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  Making a Lamp
Posted by: Deantwo - 08-01-2018, 09:40 PM - Forum: Design Studio - No Replies

I was wondering if anyone knows oh a good way to make a lamp.

Working on a building design and want to add a basic little outdoor lamp to give it some light. But I see no option to make a lighting object other than the spacecraft blinking lights and such.

So anyone know of a good way to make something that feels like a lamp and maybe even produce light?

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  energy to matter building
Posted by: nightslaysanta - 08-01-2018, 08:23 PM - Forum: Arena of Ideas - Replies (27)

where you spend large amount of energy to create things

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Photo 2018-07-31 Building Volume, Beam to Buildings, Nerf Old Designer
Posted by: Haxus - 08-01-2018, 02:08 PM - Forum: Updates - Replies (2)

Building Volume Limit
Building volume limit is now scaled according to world surface area.

The basis for size calculations is an Earth sized world having a building size limit equal to that of the largest single building or spacecraft. The building size limit for other worlds is scaled linearly from that, according to surface area. The building limit on ringworld arcs is 1/2 of that value, to keep the sizes somewhat balanced.

Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty.

The following table shows the numbers for each size world.

Sphere 1, diameter 1,894m, area 11,268,913m² = max 11,269 population and 1,625,639m³ buildings
Sphere 2, diameter 3,788m, area 45,075,652m² = max 45,076 population and 6,502,554m³ buildings
Sphere 3, diameter 5,682m, area 101,420,217m² = max 101,420 population and 14,630,603m³ buildings
Sphere 4, diameter 7,576m, area 180,302,609m² = max 180,303 population and 26,010,072m³ buildings
Sphere 5, diameter 9,470m, area 281,722,826m² = max 281,723 population and 40,640,676m³ buildings
Sphere 6, diameter 11,364m, area 405,680,870m² = max 405,681 population and 58,522,556m³ buildings
Sphere 7, diameter 13,258m, area 552,176,739m² = max 552,177 population and 79,655,712m³ buildings
Sphere 8, diameter 15,152m, area 721,210,435m² = max 721,210 population and 104,040,000m³ buildings
Sphere 9, diameter 17,045m, area 912,781,956m² = max 912,782 population and 131,675,712m³ buildings
Sphere 10, diameter 18,939m, area 1,126,891,304m² = max 1,126,891 population and 162,562,560m³ buildings
Sphere 11, diameter 20,833m, area 1,363,538,478m² = max 1,363,538 population and 196,700,672m³ buildings
Sphere 12, diameter 22,727m, area 1,622,723,478m² = max 1,622,723 population and 234,090,080m³ buildings
Ringworld with 5 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 10 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 15 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 20 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings

Building Volume Indicator
The construction window now shows the current total building volume on the world and the world's building limit. This appears as a sort of progress control, with a growing strip of city buildings against a blue sky. At 90%, the sky turns yellow. At 99% the sky turns red. The tool tip shows the actual volume numbers.

[Image: SkyLine1.png]
[Image: SkyLine2.png]
[Image: SkyLine3.png]
[Image: SkyLine4.png]

Beam To/From Building
When using a transporter station in sensor mode, you can select the new style buildings individually but the transporter won't energize.

Fixed code that collects transporter destination specifics at building target.

Old Designer Nerf
It is time to let the old designers go.

The command line options "-spacecraft" and "-building" now launch the new designer, instead of their respective old designers.

The buttons to launch the stand alone old designers were removed from the launcher in a previous update. If you still have an older launcher, those buttons would have continued to work until this update. Now those buttons will launch the new designer instead.

The buttons to enter the old style designers were still present on old style design studio buildings. Those buttons were removed. Only the button to enter the new style designer is there now.

This was one of those rare and joyous opportunities to remove old code. The net loss to the code was 31,338 lines, 2.4% of the total code base.

This does not affect existing designs, spacecraft or buildings. They will continue to function, manufacture and build normally.

When the servers go down, anyone inside an instance of an old style designer will be stuck in limbo when the servers are restarted. Their working design will be lost. They can be rescued easily.

Construction Labor Rollover
The labor value for construction processes was a 16 bit number, which meant it could not exceed 65,535. This was adequate for old style cities but it is not enough for the new buildings, which can be very large.

Construction labor value is now a 32 bit value. It should accommodate the largest building projects.

