The Last Starship

The Last Starship

DexteR Apr 29, 2023 @ 1:30pm
My Bug / Improve list after 160hrs of playing :)
I am having a great time playing this game.
Some UI and combat things took a while to figure out. But in the end the combat and designing ships is actually really fun. It did take me 70hrs to find out you could disable power in the powergrid popup, when (shift) left/right clicking the bar. And took a while to find out that turning goes fastest when holding left mouse almost all way behind your ship in tactic view.

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Currently updating these issues as I am playing the new Alpha3 version.
And adding real bugs to dev github issues list
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FIXED in ALPHA 3:
[Fixed in ALPHA3] The "esc" button often insta exits game without saving. Popups also close with esc, so tabbing one esc to much also exits the game and you loose savegame progression.

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ADDED TO GITHUB ISSUES:
- [Partially fixed in ALPHA3] Logistics does not allow you to send incomplete stacks to other ships.
(When you go in negative in logistics it now seems to move it, but only works if there is atleast 1 100% item of that on one of your ships. else it will not show up in logistics).
- Install list can become so long it does not fit screen.
Instead of 20x "door" show 1x "door (20x)"?
- Alerts block ship list
- Constructing walls, gets crew stuck while moving stuff.
- With to many ships and or ongoing warnings, the prepare for jump/jump button can be outside of the screen!
- Passengers suffocating in shipyard edit.
When placing walls in shipyard edit mode, any passengers directly above the wall in the habitation dock will suffocate.
- Disable the [ and ] ship rotate keys, look like debug keys left active to me.

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TODO CHECK in Alpha 3:

Real annoying Bugs:
- Jobs pointing outside ship to nothing eventually show up and never go away.
you have to temporarily manually make a path there in a shipyard to fix it.
- Items sometimes randomly end up outside ship for no reason, and a job will be stuck on it until you temporarily build out your ship to it.
- Game sometimes crashes with stop responding message, when a ship is blown up.
- With a lot of ships the logistics fonts become real small and the first ship numbers end up under the item names.
Other non player ships count for size scaling.
- Some times mission cargo stays on ship forever without active contracts?
- When selecting many weapons in tactic view, the blue color can become so bright you are unable to see ships to target.

Bugs:
- Drones sometimes get stuck at the bay without crew jobs, you have to dismantle/place to fix it.
- I had 2 inactive drones behind my ship that no longer respond, but move in synch with ship. They stay even after save/load and jumping to other sectors.
- Crew can become invisible. (had 3 invisible crew in 1 game, when they move items, its the only way to see where they are)
- Components are not repaired unless damaged all the way. (or is it a feature? :D)
- Creative mode sometimes starts with a starbase in your building screen obstructing view.

Minor Bugs:
- Fighters are invisible when not launched yet.
- Smelters sometimes stop working, need dismantle/place to fix.
- Drones cannot be moved to another ship without a drone bay on both ships.
- When zoomed out all the way, planets in the background move to fast when moving camera.
- Building a door like below will stop oxygen from going thru.
(W=wall,D=door,_=floor):
W__
WW_
_D_
WD_
WW_
W__
- Crew sometimes put on/off spacesuits for no reason.
- In editor ship value can end up negative -$2133.30M
- Saved game does not store power grid settings.
- The bright %full indicator bar on canisters/food has the wrong drawing angle, when floating in space after destroying a ship.
- A mining contact in a system without astroids to mine, only shows 2lines of text, and does not state how much they need before you accept.
- Visual of exterior does not always match the schematic, when using the 45degree corner hull.

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Improvements Ideas:
- While in game at Shipyard, have import ship(hull) option next to "Create Ship"? Just like how you can start with exported ships.
I really want this option!
- Allow exported ships to be in the game. I noticed subscribed ships from steam workshop show up in the game, like for sale at shipyards. But non of my export ships show up, as far as I've seen. Feels like I have to upload ships and sub to be able to see my own ships in the game.
- Less money or tiddlets in free roam for tiddlets? it's to easy to make $20mil+ on large start ships. It takes forever to unload them all :)
- Allow capture guys floating in space in spacesuits with x% o2 left after battle?
- Option to change ship order in list top right?
This also changes what ship to draw on top?
- Perhaps have the active selected ship always be drawn on top? sometimes small ships are not viewable while behind a big ship.
- Weapon list can go offscreen when you have lots weapons.
Perhaps group weapons AFT/SB/FOR/PORT that you can expand and collapse, or just select the entire collapsed group to shoot all.
You could also have sub groups per weapon type.
- Allow selecting multiple ships to move them?
- There is no warning crew when is installing components outside ship, when in FTL screen.
- In edit mode, allow to move entire ship around the max building area.
- The ship seems to rotate in center of grid instead of center of the ship. Perhaps move center point of ship after change in edit mode.
- In edit mode, show numbers of the length while dragging.
- Allow change of assigned ship to a contract, or only look at the selected ship when delivering.
- Perhaps do not send drones for logistics if other ship drone bay is offline.
- Use of hyperspace sensors in free roam.
- Free roam seems less active, scavengers/mine ships are rare, and only seem to be there when jumping into a system.
- Allow to assign a primary Dock port for contracts.
- Allow ship repair/ship armor at cost of iron ingots with drones, just make it take more time, so its not combat effective. (instead of having to go to shipyard).
- Make the unimplemented components atleast sellable, so you can get rid of it. (injector/coil/charged coil)

