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: 1,565
» Forum posts: 9,485

Full Statistics

Online Users
There are currently 266 online users.
» 0 Member(s) | 261 Guest(s)
Applebot, Baidu, Bing, Google, Yandex

Latest Threads
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 218
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 370
Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 968
Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 4,155
Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 19,735
Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 3,267
No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,556
Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
» Replies: 0
» Views: 4,686
System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
» Replies: 0
» Views: 3,269
favorite or funniest mome...
Forum: Cantina
Last Post: netshaman
04-16-2025, 08:09 PM
» Replies: 8
» Views: 12,199

 
  Different Labour Cost For Different Construction Materials
Posted by: zslayern - 08-27-2018, 12:11 AM - Forum: Arena of Ideas - Replies (8)

Right now labour cost seems to be at a base of 20 in addition to an extra labour point per unit of material used, this becomes very apparent in harsh environment buildings.
[Image: rvY04ir.png]
[Image: 7Okv4ke.png]
So now what happens is that buildings take an obscenely long time to construct since Air which is a primary material for harsh environment buildings (a lot of air is required per volume of Life Support assigned) makes up more than half of the building's construction cost.
I'm mostly fine with different materials costing a single labour point, but Air is a too big of an offender to ignore.
So here is what I think should be the case:
Air should be 0.01 Labour per unit.
Life Support materials (Electronics/Mechanical Parts, Plastics and Textiles) should be 0.5 labour per unit.
And the labour for each of the basic building materials should decrease the more advanced they are (or the other way round maybe?), for example, 2 for Logs/Lumber, 1 for Stone, 0.5 for Metal, 0.25 for Magmium and etc. 
This could also apply to Spacecraft construction as well.

Print this item

  Damaged Warp-Drive doesn't report as Inoperable
Posted by: Deantwo - 08-26-2018, 08:44 PM - Forum: Prerelease Bug Reports - Replies (1)

On a new-style spacecraft with a damaged warp-drive. The spacecraft damage report did not report the warp FTL drive was inoperable, instead it just couldn't be engaged.

Design: Starman Pucurty A1 by Barbiturix
Damage: Warp FTL Drive 90% (-18 antiflux), Wormhole FTL Drive 96% (-8 lumenite)

I could get the warp-drive to engage by using the power relay console. But still no indication on the spacecraft damage report.
PS: Can't tell FTL drives apart on the power relay console.

Print this item

  Can't Input Coordinates at Navigation Console
Posted by: Deantwo - 08-26-2018, 04:55 PM - Forum: Prerelease Bug Reports - Replies (1)

We can't input coordinates at the navigation console, means that we can't plot a course to far away sectors/coordinates.
The AI can do this, so would be nice if we were able to do it too.

We can now input coordinates at the transporter console, so should be easy to implement something similar to that.

Print this item

  Enemy Citizens come out to greet me
Posted by: Deantwo - 08-26-2018, 04:03 PM - Forum: Closed Bug Reports - Replies (1)

When in an enemy (old-style) city, enemy citizens spawn around me.

But talking with them they just say:

Code:
Please Deantwo, leave me alone. I am not permitted to speak to you.

Print this item

  Shooting Armed Bomb doesn't go BOOM
Posted by: Deantwo - 08-26-2018, 10:40 AM - Forum: Closed Bug Reports - Replies (2)

Shooting an armed bomb just destroys it without an explosion.
You don't have to defuse a bomb if you can just shoot it.

Maybe an armed bomb (dyanmite, C4, ect.) should blink and/or beep? So we can see the difference between a dropped bomb and a armed bomb.

Print this item

  QOL: Publish Multiple Blueprints At Once
Posted by: zslayern - 08-26-2018, 01:51 AM - Forum: Arena of Ideas - Replies (2)

[Image: 27lyOJR.png]
Publishing and re-publishing blueprints becomes a huge hassle once your library becomes a few pages long.
A 'Select All' and publish feature would alleviate this a lot.

Print this item

  Crew Don't Avoid Shields
Posted by: Mr. Mortius - 08-25-2018, 09:33 PM - Forum: Prerelease Bug Reports - No Replies

When piloting a ship, crew do not attempt to steer around the shields of other ships. This can lead to them running into each other and destroying both ships.

Print this item

  Make "Grid follows work" more useful
Posted by: Reinhard - 08-25-2018, 12:56 PM - Forum: Arena of Ideas - Replies (1)

It is tedious using grid follows work if you make a mistake and need to go back, since the grid has already moved to the new position with no quick way to revert it.

I think it can be improved if you make it follow the work more closely. I.e. If the user issues a back command as they are drawing an extrusion/spindle, the grid center will also revert to its previous position, not just follow the users work flow in one direction. 

This can be extended more so, that if you cancel an extrusion/spindle the grid will return to the very beginning of the extrusion/spindle drawing.

Print this item

  The State of the Universe
Posted by: 5crownik007 - 08-25-2018, 06:53 AM - Forum: Cantina - Replies (44)

What's happening? Who controls everything? Is anything interesting? Does anyone know?
A few things I know:

  • Weltreich blockades the Intergalactic wormholes for all non-allies.
  • The French are shooting people?
  • I... exist
Anyone else know what's happening? We need to record this for history reasons!

Print this item

  Nuclear Powerplant Modules for spaceships
Posted by: zalphor - 08-24-2018, 08:39 PM - Forum: Arena of Ideas - Replies (5)

I had an idea, considering i use nuclear on any planet i can put it on.

Nuclear powerplant module for spacecrafts. IE add a nuclear generator to the spacecraft. We use grav drives for thrust so we dont really have to have any other fuel on board, and nuclear only gets used for base building at the moment so why not give it more life.

As it stands the hydrogen power plant doesn't make sense to me unless it is to suggest that your using it in fusion or a combustion process and as its not exactly specified from what i can tell it would be nice to have alternatives.

Print this item