I posted a similar issue in the feedback section -> https://empyriononline.com/threads/...new-stock-blueprints.91371/page-7#post-378190
I noticed that a number of blocks are being counted as small blocks in your screenshot as well. Methinks we have identified the gremlin.
Sometimes I think it would better for @Hummel-o-War to "not-name" those blocks but give them only letters and numbers than actually naming them. I am sure that I did not use, for my Space Dock - Base, SV/HV sized Truss-Blocks.
I have posted it in the bugs thread. Considering that we saw the issue with L blocks being reported as S Blocks I figured that the HV's & SV's would not be effected. So I checked, nope, their values do not match either. Which means that I am going to have to re-balance all of my builds after it has been corrected. <shudder> (I hope they rethink the CV RCS CPU values when they work on it.)
I don't believe it myself but maybe the BP-Factory counts correctly with the right Block Sizes while the in game mechanic "guesses" whats what
Wasn't this a thing back in Alpha 7 or 8? Where they'd reworked Blocks in general, and it resulted in some Large blocks, like some Windows, showing visually correct but if you Retrieved them they'd be the Small Block versions. And I _think_ there was a few ReplaceBlock cmds that could be run that were supposed to update the 'old', problematic blocks with the 'new' (but the same) blocks...? -- I spawned in a CV I'd made in A7 and it's Cargo Containers were visually LrgBlk but only had 250 SU, so I Retrieved them and they showed up as HV/SV boxes.
There's been several armor block replacements over the years. The first that I know of was the old building Blocks. These are still available in the game and have slightly different textures, but you can only get them from older defunct POIs that are no longer used. There's one with Kitchen building blocks, Wood paneling and old model Constructors lying around. At some point the blocks were replaced with Hull Blocks. They were shared between HV/SV and CV/BA and are a real problem when updating POIs and prefabs (The UCH Diplomat was made of Hull Blocks). And around A8 the hull blocks were split into their CV/BA and HV/SV counterparts, along with ramps, shutter doors, walkways, handrails, cargo boxes and windows. Which is why you sometimes end up with red blueprints when updating old ships/bases.
About to do an experiment. Will post results. *edit* well test partially successful. Special items showed up, but had no icon.
In my quest to offer unique mission items and rewards, remember these guys? Could be an interesting mission or loot reward. Directly create o2 bottles without requiring you to craft them.
Haha, still in the game? Oh and while are you "finding" such things... I am sure THAT is your doing - >
Working on a water planet. It will have various UCH research outposts and some missions to visit them. Converted some of the awesome new modular Polaris prefabs into UCH outposts: There will be some underwater ones too: View from inside one of the underwater stations: Those spotlights look really cool underwater!
Did a first test of a static version of Project Eden (for use on multiplayer, or just to see how multiple solar systems might work with it). First I created a new map using the random generator, then I took it into the awesome new eWSSC tool to add the solar systems and move the planets around and change the warp connections.
One thing I overlooked. Apparently, there cannot be passengers in "docked" vessels. If that's true, then this was just a design exercise. I like it anyway!
I painted/textured all the elevator shafts on Nexus Station. I think I got them all. Been fixing and changing a few other things here and there too. I had a couple ideas for some other stuff I could do but I think maybe I'll save those for a future update. Next up redoing the lighting. It's going to be a bear tracking down all the lights in this labyrinth. Then it's working out the gravity generator placement(which would be much easier if they had a debug mode so I could see their area of effect @Hummel-o-War ). After that I just need to add a bunch more fuel/oxygen tanks. I'll probably leave LCD signage for another update. The sheer number of signs needed is a bit daunting but the idea is to make it easier for people to figure out where they are and how to get around the station easier.