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How to modify a buiding ?
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| 2019-05-16 Drilling Rigs, Platforms |
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Posted by: Haxus - 05-16-2019, 08:04 PM - Forum: Updates
- Replies (19)
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Drilling Rigs
Drilling rigs have never been implemented.
Drilling rigs are now ready for use. - A drilling rig model will be found in the exchange, after the servers are up and I have a chance to post it. It has an interior room with a door to the outside, so it can be used effectively as a transporter destination, without ending up in the water.
- Its blueprint can also be found in the Blueprints/Buildings folder, called Drilling Rig 10.SoH.
- Design properties now enables selection of Sea Surface Building structure.
- I haven't actually tested them to see that they work like a well, though.
Platforms
Platforms have never been implemented.
Platforms can now be built.- Construction window has buttons to create aerial, ground and sea platforms, on the Superstructures page.
- Platforms create a structure on which other buildings can be built.
- Design properties now enables selection of Aerial Platform, Ground Platform, and Sea Platform structures.
- Some platform designs will be available in the exchange after I have a chance to post them. Their blueprint files are distributed in the Blueprints/Buildings folder as Aerial Platform 820m.SoH, Ground Platform 400m Square.SoH, and Sea Platform 500m with Harbor.SoH.
- A new Build Zone part type was added for platforms. A build zone defines the area on a platform where buildings may be built. A build zone also creates a floor against gravity and it acts as a 3m tall hull void. The floor is active even when the platform is under construction, so you can land on top of it to build it.
- Platforms can incorporate the Environment Void part, added for biodomes. Environment voids on platforms will create an enclosed environment space just like a biodome.
- Biodomes can be built on platforms.
- Aerial platforms can be built in all atmospheres, including gas giants and vacuum. The UI needs work on gas giants. It is currently very difficult to build an aerial platform on a gas giant because you must be at the core; that will be fixed shortly.
- Sea platforms can be built in lava if they are constructed of vulcium or adamantine. This has not been tested.
- Ground platforms can be built on dry land or on sea bottoms, including under supercooled seas. I'm not sure they have much use.
- Most buildings can be built on platforms, including farms and orchards.
- Building sites are not visible on platforms. To insure buildings under construction are visible, a minimum amount of structure is shown even when no construction has been done.
- Aerial and sea platform building sites are not visible on the terrain. They actually don't allow site meshes. To find them when they are under construction, a minimum amount of structure is shown even when no construction has been done.
- Plants appear on platforms at designated plant locations in building designs, such as crop rows at a farm or landscaping at a building.
- When a platform is destroyed, all buildings on the platform are destroyed.
- It will be possible to break building construction rules using a platform. e.g. HQ on a platform is destroyed with the platform; that could leave military buildings behind on the surface. We will see if any significant problem is caused by this.
- Transporter can beam to and from a platform. When beaming to a platform, you could (currently) end up inside a building. If a platform has buildings, it is better to beam directly to one of them.
Spindle Smoothing Broken
Whenever I make a spindle, the lighting is wrong on the faces. I have to flatten them then resmooth them to get the correct result.
Fixed smoothing error in spindle generator.
Paste Radial
It would be nice if there was an easy way to make a copy of something in a circle, in the designer.
A Paste Radial command was added to the Edit menu. It works a lot like Paste At, except that the rotation of the pasted object rotates radially around the origin of the design plane, in the design plane.
This enables polar coordinate input to be used effectively to specify exact radials for placement. To paste radially 10m from the origin, at 30 degrees, enter p10,30 into the edit box.
Select Contiguous Faces
I have a large complex mesh and I want to select part of it that forms a huge flat surface with hundreds of polygons. The shape and other geometry makes it impossible to isolate for a box-drag-selection. Can I have a command to select all the faces in the same plane?
Select Contiguous Faces command added to the Edit menu. It pops up a dialog with a single option, to specify the angle tolerance for deciding if adjacent faces are in the same plane. The default is 1. 180 degrees or greater would effectively ignore the angle test.
Hull Void Spindle
Spindle tool for making hull voids would be welcome.
Hull void spindle tool added to the Part menu.
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| Newcomer |
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Posted by: solaris - 05-15-2019, 10:07 PM - Forum: Cantina
- Replies (1)
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Hey there!
