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Mission Order: Officer Sa...
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System map does not refre...
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favorite or funniest mome...
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Picture Thread 2.0
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Hold access for void asso...
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Minor bug: In exported sa...
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2020-06-01 Nav Fail, Launch and Recovery |
Posted by: Haxus - 06-01-2020, 01:49 PM - Forum: Updates
- Replies (1)
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Navigator Fail
Ship still sits and wiggles when following a travel direct to solar system order.
Fixed.
Hold and Fuel Cell Repairs
Someone asked how to manually fix damage to the hold or the fuel cell.
Hull, hold and fuel cell are all considered to be parts of the same "Hull" system. Manual repairs to the hull system are applied to the hull portion until it is fixed, then repairs are applied to the fuel cell, and finally to the hold.
I made a slight change in this update. When you are standing in a room with access to the fuel coupling, manual repairs are applied to the fuel cell first. When you are standing in a room with cargo hold access, manual repairs are applied ot the hold first.
Launch and Recovery Systems
Launch and recovery system of a ship should be split up like other systems with subsystems, so damage to the system doesn't disable all launchers and landers at once.
Launch and recovery systems are now split into separate individual systems.
Launch and recovery systems now appear on the damage report window. No module is associated with them. Each is represented by a different spare part, for part removal and replacement.
The launcher uses a Mechanical Part. A torque wrench is used to remove/replace parts and to repair hit points on a vehicle launcher. Each launcher has only one removable part.
The recovery system uses an Electronic Part. A soldering iron is used to remove/replace parts and to repair hit points on a vehicle recovery system. Each recovery system has only one removable part.
Electronic parts and mechanical parts are now included in the category of Spare Parts.
Manual repairs to a launcher are performed at the launch pad, which is the large icon placed in the blueprint at the beginning of the launch tube. It is not visible in the final model. A visual cue must be designed into the blueprint if one is desired.
Manual repairs to landing systems are performed at space vehicle parking spots. It is impractical to use the landing system icon itself because it is usually invisible outside the space ship. However, the landing system requires space vehicle parking spots for recovered vehicles. Those parking spots are the points of access for repairs to the landing system(s).
When a ship has multiple landing systems, a specific landing system cannot be targeted for manual part removal or repair. Repairs are applied to each of them in turn and parts are removed from each of them in turn.
Launch and recovery systems now fail to operate when they are broken. Previously they never stopped working regardless of damage.
Launch and recovery systems now appear on the power relay station. They can be disabled there. They can also be fixed there, by routing power from a different system.
Delete Manufacturing Process
When a manufacturing process is deleted, it should return the parts to inventory.
When a manufacturing process is deleted, it now returns its parts and money to the inventory of the building. Spacecraft processes already did this but others did not.
Magmium Heat Sink Patent
Magmium heat sink patent should require the cryo heat sink patent as a prerequisite.
Added cryo heat sink patent as a prerequisite to developing the magmium heat sink patent. The magmium heat sink patent was already a prerequisite to developing the vulcium heat sink patent.
Jurisdiction Overlap
New capital and police jurisdiction allowed to overlap existing police jurisdiction.
Fixed jurisdiction overlap test.
Add Patent Process
When adding a patent process, init the values on the dialog to one workshop and limit the output to one.
This is the normal configuration when I set up patent developments and I got tired of always setting them. If this is a bother to anyone, I'll put it back the way it was.
Tool tips were updated to explain how patent processes are affected by the number of workshops and the output limit.
Add Process Confusing
Add production line dialog is confusing when no more can be added. Asks for number of shops and stuff but says I can't do it.
Unneeded controls are now hidden when a process cannot be added.
NPCs Staring at Ceiling
NPCs spend too much time looking at the ceiling or the floor.
NPCs now straighten their head tilt sometimes.
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Doors create default parts in the designer |
Posted by: Chronovore - 05-30-2020, 06:14 PM - Forum: Arena of Ideas
- No Replies
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I feel like doors are a laborious task that could be programmatically simplified for the users without limiting creativity.
My (limited) use of the designer finds me always creating the same type of door - a simple room to room via a small space in the hull or an external to internal door. I always create the jig, cut the door, create the voids of about the same size, create the navs, associating everything and then doing any customizing like creating custom switches, states, tweaking voids, etc.
