2018-03-14 Buildings

Details about updates to Shores of Hazeron

2018-03-14 Buildings

Postby Haxus » Wed Mar 14, 2018 9:39 am

Building Doors and Insides
Doors on new buildings now function and you can go inside them.

Building Windows
Building windows now appear transparent at appropriate times and they light up at night when the building has power. Some buildings are candle lit at night when there is no power: homes, church, cantina, casino. Buildings with no workers and no residents remain dark.

Ship Spawns Repeatedly
A spacecraft factory was replacing a ship it made every time a new one of the same model was built. Fixed a bug in the decision to replace an existing ship.

Life Support Panel
Life support panel that shows air pressure was blinking badly in the scene. Fixed a surface collision error when blending the effect texture onto the surface.

BIG Gravel
The gravel that flies through space giving the effect of movement sometimes flashes huge in the view. That is fixed. The density of the gravel is determined by the density of the nebula you are in, not new, just fyi.

Station Contrail Emitters
I saw a beautiful space station recently, took a screen shot of it for the web site. Unfortunately it had a huge contrail emitter on the side that the designer probably didn't want. I changed space stations so they do not require a contrail emitter, space ships still require one; you get a default one at the center of the aft extents if you do not include one in the design. Unfortunately, station designs must be finalized again to eliminate the contrail emitter.
http://hazeron.com/gallery/Hazeron.Mar- ... 54-385.png

Ship Moored at Black Hole
A ship was moored near a station at a black hole. With no pilot at the helm, the engineer turns the gravity drive on, consuming precious fuel. Fixed a bug in some at rest/in motion code.

Officer Won't Buy Food
Officer would not buy food or other cargo at a new broker. Fixed.

Stop Circling
Pilot now slows to a stop on the current heading instead of circling. This makes the transition between mission orders much smoother, less likely to induce motion sickness.

Building Take Limit
When taking personal items from a building, you are now limited to 100 per take. Someone tried to take 350k units of cryozine from a refinery and the server went crazy piling the ones on the ground that didn't fit into their personal inventory.

Finalize Door Warning
Fixed a warning about doors that sometimes showed when the warning condition did not exist.

Import Power Deadlock
Server deadlocked when many buildings imported power from the same city simultaneously. Fixed.

Beam on Intercom
Beam button now appears on the Intercom channel. It is convenient there when using a vehicle transporter, particularly when you are out of voice range of the transporter operator and not a member of the crew. It can also be used to request beam up from anywhere aboard a ship.

Beam Places Sort and Filter
The list of places on the beam options window is now sorted by type, alphabetically within each type. Buttons appear next to the combo box to filter out types of places that should or should not be listed.

Power Import Bug
Fixed a bug in the import of power by buildings. They tended to run out of power too quickly to keep their lights on. Also improved the efficiency of building power consumption.

World Map Bug
Fixed a bug in the creation of the world map texture that prevented it from being created until you were in orbit, which didn't work if you started up the client while on the planet.

Gas Giant World Map
Gas giant was not generating a proper world map texture at all. That should be fixed now but I have not tested it.

Board Passengers Server Crash
Server crashed trying to load passengers from a new building. Fixed.
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Re: 2018-03-14 Buildings

Postby Celarious » Wed Mar 14, 2018 9:47 am

Someone tried to take 350k units of cryozine from a refinery and the server went crazy piling the ones on the ground that didn't fit into their personal inventory.


Hahaha I bet the servers had some overheating problems after that :P
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Re: 2018-03-14 Buildings

Postby Deantwo » Wed Mar 14, 2018 11:15 am

Celarious wrote:
Haxus wrote:Someone tried to take 350k units of cryozine from a refinery and the server went crazy piling the ones on the ground that didn't fit into their personal inventory.

Hahaha I bet the servers had some overheating problems after that :P

Of course not, cryozine is a super coolant.

Haxus wrote:Gas Giant World Map
Gas giant was not generating a proper world map texture at all. That should be fixed now but I have not tested it.

What does the world map show for a gas giant anyway? Seeing what the core looks like from orbit feels kinda weird. Any chance you can make it show the outer surface (cloud patterns) when in orbit, and then first show a map of the core when you are underwater?
Would help with when you implement floating buildings too.

Having two separate maps (surface and underwater) might be useful for other planets too, making above water black and showing underwater terrain. But making those only change when underwater might not be as good for a automatic condition there, so maybe a toggle or something.
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Re: 2018-03-14 Buildings

Postby Haxus » Wed Mar 14, 2018 2:36 pm

World map texture appears in world map display panel. When the wrong/temporary one was in use, buildings and roads were not visible.
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Re: 2018-03-14 Buildings

Postby Vectorus » Thu Mar 15, 2018 6:37 am

Just a note to say that the station-manning bug is not completely fixed.

Crew now prioritizes engineering over fire control, but they seem to choose a station based entirely on priority, not proximity. So if you have extra harvesting modules and more stations than crew you cannot get them to man the transporter etc.
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Re: 2018-03-14 Buildings

Postby AnrDaemon » Fri Mar 16, 2018 10:52 am

Vectorus wrote:Crew now prioritizes engineering over fire control, but they seem to choose a station based entirely on priority, not proximity. So if you have extra harvesting modules and more stations than crew you cannot get them to man the transporter etc.

When was it "fixed" ? For all that I know, this is an intended behavior that we are struggling to make Haxus to change..
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Re: 2018-03-14 Buildings

Postby jakbruce2012 » Fri Mar 16, 2018 12:03 pm

A "Man this station" at cursor position command would be nice. perhaps a new button for the units menu.
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Re: 2018-03-14 Buildings

Postby AnrDaemon » Fri Mar 16, 2018 1:19 pm

No, the order should just be "station in this room closest to the crewmember, then any station in the order of priority".
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Re: 2018-03-14 Buildings

Postby Vectorus » Sat Mar 17, 2018 8:59 am

AnrDaemon wrote:No, the order should just be "station in this room closest to the crewmember, then any station in the order of priority".


Haxus was fiddling about with this aboard my ship. He said that this exactly was the logic which crewmen were supposed to apply, and tried to find out why they were not doing so. He fixed something, though exactly what it was I don't know. Their priority list seems to have altered, but they are still not choosing the closest station above all others.

Not that we have knowable part numbers, a "man station number x" order would also be helpful. Not sure if part numbers show up when you look at a station, maybe they should?
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Re: 2018-03-14 Buildings

Postby AnrDaemon » Sat Mar 17, 2018 11:58 am

They are not only not choosing closest station, they could run away from entire bridge of free stations down to some medbay or teleportation room.
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