Posted May 08, 2025
Bugs to get rid of:
1) Transferring ores/ingots from station cargo doesn't appear to check quantity if you type the number in manually. e.g. if I have 16 platinum ingots in the station hold and I tell the station to transfer all 100,000 of them to my ship's hold, it will cheerfully do that. 100,000 will appear in my hold and the entry with 16 ingots will disappear. [edit] I just confirmed that the error-checking is missing from the transfer from ship to station as well. With 2 ingots of platinum in my cargo, I successfully transferred 1,000,000 to the station without the game complaining that I don't actually HAVE a million platinum ingots.
2) When using the map in FTL mode, often a selected star system will not "stick" when leaving the map. The arrow icon for "approach" will still work, but the listing is usually for the last system you had up before going to the map. Not always... sometimes the selection WILL stick - but more often than not, no.
3) In previous version, micro-warp would go all the way to the transfer point before stopping. Now, with the new station (which looks better, by the way), It stops early. You have to increase speed to approach before you can leave the system. If your speed is low (or zero) and you use afterburners to jump close enough to activate, sometimes your ship gets "excited" and won't drop out of full speed even when you let off the afterburners. The ship then goes through the ring and spins in circles a few times like a dog chasing its tail or bedding down for the night before it finally "calms down", the speed returns to non-afterburner speed, and the ship can warp out.
4) If you have items in your ship's hold whose value exceeds 1,000,000 (certain epic level ship components reach that value), sorting by value will BREAK the inventory. i.e. Nothing will show up, and if you then try to sort back to name or quantity, the items will return, but at least one of your inventory will now have a value of 0, another will NOT have the quality indicator, and after you sell off ALL the cargo in your hold, there will still be 1 invisible item that cannot be removed, indicating that the inventory table data is corrupted.
5) When refining, the refiner adds the finished ingot to the hold BEFORE it removes the raw ore, breaking causality. The problem occurs if your hold is completely full - The first ingot has nowhere to go and is lost, causing the refiner to stop, and only then is the ore removed.
6) In a possibly related issue, when refining with the refinery window open, the rest of the GUI doesn't update, so your cargo capacity isn't updated at all, nor can you see the contents of your hold change as raw ore is converted into refined ingots. The refinery window sees the correct amount of ore - and increases the cargo hold's encumbrance by 1 for each ingot refined (although this doesn't show up on the GUI) but doesn't seem to decrease the cargo hold's encumbrance for the ore consumed. e.g. if you have 20 space left in your cargo hold before you start refining, the 21st ingot will fail, as the refinery thinks the cargo hold is now full - despite the fact that you SHOULD have used up 460 or more raw ore creating those 20 ingots.
7) The "Never" slider for combat incursions still doesn't work. Incursions still occur, even if set to "never", and using the FTL to leave the system provides a "Incursion encounter cancelled" message, meaning that these guys are officially an incursion by YOUR definition, not just by mine.
8) Filling up the last available space in your inventory while crafting will cause a recurring warning that re-appears any time you press any key, even after completely emptying out your backpack or transferring items to your stash. The only way to get the message to stop appearing (apart from shutting down the game) is to go back and craft something else and leave at least one available space in your backpack.
9) The fast-travel icon appears at inappropriate times, like after you've left the FTL screen and returned to real-space, it can still appear next to the "approach" arrow under the star-system planet list.
10) Several nice sorting options have been added - although the term "option" isn't entirely correct, since sorting no longer seems optional. Most inventory windows will allow you to NOT filter (although the stash cannot be displayed unfiltered), but no inventory window can be displayed without sorting. This breaks some game strategies (e.g. placing items you want to protect from accidentally selling into the stash FIRST so they remain at the top - now that they cannot be shown in unsorted order, that no longer works. Also, placing 1 of each ore you want to monitor into your cargo bay first, and then 1 of everything else so you can see at a glance all the items you're interested in - for example, one of each rare-earth element followed by a few ores you need for crafting - also no longer works, as the default sort is by name, meaning everything gets jumbled up. PLEASE allow us to choose to NOT filter and/or NOT sort any list.