One way that would simplify door creation is to create all the necessary pieces and associations by default and let designers modify the auto-generated pieces. For example:
- Given a valid selected door jig
- And two rooms are selected selected
- And the option for default part creation is ticked
- When the jig is cut
- Then the door direction is inferred by locations of the two rooms selected with the jig
- And a default path object is placed from one side of the jig through to the other extending slightly beyond the jig's bounds in the inferred direction of the door
- And a new room void is created for the door that encompasses the jig shape
- And the room void and path parts are associated with the new door's proper state
- And optionally the user chooses the thickness of the door much like the end of an extrusion, but using stretching mechanics
And for hull doors:- Given a valid selected door jig
- And a selected room and a hull
- And the option for default part creation is ticked
- When the jig is cut
- Then the door direction is inferred by locations of the room and the opposite end of the jig volume from the room
- And a default path object is placed from one side of the jig through to the other extending slightly beyond the jig's bounds in the inferred direction of the door
- And a new room void is created for the door that encompasses 80% of the jig shape from the room side of the jig
- And a new hull void is created for the door that encompasses 25% of the jig shape from the opposite side of the jig from the room
- And the room void, hull void, and path parts are associated with the new door's proper state
- And optionally the user chooses the thickness of the door much like the end of an extrusion, but using stretching mechanics
Also, if program complexity is a concern when it comes to inferring door direction, or in more complex use cases than I usually have, it would be nice to have the ability to set a door direction/axis manually at least to get the automated generation of associated voids and paths.
Using these processes above, door creation becomes much faster, lowers the chance of error, and lets people start to walk through their designs earlier in the design process.
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EV suits and helmets storage at airports (too large) |
Posted by: Snowmantis - 05-28-2020, 01:19 PM - Forum: Prerelease Bug Reports
- Replies (3)
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We really like the idea of having EV suit storage at Airports, but there is no setting limiting the storage of various airport commodities.
For example, most would agree that Fuel should simply fill to max capacity, but that same number of units for space suits is too much. Perhaps the armory production limit could equal the suit storage limit at airports? We just don't have a need for over 100,000 EV Suits and Helmets at each airport.
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Processes don't output if a single run exceeds storage |
Posted by: Vhwatgoes - 05-28-2020, 09:48 AM - Forum: Prerelease Bug Reports
- Replies (26)
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In my case, a smelter had ~7400 workers for metal. The building has an enormous ~49,000,000 storage capacity, but due to the exponential bonuses bug reported here, this process was producing an absurd ~55,000,000 metal every 2 seconds. This exceeded the storage and didn't output.
Workaround: reducing the workers to 4000 caused output to be 16,040,000 per run, and the inventory began to fill.
![[Image: v52lvhF.png]](https://i.imgur.com/v52lvhF.png)
![[Image: mNizbSc.png]](https://i.imgur.com/mNizbSc.png)
With Workaround:
![[Image: gS1ukG7.png]](https://i.imgur.com/gS1ukG7.png)
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Client Crashes and not responding frequently |
Posted by: ZombieOverlord9 - 05-25-2020, 06:08 AM - Forum: Prerelease Bug Reports
- Replies (1)
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Herald - TTFXCB
Game will work for about 5-10 mins and then will just lockup and the client becomes 'Non-Responsive' and closes. This happens with all avatars i use across multiple empires and sectors.
Hazeron is the only window open and processes are kept to a minimum. So not sure why client is failing to run
Do in game assets have anything to do as im currently running game with full particles and such ?
Any suggestions.
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Harvest fuel orders sometimes end prematurely/never start |
Posted by: Mal - 05-24-2020, 02:20 PM - Forum: Prerelease Bug Reports
- Replies (1)
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I've noticed that some ships get partially refueled, and others never even begin. Initially it seemed to have no pattern but I think I've figured it out: It tends to happen when you either a) have a ship whose fuel cells are larger than its hold and you use the 'percent of hold space' option to harvest hydrogen, or b) use the 'actual quantity' option and specify a quantity that is lower than the current amount of fuel in the fuel cells.
Let's say hypothetical case: you have a ship where the hold is 5,885,777 units and the fuel cells are 52,971,999 units. So, fuel cells significantly larger than hold's capacity.
In this hypothetical ship's case, when you queue a fuel harvest job a few things can happen based on the state of your ship's hold.
Case 1: You tell the crew to harvest '100% of hold space', but you already have more fuel than the hold space is capable of holding. In this case, you immediately receive a message from your officer: "All harvester operations are completed as ordered. Super job crew." Nothing happens, the job does not even begin.
Case 2: You tell the crew to harvest 'actual quantity'. If you enter a quantity lower than the current amount of fuel in the cells--say, 40,000,000 as the quantity when there are 41,736504 units already in the cells--you get an instant:"All harvester operations are completed as ordered. Super job crew." Same as before.
If, however, set the actual quantity to a higher value that the current amount of fuel in the cells, like say 53,000,00 units, then the crew will successfully start/finish the mission.
