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  Lunar Farming
Posted by: phatboydw - 08-13-2018, 01:31 PM - Forum: Closed Bug Reports - Replies (3)

(08-09-2018, 01:43 PM)Lunar Farming Wrote: Farms on moons and other harsh environments can only run some processes for making silage.

Fixed an error when listing processes that depend on environmental factors. Processes that get water from the environment were incorrectly omitted when the world had no natural water, overlooking that water in the city inventory can be used as a substitute. 

When I checked this Friday, I was able to assign crops to the farms. However it still doesn't appear to use the water from storage.



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  Draw Mini Body
Posted by: Vectorus - 08-12-2018, 08:41 PM - Forum: Prerelease Bug Reports - No Replies

When you ask for the mini body model to be drawn, but do not ask for the body model itself, the orientation of the head in the mini model is incorrect. When you draw the main body model again, it updates itself, but not before.

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  Remove long list on sell order for spacecraft
Posted by: Reinhard - 08-11-2018, 11:26 AM - Forum: Arena of Ideas - Replies (3)

In this picture, I illustrate the concept of my suggestion. Instead of selecting through a long list of everything when making a sell item order on the ship or via transmitter, you segregate items into their relevant classifications. This is already the case when selling from personal inventory:


[Image: 7oxlDfP.jpg]

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  QOL: World Building Volume Indicator
Posted by: zslayern - 08-11-2018, 08:04 AM - Forum: Arena of Ideas - Replies (1)

(08-01-2018, 02:08 PM)Haxus Wrote: Building Volume Indicator
The construction window now shows the current total building volume on the world and the world's building limit. This appears as a sort of progress control, with a growing strip of city buildings against a blue sky. At 90%, the sky turns yellow. At 99% the sky turns red. The tool tip shows the actual volume numbers.

[Image: SkyLine1.png]
[Image: SkyLine2.png]
[Image: SkyLine3.png]
[Image: SkyLine4.png]
The indicator is not very obvious, especially if there aren't many buildings on the planet yet.

[Image: UsVnL4U.png]
Could use an outline of sorts to be made more obvious.

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  Finalize While in Preview Mode
Posted by: Mr. Mortius - 08-10-2018, 10:50 PM - Forum: Arena of Ideas - Replies (1)

It should be possible to finalize ships and buildings while in preview mode, so that there is some sort of backdrop to the screenshot of the design shown on the exchange.

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  guerillia fighting on besieged planets
Posted by: Slaxx - 08-09-2018, 08:54 PM - Forum: Arena of Ideas - Replies (2)

so imagine that your last planet was captured and now you lead a resistance army on the ground against the overlords. the question is how will you produce shit if you cant place buildings anymore once they have placed a military base there?

this is not thought-through

haxus should think more in the micro-scale


in reality, a species would enact guerillia warfare to fight against their overtakers. you know, hide in hiddens spots and plan to retake their world.

maybe this should possible.

just an idea.

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  2018-08-09 Building Codes, Town Square Nerf, Lunar Farming, City Founder
Posted by: Haxus - 08-09-2018, 01:43 PM - Forum: Updates - Replies (13)

Professional vs Manufacturing Jobs
What is the difference between manufacturing, professional and service jobs?

The distinction between the job types now appears on a tool tip, the one that pops up when you hover over the homes/jobs text on the construction window. The text of that tip is...

Quote:Homes and jobs are determined by the building blueprint.

Many industries can incorporate homes in their design. Each home houses one citizen. Large homes are more favorable than small homes.

Manufacturing jobs are created by industries that make things. These employ the workers at the production lines that manufacture commodities. 

Professional jobs are created by industries that do not make things. These employ the essential workers that do the business of the industry, the ones who count for the industry.

Service jobs are non-essential jobs created by the industry, such as the office required at a factory. Service jobs are also created by optional facilities in the building blueprint, such as arenas, auditoriums, lounges, stores, transporters and vehicle launch|recovery systems.

Building Codes
The building codes are not clear what causes a building to create its manufacturing and professional jobs: auditoriums, lounges, offices, shops, etc.

All buildings now report what creates their manufacturing and professional jobs.

Morale buildings now report the number of citizens each level can service.

Town Square Nerf
The next step toward phasing out the old cities is to prevent the creation of any new town squares.

The Town Square button on the obsolete city construction window is now disabled. The other buttons are still usable, so players can continue to work on existing cities.

Designer Gravity Bug
Gravity in the designer does not work unless the design has a hull.

Gravity in the designer now affects you whenever you are within the overall extents of the model.

Order Amount Rollover
Mission orders to buy|sell|transfer commodities have a quantity value that rolls over at 64K.

Mission order buy|sell|transfer quantities upgraded from 16 bit integers to 32 bit integers, unsigned. Those quantities will now roll over at just over 4.2 billion.

Lunar Farming
Farms on moons and other harsh environments can only run some processes for making silage.

Fixed an error when listing processes that depend on environmental factors. Processes that get water from the environment were incorrectly omitted when the world had no natural water, overlooking that water in the city inventory can be used as a substitute.

Crew Channel Status
Requesting status on the crew channel no longer works.

