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| 2024-03-29 Texture Error, Empty Transporter Module |
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Posted by: Haxus - 03-29-2024, 04:56 PM - Forum: Updates
- Replies (6)
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Parts of My Hull are Orange
Some parts of the hull of my ship were weirdly orange. Later they were black and green striped.
Fixed a texture error that was introduce when making decals respond to room lighting. A texture was not restored after rendering the decals.
I regret that this bug made it into the final Win32 build. I will build a Win32 update with the latest changes if someone asks for it.
Empty Transporter Module
A ship built with empty transporter modules can still use its transporters.
Fixed.
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| 2024-03-27 Ringworld Seasons, Potted Plants, Atmosphere Density, Survey Info |
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Posted by: Haxus - 03-27-2024, 08:43 PM - Forum: Updates
- Replies (14)
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Ringworld Seasons
"It is always summer on ringworlds but the plants have their flowers. Think of it as early summer."
I could not be satisfied with this. After mulling over several possible ways to induce seasons on a ringworld, I settled for modulating the day length as follows.
Shadow panels now modulate the width of the sunlight gap, down to half the normal day length in winter. This is done continuously around the ringworld so all four seasons are present all the time, each in a different quadrant of the ringworld.
When a stargate is opened the shadow panels retract to their summer configuration, with maximum aperture. This means you can no longer look up to see when the shadow panels are in position to open a stargate. Instead the obelisks at the corners now show a light at the top when the shadow panels are in position to open a stargate.
The Control Center story chapter was updated to impart this information.
Ringworld Shadow Panel Connecting Cables
The shadow panels orbit independently of each other. They should be interconnected to give them a coherent structure.
Cables were added at the corners to connect adjacent shadow panels. These "cables" appear to be very thin; they are 90m in diameter. They look as thin as hairs on the statue at the control center if you actually see them.
Potted Plant Growth
Potted plants should grow.
Potted plants now start as a tiny seedling. The plant grows to full size in 5 minutes for ground cover, 10 minutes for shrubs, and 20 minutes for trees. They flower at that time. That is also the first time the plant can be harvested. A potted plant can be harvested every 10 minutes after that.
Tropical and Polar Latitudes
Tropical and polar latitude calculations should consider axial tilt. Current calculation is still a holdover from before worlds had axial tilt.
Done. This will affect existing worlds.
Atmosphere Density Description
Improve atmosphere description with some adjectives at key transitions.
Atmosphere density description now includes these terms. Comments about plants and breathability only apply to worlds in the inner, habitable, and outer orbit zones. Frigid and inferno atmospheres are never breathable or ok for plants. - Vacuum = 0% density, not breathable, no plants
- Trace = 1% to 9%, not breathable, no plants
- Very Thin = 9% to 14%, not breathable, plants ok
- Thin = 15% to 39%, breathable but not good enough for a homeworld, plants ok
- No density term = 40% to 70%, breathable, plants ok
- Thick = 71% to 85%, breathable but not good enough for a homeworld, plants ok
- Oppressive = 86% to 100%, too much pressure to breath, plants ok
System Survey Information
Show world season, axis and period information on reports.
City reports now show the season in the header information.
Survey scan and XML export now contain the following information.- Suns - Axial Tilt, Orbital Period for companions.
- Spherical Worlds - Axial Tilt if not a planetoid, Orbital Period, Rotation Period if not a planetoid
- Ringworlds - Orbital Period, Day Period
- Rings - Orbital Period
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| 2024-03-22 Seasons, Delete Blueprints |
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Posted by: Haxus - 03-22-2024, 11:34 PM - Forum: Updates
- Replies (8)
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Seasons
There have been requests for seasonal variations of plants.
Planets now determine the current season at the viewer's location. This is shown on the Compass window, where the current weather conditions are shown.
Season determination is based on the position and movement of the world's sun. Other suns in the solar system do not affect season.
Plants and ground texture change appearance with season. Season changes are not gradual. There is no scene generation time between seasons; the rendering change is instantaneous. Winter to spring is quite abrupt when all the trees and plants suddenly have leaves and flowers and everything turns green.
