Issues: a) Part of the solar system is unreachable because wormholes only jump OUT of one section of the solar system without any wormholes or pathways going IN. b) Wormholes (one way, of course) funnel players into a small pocket of the solar system and it is a ridiculous and circuitous journey to get back to the starting planet. c) For some reason 8.2.3. - I could put down some auto-miners on a moon but am unable to add more - is there a limit? I've tried three different locations. d) Custom generated solar systems have "teleporter is inactive" on ALL planets and orbiting stations. There should either be a manual setup or an automatic setup that ties teleporters to the closest teleporter, assuming that there is only one per station or planet. If it's a trading station then there should be a way to select a teleport destination. e) Constructors Issue. Granted that regenerating a playfield is a positive thing. However, the contents of a constructor, say, at a Mining Hub - should NEVER be reset. I dragged ores and put them in two constructors in a Mining Hub then went a few hundred km to the admin station and returned shortly afterwards to find that ALL of the ore in both constructors were GONE. NOTE: The concept of the forum for feedback is a good idea - except that many of the forums, e.g. Bug Reporting for 8.2, are locked. Not very useful. It is plain to see that the forums are getting burdensome but the developers should take ownership and quantify issues encountered and prioritize effort for fixes.
Hi @SCR ! (Bug Reporting locked? - What !!!1 ! - Checks Bugs forum frantically Hm. Experimental branch locked. Public branch: https://empyriononline.com/forums/bugs.24/ ...whew! ) Probably the Experimental branch got merged with public...? For bug reporting (please do!) - From your descriptions I had trouble to understand if you play e.g. singleplayer, multiplayer, on a server... All three of them can have vastly different circumstances, especially if they use custom playfields. (Wild guess: Multiplayer? ) Wormholes shouldn't leave players stranded on a section of the star system... (And if needing a "ridiculous and circuitous journey" - how big is your star system..?) Don't know if regeneration is active for singleplayer. Autominers... maybe a server setting...? Please, as far as my reporting experience went: The more precise the description of the bug, the sooner it gets fixed.
-------------------- 09/05/2018 All issues are for Multiplayer on our own server (unless the specific entry mentions otherwise). I can be specific, but you can also let us know what you need to know in a standard checklist [including perhaps the categories [w/descriptors] as we do not know what other specifics you might prefer to call them ['random generated system' which we did and applies here]. There are perhaps two dozen planets BUT randomly generated systems have planets that are NOT reachable, i.e. a wormhole only comes OUT of two different planets, i.e. one wormhole each, and we have NO WAY IN and no way to see what planets are behind them as we can not approach them. … and the teleporters never work in space or on planets in a randomly generated system. Can teleporters automatically 'lock onto' any other teleporter within, say, 10 km so the planet and orbiting trading stations are synchronized? ….and if more than one teleporter on a station then either a player sets up the teleporter (from a displayed list?) or something else that may or may not accommodate a teleport back to point of origin. ---- BUG - Since 8.5 I have had a couple of the same kind of glitches [about a half dozen instances]. I have it happen on a base (BA) or two or maybe a base and a ship (CV). I added cargo boxes and put them in their grouping. I have grow lights, all ON, and in another group just LIGHTS, all OFF, when I check to make sure the individual lights in LIGHTS are off - I get an error that says QUIT and send email or Continue [3rd option, I forget]. Anyway, when I click on the light - I get an error AND the light is reassigned to UNGROUPED. It has happened on different bases (a base and CV) and it sometimes throws the recently added cargo box or other newly grouped items back into UNGROUPED. --- Also, Can you add a 'FORGET BUTTON' in the server listing under HISTORY - I played on perhaps a half dozen servers which are now passworded or so messed up by the time I got on planet that ALL ore resources were gone and neutral bases were captured by another clan and made hostile - I don't want to see those servers again. --- Minor Issue - unless it happens to me then it's major - game terminated by server reset can detach a player in SV in upper atmosphere and, when game is entered again, the player is on the surface of a large planet and the ship is still high above planet. Can you set up an switch for pilot seat "occupied" when someone is at the controls and if the pilot is "lost" for some reason the ship will turn off power and settle on planet? This happened back in 7.whatever when an enemy patrol ship was boarded and the engine was running - but when the core was destroyed the patrol ship disappeared but the SV was still, say, 200 m. above ground. ---- Also, correcting 'bugs' like 8.5 causing food to spoil when food processors were OFF. Prior to 8.5 food did not spoil, then 8.5 was installed and ALL food spoiled immediately. I would have turned ON my food processors IF I saw the perish time counting down, but lost all my processed food as well as in Constructors. ----- BUG - There is something wrong with energy consumption after a player logs off [base has solar and promethium power at 100% and no measurable drain] because the next time same player logs in - said base with SOLAR power AND PROMETHIUM power - the PROMETHIUM power can be under 100% and sometimes depleted entirely. There should be no energy drain unless SOLAR gets to 0%. ------ Issue? Not sure... A CV left in orbit while SV goes planet side is often OUT OF FUEL when SV returns (sorry, caps isn't shouting, just emphasizing). I have a silly pre-fab CV w/ 4 growing plots and I continually have to replace the plots because they froze when fuel ran out. It isn't worth having grow plots in space. Can there be a dormant setting so it out of fuel or going into combat all grow plots can go into stasis and cannot come out of stasis unless atmosphere/pressure and temp are satisfactory? Even if it were an extra device constructed to achieve this - it would be acceptable (or perhaps a higher quality grow/stasis light instead of the regular light)? Also - solar panels on a ship to keep guns charged would be nice. -------- Question - In saving a Repair Template - I usually save it after I add boxes/grouping items/upgrade blocks or add blocks but later I may loot a POI and have to squeeze in just one more cargo box - BUT the ship may have taken damage from the POI assault - SHOULD I SAVE the template? I find that I have added or renamed or regrouped stuff AFTER I had saved the template and when I repair it ,said ship goes back to the previous unnamed or pre-grouped listings. I assume that if I lost or damaged a block(s) on my ship/vehicle during a POI attack and SAVE it afterwards that the anticipated repair on my ship may leave it will a few holes. Does this mean that the latest boxes that were added go away? Disappear with their contents? i.e. if the SAVE template was done before the addition of said boxes. (I assume that I would lose stuff) [if so, can the Repair Station warn me that blocks or inventory may be lost?