This seems like a really interesting game and I'd love to get into it. Would anyone have a spare friend code to get me started by any chance please? :)
Look forward to playing with you all
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| Improving magmium |
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Posted by: DFDelta - 05-13-2019, 05:07 AM - Forum: Arena of Ideas
- No Replies
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Magmium is in an odd place ever since the tech levels were removed, since there is absolutely no reason to use it as a building material for most things. Outside of a very few things that use magmium sinks, there is not even really a reason to harvest that stuff. If you can get magmium you can (usually) also get vulc, and unless there is a truely huge QL difference the vulc version will probably be better (not to mention that it is usually easier to find a good source of vulc then finding one of magmium, since you get 3 times as many rolls on the QL per planet, and even a single node is enough if you just drop a 3k+ worker harvester on it).
To give our poor magmium a sense of purpose again, I suggest to make magmium built ships and power armor resistant to atmospheric damage.
For ships, maybe a staggered resistance depending on armor levels.
0.0 - 1.9 no extra resistance.
2.0 - 4.9 take 30% less damage from exotic or corrosive planets
5.0 - 7.9 take 60% less damage
8.0 - 10.0 treat every atmosphere as they would a standard one
Power armor would get a flat 80% or so reduction in damage from hostile weather.
Since magmium hulls and PA would still be much weaker then vulc or adamantine to weapons fire it would give them a "civilian" role.
You'd use magmium shuttles, colonizers and PA when building in hostile environments, and you'd still use vulc/ada on ships dedicated to going pew-pew.
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| Oggal's QoL Request Thread |
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Posted by: Oggal - 05-09-2019, 04:39 PM - Forum: Arena of Ideas
- Replies (2)
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I had a bunch of minor inconveniences. So here's my requests to fix them.
Orbit Command from right click in System Map
too many times I have been looking at the system map to figure out which frigid moon to plop my eludium mine on, only to forget if it was the alpha or beta star. being able to right click the planet in system map and select orbit would be great.
Orbit Best Planet command in Star Map
Not going to lie, this is just so I can have one less window open when I'm traveling to a new system. I prefer to arrive and orbit a planet so I'm not scary close to a star when I leave a wormhole and so being able to orbit best planet with out grabbing the mission window would be nice. Long story short. I'm lazy.
Survey Report from City Status/Governed City window
Again, just a right click option to give direct access rather than having to open star map, and pull open the report there. Would save a lot of headache.
Bugfixes
The rest are things that currently feel like bugs rather than missing features
Gasping for air is currently a green light for city status. Where hunger is yellow.
Abandoned is a green light.
I know abandoned isn't really a 'Yellow Alert!' kind of status, but a grey light would be nice. something to say 'Hey! We want attention!'
Status is not sorted numerically in the govern window.
Appears to be sorted as string.
I'm female and my crew calls me sir.
Tons of otherthing's I'd love to request/suggest. But gonna save those for another day.
Let me know what you think. See ya'll on Galactic Chat!
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| 2019-05-03 Biodomes |
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Posted by: Haxus - 05-06-2019, 09:59 PM - Forum: Updates
- Replies (8)
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Biodomes
Biodomes are not implemented using the new building system.
Biodomes are ready for use. - 3 variations of a 300m diameter biodome will be available in the exchange, as soon as I post them. They can be built in all environments. One leaves the interior terrain and plants alone; another levels the interior terrain but leaves plants alone; the third levels the terrain, fills with mowed grass, and removes shrubs, leaving a parklike setting of grass and trees.
- .SoH files of the 3 sample biodomes are distributed in the Programs/Blueprints folder. It contains a growing list of spacecraft and building blueprints.
- A new Environment Void part type was added for biodomes. It is a hull void that maintains a habitable environment inside. All biodomes must have at least one environment void.
- Biodome design limits are much larger than regular buildings. A biodome hull can be 1000m across and up to 1200m tall.
- As with any other building, a biodome may not stick up out of the atmosphere and an under sea biodome may not stick up through the sea surface.
- Designer helper that shows building design limits is now influenced by the building structure in the design properties.
- Behavior at the bottom of the environment void is weird if the terrain continues to fall away beneath it. For that reason, the voids in the sample biodomes go far into the ground. (This is unnecessary in the two biodomes that level the interior terrain.) Picture number 5 shows what happens when the environment void does not reach the bottom of a crater. I do not intend to improve this. You are instead encouraged to avoid the situation or give it some sci-fi rationale and live with it.