Non-aquatic plants: - Spring - Leaves, flowers
- Summer - Leaves, no flowers
- Autumn - Leaves in fall colors, no flowers
- Winter - No leaves or flowers.
Aquatic plants:- Spring - Leaves, no flowers
- Summer - Leaves, flowers
- Autumn - Leaves, no flowers
- Winter - Leaves, no flowers
Season affects the outside air temperature calculation.
Work on this revealed that a large number of worlds have very little axial tilt. Axial tilt is needed for seasons to change; Earth's is 23.5 degrees. The axial tilt calculation was changed so habitable worlds have a mean of 24 and a standard deviation of 7. Other worlds have a mean of 45 with a standard deviation of 15. This change will affect all existing worlds.
Depending on axial tilt and orbital configuration, it is possible for a world to have areas that never change season. Seasons can change from autumn to spring with no winter in between if the sun doesn't retreat far enough. Likewise the season can change from spring to autumn if that area never gets sunny enough for summer.
It is always summer on ringworlds but the plants have their flowers. Think of it as early summer.
Potted plants in the environment do not show flowers until they have been planted for ten minutes. This coincides with the first time the potted plant is ready to be harvested for its fruit or seeds.
Potted plants in your hand always show flowers but they will disappear as soon as the flower pot is dropped. The seed planted time is reset at that time. This causes the flowers to appear at the same time the potted plant is ready for harvesting.
Delete Blueprints
It is necessary to enable deletion of any blueprint, so the user can manage the blueprint libraries.
Delete blueprint window in the designer now has a checkbox to show all blueprints, not just your own. Blueprints that are currently distributed with the software are not listed.
It is safe to delete any blueprint. Deleted blueprints are not actually removed until no game object is referencing them anymore.
Celarious' saved game file contains a large number of blueprints that he likely could not access. They show strange inconsistencies including broken architect information. Removing them reduces the size of the saved game file considerably.
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| 2024-03-16 Celarious' File, Decay Systems, Save Game, Terrain Option, City Lights |
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Posted by: Haxus - 03-17-2024, 12:23 AM - Forum: Updates
- Replies (6)
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Celarious' Game File
Celarious allowed me to download a large saved game file, in excess of 4gB. He was curious about why the file was so large. That file flushed out some bugs.
The original file is used more or less like this: - 5mB of game data, empires, and species.
- 4gB of building blueprints, 329 of them.
- 300mB of spacecraft blueprints, 32 of them. Nice spaceships!
- 30mB of Universe and its atoms.
A big surprise was watching memory usage. As soon as QFile::open is called on the file, 8gB of memory gets consumed. That is without reading any data from the file. The memory does not appear to be released after I close the file. I am continuing to research this feature. Total memory usage only gained 1gB after that, for a final total of 11gB virtual and 8gB resident.
Another surprise was the 2,626 sectors, 52,526 solar systems, and 2,383 ringworld arc sections. This led to some improvements to the solar system decay logic, which reduced these numbers to 606 sectors, 13,615 solar systems, and 28 ringworld arc sections.
A small number of obsolete blueprints were deleted automatically.
Some of the decay logic happens in stages. After running the game a few times, the save game file lost about 110mB of size.
Decay Solar Systems
A ringworld prevents the solar system contents from decaying.
This was improved to allow ringworld solar systems to decay when there are no dependencies.
Save Large Game to File Fails
Saving the Current Game to a file fails when the game data is larger than 2gB.
The code to save a game to a single file does about the same thing as zipping the two files together into one. My code to do this is very simplistic, simply loading the entire file into a QByteArray at once. Well a QByteArray is limited to 2gB in size.
This function is not important enough to do the work necessary to overcome this limitation.
Instead a message is presented now, when the file size is too large. The message advises the user to simply zip the files, and it reports the full path to the two files that are needed.
Save Game to File Fails
Saving any game to a file, other than the Current Game, does absolutely nothing.
Fixed file path error.
Save Customizations to Gear
Deantwo suggested that the spacecraft customizations be stored into the avatar's gear, rather than to a disk file.
This was such a good idea that I dug into it right away. It is done.
Terrain Improvement Option
Improvements were made to terrain generation. The changes do not affect worlds that have already been created. Can this be done?
