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  Cannot trade with new cities Military terminal
Posted by: Ikkir Isth - 06-20-2018, 04:44 PM - Forum: Closed Bug Reports - Replies (2)

Stock on each item appears to not only be out of stock, but free. Testing using new design subsidized ship after contacting Military Airport thru hail.


"Hydrogen Flawed Q22 Made in Murderpals, 449,653 units. I will give these away for free."
"Hydrogen Flawed Q22 Made in Murderpals, 22 units. I will take it for free."
"We are out of stock on Hydrogen Flawed Q22 Made in Murderpals, 22 units."

"Clamp Poor Q123 Made in Murderpals, 40 units. I will give these away for free."
"Clamp Poor Q123 Made in Murderpals, 2 units. I will take it for free."
"We are out of stock on Clamp Poor Q123 Made in Murderpals, 2 units."

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  2018-06-19 Starvation, Suffocation, Power Reserve, Patents
Posted by: Haxus - 06-20-2018, 12:38 PM - Forum: Updates - Replies (8)

Air and Suffocation
Citizens of new style cities now consume air, on worlds with unbreathable atmospheres.

Air consumption is reported on the city report.

The rate of consumption of air is one unit per city report period per citizen.

When no air is in stock at the end of a report period, 10% of the citizens suffocate to death. A morale penalty of -5 is incurred for suffocation. Deaths due to suffocation are currently disabled. Suffocation is reported, with a message that says it is disabled.

When insufficient air is in stock at the end of a report period, a 'gasping' morale penalty is incurred, -2 if the air supply was less than 1/2 the air needed, -1 if the air supply was less than the full amount of air needed.

Food and Starvation
Citizens of new style cities now consume food.

Food consumption is reported on the city report.

The rate of consumption of food is based on the body size of the citizens. The amount of nutrition points consumed at each meal is equal to 1/5 of the citizens body hit points. Food units are consumed based on the nutrition value provided to the citizens.

When no food is in stock at the end of a report period, 10% of the citizens starve to death, at least four. A morale penalty of -5 is incurred for starvation. Deaths due to starvation are currently disabled. Starvation is reported, with a message that says it is disabled.

When insufficient food is in stock at the end of a report period, a morale penalty of -2 is incurred for hunger.

Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

20,000 Mine Machinery
A vehicle factory created a lot of lag when it manufactured 20,000 mine machineries.

Unfortunately, this unimplemented vehicle caused a steady stream of log messages on the server, slowing it down a lot. Movement in the area was also very slow, especially since the client produced a steady stream of log messages due to their presence in the scene.

Old style buildings can still make them for the benefit they provide to some manufacturing processes. They still won't spawn in the scene.

New style buildings will no longer bother to make them since they do not track them the way old style cities did. Mine machinery, commercial ships and tanks will have to wait until work on the custom vehicle designer is done.

Brokers Use All Storage
Warehouses and storage tanks were a bit restrictive, only allowing their selected commodity to be stored there.

Warehouses and storage tanks can now be used by brokers to store the things they buy, according to whether the commodity requires liquid or dry storage. Those buildings continue to accumulate the commodity they are configured to accumulate.

Patents and RnD
New style city reports now report the patents that are stored in the buildings in the city.

They also report the number of shops assigned to develop each patent.

Overworked Penalty
Since the addition of a professional worker class, service jobs should not count toward overworked penalty.

Overworked penalty in old style cities is incurred when the total number of jobs exceeds the total number of citizens, and there are no empty homes.

I changed new style cities to incur the overworked penalty if the number of manufacturing + professional jobs exceeds the total number of citizens, and there are no empty homes.

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  Client lockup on attempt to control character
Posted by: AnrDaemon - 06-19-2018, 04:19 AM - Forum: Closed Bug Reports - Replies (6)

This has happened the second time to me.I log into the geame, all seems to be all right. The scene loads, guys running around, everything is nice and all right until I try to cause my character to change position.
No matter if I try to move mouse to rotate or touch keyboard to step around, the client instantly locks up and remain in this position for several minutes.
If I do not send new controls, it will eventually recover and go about displaying the environment like nothing happened.

This happened two weeks ago once, and was able to move around a week ago, now this happened again.
I didn't even rebooted the system during this time. Uptime is 20+ days ATM.

