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Are NPC's allowed to pilo...
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Currently i have an issue...
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| Loosen Building Codes Slightly, or, A Transporter in Every Home |
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Posted by: voyager - 04-17-2020, 10:13 AM - Forum: Arena of Ideas
- Replies (6)
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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).
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| 2020-04-16 Vehicle Transporter, Bug Fixes |
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Posted by: Haxus - 04-16-2020, 01:30 PM - Forum: Updates
- Replies (5)
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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.
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| Orders to Use Open Stargates |
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Posted by: voyager - 04-15-2020, 07:12 PM - Forum: Arena of Ideas
- Replies (5)
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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.
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| Star Map Crashes on Search |
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Posted by: Dragonly - 04-14-2020, 03:03 AM - Forum: Prerelease Bug Reports
- No Replies
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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?
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| Possible Bug: Biodomes Allow Spacecraft Factory Construction |
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Posted by: voyager - 04-14-2020, 12:17 AM - Forum: Prerelease Bug Reports
- No Replies
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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).
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| Asteroid Appears Unbeatable For AI Using Ballistics + Missiles |
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Posted by: voyager - 04-13-2020, 10:07 PM - Forum: Prerelease Bug Reports
- Replies (1)
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So today was my civilization's doomsday, and for RP reasons I wanted the ship I sent out to use large missiles and piercing heavy weapons ammunition. Unfortunately, it seems the officer could not destroy it using 300 missiles and 3000 rounds of QL >150 ammunition. For the missiles, I think the issue was that the AI follows the asteroid at a distance of >5k by default, thus at 1km/s, the 5s lifetime of the missile is too short to actually impact the target. As for the bullets, they seem to just shoot off to the side of the asteroid. While I understand getting the AI to work better is an ongoing project, I feel this could negatively surprise many of the expected steam players as not everyone might have energy weapons in reserve or the time/skill to handle the asteroid themselves.
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| Possible Bug: 'Hold Fire' Stance Prevents Harvesting |
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Posted by: voyager - 04-13-2020, 07:20 PM - Forum: Prerelease Bug Reports
- Replies (2)
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I think it's a matter of opinion, but Deantwo suggests we treat it as a bug. A ship with the 'hold fire' stance will do nothing when ordered to harvest, even though the usual 'earn our keep' message plays. A compromise may be just a follow-up message from the crew saying "holding fire" in response to the order to harvest.
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