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How to modify a buiding ?
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Currently i have an issue...
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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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| Creature or DNA creation facility |
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Posted by: Slaxx - 06-26-2018, 05:42 PM - Forum: Arena of Ideas
- Replies (1)
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so i think a society so far avanced should be able to create new species (animals) in a facility.
it could either put out a complete animal or just give you its DNA
the purpose is to use the dna on farms or settle the species on a planet.
maybe using the genesis device. but maybe there is a easier way to replace animals.
but yeah, thats the idea.
a building where you can create new species.
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| 2018-06-25 Starvation and Suffocation |
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Posted by: Haxus - 06-25-2018, 09:04 PM - Forum: Updates
- Replies (1)
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Starvation and Suffocation
Cities in harsh environments do not import food or air. This results in huge morale penalties, threatening suffocation and starvation.
Made several changes here. - Cantinas, Retail Stores and Groceries now import stuff if they have no workers, in a harsh environment. In a habitable environment, these buildings require a worker to import things.
- Airport Terminal and Military Air Base now import air, in a harsh environment. They import hydrogen and gasoline in all environments.
- Capitol and Military HQ now import air, in a harsh environment. They import food and medical supplies in all environments.
Police Office Bug
The building code says a police station only requires one office but it doesn't work if you make one with only one office.
Fixed an error calculating the jurisdiction area, when less than two offices was decided to be an error.
Overworked Penalty Includes Service Jobs
In a recent update, the overworked morale penalty was change so it did not include service jobs in the determination. This results in unworked jobs without any notice to the player.
Overworked penalty was changed back to check all jobs, not just manufacturing and professional jobs. The purpose of the morale modifier is to alert the player when not all jobs are getting work.
Building HP Clutter
The hit points number next to the building icon in top-down view is overpowering.
Building hit points are no longer displayed on undamaged buildings.
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| RFinder 1.1.0 (Updated 2020-02-25) |
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Posted by: expert700 - 06-25-2018, 07:17 PM - Forum: Non-functional and Abandoned
- No Replies
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Overview
RFinder is a not so creatively named tool for scanning survey reports for specific resources.
Requirements:
Releases
Source
Why did I make this?
I preferred the way Galactic Dossier did things, with showing resources instead of resource zones like in Hazeron Prospector. Making this was faster than decompiling Galactic Dossier and updating it to work again. As an added benefit, RFinder is also about 15x faster to load all the resources of my 22mb star map into the table than Hazeron Prospector is.
Future Plans (No Guarantees!)
- Bringing down memory usage.
- Ability to search for systems fulfilling a customizable set of requirements (Ex: A system with both Q250+ Ore and Q250+ Lumenite).
Screenshots
Album
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| Deantwo for Forum Moderator |
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Posted by: expert700 - 06-25-2018, 04:22 PM - Forum: Arena of Ideas
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Recently we've been seeing quite a bit more spam on the forums, and I don't think its something that Haxus should have to waste his time dealing with. We all trust Dean, he's a pillar of the Hazeron community, and the only disputes he even gets involved in are regarding game mechanics. Why not just make him a forum mod to save your time, Haxus.
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| Fleet Ships built in my city are inacessible |
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Posted by: Jey123456 - 06-23-2018, 08:33 PM - Forum: Closed Bug Reports
- Replies (4)
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The fleet ships built in my spacecraft factory appear to not have any empire associated with them. The name appear as grey, when i try to open the door i get "The door is locked." , trying to toggle the lock gives "Only officers, crew and troops can lock or unlock the door."
I am emperor in the empire i should be able to access fleet ships xD. I never had that problem before so i can only assume its a new city bug.
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| 2018-06-22 Power Plants, Ship Yards |
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Posted by: Haxus - 06-22-2018, 04:26 PM - Forum: Updates
- Replies (1)
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Power Plants
In old cities, most power plants do not require plastic. It seems that all new style power plants require plastic. This changes the technology requirement significantly for new players.
Changed the construction requirements so only the nuclear power plant requires plastic. That matches old style cities, which did require plastic for nuclear power plants. I also reduced the amounts of things needed to build power plants.
Existing power plant designs will likely need to be finalized again to benefit from these changes.
Shipyard Vehicle Placement
A ship yard put the boat out in space where I could not get to it, way up above the water.
Fixed.
Construction Blueprints Filter
A filter was added to the construction window, to limit the contents of the combo box. It is minimal. If you want to filter on other criteria, tell me what they are.
Misc Buildings
Blueprints were added to the exchange for a few miscellaneous buildings. - Airport Radar
- Aircraft Factory
- Hydroelectric Power Plant
- Ship Yard
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