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  Moral building not counting properly
Posted by: Jey123456 - 06-18-2018, 04:33 AM - Forum: Closed Bug Reports - Replies (5)

After testing, this bug was mostly stemming from my personal error and lack of documentation. Services jobs are not related to moral, Professional jobs are and they are calculated properly for all buildings that i could test.
I added the result to the city morale page on the wiki http://hazeron.com/wiki/index.php/City_Morale

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  The Exoskeleton Problem
Posted by: Simon - 06-18-2018, 01:15 AM - Forum: Arena of Ideas - No Replies

So in dealing with the actual engineering of real-life exoskeletons, we're confronted with size ratio and fit problems.  In short, you can't make something metal that fits over a human (or alien) frame that moves exactly like said pilot and doesn't limit movement.

A children's show on Netflix, Deep, presents an interesting solution I hadn't seen before, and I thought I'd share that for the designers on here, because, as I understand it, exoskeletonsuits are on many wishlists, and we may get a chance, someday to make our own designs for them or influence the design itself.

Here's a pic, the detail in concern is the pilot's arms protruding beneath the robot arms, with the robotsuit mimicing the pilot's movements. (Yes, I know that design allows a careless pilot to crush their arms, shut up.)



Attached Files Thumbnail(s)
   
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  Unemployment acting strangely
Posted by: mabmoro - 06-16-2018, 12:35 AM - Forum: Closed Bug Reports - No Replies

I just started a new city, and it shows 100% unemployment. Citizens wont take/do jobs. I've heard others reporting the same.

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  2018-06-12 Morale COUNTDOWN
Posted by: Haxus - 06-15-2018, 03:09 PM - Forum: Updates - Replies (17)

Morale
In old style cities, morale influences cause the morale level of the city to rise or fall, within a range of -20 to 20.

In new cities, morale is simply the sum of those morale influences. There is no morale level to rise or fall. When the +|- factors are listed on the city report, the sum of those values is the current morale of the city.

Morale is limited to the range -128 to 127.

Morale affects birth rate.

  • When morale is zero or more, babies will be born in the city, if the world population is two or more.
  • When morale is less than or equal to the number of breeding pairs, no babies are born in the city.
  • The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.
  • The maximum rate per world is one baby per minute.
Morale affects migration of indigenous people, on habitable worlds and ringworlds.
  • When morale is zero or more, indigenous people move into your buildings.
  • When morale is -2 or less, citizens depart the city to live among the indigenous.
  • At -1 morale, indigenous people neither arrive nor depart.
  • The magnitude of the morale increases the rate of arrivals and departures.
  • The maximum rate per world is one arrival and one departure per minute.
Morale affects travellers arriving and departing from airports, at buildings connected to an airport.
  • When morale is zero or more, travellers arrive via airports.
  • When morale is -2 or less, travellers depart via airports.
  • At -1 morale, travellers neither arrive nor depart.
  • The magnitude of the morale increases the rate of arrivals and departures.
  • The maximum rate per world is one arrival and one departure per minute. 
Departures of indigenous and air travellers are currently disabled to allow time for players to adjust to these changes.

COUNTDOWN begins. Departures will start in one week. Post here if that's too soon; perhaps you need more time to raise the morale of your new cities above -2.

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  building creator says i need a field when i already have one
Posted by: NexGenration - 06-14-2018, 11:38 PM - Forum: Closed Bug Reports - Replies (1)

as the title says, i am making a zoo, i added a field, i made sure to select "field" when making the site, but it still says "field needed"
https://prnt.sc/jv447r

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  2018-06-13 ROLLBACK due to broken air production.
Posted by: Haxus - 06-13-2018, 03:07 PM - Forum: Updates - Replies (1)

Air Bug, Database Rollback
Air production was broken by the server update that was posted Monday. This resulted in the loss of many cities.

This bug caused a lot of irreversible damage. Consequently, the database was rolled back to the backup that was made Mon Jun 11 06:35 UTC (Mon Jun 11 00:35 MDT).

If any new avatars were created after that time, they will not exist in the universe though they will still appear on the avatar selection window when starting the game.

  • You can save the DNA of that avatar, to create a new one just like it.
  • You can delete the avatar from the list.

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  Building Outlines Visible From Other Side of Planet
Posted by: expert700 - 06-13-2018, 04:20 AM - Forum: Closed Bug Reports - Replies (1)

Exactly as the title says, when placing buildings on a 17k planet outlines for buildings on the other side are still drawn. This is causing a noticable slowdown when I go to place buildings.

[Image: nJGcbEW.jpg]

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