to every neutron star.
  • Neutron stars pulse in the visible light spectrum, though most real ones emit only invisible radiation.
  • Neutron stars may be primary or companion stars.
Black Hole Mass
Neutron stars have twice the mass of stars. That is the same as black holes.

Black holes now have 4x the mass of stars. This increases the strength of their gravity.

Companions on Sensors
Companion stars are not drawn correctly on sensor stations.

Fixed a client-side star positioning bug discovered while working on black holes and neutron stars.

Sun Halo Missing
Suns are supposed to render a halo to help enhance the appearance of brightness. It is missing.

Fixed a rendering error discovered while working on black holes and neutron stars.

System Catalog Name in Scan Report
Scan report has the catalog name of systems that are named, in addition to the system name. The formatting is bad.


Fixed system names in scan reports and the XML export file. This bug was introduced when catalog names were added to system names in the star map tree control.

Life Support Q
It was suggested once (7 years ago) that the quality of a spacecraft's life support system should affect the rate collected for passengers.

Life support Q now modifies the fare collected when passengers debark.

Print this item