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| Latest Threads |
Hazeron Play By Email (PB...
Forum: Cantina
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How to modify a buiding ?
Forum: Cantina
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Are NPC's allowed to pilo...
Forum: Cantina
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Currently i have an issue...
Forum: Cantina
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Another Open Letter to Ha...
Forum: Cantina
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09-03-2025, 05:03 PM
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Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
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Ioplasma recipe missing i...
Forum: Bug Reports
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No Record of Shipment Fou...
Forum: Bug Reports
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05-05-2025, 07:09 PM
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Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
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System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
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| Seasons changing too quickly |
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Posted by: GaelicVigil - 09-08-2024, 12:54 AM - Forum: Bug Reports
- No Replies
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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.
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| [designer] Deselect all button mishap |
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Posted by: Neils Iyssada - 09-03-2024, 09:30 PM - Forum: Bug Reports
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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.
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| Fuse roads together |
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Posted by: Starhero - 07-28-2024, 10:35 PM - Forum: Cantina
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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!
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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!
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| Error: Subsystem hull volumes do not reconcile |
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Posted by: Pandalthor - 06-11-2024, 03:23 PM - Forum: Bug Reports
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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.
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| 2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World |
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Posted by: Haxus - 06-10-2024, 04:27 PM - Forum: Updates
- Replies (2)
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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.
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| Aircraft Factory No Parking Spots |
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Posted by: Deantwo - 05-17-2024, 11:48 PM - Forum: Bug Reports
- Replies (3)
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The default aircraft factory (and colony variant) blueprint no longer have parking spots for any vehicles, except for drop pods.
I also can't seem to get a drop pod out of the aircraft factory, maybe it should have a launch system?
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