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: 1,557
» Forum posts: 9,463

Full Statistics

Online Users
There are currently 135 online users.
» 0 Member(s) | 133 Guest(s)
Bing, Google

Latest Threads
Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
03-16-2025, 06:59 PM
» Replies: 142
» Views: 217,319
Hold access for void asso...
Forum: Bug Reports
Last Post: Ivan
03-08-2025, 01:33 AM
» Replies: 2
» Views: 711
Minor bug: In exported sa...
Forum: Bug Reports
Last Post: Ivan
03-08-2025, 01:20 AM
» Replies: 2
» Views: 245
2024-05-09 Fleets, Starfo...
Forum: Updates
Last Post: Vectorus
02-26-2025, 09:14 PM
» Replies: 17
» Views: 4,874
Web certificate expired
Forum: Cantina
Last Post: asphere8
02-21-2025, 06:15 AM
» Replies: 2
» Views: 444
favorite or funniest mome...
Forum: Cantina
Last Post: Vectorus
12-31-2024, 07:47 PM
» Replies: 7
» Views: 2,941
procedural textures how t...
Forum: Design Studio
Last Post: Celarious
12-06-2024, 04:35 PM
» Replies: 1
» Views: 358
Old assets please ! Brin...
Forum: Cantina
Last Post: Ivan
12-04-2024, 04:25 AM
» Replies: 3
» Views: 906
Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: Ivan
12-04-2024, 03:48 AM
» Replies: 3
» Views: 1,305
Make the Steam Workshop v...
Forum: Arena of Ideas
Last Post: Ivan
11-29-2024, 03:29 PM
» Replies: 0
» Views: 826

 
  Multiple vehicles on 1 parking spot
Posted by: Ivan - 09-23-2024, 01:33 AM - Forum: Bug Reports - No Replies

Two vehicles are fetched to the same parking spots at buildings. They end up clipped inside eachother. This happened with different building designs.


EDIT:

This might have to do with constructing a new similar/identical building over the same spot as the one it's replacing. The old building, despite not existing anymore keeps fetching new cars (or the city/game just replaces unassigned cars with new ones). If I remove and unassign all cars and wait a while before placing a new building, the issue does not happen and only a single vehicle will spawn on each spot.

Print this item

  Seasons changing too quickly
Posted by: GaelicVigil - 09-08-2024, 12:54 AM - Forum: Bug Reports - No Replies

I recently started on a planet (first new game since seasons update) with a full rotation time of approximately 13 real days.  The problem is that the seasons seem to change extremely fast, each season lasting around 15 minutes or so.  It's extremely jarring to see multiple years (4 seasons each) pass by faster than a single day in my game world.

I understand that tilt plays into it, but my starting zone is temperate so I'd expect to see each season take about 3.25 real life days (13/4).  This appears to be a bug, unless I'm totally misunderstanding how seasons are supposed to work now.

Print this item

  [designer] Deselect all button mishap
Posted by: Neils Iyssada - 09-03-2024, 09:30 PM - Forum: Bug Reports - No Replies

Hey !
Found out the "Deselect all" button under Edit menu in the Designer wasn't working correctly for the Parts window : once you deselect all, previously selected parts are visually deselected as intended ; but they still are higlighted in the "State" column from Parts window, being effectively still considered selected for actions such as group naming, associating, etc.

Can be easily avoided by always manually selecting the parts you want, starting with a single left mouse click without ctrl : this way if you have a part virtually selected, the first click will ensure only your first wanted part will be selected.

Print this item

  Fuse roads together
Posted by: Starhero - 07-28-2024, 10:35 PM - Forum: Cantina - No Replies

I decided AI was better at formatting my message, so the admins might see a completely different older version of this post. This is cleaned up by chatGPT. Least I'm honest!
-------------------------------
I was just thinking that maybe if roads actually fused together when you connect them, some of the cities might feel a bit better. Depending on how that’s done, you could also use roads as guide rails for fake traffic to simulate movement and activity.

It’s just a thought! Since this is single-player now, if I could mod the game, I would add something like this, along with space traffic. For example, small crafts around stations in X4 add to the sense of activity, even though they’re just for show. Adding ground, air, and space traffic that looks proportional to the actual shipped goods would enhance the experience. These ships wouldn’t be destroyable but would just be for visual effect.

This could be a starting point for better coding to truly represent the transportation of goods. Adding this feature would reinvigorate the base. I guarantee it.

