Then something here is very very broken and needs fixing. Anyway - I changed to creative and not back. Creative and back does indeed seem to mess things up with the flight model - no doubt because of some nasty untested hacks. Also destroying structures (destroy command) causes exceptions in the console - something else that has been in-yr-face for ages and never dealt with. Just yesterday they had to hotfix a blatant crash because what? it compiles so ship it? Why the hell it needs to mess with flight models and break a load of stuff I do not know - all we need to is be be able to shift-remove remove blocks, bulk add and enable copy/paste etc. TBH bulk colouring could have been s survival mode thing. Actually I would prefer it if creative didnt mess with as much as it did.
It's actually reported periodically that people corrupt their save games by using the cm command. If there's an update to the game then terrain will become messed up. I don't know of a fix except to start a new game using the same seed you used before.
Thanks for the info. TBH - I have recovered what I needed to (I think). I just wish they would open source this and let some actual real developers with a process and a care at it.
Hotfix: 2020/12/17 v1.3.1 (Build 3199) Fixes: - 07701: CV's in orbit with thrusters off move away from the player @snack95
Look at the post directly above yours. 3199 is the latest build. The first post just hasn't been updated yet.
Version 1.3.1 is unplayable. Bugs like runaway CVs still ongoing. Having a "released" yet unplayable game seems pointless. Can we just have the old version back and maybe next time the Eleon developers try not to eat the whole elephant in one bite.
Anyone else think ambient lighting has got messed up in this? Nights often seem way overly bright now - actually too bright for NV even. Also hangar doors are badly screwed with lighting in the dark. The halo that is supposed (I guess) to follow a moon when seen from the planet is way out of sync with the actual moon. Wierd hangar door at night - this door is dark gray (HSV V = 0.22): Moon out of sync: Halo / glow also reflecting on surface Actual moon - maybe 90deg between them? which seems suspiciously like a broken untested transform - yes easy to mess up, but real easy to catch such things with unit tests. This is the supposed to be darkest part of the night at the equator on a temperate world. Visisting other planets doesnt seem much better. This isnt night - its twilight. Also a more general thing, I have noticed that some glow texture on many of my vessels that are made from a very gray deep blue that used to stand out well enough before seem are barely visible now and the color doesnt seem as saturated any more and sometimes it just looks like plain grey when before ti was very obviously blue with a glow. Maybe an attempt to make night seem more monochrome? - fine, but this shouldnt be done to anything that is emissive.
I changed CVs spawning the second one and transferred cargo between them in orbit. I had no problem with them being stationary in 3196 nor 3197. Distance from planet was around 2km.
Anyone getting 2 plants in the same spot with Eden reforged on dede server? eg, 2 of the same plant thats there but just a fraction to the side.
We are still waiting mate. In post #125 @Pantera has stated, regarding the crosshair: "Currently there is no plans to change anything in this area of the game but that's don't mean there never will be." I did get told by @Hummel-o-War back at the beginning of August that the crosshair was 'on the list for the "refinements"' https://empyriononline.com/threads/version-1-0.95281/page-4#post-413513 Looks like we are playing the waiting game.
Honest question : if the crosshair is hard to see, then how can other similar-sized details can be seen by the same eyes ?
Turrets and Hangar-Doors now have a strange graphical reflection, like a glow effect of the atmosphere color. Is that a bug, or it is supposed to look like that?
Look at the release notes, in the "fix" (last) section. There were some changes made to SunFlares on planets, so they may now affect reflection colors.
For me it isn't so much about the physical size of the reticle (although it could use adjusting as well). I play plenty of games that use nothing more than a small dot for a reticle, and have zero issues seeing it in those games, simply for the fact that those games use color (properly) to make it stand out. For example, a white dot when looking at a darker color background and a black/grey dot when looking at a lighter background. That one simple thing makes it pop and really stand out, even when it's nothing more than a dot. In Empyrion though we have this color changing reticle that only changes color based on if an object is in range or not. Red for in range, white for out of range. The issue in Empyrion is that the red color blends into SO MANY backgrounds. There are very few instances where it can be easily seen. Simply put the devs chose a bad color and boldness for their new reticle. It was far easier to see it when it didn't change to red with the old reticle, for me at least. Yes, the old plain white one was hard to see as well with certain backgrounds, but it still had more instances where it could be seen than the new red one. Judging by how many people suffer the same issues in this game I am definitely NOT alone in my feelings on this.