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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
4 hours ago
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How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
» Replies: 1
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Drop menus in design stud...
Forum: Bug Reports
Last Post: Deantwo
11-12-2024, 09:12 AM
» Replies: 1
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How to smelt ore manually...
Forum: Cantina
Last Post: netshaman
11-12-2024, 02:25 AM
» Replies: 2
» Views: 145
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add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
11-11-2024, 01:39 AM
» Replies: 1
» Views: 229
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Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
» Replies: 2
» Views: 205
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Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
» Replies: 5
» Views: 1,163
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Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
» Replies: 2
» Views: 572
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favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
» Replies: 6
» Views: 1,998
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Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
» Replies: 0
» Views: 434
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QOL: Window button should focus tabbed windows. |
Posted by: se5a - 09-03-2020, 08:30 PM - Forum: Prerelease Bug Reports
- No Replies
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When you click a button to open a window that has been designated to be tabbed with another window,
if the window is in a tab but not focused,
it should *focus* instead of closing,
if it's not in a tab already,
it should add it to the tab *and* focus,
if it's in a tab and focused,
it should close.
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QOL: Hashcheck on the blueprints. |
Posted by: se5a - 09-03-2020, 08:15 PM - Forum: Closed Bug Reports
- Replies (8)
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To save us downloading ~17mb of blueprints all the time, implement a hash check on them and only download blueprints that are not locally cashed/don't match the hash check.
This would be trivial to implement and likely save a fair amount of bandwidth.
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Patreon Reward Ideas |
Posted by: Deantwo - 09-03-2020, 03:03 PM - Forum: Cantina
- Replies (15)
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I figured it would be a good idea to collect the ideas for Patreon rewards and tiers here on the forum rather than all over the place.
A lot of people are unhappy about the idea of "paywalled patch notes", but rather than complaining about it, lets come up with alternatives.
Please keep this this friendly and constructive, we want to brainstorm and discuss new ideas.
What do you think would be good Patreon rewards and tiers?
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Manual Self-Destruct |
Posted by: Deantwo - 09-03-2020, 09:27 AM - Forum: Arena of Ideas
- Replies (1)
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It has always annoyed me a little bit that there is no way to manually self-destruct a spacecraft, without giving the spacecraft an order.
My best idea has always been about making the power relay station able to do it, and it might be useful to be able to stop a self-destruct sequence too.
See: https://www.hazeron.com/wiki/index.php/P...ay_Station
The basic idea would be to have power plant shunts enabled and route all power to a specific subsystem. Then the ship just damage its own power plant at an execelerared rate, causing it to explode in 180 seconds (minimum self-destruct timer).
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Crew sometimes can't path to station |
Posted by: Raymoo - 09-03-2020, 06:53 AM - Forum: Prerelease Bug Reports
- No Replies
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I found that even in easy pathing scenarios my crew members have trouble pathing to their console stations, stopping in front of the station but not close enough to get in (if I manually order the unit to move more forwards, they can get in the station). I suspect it has to do with my species walking on all limbs, because I notice that when I enter a station myself, it's not enough for my camera position to be in the console station, I have to walk a few steps more forward so that the station is inside the middle of my body. When I manually positions units through orders, they seem to stop so that the movement marker is around their head position, and I have to place the movement order past the station for the unit to get close enough to the station to enter it. I feel that this matches the same conditions that I need to enter a station with my avatar, and that the large footprint or maybe the large horizontal distance between head and torso is causing crew to sometimes not get close enough to the station before entering it.
My avatar has ID HOIOPB, it has the same DNA as the crewmembers I have trouble with. The ship blueprint number is 511603. It has one large mostly-convex room void and as far as I can tell should not be a problem for pathing.
Here is a screenshot of a situation where a crew member could not path to the station. Sometimes more crewmembers have trouble getting to their station, but I got lucky this time.
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Ships doesn't use free landing pads, trying to park on already occupied |
Posted by: SunnyDrake - 09-02-2020, 02:58 PM - Forum: Prerelease Bug Reports
- No Replies
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i suspect this was also true for Haxus 2 lp airport design(noticed by logs ) but i visually noticed this for order Land at Airport/City at
75301 Tizca Starport by Ahzek Ahirman design 9 pad design
One craft was manually parked by npc pilot (without officer) via order
second one trying to land at same spot was manned fully by crew + officer with same order
suggested fix land order blocks pad until liftoff or craft distance check every 5 min (recheck if occupied after )
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Cannot find magmex research |
Posted by: Fricken Hamster - 09-02-2020, 05:25 AM - Forum: Prerelease Bug Reports
- Replies (1)
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I don't know if I'm missing something or if its a bug.
I can't find the research for extracting magmex in either the treatment facility or the university. When I am constructing the building, the process shows up in the list, but not in the completed building.
Seems to also be the case for smelting vulcanite.
Thanks!
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