New Ideas:
- 2x2 component, with 1 input and 2 output. Where it will fill output 1 to max storage, and only then sends liquid/gas to 2nd output.
Can be used for output overflow to canisters for trade/fleet logistics.
You could then store x amount water, and turn rest into o2.
- Have hostile fleets that move around jump points in sectors.
- Would be nice to have more hostile enemy events. Like small chance some hostile warps in after you are mining astroids for a while. and you can decide to fight/flee.
Right now hostiles are always shown on map, and thats it. The only suprise in the games are meteor showers...
Would also be nice if hostiles sometimes attack the shipyard/colony you are at. and you can help defend them for reward?
- Perhaps have some hostile fleets that move around the sector, every now and then.
- Killing friendlies does nothing right now, did notice you only get scrap metal from friendlies.
But perhaps give some rewards, and then make that system no longer willing to trade with you?
When at shipyard destroying ships does not make the starbase/shipyard hostile. Right now only the ship you fire on turns hostile. Perhaps make all friendlies hostile when attacking one.


In the end the game could use a lot more random content, after few sectors getting your base ship up and running, each sector is sort of the same. Would be nice if every node has a chance of random stuff/events happening. Now its basically just what the sector maps shows you. And empty nodes have no purpose. In base game you only have random miners/scavengers show up every now and then. In free roam these do not even show up, except is they are in the system when you arrive.
Last edited by DexteR; May 11, 2023 @ 2:01pm
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Showing 1-4 of 4 comments
Smashtvrogue May 6, 2023 @ 9:13am 
Going to add this here, I didn't read all your bugs, so if you already covered it, it's just added evidence for the devs. I have a shuttle that is forever docked at my main ship. I think it happened when in my drunken haze I clicked "jump" while still getting a shipment of some sort. If we could get an extra warning box for when you are still getting a shipment of any sort, that would be wonderful. Also, I'm sure I lost the money with that shipment as I'd expect, but can this shuttle go away? Lol. I still love this game though. Just an inconvenient annoyance because I can't dock with derelicts. A plus though is I don't have to wait for the shuttle to show up or leave when I want to load or offload cargo. Silly bug has its pluses and minuses.
DexteR May 6, 2023 @ 9:34am 
When you sell items, then get used while moving them for selling say it gets used in furnace or a water canister you sold is being loaded into tank. The trade ship will stay docked. However it should undock when going into FTL. Guess thats an issue on your ship.

I've only had this issue when I export a ship while trade ship is docked. And then start a game or import that ship into the game. It will keep the trade ship docked. If you dismantle the ship dock, and place it again it comes back. If you have multiple docks it simply moves to another. IDD real annoying....
biteme_2k4 May 12, 2023 @ 2:15am 
I agree with most of the stuff on your list, however I would add:

Fix the Lag issue.

I'm on an early game run now and i've already got game breaking lag. Its not a spec-related issue. It ruins the immersion. Its the same problem Prison Architect had when Introversion owned it.
DexteR May 12, 2023 @ 8:20am 
Yeah these games are known for lag issues. it is sort of pc spec related, but there should be ways to improve things, and I assume they will since its still a alpha build.

Atleast prison architect is not as bad as rimworld. There is a reason why in rimworld they limit you to just a handfull of people you can order around.
In prison architect I made a prison that is in the workshop with 1500 prisoners, and that runs decent on my pc. But if you buy more land and put those 1500 prisoners in a prison with more complex routes they need to walk, and you get a lag fest at some point.
Even minecraft has limits in how much redstone automation you add to a server/area before you notice the frame drops.

I'm a programmer myself, and these kind of games when you end up with lots of crew, jobs, mechanics, and give the player a lot of freedom to build/abuse things, its difficult to prevent lag in situations. It's the same as allowing customers to make any of their own SQL statements on a DB, and then they come complaining its slow :). This is the difficulty of sandbox games.
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Date Posted: Apr 29, 2023 @ 1:30pm
Posts: 4