- Biodomes built on land may contain seas of water, lava or supercooled liquid. Land placement only requires the insertion point to be on land, the rest of the biodome can encompass water or land in any proportion. Treatment plants can be placed inside biodomes.
- Biodomes built under the sea will exclude all liquid from their environment voids. Below the bottom of the environment voids, the liquid will exist though it will not be visible and it will have no visible surface. Under sea placement requires that the entire biodome fit below the sea surface.
- Life support is optional in a biodome design. Without life support, the environment void does not create a habitable environment. Biodome life support never fails, regardless of damage or power to the structure.
- Biodomes with life support create vegetation and trees on terrain in their environment voids. This can be used by farms and logging camps. Atmosphere cannot be harvested inside a biodome, however.
- Buildings of any construction can be built inside a biodome in harsh environments. So, a regular house can be built inside a biodome on the moon or under the sea.
- Airports and Base Air Terminals cannot be built inside biodomes.
- The box extents of a building design must fit inside the environment void of a biodome to permit construction inside.
- Construction window typically lists only blueprints that can be built in the current environment. If the current world has a biodome anywhere, blueprints will also be listed that could be put inside, based on environment, not physical dimensions.
- When a biodome is destroyed, buildings that were inside are destroyed if their construction is not sufficient for their domeless environment.
Here are some pictures:
http://hazeron.com/splash/Biodome1.png
http://hazeron.com/splash/Biodome2.png
http://hazeron.com/splash/Biodome3.png
http://hazeron.com/splash/Biodome4.png
http://hazeron.com/splash/Biodome5.png
Here are some notes about Biodome 300m Natural.SoH.- The biodome is formed of a circular wall with a domed roof. An archway is cut out of each of the four cardinal directions.
- To give a solid foundation, the wall sits on a narrow (10m wide) site mesh that forms a large 300m diameter circle. The foundation site mesh raises terrain but does not lower it, to the base of the wall. This allows the dome wall to merge into hills.
- A band of site mesh 10m wide, both inside and outside the wall foundation, blends with the natural terrain by applying red glow to the innermost and outermost vertices.
- The interior terrain of the biodome has no site mesh at all, leaving the internal terrain completely natural. Site meshes can be used to modify terrain leveling, rocks and plants, as is done in the Biodome 300m Level.SoH and Biodome 300m Level Lawn.SoH variations.
- The interior space is one large environment void that extends 100m down into the terrain, as discussed above. It is not necessary to make it using one big void. Multiple environment voids can be used.
- Environment voids are hull voids. The archways each have a small environment void to cut out the opening. This allows the environment void of one dome to overlap the environment void of an adjacent dome, so people can walk from one to the other without environment suits. This also has the effect of causing plants and breathable air to spill out of the archways a little. If you didn't want that, you could use hull voids instead, or even make functional doors.
- Due to the foundation site mesh, the dome has a solid wall of terrain around the base. This can be lowered by using a road or landscaper. It looks better if you put roads and waterways through the archways but that's up to you.
- If you didn't want/need the appearance of a tightly sealed environment, nothing stops you from making a biodome that is open to the environment. I could imagine a biodome on a coast with a huge opening for ships to enter/exit.
Round Site
Biodomes don't have to be circles or domes. The geometry is up to you. However, while making the circular sample biodomes, I wished for a way to draw round site meshes.
Site mesh draw function now has an option to make a round site.
Void Spindle
While making the circular sample biodomes, I wished for a way to draw the environment void using a spindle. That would also have been handy when drawing the room voids inside the domes on the Atlantis.
Environment void and room void spindle draw functions added.
Undersea Buildings Invisible
In top down view, new style buildings cannot be seen through the sea surface. You have to lower the camera below the sea surface to see the buildings.
Changed the way the sea aperture works in top down view, when your avatar is under the sea. The transparency falls off more quickly at the edges, giving a bigger view into the sea. The new style buildings can be seen there.
Landscaper Bug
When I place a road through an archway on a biodome, the terrain is pulled down to the road as I would expect. When I do the same thing using a landscaper, to make a water channel, the terrain is not pulled down. It works if I use an underwater dirt road.
Fixed terrain adjustment bug that only affected landscapers. Their terrain will be automatically corrected the next time they appear in your scene. No cached information needs clearing.