Logistics could become a completely different gameplay aspect, working well in single-player and serving as a great midway to AI empires.

Just a thought. Oh, and hi! I’m also known as Vox. I pop in every year or so, but since it’s single-player now, I’ve been playing with barely any community interaction.
We could still have IRC or something in the game. There are so many other things to add, but a lot of references to the previous MMO edition need to be removed. They are a sad, stinging reminder.

I think I might find a way to inject my own mod API into this game if it’s not added by you, Haxus. This game has so much potential. I can’t think of another game where I can watch a planet come into view and fly directly from one system to another with so many stars.

The only game that comes close is No Man’s Sky, but it’s just a different game. If you combined your game with No Man’s Sky’s graphical representation and execution, it would be amazing. No Man’s Sky lacks real civilization building, whereas your game has a great foundation for it.

Your game’s concept and gameplay overrule graphics, which is why I keep coming back to Hazeron. Not everyone thinks this way, as some only play AAA games. A bit of an update would work wonders.
Your IP has millions of dollars' worth of potential that’s hidden from many people and barely collecting on its own worth. For the love of the game, grow it!

Print this item

  Error: Subsystem hull volumes do not reconcile
Posted by: Pandalthor - 06-11-2024, 03:23 PM - Forum: Bug Reports - No Replies

I'm having a problem with the hull volume on a spacecraft blueprint still. Finalizing as spacecraft fails (although assembly does work). The error is: Error: Subsystem hull volumes do not reconcile with total hull volume. Refresh obstructions then use design properties to fix the problem. I've refreshed obstructions but that doesn't help, I've even manually added up the subsystem hull volumes and they seem to be correct. I'm trying to build a design from 2022 which I downloaded from this forum: https://hazeron.com/mybb/showthread.php?tid=2839.

Many thanks for your help.

Print this item

  2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World
Posted by: Haxus - 06-10-2024, 04:27 PM - Forum: Updates - Replies (2)

Leaky EV Suit
It would be nice to see a visible effect when an EV suit or helmet is leaking.

EV suit and helmet now emit a stream of steam/smoke when they are leaking.

Distance Sort Planets List
When the mission order to orbit a planet or sun is selected, the distance sort does not work.

Fixed.

Asphalt Roads on Inferno World
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.

Fixed.

Print this item

  Some of steam's achievements aren't working
Posted by: andreykl - 06-01-2024, 06:29 AM - Forum: Bug Reports - No Replies

Colonized a bunch of planets in different systems, including one in a different galaxy, but got no steam's achievement 'Colonizer', I did get 'Journeyman Colonizer'

Other achievements that I wasn't able to get: Skin of Targoss.



Attached Files Thumbnail(s)
   
Print this item

  Military airport's fake stock
Posted by: andreykl - 05-30-2024, 01:40 PM - Forum: Bug Reports - No Replies

Brief: Military airports says that it has stock but each time I try to buy it says 'out of stock', re-requesting info shows same stock still being present.

Scenario:
Attempt to trade with a military airport that is connected to a capitol and a civilian airport
 
Expected:
To be able to buy fuel/particles/etc or for them not to show.

Actual behavior:
Military Airport reports identical products to civilian airports, but fails to sell with an 'out of stock' reason. Buying from civilian airport in the same city works.
   

Print this item

  Build UI's Production desync
Posted by: andreykl - 05-30-2024, 01:32 PM - Forum: Bug Reports - No Replies

Brief: Build UI says that one item will be set for production, but facility produces another one

Steps:
Attempt to place Electronics factory (happens with other facilities, but this one is easies)

Expected:
Build UI to show electronics, tooltip near mouse cursor to show electronics, finished facility to produce electronics

Actual:
Build UI shows electronics
Tooltip near mouse's cursor shows beacon (see image in attachments), finished facility produces beacons
   

Workaround:
Manually switch build UI to something different, then back to electronics

Additionally:
Mouse wheel scrolls though products near mouse's cursor, but doesn't affect the rest of the UI. Expected: for UI to stay in sync.

Print this item

  Sell at actual price 0 displays as 0¢%3 and isn't 0¢
Posted by: Deantwo - 05-24-2024, 08:13 AM - Forum: Bug Reports - Replies (1)

When making a sell cargo order to sell for free, the mission is showing the order as "Sell X is price is more than 0¢%3."
   

According to report, it also actually takes money from the trade and refuses to sell if the city has no money.

Expected workaround is to use "Any Price" instead, but I didn't test it myself yet.

Print this item