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Yeah I noticed this too on my current game. I'm looking into it right now.
I've uploaded a small update that fixed the scrapyard spawning issue.
I have some sectors in my game which have a Gate to another Sector. That Target sector however has no gates nor stations at all. Could these be "failed" Scrapyards from the previous version?
Another weird thing I got:
There is a sector with three gates (south, west and east) aswell as some stations. This sector existed previously (as in, with the version before the scrapyard fix)
Now north of this sector I found another sector that had a south gate leading to the previous sector without any north gate. Neither of the sectors are scrapyards. I don't remember the map showing any green blip there beforehand.
Again, not sure if this is a sideeffect of the scrapyard fix or not.
Also not sure if this would be fixable somehow (e.g. by checking if the sector the player is coming from has a gate to the current sector, but not vice versa) - depends on how "high" a issue this could be considered for playthroughs receiving mod updates if you intend to extend the sector generator further.
Thanks for all the info on this. I looked into it and I believe I fixed it. I have 3 computer screens so when I was tabbing between them after I tested the update I think I might have entered in some rogue keystrokes into the code. I tested it again after the fix and it works. I pushed an update. If you have any issues let me know.
Haven't got around to check the old sectors because I'm far away, but I assume you mean it should retroactively fix sectors with missing gates?
I haven't noticed any problems with completely newly discovered sectors, if that's worth anything to you?
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Only thing I noticed (before the update aswell) is that I find a lot of sectors with Headquarters in them (I expected only one, in the home sector, but maybe that changed in vanilla or I simply was unlucky until now).
These sectors also have multiple equipment docks (e.g. two), shipyards and repair docks (I think I once saw one such sector with three repair docks or something like that). Not sure if a bug, but I thought I'd report that anyways.
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I found some other weird thing - is this "Ore Mine S" supposed to look like this? https://abload.de/img/20201227005938_1fojj9.jpg
I use the Global Faction Packs "Aegis Inc" and "Arakiss' Legion"
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Some of the Stations (this was a wreckage I found in a sector) have a lot of stone in them. While I understand why (added HP) this befuddles AI Salvagers because they needlessly spent time firing at stone which yields nothing much for Salvagers (and even if I manually mine with miners, it yields almost nothing, again expected because these are not rich stone)
https://abload.de/img/20201211112951_1p0kj0.jpg
Now the AI does eventually "stop" (as in: reposition itself and randomly fire at other blocks) but I guess this slows down the salvage process "needlessly" so to speak.
Not really sure if that's fixable though.
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Another thing, I am however not yet sure if this a vanilla issue excarbated by mods but I'll put it here anyways:
Weapons that do AoE Damage (especially if you have 10+ of them firing quite fast) can add massive slowdowns (probably also tickrate issues, since AI ships jump around wildly even in SP) or even hangs on hull hits (shield hits are perfectly fine) on certain ship models (haven't honestly tracked which models, maybe too many tiny blocks?).
I'm not sure if some of the ship models have too many small blocks, which in Combination with Mods like "Rebalance - Extended Mining & Salvage Drops (SDK)" (because I assume it does some checks on block destruction) and Weapon Mods like "Flak Cannon Turret" (large AoE Radius) cause that effect for me or if vanilla is the problem.
I'll probably try disabling "Rebalance - Extended Mining & Salvage Drops (SDK)" first and report back (I'll post that in the Workshop Page of that Mod then) since it drops stuff on block destruction and if that doesn't "fix" it, it probably simply means Vanilla is not optimized for processing a lot of AoE on a single target.
- No it won't retroactively add gates to already generated sectors. Sorry :(
- Those sectors with the Headquarters are the Military Stronghold sector I added. Its designed like that to allow people who build fleets a place to build them. Also a safe sector that wont get attacked by pirates. (Just Xsotan)
- For the Mine, Yeah for now that is correct. I will be breaking down the individual mines so they each have their own spawn eventually but for now that is going to happen.
- The issue with stone in the wreck is something I'm going to solve here shortly. I'll be replacing/removing stone blocks from Wreckage designs.
- The extended Mining and Salvaging drops do calculations on hit and on destroy for blocks. So it is possible that large AoE wepaons might cause a huge spike in calculations. I've only tested that mod with Vanilla weapons. I'd be interested in what your results are.
Additionally, the game overall has a poorly done weapon system that pushes the tick rate when a lot of ships are in sector. I'm working on a weapon overhaul mod that hopefully will fix some of those issues.
Let me know if you have any other questions :)