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Helediron

Alpha Tester
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Posts posted by Helediron

  1. 4 hours ago, NQ-Ligo said:

     

    We haven't had a chance to look into it yet, it doesn't seem necessary at first glance since you can just write on a screen, without even worrying about rendering with setHTML ; so more than 50 000 characters. Which is for us the main alternative for the moment.

     

    Anyway, I'll discuss it with the team to see if we'll add a setting in the game settings. Nothing decided yet.

    Thank you. A small correction, the chat limit looks like to be actually 150 lines. You just might consider first to raise that default a tad higher, like to 1000? You know, Deckard can fill it inna minute.

     

  2. On 1/19/2022 at 7:27 PM, NQ-Ligo said:

    Hi all!
     

    After reading your feedback, we have noted that the removal of log functions was having a big impact on you. So after some internal discussions to find a solution based on your suggestions that would meet your expectations but would not be too heavy to implement, we have made a decision.
     

    We plan to add with Panacea, the ability to copy to your clipboard the content of a chat channel, and clean it up.


    It is certain that this will not provide a nice solution for the problems related to the lack of data export to virtual currency systems. We have some ideas for this but it won't be for a while unfortunately.


    Hopefully this announcement will allay your concerns  


    NQ-Ligo

    Thank you. I suggest you add a configuration or registry setting like maxChatChannelSize and default it to a reasonable value. Then i can override it to much larger value.

  3. 40 minutes ago, NQ-Deckard said:

     

    I do understand your concerns, but I'd like to reaffirm that we've been very clear about the logs not being a feature and these options potentially being removed at a later date.

     

    We are not opposed to players creating wonderful digital creations that work wonders with the game, however backchanneling that data through the games logs using in some cases closed source third party created software to then transfer that to databases stored online with who-knows-what data its collecting is not the right way to create this and that concerns us.

     

    None of this means that we don't see the use cases of an API or similar data export options, and we don't know when or how yet. But it's something we can look into in the future.

     

    For now however, data exportation will in most cases need to be done via screen units on demand if desired.

     

    - Deckard

    You are going to hurt script development. Logging is essential. I understand your concern about using logs in real-time, but limit it to that.  Preventing logging completely is not your option.

    - Linking screens is not easy for non-developers. You are hurting our ability to support others. You should also understand that usually accessing logs happen post-mortem - after something strange happened. Setting up screens is then too late. Links are also very scarce resource.

    - You can lock logfiles exclusively with deny-read. This prevents other processes reading logs in real-time but they will be available after game is closed. This is one-liner fix and safe.

    - Implementing copy to clipboard from Lua chat is easy and safe. But if this is only option, the stored log must be longer than now.

     

    This is the end of discussion from my part. If you decide to cripple script development, i'll just move on elsewhere.

  4. 6 minutes ago, NQ-Deckard said:

     

    We are never out to hurt anyone, however we do have to protect the security of the game. On top of which, what you're describing above is very much not in accordance with the EULA and will see you get into trouble for it. Reading the log files alone however, does not. There are a number of other concerns, such as the ability to write directly to a players hard drive through the logs. Which is one of the primary concerns about the logging functions.

     

    We have also been very clear about this from day one when players found this function. We were not enforcing it, but it was never a "feature", and never included in the codex. I have mentioned on multiple occasions in multiple locations that the logging functions would likely one day be redacted but we would observe what came from them in the meantime.

     

     

    And how do you arrange supporting other players without logging? Hint: linking to e.g. screens is one major support issue. Now i should ask them to link  a screen to capture logging to resolve screen issue?

  5. I have extensive debug log in my flight script and removal of logging would really hurt. There must be an alternative to extract a debug log. What i have now is that debug logging writes to system log lines with special characters to frame the lines and then a powershell script extracts the lines and imports into VSCode.

     

    Suggestion: the Lua log chat tab should allow to copy it to clipboard. It should contain full log of a session - not truncate it as now. The log may grow to megabytes.

  6. I'm playing solo casually and spend most of time in scripting. I use quanta only for schematics.

     

    Looks like i need half dozen hexes per planet and five planets should cover all ores. So, 25-30 hexes, which  is 25-30 millions per week. That will kill my game in few weeks.

     

    I would expect a tax of 10000 per hex to be sustainable when collecting daily income during weekends with few alts.

  7. There will be a lot of redoing of landscaping. NQ, could you improve the flattening tool?

    • Make it fill when ground drops below and there is soil in inventory. Currently only way to fill is by shooting soil balls. It's tedious and very easily leaves gaps which cause a lot of rendering issues and unnecessarily fill your databases.
    • Bigger radius and height with max talents.
    • Slopes.

    Alternatively, give me Deckard's "box cutter". Limiting it to own static construct's should avoid abuse.

  8. Scanners aren't broken. Those who "spend hours trying to locate" ore should have something completely different way to earn money. The real problem is not that mining sux, but those who sux as miners don't have alternatives.

     

    It's okay to replace the circle clicking with some mining engine and setting up conveyor belts/tubes, but mining should always stay very difficult to botters.

     

    If the "mining bots" means that the time spent clicking the circle is spent setting up and connecting bots to ship, explosions, etc, it could actually be an improvement. It would also make botting harder.

  9. I tested a coal megahex on Lacobus. Initial scan showed 4.6M coal, Few small nodes and one meganode gave about 2.5M coal. Afterscan showed 1.8M coal. I cleared every other coal node and scan dropped to 1.5M. The one megavein was right at edge of the hex, and it was rather easy to find all other nodes within the hex. I dug search tunnels every 100m altitude around the megavein, and few tunnels down to 2km below surface.

     

    End result: 1.5M coal in terrain scan but no actual coal.

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