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jonasmuex

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  1. Yea, that's still a thing, wormholes and prime sectors being generated inside rifts. I guess you can count yourself lucky, i've never found one going into the barrier.
  2. I've experienced this too. Basically when you create a block, mount turrets on it, then destroy it with your own ship, the turrets/system upgrades that are equipped on the block gets "duplicated". I believe this has something to do with turret/system upgrade drop chances from block/craft and the easy solution is for this to not apply to player ship, only AI controlled ships like Xsotan/Pirates etc. I hope this gets fixed soon..because in multiplayer, anyone can abuse this bug
  3. Stolen goods count as building materials for turret factories, but do not get depleted, so you can build unlimited turrets if you have all the necessary materials in the form of stolen goods. Quite game breaking if you ask me :o
  4. 1st bug (Full hull repair with no cost) 1) Ship has sustained hull damage, but no broken parts (lets say 50% hull) 2) Enter build mode 3) Place a huge stone/armor block 4) Ctrl-Z or remove block 5) Ship now has full hull with no material cost I'm sure this is not an intended mechanic and should be fixed for the sake of the players' gameplay experience. Some suggestions to fix this: 1) Fix this game mechanic directly, for example, preserving the percentage of hull no matter what modifications to the ship is made 2) Only allow editing of ship when hull is more than 90% hull? and maybe only allow building/repairing when in a neutral zone or repair dock/shipyard 2nd bug (Crew hiring bug) 1) Ship docks at station 2) station has, lets say, 57 engineers available for hire 3) Player sets the slider at, lets say, 45 (slightly lower than the maximum available for hire 4) By clicking the "hire" button fast enough, it is possible for the available crew for hire to reach a negative value (eg, -7) 5) Once the player hires any negative value of crew, work force becomes a very big number (almost infinite). Stack underflow problem? At this point, the player's ship will have unlimited workforce for engineers, but because the number of engineers he has is still a positive value, restarting the galaxy will fix the problem, however, in a few more steps he can break the game 6) Dismiss all engineers (possible because crew amount is still positive) 7) Hire negative value of crew from the station After step 7, the number of engineers on the ship will become negative, and dismissing anymore engineers will make the negative value even more negative. Crew workforce for engineers is near infinite and will persist even after restarting galaxy (actual crew amount is negative as seen in the "transfer crew & cargo" window, but shows a very big value in the "Ship" tab when pressing P
  5. Something really weird happened when i tried to found my 2nd Gold Mine today 1) Claimed an asteroid, founded a Gold Mine (Gold, Platinum), working properly, producing gold and platinum 2) Discovered another asteroid in a different sector 3) Successfully claimed the asteroid, tried to found a Gold Mine (Gold, Platinum) 4) Upon founding, 1st Gold Mine teleported to the location of the 2nd Gold Mine 5) 2nd Gold Mine only shows the "Hire Crew" button and nothing else, 1st Gold Mine still working properly Result: 2 Gold Mines ended up side by side in the sector mentioned in (2), and the 2nd Gold Mine is glitched out (Unable to enter build mode, Sell/Buy goods etc. due to missing buttons when interacting with it) My guess is that when trying to found a 2nd Mine of the same type, the mines (actually ships) have the same name which causes some weird things to happen. The 2nd mine ended up with a ship name "Gold Mine 0" which is kind of odd. Hope this gets fixed too.
  6. I recently noticed this after building some powerful mining turrets. My mining ship which has 14 of these mounted can down a Trinium rock in seconds, but when the mining ship is left to mine (ordered) and I leave the sector, resource gain gets VERY slow, almost as if the mining turrets are not working or become 100x less powerful when I leave the sector. But when I come back, the mining ship is mining fast again, literally destroying the rocks. I have a video here ( ) to demonstrate what I am talking about. This also happens when playing on my friend's server, not just singleplayer. I'm not sure if this is a bug or was an intended mechanic, but if it is a bug, I hope that it gets fixed in subsequent updates. Feels kind of a letdown when you build powerful mining turrets just to be rendered useless on an AI mining ship. Could it be a thing about mining turrets that consume energy when put on an AI mining ship? Version: R8782 OS: Win 7 CPU: i5-4590 GPU: GTX970 strix
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