Fixed error in chain-of-command test. I don't see how this one ever worked.

New Ship Empire 0 Bug
A spacecraft factory was spawning spacecraft with empire 0. They were then locked and inaccessible to the owner of the city.

Fixed error setting the empire of new spacecraft.

Health % Rollover
Health percentage incorrect on ships with lots of hit points.

Fixed integer overflow in percentage calculations.

Right to Found Cities
The right to found cities policy does not seem to apply to new style cities.

Applied right to found cities policy to the construction of capitol and hq buildings.

City Founder Rights/Domain
The founder of new style cities does not get assigned any city founder rights or the city founder domain.

Fixed a bug in the creation of the rights record when a new capitol or hq was built.

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  Unable To Enter Game
Posted by: Haxus - 08-08-2018, 09:05 PM - Forum: Closed Bug Reports - Replies (195)

If you are unable to enter the game, please post in this topic. It will get quick attention.

Your post will be removed when I think the problem is resolved. Please repost if it persists after that.

Typical causes:

  • A server is trapped, awaiting my attention. A runtime debugger traps problems in the servers. A trapped server becomes unresponsive until I attend to it, which could take awhile if it happens during off hours.
  • The servers were just restarted and they are not ready yet. The server status page may show this.
  • The servers are down. The server status page will report this.
I check this topic a lot. Login problems get fixed ASAP.

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  2018-08-07 Angle Constraint, Turret Limit, Sea Connections, Make Mesh
Posted by: Haxus - 08-07-2018, 02:20 PM - Forum: Updates - Replies (5)

Road Drawing Angle Constraint
Road draw direction angle constraint is broken.

When fixing this I discovered the angle constraint control was never added to the new construction window at all. It is there now and it works when drawing roads and buildings.

Highlight Selected Building
When a building is selected in the list at a capitol or a military HQ, it would be nice if that building was highlighted in the scene.

Selected building at capitol and hq is now highlighted in the scene.

Building Volume Error
As I worked on a building model, converting wall faces into windows, the building volume changed unexpectedly, a lot.

Fixed an error when calculating building volume. This will have various effects on existing blueprints. Generally, those afflicted will now have more usable volume than previously. The added volume will likely become more commodity storage space.

Armor level is affected. That could make some designs invalid for use in environments for which they were previously valid.

Turret Limit
The number of turrets on a gun tower can be abused.

The number of turrets on a gun tower is now limited to six per tower.

Above/Below Lunar Sea Level Bug
I built a city in a crater on a moon. A building on the rim would not join the city.

Fixed a bug when preventing undersea buildings from joining above water cities. The errant code did not consider worlds with no water at all.

Cryo Travellers
I loaded a bunch of cryo travellers. The message said they were a mix of human, human, human and human.

Fixed error in cryo traveller boarding message.

Dozer Button Inconsistency
The bulldozer button on the capitol UI is nicely spaced away from the other buttons. On the military hq UI, the bulldozer button is packed tightly with the other buttons.

Fixed military hq UI so bulldozer button is spaced apart from the other buttons.

Sea Connections
I built a military base across the sea from my city. The city had a wharf. I built a military dock but no airport at the base. The dock should have imported construction materials but it didn't.

Fixed a bug when determining building sea connections. This bug affected all sea connections. It is likely they were all broken. They will be corrected when the servers restart.

Make Mesh
Some people requested a designer command to make a mesh from a selected object.

Make mesh command added to designer. It will convert most selected objects into a simple mesh.

ATC Coverage
New cities do not provide air traffic control coverage, to keep away pirates.

Airport radar and military radar now provide ATC coverage within their radar range. 

University Officer
I was unable to load an officer from a university using a fleet ship.

University now responds to requests from fleet ships to load their officer.

Status request now reports when an officer is available at the local university. It reports the officer deployed if that is the case. Company and fleet spacecraft can board officers from a university.

A habitable world only produces one officer. If the world has a university and a star fleet academy, each of them will report the same officer available or deployed.

Officer Trade
Officer would not trade cargo with a new style city.

Fixed an error when determining if a broker would trade certain commodities. The error affected buying and selling both individual commodities and categories of commodities. It also broke the order to hire an exterminator, when carried out by an NPC officer.

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  Designer: Clipboard History
Posted by: Vhwatgoes - 08-07-2018, 11:10 AM - Forum: Arena of Ideas - Replies (6)

A clipboard history is a way of storing parts or groups of parts, such as a hallway or a whole assembly but conveniently accessible from a window.

[Image: HoAAEbe.png]

It will use more memory, so there can be an option to limit how many clips you want to keep in your history, not counting favourites (the little star) which will stick around beyond the limit.

There can be a small display for how much data each would add to the design (uncompressed) and give you an idea of how much memory your clipboard history is using on your computer.

This might be an easy way to build interiors quickly, and alleviate some hurdles of the new designer. Pasting things from this would operate like the "Paste At" function.

The only challenges I see with implementing this is that people should be aware of their grid center when they copy something to their clipboard, and how you'd make the thumbnail.

I'm interested in what others would think of something like this, if they feel it may help create designs quicker and a bit more painlessly or not.

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