Posted June 14, 2021
Question ahead:
Is it better to sum up or one issue per post. I did not want to create 15 posts or so ;P
Build 120
QOL:
1. Ability to target your mercs and approach them
2. In "Fabricator": Checkbox "use resources from Storage"
3. In "Fabricator": quantity picker, important for (2) -> proposal: left of "activate"-button
3.a if "use resources from Storage: ON": max = based on resources in storage
3.b If "use resources from Storage: OFF": max = based on resources dropped into fabricator
4. safe previous game sandbox configuration. This might be already there but buggy? I'v found "newplayer_options.txt" in "Astrox Imperium_Data\MOD\saves". But the world and/or sandbox options are not used when I created a new Character. However, the content is written correctly into the save of the new character, but the settings from in-game sandobx configuration UI are appended into the file and overwrite the those defaults... So I need to manually go into the character save and remove all, but a few fields like name. Currently saving the configuration and "cleaning up" all uneven numbers like 1.020302 is the way how I create and test different game settings without having to configure it all over and over again.
5. Really need a better way of finding things (station demand/supply, ships, products, ...). I see you did some stuff in this case. At least some simple changes to make it a bit less annoying. But I hope you understand that its still terrible. The issue is resetting the scroll position, no means of filter and reset of tab selection. For example when I select "ships" tab in "stations" journal and then switch to another station, the ships tab is unselected
Bugs:
1. This one is at least 1.5 years old: You can not dock at a station. Reloading fixes and spawns the stations at another location. I think the sector and station location is loaded incorrectly and because you are not really near the station the icon to dock does not appear, even if the station seem to be near you.
2. When you order your mercs to return, it works when you don't move, but when you move, instead of intercepting / approaching you, they start to mimic your movement parallel, even if they are at a distance of 5000 or 10000 (does not matter). So you have to wait for them and stay while you get shot at, or they will fly away or take ages to return.
3. Mining dropes don't mine, when switching resources. I have to recall them. I think its because they don't mix cargo types (ore A and B)? If that is the case, I think they need to drop cargo they have if you order them to engage an asteroid of another resource type.
4. Setting player life support drain to something else than default, like 0.45, makes it be writte into the save file as 0, disabling it completelly
Weird or bad QOL:
1. Refining things expand the volume. This means you can not fill refiner and let it run, but have to split it painfully.
2. Merc's salaries don't make any sense. I get dreadnought for a few bucks. It just based on initial level. So if its level 1 one, its as cheap as a shuttle :D
3. Market is void of goods to trade for a good margin. Side note: mining is kind of the most profitable thing.
4. Fabricated item's base value seem to be the sum of base values of it's ingredients. However there is also the fabrication cost. Why does a fabricated product not increase in value? Sure, I can sell a crafted item where there is demand, but I can as well the resources and since the base price is the same, I can sell those on demand as well. I have potentially the same profit minus manufacturing cost, bp cost, time, etc... Did I miss there something?
5. Orbiting feature is nice and was really needed, but its currently kind of pointless IMO. What is the use-case, other than evading? The problem is that evading does not work well, if you move at a speed of 3-8 (maxed orbit speed setting to 10), with a ship that can move at a speed of 1700 without afterburner (over 3k with)?
Is it better to sum up or one issue per post. I did not want to create 15 posts or so ;P
Build 120
QOL:
1. Ability to target your mercs and approach them
2. In "Fabricator": Checkbox "use resources from Storage"
3. In "Fabricator": quantity picker, important for (2) -> proposal: left of "activate"-button
3.a if "use resources from Storage: ON": max = based on resources in storage
3.b If "use resources from Storage: OFF": max = based on resources dropped into fabricator
4. safe previous game sandbox configuration. This might be already there but buggy? I'v found "newplayer_options.txt" in "Astrox Imperium_Data\MOD\saves". But the world and/or sandbox options are not used when I created a new Character. However, the content is written correctly into the save of the new character, but the settings from in-game sandobx configuration UI are appended into the file and overwrite the those defaults... So I need to manually go into the character save and remove all, but a few fields like name. Currently saving the configuration and "cleaning up" all uneven numbers like 1.020302 is the way how I create and test different game settings without having to configure it all over and over again.
5. Really need a better way of finding things (station demand/supply, ships, products, ...). I see you did some stuff in this case. At least some simple changes to make it a bit less annoying. But I hope you understand that its still terrible. The issue is resetting the scroll position, no means of filter and reset of tab selection. For example when I select "ships" tab in "stations" journal and then switch to another station, the ships tab is unselected
Bugs:
1. This one is at least 1.5 years old: You can not dock at a station. Reloading fixes and spawns the stations at another location. I think the sector and station location is loaded incorrectly and because you are not really near the station the icon to dock does not appear, even if the station seem to be near you.
2. When you order your mercs to return, it works when you don't move, but when you move, instead of intercepting / approaching you, they start to mimic your movement parallel, even if they are at a distance of 5000 or 10000 (does not matter). So you have to wait for them and stay while you get shot at, or they will fly away or take ages to return.
3. Mining dropes don't mine, when switching resources. I have to recall them. I think its because they don't mix cargo types (ore A and B)? If that is the case, I think they need to drop cargo they have if you order them to engage an asteroid of another resource type.
4. Setting player life support drain to something else than default, like 0.45, makes it be writte into the save file as 0, disabling it completelly
Weird or bad QOL:
1. Refining things expand the volume. This means you can not fill refiner and let it run, but have to split it painfully.
2. Merc's salaries don't make any sense. I get dreadnought for a few bucks. It just based on initial level. So if its level 1 one, its as cheap as a shuttle :D
3. Market is void of goods to trade for a good margin. Side note: mining is kind of the most profitable thing.
4. Fabricated item's base value seem to be the sum of base values of it's ingredients. However there is also the fabrication cost. Why does a fabricated product not increase in value? Sure, I can sell a crafted item where there is demand, but I can as well the resources and since the base price is the same, I can sell those on demand as well. I have potentially the same profit minus manufacturing cost, bp cost, time, etc... Did I miss there something?
5. Orbiting feature is nice and was really needed, but its currently kind of pointless IMO. What is the use-case, other than evading? The problem is that evading does not work well, if you move at a speed of 3-8 (maxed orbit speed setting to 10), with a ship that can move at a speed of 1700 without afterburner (over 3k with)?
Post edited June 14, 2021 by ysor123