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  Harvesting planetary rings bug, target too far away
Posted by: martianant - 03-06-2020, 10:33 PM - Forum: Closed Bug Reports - Replies (12)

So I think this has come about because of the changes involving planets having axial tilts. My guess is that the ring is tilted, but the 'resource nodes' the particle harvesters use isn't. When you issue an order to orbit the ring, the ship moves to the visual ring graphic. If you order to start harvesting, they don't get anything. If you switch to a fire control and select the ring, you'll notice the 'target' is very far away, and not in the visual ring itself.
[Image: w5E520m.png]

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  Plastic Tools Require no Patent
Posted by: Deantwo - 03-06-2020, 06:09 PM - Forum: Closed Bug Reports - No Replies

The plastic tool/item patents were removed, but the tools/items now don't require any patent at all. They should require the "Plastic Patent".

(01-21-2020, 07:31 PM)Haxus Wrote: Plastic Patents
Too many plastic patents

All plastic molding patents were eliminated.

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  Generating Electricity using Radioactives Patent still exist
Posted by: Deantwo - 03-06-2020, 06:08 PM - Forum: Closed Bug Reports - No Replies

the "Generating Electricity using Radioactives Patent" was only used for old-style nuclear power plants. It should be deleted.

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  Asteroid Mail?
Posted by: phatboydw - 03-06-2020, 05:59 PM - Forum: Prerelease Bug Reports - Replies (1)

Looks like I was not online when the asteroid hit, I had confused myself on the dates of said event. Would be nice to receive some sort of notice that an event did indeed happen upon logging in.

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  Zero Hour Come and Gone ..No Planet Killer
Posted by: Greydog - 03-06-2020, 04:06 PM - Forum: Closed Bug Reports - Replies (10)

Date in my avatars bio says spawn was at 14:14 GMT on Feb 28th. That would put zero hour at 08:14 on march 6th. It is now 10:04 and still no planet killers on sensors.

I'm not arguing mind you, and I might have missed something .. I just thought you might like to know.

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  2020-03-05 Rubber Banding
Posted by: Haxus - 03-06-2020, 01:32 AM - Forum: Updates - Replies (3)

Rubber Banding
I rode a motor bike for ten seconds and got off. The motor bike disappeared and I couldn't move. Eventually the motor bike came lurching down the street and stopped next to me where I got off of it. Then I could move again. This is super obnoxious.

Fixed the bug. Built this patch update that contains only that one bug fix. I am working on an update with more fixes but it is not ready to be posted. The rubber banding bug was so bad I couldn't stand to let it go through the weekend that way.

Win64 client has been updated.
Other clients will be posted as they finish.

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  Veil of Targoss Supermassive Black Hole has Companion Star Inside Event Horizon
Posted by: Messenth - 03-05-2020, 06:35 PM - Forum: Prerelease Bug Reports - No Replies

The VoT supermassive black hole has its alpha companion star and accompanying wormholes inside the black hole itself. This makes it impossible to travel there via wormhole, as one dies immediately to the black hole.

The alpha star orbits at 0.25au while the black hole has a 1.0au radius.

[Image: e7ce291d48.jpg]

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  Comms newline
Posted by: Xantheose - 03-05-2020, 01:37 PM - Forum: Prerelease Bug Reports - Replies (2)

Please add a newline in comms menu, the window is taking my whole screen and I still can't see some messages.

[Image: unknown.png]

Also, might fixing this "allocated but unused" part of the window should help.

[Image: unknown.png]

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  Ship decommissioning
Posted by: Neils Iyssada - 03-05-2020, 07:55 AM - Forum: Arena of Ideas - Replies (4)

Would be nice if you could automatically (by pressing a GUI button) scrap a whole ship for modules or materials.

Would require it to be moored at station / airport. Or maybe the same conditions than mothball.

Scrapped materials / modules quantity would depend of the current durability of the ship. Maybe have a quantity penalty based on quality, kinda like quality fails when fetching.

Could be scraped by Airport Repair Shops, and should work with ships of other empires (captured).

Scrap should require a fraction of the nominal design build time.

Why ?
Well it's really annoying to waste tons of ressources into a big ship and having to replace it for a random reason (newly found Q255 hull ressource / interior update of a mothership etc)
It's even worst when you think about all the ressources your nearly-pristine ship represent.

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Lightbulb Planetary Resource View and Show Resource Nodes
Posted by: martianant - 03-04-2020, 09:26 PM - Forum: Arena of Ideas - Replies (5)

I've found it's kinda frustrating placing mines/wells with the new node based system. It's entirely unclear where nodes are since they are near impossible to see, especially at night. It makes it very frustrating to try and place your building on these nodes to maximize output, and since you can't overlap buildings (which is good) you want to get as much as you can under one building.

[Image: hrtyTdZ.png][Image: 4WucMRn.png][Image: ObP4WDh.png]

How many gems are for the first gem icon? 8? 7? is the 8 pulling one from the second gem icon? Getting 11 gems on this mine is nice, but how much is that leaving out on the left or right? Would it be better to do 2 mines? Would you get more? You gotta try all combinations to figure it out. Time consuming, frustrating.

I propose that while you have a building in hand, the nodes should show up as little points color coded. So in this case the red would be gems, and the white is the stone.

[Image: dCXKaKS.png]
This field would not spread far past the building outline, so as to not clutter the screen, but it would show you enough information to inform your decision on where to actually place the building.

On a similar note, a planet tells me it has 1% oil and 1% ore. Ore is everywhere, very abundant. But oil? Well I searched for an hour and couldn't find any in my resource zone. 1% for both? You sure? To ease with this frustration, I suggest allowing ships to scan a planet for resources, and this would then allow a new use for the surface map. After a planet is scanned for resources, the surface map will show a side bar/box with a selection for planetary resources. When selected, it will show a rough estimation for where these resources are. The estimation is a little vague, so it won't be at the exact coordinates, but close. You still need to search, but now you don't need to search the entire planet.
[Image: geSBwIq.png]
Resource view with Oil selected, shows that there is oil in zone 3, it just happens to be down near the pole!

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