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2018-06-12 Morale COUNTDOWN |
Posted by: Haxus - 06-15-2018, 03:09 PM - Forum: Updates
- Replies (17)
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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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2018-06-13 ROLLBACK due to broken air production. |
Posted by: Haxus - 06-13-2018, 03:07 PM - Forum: Updates
- Replies (1)
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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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Mass City Suffocation |
Posted by: Mr. Mortius - 06-13-2018, 03:42 AM - Forum: Closed Bug Reports
- No Replies
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For some reason, my empire is having issues with mass-suffocation. Nearly every hostile environment city is experiencing this problem. Currently, around 30 cities have been lost to suffocation. City count as of posting is 903, will repost with new number later.
Edit:
This seems to be due to the change in how resources are fetched in the labor menu.
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2018-06-11 Server Deadlock, Indigenous Punishers |
Posted by: Haxus - 06-11-2018, 09:40 PM - Forum: Updates
- Replies (4)
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Server Deadlock
Server deadlocked today when I shot a crewman while many other crew were going to their stations.
Fixed a deadlock that happened when a dead body dropped an item while a turbo lift was attempting to relocate its contents to the next stop.
This was the primary reason for the update today.
Buildings Overlap Too Much.
In the last update, new buildings were prevented from being placed if the origin point of the building fell within the site of an existing building. That still allowed some pretty generous overlaps.
Changes in this update prevent a building's origin point and the center point of its overall site extents from falling within the site of an existing building. Also, in reverse. That is, the origin point and site center points of existing buildings cannot fall within the proposed site of a new building.
This change has no effect on existing buildings that overlap. They will continue functioning as they did before this change.
Fetch Sunlight Bug
Farms and orchards are supposed to satisfy the sunlight requirement of plant growing processes with electricity. That doesn't seem to work with the new buildings.
Fixed an error that prevented this from working in buildings that had no capacitor space at all.
Indigenous Punishers
When a player kills an indigenous person, the tribe turns against them. Unfortunately, the player respawns in the village when they die and they continuously get slaughtered by angry villagers.
When a player dies on a world, the indigenous of that world now forget they ever knew them.
Multi Worker Process Resource Gathering
Multiple workers at a process gather resources from the environment as if there was only one worker present.
Fixed.
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Multiworker process gather like single worker |
Posted by: Jey123456 - 06-11-2018, 07:23 AM - Forum: Closed Bug Reports
- Replies (2)
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Processes that depend on a resource to be gathered from the wild (like how animal carcass from pasture require 10 vegetation density per worker), are still only gathered 1 per cycle even with multiple workers.
This mean that 40 "1 field farms" will harvest from wild nearly 40 times faster than 1 large farm with 40 field worth, the 1 field farm require 10 vegetation density, which take 10 cycles, and the 40 field farms require 400 vegetation density, which end up taking 400 cycles currently.
This issue apply to anything that "gather" a resource in the same way but can only think of farms using pasture currently. "tool" based resources like air density are not affected since you only need 1 no matter the number of workers.
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