| Welcome, Guest |
You have to register before you can post on our site.
|
| Forum Statistics |
» Members: 1,242
» Latest member: bielbi6
» Forum threads: 1,568
» Forum posts: 9,502
Full Statistics
|
| Online Users |
There are currently 493 online users. » 0 Member(s) | 491 Guest(s) Bing, Yandex
|
| Latest Threads |
Workshop inaccessible in ...
Forum: Bug Reports
Last Post: Deantwo
06-22-2026, 07:25 AM
» Replies: 1
» Views: 119
|
New Web Server
Forum: Updates
Last Post: bielbi6
06-12-2026, 04:31 PM
» Replies: 12
» Views: 890
|
Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
» Replies: 1
» Views: 1,474
|
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 1,207
|
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 1,354
|
Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 3,204
|
Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 5,063
|
Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 22,968
|
Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 4,372
|
No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,989
|
|
|
| Font size in Windows |
|
Posted by: Falkenkopf - 04-20-2020, 08:36 AM - Forum: Cantina
- Replies (2)
|
 |
Hello Astronauts,
is there any Way to scale the font size in the windows in the game?
I've found the settings for the size of text, that appears in my sigth, while i'm in first or third person view or in overhead view.
I've even found the settings to scale the size of the menu icons.
If there are no settings inside the game, can I change the font size in one of the game files in the program folder?
Turn down my screen resolution helps a bit. But that is not a real good fix for this issue.
I've returned to this game after years and immeadeately fell in love again. Best game ever, though some inconveniences. :-)
Greetings from Europe,
Falkenkopf
|
|
|
| Airport Doesn't Listen for Beamup Requests from People on Foot |
|
Posted by: Deantwo - 04-17-2020, 11:44 AM - Forum: Prerelease Bug Reports
- No Replies
|
 |
In old-style cities you used to be able to request a beamup on the trade channel and all airports in range with open a transporter portal to your location.
New-style cities have had some changes to how buildings listen to communication channels. Airport and broker are the only two building types that actively listen on the trade channel, but they ONLY reply when you are on board a spacecraft. This means that you can't request a beamup to an airport while you are on foot in the wilderness outside the city.
|
|
|
| Loosen Building Codes Slightly, or, A Transporter in Every Home |
|
Posted by: voyager - 04-17-2020, 10:13 AM - Forum: Arena of Ideas
- Replies (6)
|
 |
While contemplating the design of an 'ecumenopolis construction kit', I realized it would be convenient if buildings included transporters. This is because the kit would intentionally makes cities very expansive and stylistically conflict with traditional road vehicles (unless there's some way to dynamically connect regular buildings like fences to support elevated roads). As a step towards that convenience, I realized more traditional cities could use 'transporter booths' and went to the design studio to implement one. Unfortunately, only airports and capitols permit transporters, which makes things very awkward.
Looking at everything else that was restricted, I could think of interesting RP reasons why an empire would permit them more expansively. Turrets and shields? Consider a more militaristic empire where the line between civilian and soldier is blurred, and buildings are expected to be able to hold their own - it would also make city shield coverage simpler. Surgery modules? Consider a cyberpunk setting where modification booths are as common as ATMs. Launch tubes? VTOL spacecraft were considered plain fantasy for the longest time and most hypothetical space launch systems from surface were variations on launch tubes.
This could be seen as a step towards a module system where buildings no longer have a singular 'type', allowing for multi-purposed mega-buildings or simply entirely new categories of building (similarly, I would like to make a 'parking space/lot' building whose most natural categories 'shed' and 'park' both ban ground vehicle parking spaces). Of course, this would necessarily erode the building code system, but IMO the building code system should be a list of 'must-do's and leave most everything else up for grabs (which is almost the case now, to be fair).
|
|
|
| 2020-04-16 Vehicle Transporter, Bug Fixes |
|
Posted by: Haxus - 04-16-2020, 01:30 PM - Forum: Updates
- Replies (5)
|
 |
Vehicle Transporter Broken
The vehicle transporter is broken. You flash to your destination for a moment then get returned to where you started.