Building Placement Bug
When placing a building, the site is not level when the insertion point is at the edge. This becomes very apparent with large sites, such as a biodome.
A building site can be level with respect to gravity at only one point. Instead of using the insertion point, the point of levelness is now the center of the building site.
This means that a flat building site on a globe is acually downhill to its center from the edges. Likewise, straight vertical walls actually lean inward.
Building Clipping Bug.
Sometimes buildings seem to clip away too readily, disappearing when they should still be visible.
Made some adjustements to the building clipper.
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| Biodomes? Maybe Soon! |
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Posted by: Oggal - 05-05-2019, 07:30 PM - Forum: Cantina
- Replies (2)
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Hazeron Monthly News! Special Edition!
Biodomes? Maybe Soon!
We are all still waiting for the day we can be freed from the hash environment penalty and hopefully soon we can find cover with Biodomes! After April's last update we heard from Haxus on the in-game Galactic chat:
Quote:Haxus
Biodomes are the topic of the day now.
Haxus
They should be fairly easy to implement.
Haxus
Then platforms, fences and walls.
That's right. It looks to be quite likely that Biodomes are in the works and we may soon have some relief from the inhospitable air of our harsh colonies. While unconfirmed some images have been found on the gallery that may be WIP images of such domes!
![[Image: Biodome2.png]](http://hazeron.com/splash/Biodome2.png)
![[Image: Biodome3.png]](http://hazeron.com/splash/Biodome3.png)
![[Image: Biodome4.png]](http://hazeron.com/splash/Biodome4.png)
We can see a light on top the dome, entry points along the walls, and it appears some lifting of terrain around the edges of the domes.
There is also an image of a biodome on a moon showing plant life in them
![[Image: Biodome5.png]](http://hazeron.com/splash/Biodome5.png)
As well as underwater with a lovely barren view
![[Image: Biodome1.png]](http://hazeron.com/splash/Biodome1.png)
Can't wait to get our hands/paws/pinchers/flippers on these!
Platforms?
The other exciting bit from this news is the mention of walls, fences, and platforms being next. Walls, fences, and Biodomes all have spots in the construction menu at this time but there is currently no home for platforms. Walls and fences have existed in the past to my knowledge so they should behave as expected once we see them.
We where also told of "floating platforms" in the past with the new building update so perhaps these are the platforms Haxus mentioned.
Deantwo mentions:
(05-05-2019, 08:45 PM)Deantwo Wrote: Platforms are supposedly gonna be like artificial islands or even floating islands we can construct, and then make cities on them. So we can make cities on lava or in the air. This will be even more useful for gas giants, so we can make cloud cities.
...
We don't have too many details on Space Elevators either, but Haxus said it would likely be a building with a tether up to a space station. Rather this space station is build at the Space Elevators or separately we don't know, but sounds simple enough. Having multiple Space Elevators buildings with tethers up to the same space station would be pretty cool way of traveling.
Along side "floating platforms" is "Space Elevators" which the wiki also lists as unimplemented. While an elevator to space could prove quite useful, with airports having functional teleporters now they seem redundant. We'll see what Haxus offers us in the future though, as if teleporters ever require commodities to function then a space elevator may be a better high traffic option.
We do also have the Drilling Rig building still unimplemented as well so perhaps we'll soon hear more info about them.
As for now. That is all for this Special Edition. See you all again at the end of the month for the full Monthly News Post.
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| April In Review |
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Posted by: Oggal - 05-02-2019, 05:19 PM - Forum: Cantina
- Replies (1)
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I'm always wanting more Hazeron news so here it is, a monthly news post about Hazeron.
Shores of Hazeron : April in Review
Updates:
The month of April for Hazeron has brought us a number of changes. Many small some large.
Starting on the firsts there where two updates posted, and though one was a cruel joke from Deantwo, we did a true update in the first of mostly bug fixes. From here a theme of Bug fixes continued through most the month removing bugs new and old such as the Patent Bug, which caused patents for gathering from atmosphere to be very skewed, and the 'Hulls in Hulls' Exploit that allowed ships to have more volume than reality and appear "bigger on the inside."
Moving into the middle of the month we started getting some new content, Roads gained measuring tools, TEUs could be picked up from brokers, buildings got displayed on helmet radars, and buildings started getting working stations. Along side this we saw a massive cut of old content as old cities where removed from the game. Some where able to be replaced with new style roads and capitals but many vanished completely from the game's universe.
