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  Default Airport Blueprint has Rogue Mesh
Posted by: Deantwo - 03-10-2020, 05:55 PM - Forum: Closed Bug Reports - Replies (1)

The default airport terminal blueprint 2005, has a rogue mesh that is off the site and in the air.

Part: Mesh 163

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  Spacecraft require non-Spare Parts
Posted by: Deantwo - 03-10-2020, 05:28 PM - Forum: Prerelease Bug Reports - Replies (2)

Spacecraft are supposed to only cost modules and metals to construct. This is not always the case.

Station Blueprint 22111 Solar Station No Transporter by Jack Katogh

This space station require Textiles, Plastic, Mechanical Parts and Electronic Parts alongside the expected modules. But those commodities are not part of the "Spare Parts" category.

See also: (Bug report) Transporter pads cost Io Tubes

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  Can Haxus remove an avatar's blueprints please?
Posted by: plek - 03-09-2020, 06:46 PM - Forum: Design Studio - Replies (3)

Yeah I deleted my guy before I thought about it and now there's a bunch of blueprints on the exchange that I had wanted to improve upon over time. I'd rather not clutter it up if I could avoid it so if we could pull Kelpi's buildings I'd appreciate it.

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  Unable to export starmap
Posted by: martianant - 03-09-2020, 10:30 AM - Forum: Closed Bug Reports - Replies (1)

My game crashes when I try to export my star map above a certain number of sectors.
Sector only exports fine. +1 sector distance (6 sectors) exports fine. +2 sector distance (8 sectors) hangs the program until I kill it. +3 sectors or more causes a segfault.

Shores of Hazeron/Programs/ShoresOfHazeron: line 6: 181793 Segmentation fault      (core dumped) "$appdir/$appname" $*

It says core dumped, but I have no clue where. Running Arch linux. Others have reported problems with large star map exports. When getting the query data I unselected unexplored systems and cleared star map data as well.

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  Remove EV Helmets
Posted by: Deantwo - 03-09-2020, 06:29 AM - Forum: Arena of Ideas - Replies (23)

I'll just start this thread so we can keep the bug reports on-topic.
See: (Idea thread) Metal EV Helmet doesn't require Cryo Heat Sink

I can't see a reason for having an EV suit be two separate parts, EV Helmet and EV Suit. It doubles the amount of things we need to manufacture without any real benefit.


(03-09-2020, 12:50 AM)Xantheose Wrote: - Having a mix between helmets and armor to mix resistances

Valid reason. Not completely sure how much resistances matter, but valid nontheless.

(03-09-2020, 12:50 AM)Xantheose Wrote: - Crafting helmets of one material and armor of another one because it's less expansive

Verse the idea of only having to manufacture one? I see this as a bad thing.

(03-09-2020, 12:50 AM)Xantheose Wrote: - 2 different loots from troops then you can't build a full stuff to every troop you kill

It does look fun on pirates, I will give you that.

(03-09-2020, 12:50 AM)Xantheose Wrote: - You can getting one broken while the other is ok

This is a negative. Since one is lower durability and will always break first.
Plus you have to keep track of the durability of two separate items rather than just one.

(03-09-2020, 12:50 AM)Xantheose Wrote: - Elec parts quality is based on an average quality, metal isn't

And your metal quality is always gonna be 255, unless you aren't min-maxing, so do show me a mix of reasources that would make a worse helmet than suit.
Of course once we are talking about Magmium or Vulcium that point is moot.

(03-09-2020, 12:50 AM)Xantheose Wrote: - All armors have helmet and armor but EV only armor? No. That's called consistency.

Somewhat true. Anr's old ideas had suggested that we should be able to wear armor underneath the EV suit.
But you know we could just remove armor helmets too. Replace helmets with more purpose filled items. Such as something similar to SS13's security and medical HUDs.

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  'Nose' in Gen III character does not update
Posted by: Mal - 03-09-2020, 01:08 AM - Forum: Prerelease Bug Reports - No Replies

This is minor but I'm reporting it anyway since it's easily overlooked;

When creating a Gen III avatar, changing the nose does not immediately update the rendering. You have to move the size slider for it to show the new nose type on the avatar. Again, a minor annoyance but also a minor fix. None of the other body parts seem to have this problem, far as I could tell.

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  Ships warping in the same sector collide
Posted by: Apollo - 03-08-2020, 04:13 PM - Forum: Prerelease Bug Reports - Replies (27)

It seems ships traveling at warp in the same sector, regardless of destination, end up colliding with each other. The bug is frequent and repeatable.

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  Sinking into ship floor post recall
Posted by: Snowmantis - 03-08-2020, 02:26 PM - Forum: Prerelease Bug Reports - No Replies

I see a reproducible bug where my toon sinks into the ship's floor.    I recall this was an issue that was fixed in the last universe/new ship, so might be remnants of and old bug.

How to reproduce:
Spaceship blueprint 2702 Badger  
Recall home - (now on ship - do not release from berth position)
Instruct crew to take off and fly somewhere (still in berth)
Once Ship moves release from berth "E"
walk a few feet and the toon sinks into floor (up to thighs for my toon) (also no metallic floor walking sound)

Once ship landed and you move the toon resets to floor level,  Also noticed that the toon resets to floor level if it takes command of a console.

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  Automatically Add To Land
Posted by: Deantwo - 03-08-2020, 02:02 PM - Forum: Arena of Ideas - Replies (8)

A number of players mentioned their cities randomly decaying. They didn't know how lands worked or that they manually had to add a system to their avatar's land.

I simply suggest that when you found a new city, it should automatically add the solar system to the avatar's land. Assuming this would produce the same thought message as normal, new players would notice something is wrong on their own if they get a message saying "I can't add more solar systems to my land." when they found a new city.

This would also help us forgetful veteran players.

Wiki page for context: http://hazeron.com/wiki/index.php/Land

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  Targoss Stuck, Targoss Gone
Posted by: Deantwo - 03-08-2020, 01:36 PM - Forum: Prerelease Bug Reports - Replies (7)

I was doing the Targoss tutorial for fun. After building a farm, and then running around to handcraft a flag, I noticed Targoss wasn't following me anymore. I fond him stuck at the farm building. He had gotten too close to the wall, he couldn't get away from the farm after that and as a result I couldn't hear what he was saying unless I was inside the farm too.

When I attempted to get Targoss unstuck from the farm, I simply bulldozed the farm. This resulted in Targoss simply vanishing. I assume this is because he was inside it.

PS: Targoss is hard to find when he isn't holding his trusty torch.

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