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How to modify a buiding ?
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Are NPC's allowed to pilo...
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Currently i have an issue...
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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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System map does not refre...
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Planetary Resource View and Show Resource Nodes |
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Posted by: martianant - 03-04-2020, 09:26 PM - Forum: Arena of Ideas
- Replies (5)
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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]](https://i.imgur.com/hrtyTdZ.png) ![[Image: 4WucMRn.png]](https://i.imgur.com/4WucMRn.png) ![[Image: ObP4WDh.png]](https://i.imgur.com/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]](https://i.imgur.com/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]](https://i.imgur.com/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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| Incremental sliders or inputs |
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Posted by: plek - 03-03-2020, 07:42 PM - Forum: Arena of Ideas
- Replies (3)
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Hey, so, some parts of a building have specific sizes m^3 per unit of... thing. Like an office needs 34 m^3 or something. As far as I can tell there's no reason to have sliders that lets us pick some fraction of a whole unit, so either having slider increments of the unit's requirements or an field to enter the specific number of units desired would be useful. For example, If I want 8 generators, I could enter '8' and the designer would put the required amount of space in. Or, the slider itself would just move in whatever increment is required.
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| Flattened Star Map |
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Posted by: asphere8 - 03-02-2020, 12:15 AM - Forum: Arena of Ideas
- Replies (1)
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It would be nice to have an option to flatten the star map for easier wormhole navigation; the Y-value of systems isn't very important when navigating through wormholes except for determining what sector a system is in, but with the ability to flatten and unflatten at will, that issue could be negated. Flattened maps are much easier to read than 3D maps, even if some information is lost in the flattening process.
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| Insane Repair Time |
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Posted by: Deantwo - 03-01-2020, 09:23 PM - Forum: Prerelease Bug Reports
- Replies (5)
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I think there is something wrong with repair time calculation.
I respawned my basic Scout by Haxus (Blueprint Number 2002) after an accident. I then landed it and brought repairs.
Code: Deantwo: Can anyone repair all the systems of my spacecraft? Replacement parts must be at least Q114.
Foxtail Airport: Our repair shop offers to fix all the systems of Foxtail Starship Swift Tail for free. Replacement parts will be at least Q114. 46 specialists will complete the repairs in about 418 minutes. Parts unavailable at that quality: Metal. We have enough of these parts at lower quality: Metal.
Deantwo: Offer to repair all systems for free accepted.
Foxtail Airport: Spacecraft repairs will be completed in 25122 seconds. Parts unavailable at that quality: Metal.
The repairs turned out to be 25122 seconds long.
The airport repair shop reported that it was missing some metal to finish full repairs, I don't know if that is related.
I remember the same issue with my huge spacecraft before the universe reset, all repairs seemed to take that amount of time.
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| Categories, wrong text |
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Posted by: DFDelta - 03-01-2020, 01:48 PM - Forum: Prerelease Bug Reports
- No Replies
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The text and icon of some categories (e.g. in the "Buy category" command) do not match.
It says tools, but the icon shows weapons (it will buy weapons).
It says technology, but the icon is a hammer (it will actually buy tools)
It says spare parts, but the icon is a module (and yes, it sill buy modules)
Others are also wrong. I didn't try them, but there is a pattern there so I can guess what they'll actually buy/sell :P
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| [Graphical] Make Warp Great Again |
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Posted by: OnePercent - 03-01-2020, 05:57 AM - Forum: Prerelease Bug Reports
- No Replies
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Warp bubble has a lensing/warping effect on the background skybox, if possible, hide the background skybox or increase the opacity of the warp bubble will improve the warp effect look, as both effects occurring concurrent are clashing.
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