Since random generated systems are random, the teleporters don't know what their destinations will be, and thus are disabled by default. You can fix this as an admin by entering GM IV mode, and hitting F on the teleporter in question. Set the destination as devicename@structurenamelayfieldname (so, for example, TeleporterB@Trading Station:Akua or RedLight4@Whateverbase:warberry Orbit, etc). If no devicename is specified, it will use the first teleporter it finds on that structure as the target. You can name your teleporters individually in the device list so you can specify which one you want it to use. Then make sure the teleporter is powered on. This setting will persist as long as you do not wipe/erase the playfield. That's been that way forever and probably won't be addressed til beta. If you use Empyrion Admin Helper on your dedicated server, players can use the chatbot commands to help deal with this - cb:getshiphere will move a ship to them if it is somehow inaccessible, and cb:getshipdown will move a ship stuck in the air down to the surface of the planet, provided they own the ship in both cases. Additionally, I can usually get a ship to fall out of the sky by using the PDA's registry to remote-access the ship's control panel, and toggle the thrusters, rcs, and main ship power switches off and on several times. That usually "wakes up" the physics on the server to make the ship fall out of the sky. Yep, people in the actual official bug thread are complaining about that. It's been a thing since DSI was introduced, and we hope it's fixed soon. Meantime, here's info on what is going on - When a structure is loaded back from dsl, the game calculates "how long was I unloaded" and then multiplies that time by the power drain it was experiencing when unloaded.... and then deducts that from fuel, ignoring solar charge. Then, if the power usage was enough to completely drain the fuel tanks, it treats it like the structure lost all power immediately upon being unloaded from memory, so all food is then aged by the full amount of time of being offline, and all constructors and furnaces fail to process any of their queues. It's a right royal mess. Short term workaround? Minimize your power useage before allowing a structure to be unloaded (IE leaving it or logging out), and increase its fuel reserves so that it can last even at full power useage for at least a day or two. Only assume solar will work while you are logged in and at the base. Repair to template does not "undelete" the destroyed blocks, it builds new ones where the old ones used to be, provided there is no obstruction. Contents are not restored. If you lose a cargo crate, and it is in the template, RTT will build a new cargo crate where the template says one was. Furthermore, the RTT will not delete blocks that are not in the template, but it will also not rebuild blocks whose space is occupied by something else - even if that something else is not in the template.
Hi @SCR! Can't help you with most of your post here... Sorry- (I'm just a guy that happens to have an interest in generating planets.) - I'm answering here, since you cited my old message. That way I got a notification 'alert' – A small number in the top right corner of the website. (This is also a way to call somebody directly to a thread.) - Most of your post is 'off topic'- Not connected to planetary generation. That isn't really bad, but my experience is, this is deemed as rather 'low style', since people often try to get some topic information from a named thread. … But put all you wrote into the 'correct' sections of this forum, and people would be much more accepting --- I can only point in some direction or the other: - This forum is divided into sections for bug reports and suggestions. Bug reports here: (e.g. 'something is broken') Again, this is the main bug report subsection: https://empyriononline.com/forums/bugs.24/ And this is the most recent bug report thread. https://empyriononline.com/threads/...lay-read-introduction-before-reporting.43628/ That one might get locked, if versions get higher. In that case, refer to the link above, and choose the next thread at the top. (The multi-coloured introdurction text of Hummel-o-war contains a list of 'known issues' -some of your bugs may already be reported - and offers a specific template for bug reporting. - The checklist you wrote about?) Suggestions here: (e.g. 'something could be better') https://empyriononline.com/forums/suggestions.9/ Other: - I usually read the changelogs of a major update. If something very important is altered, then I delay the game update, rescue all my stuff, and then jump back on the train. - It's nice to have a 'long read', but the shorter and preciser the description, the higher the chances that people will commit to read it - - and the dev can pick it up and fix it. … Limited perception, limited time, limited resources... ('tl,dnr': 'too long, didn't read' – Often used as a short answer by people overwhelmed by large texts. And used by writers in anticipation of that a response, at the start or the bottom of a long text - - to say 'In a nutshell:') --- - TL, DNR: That's all I can do to help you. Sorry...