Fixed.
Vehicle Transporter Needs Preons
Vehicle transporter now requires type G preons to make.
Fixed a typo in the database, introduced when changing the requirement from magmium heat sinks to cryo heat sinks.
Starmap Names
Also, there is a bug with the new starmap that is making everyone able to see the names of systems from far O_O
Fixed.
Ships Won't Load Vehicles
Ships still wont load vehicles at space stations
Fixed.
Avatar Orientation
Everytime I travel long distances by foot my camera is getting some tilt. Though, its only on client side, I cant fall if it gets 90 degrees tilted
Fixed.
Agent Teleport Bug
Yeah, and if i tried to teleport to a crashed server, it has that failover after 3 minutes or whatever... it always placed me in the middle of a planet for some reason...
Fixed placement upon teleport arrival, to put you on land somewhere.
Mission Orders Crash
Having trouble building a harvest mission ..I can do the travel direct order but it crashes when I try to add an orbit order
Fixed crash caused by deletion of a pointer that is now managed by the ether.
Agent Disease
By the way, disease should probably be removed when you are invincible... including Targoss... i can even spread it while i am invisible, so i killed all of someone's crew at one point.
Agent no longer spreads disease when invisible or agent power is enabled; either setting prevents contagion.
Hovering Vehicles
Motorbikes at my airport start out hovering in the air.
Fixed vehicle placement bug.
Account Creation
Account creation broken.
Updated web cgi programs to the latest version. Problem is fixed.
|
|
|
| Orders to Use Open Stargates |
|
Posted by: voyager - 04-15-2020, 07:12 PM - Forum: Arena of Ideas
- Replies (5)
|
 |
It seems officers cannot be ordered to use open stargates, which is surprising. It's been suggested that this is intentional as stargates are already OP, but wouldn't a better solution be to require an avatar aboard for them to use it - same as for unexplored wormholes? I, personally, would really like an order as manually piloting is tedious and time consuming. Attempting to use 'orbit at coordinate' orders is risky as the orbit can be dangerously close to the star (I've already lost a ship to this :c). I must admit there is some minor potential for abuse: it makes bertha-porting to move a fleet easier, allowing slightly larger fleets to be moved.
EDIT: to be absolutely clear, the idea is to create an order for traversing an already open wormhole created by a ringworld, treating it always as an unexplored wormhole in order to prevent abuse. Remote activation of the stargate to open a wormhole is a completely different suggestion, one that I can only see reasonably done by allowing beaming of cargo to coordinates as if someone dropped it there. That would have the added benefit of allowing more realistic colony construction (just beam down building materials instead of bothering with the trade channel or using magic airports), but would have issues with lag and inventory management. However, such a feature is completely unnecessary and so debate over it should be reserved for a future time.
EDIT2: A low-effort compromise would be to allow the hover/hover-at-coordinates order for stars. Then all one would need to do is just use the engineer station manually.
|
|
|
| Star Map Crashes on Search |
|
Posted by: Dragonly - 04-14-2020, 03:03 AM - Forum: Prerelease Bug Reports
- No Replies
|
 |
Good Evening,
Since the universe restarted, I have been unable to use the Star Map > System Search feature. Each time I click on it, the game crashes.
Anyone else run into this issue?
|
|
|
| Possible Bug: Biodomes Allow Spacecraft Factory Construction |
|
Posted by: voyager - 04-14-2020, 12:17 AM - Forum: Prerelease Bug Reports
- No Replies
|
 |
It doesn't make sense to allow it if airports can't be built inside either. Besides, I'm unsure how one is suppose to actually pilot a ship larger than a fighter out of a biodome. I only built one in order to get a station over a planet with an insidious atmosphere, since I was having trouble with towing (I'll ask around about that on discord before making judgements).
|
|
|
|