Closing out the month was My personal favorite of the updates, and the one I'm rewarding as Update of the Month for April, City Status Report Icon. A small change in such a vast game, but a long needed one. Allows you to at a glace see the status on any city or base. This minor feature is a major change in managing a large empire.
State of the game:
Shores of Hazeron has suffered from low populations for quite some time averaging about 5 players over the month and maxing at 10 April is looking up from the max of 8 last month.
Unfortunately for most of the month mail servers where down which made tactical reports unavailable as well as captain logs. On the flip side of that news, Mail servers are back up and functional at this time.
On the political side of the game the top 5 for the conflict zone remain unchanged for the month, with the month ending with Reaume del Seint Graal at 5th with 49 worlds, Foxtail with 51 worlds at 4th, Solstice holding 100 worlds in 3rd, Sith being 2nd with 134, and lastly at the top of the leader board with 16 galaxies, 276 sectors, 456 solar systems and an amazing 1,060 worlds we find Weltreich in 1st.
That's about all for this month. Fell free to add anything I may have missed below and I'll try to get any changes in those areas out next month.
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| Pirate Plunder Value |
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Posted by: Vectorus - 04-30-2019, 06:15 PM - Forum: Arena of Ideas
- Replies (3)
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Pirates supposedly spend their whole day pinching other people's best stuff. When you actually climb aboard and try to redress the balance, however, they hide it all under the floorboards. You're left with some ammo and a Q32 glass of water.
When you attack a pirate ship that has been plundering Q255 Antiflux shipments, it would be rewarding and fitting to find large caches of Q255 Antiflux, and other materials based on what's actually found in empire buildings and ships within that sector, or being shipped through it. A bit of proxy warfare, setting up pirate bases in enemy sectors, then creaming off their profits, might emerge, all for the sake of Fun.
This applies even more to pirate bases, which should be heaps of treasure once you manage to fight through. Right now I'm not even sure that you can take from their inventories? Certainly not their military inventories.
Some suggestions for rarer loot from the discord chat have been:
-Preons to systems with other actual pirate bases from the same empire throughout the universe.
-System modules for ships.
-Ships in hangars.
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| 2019-04-30 Airport Transporter, Sensor Station, Mail Server |
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Posted by: Haxus - 04-30-2019, 03:45 PM - Forum: Updates
- No Replies
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Airport Transporter
Airport transporter will not energize.
Airport transporter is now functional. I created an airport terminal with transporter design and it will be posted to the exchange.
Airport Transporter Operator
Beam options needed when in airport transporter room manned by AI
When in a transporter room in a building, an NPC worker will now appear at the station to operate it for you. They will only appear if the building has at least one worker. Beam options are available when an NPC is at the console.
Airport Sensor Station
Airport requires a sensor to have a transporter. The station doesn't work.
Airport sensor station is now functional.
Light Sprites Bug
Some of the street light sprites don't render when I stand near the guard post by the road in my city.
Fixed a bug caused by a shield base that was under construction. It was painting an invisible shield bubble that clipped the sprites that were painted inside of it, when the viewer was outside of it.
Moon Roads Bug
At a city on a planet, roads visible on the moon circle the moon, but they don't really do that.
Fixed bugs with buildings and roads that crossed the 180 degree E/W seam of their world.
Mail Server Down
Game mail server went down and it wouldn't come back up.
Extensive changes were required in the mail server due to some new requirements in Qt 5.12, related to multi threading and the SQL database.
Production Bug
For example, we have 1 production line with 1 active tool that add production bonus. It stops working when there are 128 workers. If we have 2 bonuses, then it stops working at 64 workers.
Fixed rollover of small integer data type.
Password Email
When you request new password for account, it can be seen through message preview. Would be nice to move string down a bit.
Rearranged password email so the new password appears later in the message.
City Status
And one more idea. What if add something like "morale status" icons for "Cities and Military Bases" window? So in cities list we could fast check if any city has negative morale/distress. Ill make a screenshot as example
Cities and Bases list now shows a status column. It contains a Red/Yellow/Green indicator and the last reported morale number.
Vehicle Hold Key Binding
The default key binding for Hold is not consistent between all vehicles.
All vehicles now use the H key as their default Hold key binding. H was previously the default binding in space fighters to select the next weapon. That was changed to J.
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