Morale From Lounges and Stores
Military bases now tally civilian lounges and stores on their world, for morale calculation.

Rocket/Missile Burn Time
The engine burn time of rockets and missiles was increased to 10 seconds, to give them more range. It was 5 seconds previously.

Large Rocket/Missile Acceleration
The engine acceleration of large rockets and large missiles was increased to 800m/s/s, to give them more range. It was 500m/s/s previously.

http://hazeron.com/vid/MorningMissileBarrage.m4v

The acceleration of small rockets and missiles remains unchanged at 1000m/s/s.

Server Deadlock
A server deadlocked when a crewman used a turbo lift at the same instant the spacecraft was damaged.

Changed method for controlling atoms moving in a turbo lift, while it moves to a new stop.

Transporter Crash
A server crashed when a transporter was energized.

Fixed bug in test for shields at transport destination.

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  Ship Construction at New Cities
Posted by: Mr. Mortius - 07-31-2018, 11:17 PM - Forum: Arena of Ideas - Replies (2)

I would like to post this as a possible feature to see what everyone thinks. It'd be interesting, I think, if extremely large ships under construction at new style cities were placed in orbit as frames, much like how buildings that are being constructed appear as a framework. Whether or not a ship would appear in orbit as a frame (leaving it susceptible to sabotage) could be based on the commodity storage of the spacecraft factory constructing the ship. Larger spacecraft factories could hold larger ships without them needing to be built in orbit.

This would accomplish a few things. First, it would limit the number of huge ships that can be constructed at once to four at any particular planet (The limit on new spacecraft that spawn at stations). Second, it would add more interest to shipyard cities. Players could either dedicate a large portion of their allowed volume to spacecraft factories to build more than four ships in safety, or use smaller shipyards, which would allow more production in the city but possible leave the ships under construction vulnerable.

This is just a rough idea, but I think it could be interesting.

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  Purchase Fleet Ships After Construction
Posted by: Mr. Mortius - 07-29-2018, 06:52 PM - Forum: Arena of Ideas - Replies (1)

I have a very useful harvesting design built, but it was constructed as a fleet ship. To build a private one would take another few weeks. An option to buy a fleet ship and change it to a private one would be useful. This option should be disabled when enemy avatars or forces are onboard a ship to prevent buying right before a ship is captured.

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  Harsh Environment Buildings
Posted by: Mr. Mortius - 07-29-2018, 06:11 PM - Forum: Closed Bug Reports - Replies (2)

Nearly all existing harsh environment designs don't work in most harsh environments anymore. My guess is that the change to volume/process increased the number of processes each building had, which increased the required life support.

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  Exterminators Don't Exterminate
Posted by: Mr. Mortius - 07-29-2018, 03:39 AM - Forum: Closed Bug Reports - Replies (3)

I requested for monsters aboard my ship to be exterminated by the nearest city. The city reported them as being exterminated, but did not actually remove them.

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  New Designer Calculates Incorrect Volume
Posted by: Mr. Mortius - 07-29-2018, 02:24 AM - Forum: Closed Bug Reports - Replies (2)

A 46.4443393 x 46.4443393 x 46.4443393 meter cube reports as having a volume of 94,569 instead of 100,184 as it should. This occurs for other shapes too, seemingly at random.

Edit:
This occurs for cubes without that degree of precision. A 46.45^3 cube had the same issue.

Edit:
10x10x100 + 2x4x23 prisms still report as 94,569 instead of 100,184 m^3.

This optimized city for a 1,800 meter harsh environment world has 93 m^3 of tolerance out of 1638400 m^3 possible volume, or an allowable error of .0057%. It's difficult to design to that accuracy when the designer doesn't report volumes correctly.

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  New Character Drop-downs
Posted by: CptBraddock - 07-28-2018, 03:15 PM - Forum: Closed Bug Reports - Replies (4)

I've noticed that the drop-down menus, when creating a new character, don't display any options. You can still click the options in the drop-downs, but you can't see what is being selected until after you've selected it.

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  Make Mash
Posted by: Deantwo - 07-28-2018, 01:43 PM - Forum: Design Studio - Replies (3)

Is there no way to turn a hull part into a mash part?

Making some small detailed furniture, and accidentally used a hull part, I want to use a mesh part so it doesn't add hull volume (outdoor furniture) and doesn't have collision.

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