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| 2024-04-04 Hull Volume Errors, Helmet Suit Status, UI Freeze, Exchange Size Sort |
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Posted by: Haxus - 04-04-2024, 05:13 PM - Forum: Updates
- Replies (1)
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Hull Volume Calculation Inconsistency
Hull volume is not calculated consistently between unfinalized and finalized blueprints that have a turbo lift. This makes finalizing the blueprint impossible.
Fixed.
Hull Volume Calculation Error
Buildings do not consider weapon bays when reconciling hull volume. This makes it impossible to finalize a building with a weapon bay.
Fixed.
Helmet Status Indicator for Suit Broken
When my suit is broken, the status indicator in my helmet blinks faintly yellow.
Fixed. Blinks red now like it was supposed to.
Season on Planetoid
Compass should not show season on a planetoid.
Fixed.
Disable Subscribe Button
Subscribe button should be disabled while a blueprint is being downloaded.
Done.
UI Freeze Making Spacecraft
Selecting a huge spacecraft in the spacecraft buy/commission/build dialogs causes a gigantic lag.
Fixed.
Achievements on Accounts Page
Accounts page should show my Steam achievements.
Done.
Exchange Size Sort
Size column does not sort properly in the building and spacecraft exchanges. Sorts alphabetically.
Fixed.
Finalize all Spacecraft and Buildings
All of the spacecraft and building blueprints included with the software were finalized. A few of them needed slight changes.
Done.
Achievement Graphics
The last of the basic set of achievement graphics were received from the graphic artist. Now all achievements have a graphic.
Done.
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| Harvest by bay doesn't show correct bay options when not onboard |
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Posted by: Ivan - 04-03-2024, 03:20 PM - Forum: Bug Reports
- Replies (1)
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When you are not onboard the harvester, it will show the bays of your current ship instead of the bays of the harvester you're trying to give the order to. (yes I'm using the correct button, below the chat window, with the harvester's channel selected).
If you are not onboard a ship it will not show any bays.
This means you cannot remotely give harvest orders to a harvester with 2 atmosphere condensor bays to harvest 2 different resources.
For other harvesters you can use the harvest by module command.
A minor nuisance, but still a nuisance.
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| Buildings radiating light at night looks weird |
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Posted by: Ivan - 04-02-2024, 12:45 AM - Forum: Arena of Ideas
- Replies (1)
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A recent update changed it so buildings now all radiate light as if there were mini stars hidden inside of them, when seen from a distance. Nearby on ground level it is still normal. Switching between top down view and first person makes it obvious how weird it looks.
Imho it looked alot better before when only windows and lampposts were lit at night. Now it just looks very odd with light coming from nowhere.
Maybe the light from lampposts could illuminate larger areas or something, but walls/buildings without a lightsource should not emit light.
EDIT: it actually even looks as if the ground area of the entire city is emitting light
Idk it just looks very odd to me. I mean bricks don't emit light.
And if other people like it, then i guess I'll just have to live with it.
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| 2024-03-30 Lockup Bug, Billion Hit Point Buildings |
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Posted by: Haxus - 03-30-2024, 09:59 PM - Forum: Updates
- Replies (32)
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Lockup Bug
Two different cases of program lockups were reported. One occurred at the moment the avatar gave the vulcium knife to Xian at the University, something I have done hundreds of times. The other lockup occurred at the moment a spacecraft entered a wormhole, another activity I have done hundreds of times. Both of these juicy bugs were captured in save game files.
I lumped these two bugs together because the same program error was causing the problem. Oddly the bug was introduced some time in 2015. It is fixed.
Billion Hit Point Buildings
Pirate buildings report billions of hit points. This makes them very difficult to destroy.
This problem is caused by an inconsistency between the building subsystem volumes and the overall volume of the building itself. This error also afflicts some spacecraft blueprints.
I updated the building and spacecraft blueprint finalize functions to catch this situation and report it as an error. It also tells you how to fix it, which simply requires a refresh of the obstacles data and then to Ok the properties. A careful look at the subsystem volumes is recommended.
I also fixed the total hit points function to return a reasonable number when this situation occurs.
The default building and spacecraft blueprints should be reviewed and republished as necessary. There is no time for that today. I'll do it some time next week.
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