A message now appears when an old version game file is loaded. The message box offers to fix the terrain. After the game is saved, the message does not appear again.
City Lights
Cities do not look like cities at night. There isn't enough light. They should glow more.
Added blobs of light to buildings at night, if they have power.
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| 2024-03-14 Custom Spacecraft, Decal Lighting, Mfg Options, Autopark, Warp Field |
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Posted by: Haxus - 03-14-2024, 10:12 PM - Forum: Updates
- Replies (5)
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Custom Spacecraft Manufacture
The ability to customize a spacecraft blueprint at the time of manufacture has been requested quite a lot, in one form or another.
Done. This was a ton of work but I think you will like the result. You can replace modules but you cannot add or remove them. You can also adjust the volume assigned to each subsystem. You can even save/load your customizations.
Customizations can be applied when scheduling regular production at a spacecraft factory, when buying a company spacecraft, and when commissioning a fleet spacecraft.
Some modules can be replaced with empty modules, as a placeholder. That does not reduce the number of crew berths so the ship will have extra crew. Empty modules can be upgraded later, when appropriate modules are available.
Decal Lighting
Decals should be lit according to their group. Currently they are always lit as if they are outside the hull.
Done.
Targoss Says Mint Money with Metal
Targoss tells you to build a bank to mint money using metal. That won't work.
Changed the script slightly.
Manufacture Options Idle, Make, and Every
When a mine is placed, add a process to mine everything that is there.
To address this suggestion I changed the Make checkbox on the Construction window into a combo box with three options. - Idle - Building will not make anything.
- Make - Building will devote as many shops as possible to making the commodity in the combo box. Mines select a resource at their site.
- Every - Building will devote one process to each thing it makes, starting with the commodity in the combo box, in the order of things in the combo box. Farms skip silage and irrigation processes. Mines devote as many shops as possible to each resource at its site, with stone always being last in the list.
Rocket Autopark
I landed a rocket next to the aircraft factory and it did not autopark. In fact, no vehicles autopark themselves in outdoor parking spots.
Done. Previously vehicles made no attempt to park themselves in outdoor parking spots.
Add Shop to Oil Donkey
The default oil donkey blueprint takes up a lot of land for only one shop. Can this be improved?
There is now an Oil Donkey 3 blueprint that has three shops.
Flat Terrain
I made some tweaks in a previous update to eliminate the weird blobby shorelines that appear on worlds with generally flat terrain. In testing, I still got a homeworld with these ugly shorelines everywhere.
I made some further tweaks to the terrain parameters. This change will not affect existing worlds.
Warp Field Gone
My ship went warp speed and there was no warp field effect around the ship.
Fixed a clipping bug that I introduced in the previous update.
Office Assignment Bug
I assigned a government office to a citizen. The tree control did not update to show the change. This was confusing because when I redisplayed the window it was correct.
Fixed.
Native File Dialogs
Some file dialogs were not observing the setting for using native file dialogs or not.
Fixed.
Window 32 Bit Build
This update includes an updated 32 bit build for Windows. I couldn't stand the thought of the final 32 bit build having the warp field bug. Ugh.
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| SpaceCraft industries |
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Posted by: ZombieOverlord9 - 03-11-2024, 07:42 PM - Forum: Arena of Ideas
- Replies (1)
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Just had an idea which im not sure has been suggested .
It would be interesting if we could not only harvest raw materials with harvesters aboard our ships, but then have terminals and subsystems onboard to process the raw into refined goods.
Hear me out. This would be a subsystem that would require space allocating during the design phase like any weapon system.
Place a terminal for example a smelter (Ore->Metal), allocate space in designer E.G 1000m2 required per production line. (Make them space hungry as this is more realistic) when the design is manufactured the terminal would allow the player access to the production screen of that industry much like in a city. But the production would use the inventory of the ship.
This could be implemented with the other industries. Allowing players to build seed ships that could harvest the resources and build components from orbit allowing for greater freedom and role playing. (Become a nomad with no fixed planet, exploring and surveying the great expanse repairing and refueling the ship and its subsystems as they wear.)
Feel like this would be obvious but this clearly would be something for the distant future of the game, there are more pressing bugs and fixes that are required and are be patched.
What do you spacefarers think of the idea.
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