This is the ONLY way I can get my current ship model to refuel successfully every time.
For newer players the seemingly random/unpredictable behavior may lead to some frustration.
The tl;dr problems: The harvest hydrogen by '% of hold space' appears to be using the hold space in its calculation when it should be using fuel cell capacity, since hydrogen doesn't get stored in the hold. Additionally, the 'actual quantity' option appears to have a hidden conditional check which looks at the current amount in the fuel cells before deciding whether to harvest which can lead to even more confusion.
Possible fix:
a) Add special case for harvesting hydrogen by % of hold space to check the fuel cells instead of the actual hold when performing the calculation.
b) Change 'actual quantity' to not look at the current hold space before starting. Instead, have it blindly attempt to harvest <actual quantity> of resource, stop when hold/fuel cell (in case of hydrogen) is full or when quantity has been reached.
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Players turned away by changes |
Posted by: Minty - 05-24-2020, 11:27 AM - Forum: Arena of Ideas
- Replies (5)
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I think seeing the amount of people who want a simpler designer again might help move things along. Post your name here as a pseudo-petition if you stopped playing entirely or almost entirely because of how janky or complicated or pain-in-the-ass-y the new features are, like the new designer, the new city system, ect.
I'll start!
Minty.
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2020-05-22 Navigator Fail, Warp Signature, Module Repair and Upgrade |
Posted by: Haxus - 05-22-2020, 10:52 PM - Forum: Updates
- Replies (7)
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Navigator Fail
If I issue a travel direct to solar system order, sometimes the ship just sits and wiggles.
Navigator now plots course correctly to all destination solar systems.
Travel direct to system coordinates menu option removed from an otherwise crowded menu. That item was there to work around this problem, as it let you order the ship to the precise galaxy coords of the desired solar system. It is no longer needed because the coordinate is embedded in the travel direct to system order.
Warp Signature
I detected a warp signature near my homeworld! I traveled there, only to find an abandoned decaying city that still had an airport.
Warp signatures are emitted by airports and base air terminals that belong to empires with warp technology. The assumption is that warp ships of their empire would be traveling between their own space ports.
I changed this slightly. Warp signatures are no longer emitted if the airport or air base has no workers.
Event Log Icons
A bug report included a screen shot of the event log in some in-game mail. The icons next to the events were incorrect.
Fixed offset error in a table of icon names used for events.
Autoclose Visor
It would be very handy if my helmet visor was automatically closed for me if my ship is destroyed.
Helmet visor now closes automatically if the ship you are aboard is destroyed.
You must already be wearing an EV helmet with an unbroken seal.
Smelting Metal from Bullion
The process of smelting metal from bullion does not consume any bullion.
Processes that smelt metal from bullion now consume the bullion. Bullion consumed in this way is reported in the bank transactions report as "Smelted Metal".
Previously the only processes that consumed money were patent developments. Money was consumed as RnD funds and paid to local citizens as salary, for a net 0 gain or loss to the local banking system. This logic did not apply when smelting because the funds are literally converted into something else, units of metal.
Manual System Upgrade
Still can't seem to manually upgrade my ship sadly >_
Fixed bugs and made improvements: - Removal of last system component now reports that it was the last component to be removed.
- Fixed hit points overflow error that caused big strange numbers after removing a few modules.
- Fixed a bug that broke the module type when upgrading a module by hand.
- Damage report now shows No Module when all system modules are removed.
- Damage report status icon is now grey when all system modules are removed.
- First new module installed into a system with no modules changes the module type for the system. That is how you manually change a wormhole drive into a warp drive.
- Fixed a bug that allowed the system module type to change by manually installing any new module, even if all previous modules were not removed first. You could remove one module and install a different one to change the type of any system, though the system was hopelessly broken after that.
- If the damage report for your ship shows a requirement for more than one kind of module for an FTL drive, you may not be able to fix it. Tell me the name of the ship and I will fix it.
Station Offered Invalid Upgrades
I asked for upgrades to my warp drive module. The city responded with wormhole modules that were not valid for the system because I already had a different FTL drive with wormhole modules installed. A ship can have multiple FTL drives but no two of them can be the same drive technology.
Fixed suppression of invalid system modules in upgrade reply.
Station Upgrades Too Many Parts
I asked for upgrades to my warp drive module. The city responded with repair estimates but the numbers of parts in the estimates were their stock quantities, not the numbers that my ship needed.
Fixed repair estimate part quantities.
FWIW, the correct number of modules was consumed if an upgrade offer with incorrect quantities was accepted.
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