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Latest Threads |
2024-04-26 Pirates, Senso...
Forum: Updates
Last Post: Haxus
1 hour ago
» Replies: 0
» Views: 16
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2 players reported crashe...
Forum: Bug Reports
Last Post: Bobking
Today, 09:24 AM
» Replies: 3
» Views: 47
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2024-04-25 TEU Containers...
Forum: Updates
Last Post: Haxus
Today, 03:27 AM
» Replies: 4
» Views: 112
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2024-02-23 Forum Upgrade
Forum: Updates
Last Post: Deantwo
Yesterday, 05:17 PM
» Replies: 8
» Views: 926
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NPC's EVA suits don't wor...
Forum: Bug Reports
Last Post: DidoNialow
04-22-2024, 10:31 AM
» Replies: 12
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Add real bot spacecrafts ...
Forum: Arena of Ideas
Last Post: Akynos
04-21-2024, 12:41 PM
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Renouncing Citizenship Do...
Forum: Bug Reports
Last Post: Celarious
04-21-2024, 12:02 PM
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Planetary Name List Bug?
Forum: Bug Reports
Last Post: Ivan
04-21-2024, 08:05 AM
» Replies: 4
» Views: 335
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"Buy cargo" order improve...
Forum: Arena of Ideas
Last Post: Deantwo
04-21-2024, 02:25 AM
» Replies: 6
» Views: 302
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2024-04-18 Recover Vehicl...
Forum: Updates
Last Post: Snoman
04-21-2024, 01:10 AM
» Replies: 7
» Views: 381
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Harvest by bay doesn't show correct bay options when not onboard |
Posted by: Ivan - 04-03-2024, 03:20 PM - Forum: Bug Reports
- Replies (1)
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When you are not onboard the harvester, it will show the bays of your current ship instead of the bays of the harvester you're trying to give the order to. (yes I'm using the correct button, below the chat window, with the harvester's channel selected).
If you are not onboard a ship it will not show any bays.
This means you cannot remotely give harvest orders to a harvester with 2 atmosphere condensor bays to harvest 2 different resources.
For other harvesters you can use the harvest by module command.
A minor nuisance, but still a nuisance.
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Buildings radiating light at night looks weird |
Posted by: Ivan - 04-02-2024, 12:45 AM - Forum: Arena of Ideas
- Replies (1)
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A recent update changed it so buildings now all radiate light as if there were mini stars hidden inside of them, when seen from a distance. Nearby on ground level it is still normal. Switching between top down view and first person makes it obvious how weird it looks.
Imho it looked alot better before when only windows and lampposts were lit at night. Now it just looks very odd with light coming from nowhere.
Maybe the light from lampposts could illuminate larger areas or something, but walls/buildings without a lightsource should not emit light.
EDIT: it actually even looks as if the ground area of the entire city is emitting light
Idk it just looks very odd to me. I mean bricks don't emit light.
And if other people like it, then i guess I'll just have to live with it.
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2024-03-30 Lockup Bug, Billion Hit Point Buildings |
Posted by: Haxus - 03-30-2024, 09:59 PM - Forum: Updates
- Replies (28)
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Lockup Bug
Two different cases of program lockups were reported. One occurred at the moment the avatar gave the vulcium knife to Xian at the University, something I have done hundreds of times. The other lockup occurred at the moment a spacecraft entered a wormhole, another activity I have done hundreds of times. Both of these juicy bugs were captured in save game files.
I lumped these two bugs together because the same program error was causing the problem. Oddly the bug was introduced some time in 2015. It is fixed.
Billion Hit Point Buildings
Pirate buildings report billions of hit points. This makes them very difficult to destroy.
This problem is caused by an inconsistency between the building subsystem volumes and the overall volume of the building itself. This error also afflicts some spacecraft blueprints.
I updated the building and spacecraft blueprint finalize functions to catch this situation and report it as an error. It also tells you how to fix it, which simply requires a refresh of the obstacles data and then to Ok the properties. A careful look at the subsystem volumes is recommended.
I also fixed the total hit points function to return a reasonable number when this situation occurs.
The default building and spacecraft blueprints should be reviewed and republished as necessary. There is no time for that today. I'll do it some time next week.
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2024-03-29 Texture Error, Empty Transporter Module |
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 |
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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