Final Upgrade

Final Upgrade

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Serath Mar 5, 2021 @ 1:49am
matter materializer have a bug
matter materializer have a bug on the version 0.3.2.8, once a material had been selected, it cannot open the select menu again unless you remove the machine and place a new one
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Showing 1-13 of 13 comments
Serath Mar 6, 2021 @ 1:30am 
oh, i found more bugs, here lists the bugs i found
1. in the Research queue, i just minimized the list, and that cannot be expend back
2. reconstruct from blueprints will not work for some parts, that is blocked by materials or by some reason that the storage box or material cannot be removed
3. moving materials from tube is not working when no resource area is defined (i must assign a resource area match with the material in order to move some mismatch material that stuck in the tube)
4. Construction cannon on different ships sometimes beams the same path when menu assign to construct, only one of them is working and others will not go to another path
5. What happen with the R Cygnl and Vega sectors? i have no colonies at those sectors, is that a bug or some other problem? also from that, i have water resource very far away :) that must be a joke right? please see my shared picture.
6. mine is impossible now at the start of the game, why? without the mining tools! that tech must be earned from the beginning of the game or the tool must stock in the flagship
TaosX  [developer] Mar 8, 2021 @ 9:07pm 
Hello! Could you please send me the save file from %USERPROFILE%\AppData\LocalLow\I1\FinalUpgrade to dev@finalupgrade.net? I'll investigate all the issues asap.
TaosX  [developer] Mar 9, 2021 @ 12:53am 
I checked all the issues you mentioned:
1) Confirmed and fixed.
2) I found one possible problem in the procedure. Let's see if the bug is fixed after today's update.
3) There was a bug when you're moving a resource that is no longer situated in the initial tube. I fixed the problem. But it's not required to move the resource only to the specific zone. You can drag-and-drop it anywhere.
4) Construction cannons may share the same target. It's not a bug.
5) I need your save file to see what's going on. Every game is unique and procedurally generated. It is normal that some sectors have no colonies. Water deposit may be placed several sectors away, but withing the central area which is easily accessible.
6) Mining is possible right from the start. Multitools are not expendable for a while already. Plus, the main source of resources now is the colony mining. You will get resources in large quantities using a simple trader.

Thank you for reporting the problems! It helps to make the game better.
Serath Mar 9, 2021 @ 2:42am 
I had send the save to you, have a look
Serath Mar 9, 2021 @ 2:45am 
you may had forget this -> matter materializer have a bug, once a material had been selected, right click it cannot open the select menu again unless you remove the machine and place a new one
Serath Mar 9, 2021 @ 9:23pm 
I did found more bugs here
1.there is a bug on the flagship, i want to add a tube to the ship, but i get a message of oversize (1033 blocks) because i use default ship size 1000 blocks.
2.as i try building a power plan, the power generator is having problem (or it is bugs?) The energy generation rate is different when use different resource, i had excel all resource and every resource gives that 1 power generator use 60 unit of resource per min, so it dry up one colonie at all, what i want to say is that generator may use it's upgrade to produce more energy per min, and must be limited, resource give more energy but must not affect the power generator performance when it upgrade.
TaosX  [developer] Mar 9, 2021 @ 10:36pm 
1) Matter materializer: I answered in the post where you asked the question. Can't reproduce the issue, everything works fine when I test it. I need you player.log and player-prev.log files to figure out what's going on.
2) Confirmed. I changed the flagship blueprint to fit the default 1000 cells limit. It will take affect after new game start in 0.3.10. You can delete some walls in your current flagship to be able to change it.
3) Not sure what do you mean. The consumtion rate is same on every type of fuel, but the energy generation is different (higher with more advanced fuel type). You can upgrade the power generator tech to output more energy with each upgrade level.
Serath Mar 10, 2021 @ 2:02am 
i had send you the log and save files.

about 3) what i mean is that if the colonie have 1 block of carbon ore per sec, 1 power generator use 1 per sec, this means 2 power generator in the station already make the carbon ore in colonie cannot use for other purpose if the plan keep generating energy. say the flag ship have 3, if i keep using it for generating energy, no carbon left.

just say it is better the power generator have another behavior like this will be more make sense: the power generator have a limit of 1K-5K-10K-50K-100K per min at each tech level instead of +10% for each tech level no matter what power source is chosen
Serath Mar 10, 2021 @ 2:37am 
i had found a bug on the auto logic, when a ship cannot transfer all resource to station, the current queue will not stop to do another queue, and keep waiting at that sector, it is better it will auto dispose the remain resource and do another queue
TaosX  [developer] Mar 10, 2021 @ 9:10pm 
Thank you for the files. The matter materialized bug is confirmed. I'll upload the patch soon.
About the power generation. It is normal that you have lack of resources at start, including the fuel for power generation. When you colonize more planets and level their deposits, you will have plenty of energy sources. Players, who finished the current game build report that they have enough energy to power hundreds of matter materializers and even enough to power level 5 antimatter generator.
Serath Mar 11, 2021 @ 3:18am 
I can understand what is your design finally, but i need to attack other force to get more XP or revise some of the tech to advance first, it can be a setting to increase the difficulty of the game if the XP become less as the current XP limit is at the point near hardest level. just talking about the beginning of the game, i may need more time for the fighter ship to attack other force at all, or it is what you say I got a rare seed that make the game become hard.

I just did not try to use the matter materializer to generate energy source for the power generator at all ;)

As i attack other force, I want to ask about what the auto fight is doing, it will not refill energy or restock bullets, and when i move the ship to another area, that auto setting will stop, but at this moment, other force are not moving at all, can the setting remember on the ship so that when i move the ship, it will always auto fight?
Serath Mar 11, 2021 @ 8:48am 
I found again another bug here :P
when i create a route to sell items, i can use left click to make a rule to a sector, but it does not check if the route exists when create routes that is to the same sector, just make a station with a storage of iron for example, open routes and select iron, then just left click the station will make infinite routes loop to the station itself, i think this is also a bug too, it can create a route from a station to the station itself.
I had send you another email about this bug at the Saturn station, i make a route that trade missile from the station to the colonie but the route itself is moving the missile from the station to the station, i did remove the route and create a new route to make it fix, just give you the example
TaosX  [developer] Mar 11, 2021 @ 8:52pm 
Hey!
1) The auto-fighter logic manages ship fight within one sector. No auto-restocks or auto-repairs. It is usable mainly when you have several battles simultaneously. Especially handy with the aggresive factions mode on.
2) The looped route bug confirmed, thank you.
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Date Posted: Mar 5, 2021 @ 1:49am
Posts: 13