And I don't say this in an effort to be mean or belittle the work on this game, which is otherwise excellent, but those table-sort routines are incredibly inefficient. In Morrowind Crafting, a mod for Morrowind which I and my partner created, we use LUA to table sort a list of 650 items with multiple fields in about half a second. Sorting a list of 200 elements in the in-game stash can take up to 30 seconds. WTF? moving items into the stash when it's close to full is an exercise in frustration, as each entry can take several seconds before the computer responds and allows the next item to be entered or removed - a problem that could be easily solved by simply allowing the player to NOT sort the listing.
11) This isn't precisely a bug, but... in the cargo listing are several buttons you can use to filter the list. One of which will rotate between "ore", "refined", and "All ore". This button should only change if you click on it while THAT button is already selected. If I'm looking at ore and then re-filter to equipment, and then want to return to ore, I should be able to click on the "ore" button again and return to that filter without it changing to the next option and then having to click it two more times to get back to "ore" again.
Finally, 1 bug to (maybe) consider restoring:
In a previous version, each star system had 4 salvageable wreckages that could be mined for materials and would appear as a "ping" in space when you used the sensors... but there were also 1 or 2 more that would NEVER ping - sort of a "stealth wreckage". I presume there were 2 in every system, and I just couldn't always find the second one. I thought it might be a bug, but preferred to think of it as a "feature", since it was a nice reward for being a thorough and careful explorer... and considering you have 10,000 sectors, and assuming you average 13 stars per sector and have 4 wreckages per system, you already have more than half a million salvagable wrecks in each game. What's a few more between friends, eh? The benefit of rewarding the player for exploring is worth it (in my opinion), since it certainly isn't going to have any real effect on the in-game economy under the circumstances.
1) Transferring ores/ingots from station cargo doesn't appear to check quantity if you type the number in manually. e.g. if I have 16 platinum ingots in the station hold and I tell the station to transfer all 100,000 of them to my ship's hold, it will cheerfully do that. 100,000 will appear in my hold and the entry with 16 ingots will disappear. [edit] I just confirmed that the error-checking is missing from the transfer from ship to station as well. With 2 ingots of platinum in my cargo, I successfully transferred 1,000,000 to the station without the game complaining that I don't actually HAVE a million platinum ingots.
2) When using the map in FTL mode, often a selected star system will not "stick" when leaving the map. The arrow icon for "approach" will still work, but the listing is usually for the last system you had up before going to the map. Not always... sometimes the selection WILL stick - but more often than not, no.
3) In previous version, micro-warp would go all the way to the transfer point before stopping. Now, with the new station (which looks better, by the way), It stops early. You have to increase speed to approach before you can leave the system. If your speed is low (or zero) and you use afterburners to jump close enough to activate, sometimes your ship gets "excited" and won't drop out of full speed even when you let off the afterburners. The ship then goes through the ring and spins in circles a few times like a dog chasing its tail or bedding down for the night before it finally "calms down", the speed returns to non-afterburner speed, and the ship can warp out.
4) If you have items in your ship's hold whose value exceeds 1,000,000 (certain epic level ship components reach that value), sorting by value will BREAK the inventory. i.e. Nothing will show up, and if you then try to sort back to name or quantity, the items will return, but at least one of your inventory will now have a value of 0, another will NOT have the quality indicator, and after you sell off ALL the cargo in your hold, there will still be 1 invisible item that cannot be removed, indicating that the inventory table data is corrupted.
5) When refining, the refiner adds the finished ingot to the hold BEFORE it removes the raw ore, breaking causality. The problem occurs if your hold is completely full - The first ingot has nowhere to go and is lost, causing the refiner to stop, and only then is the ore removed.
6) In a possibly related issue, when refining with the refinery window open, the rest of the GUI doesn't update, so your cargo capacity isn't updated at all, nor can you see the contents of your hold change as raw ore is converted into refined ingots. The refinery window sees the correct amount of ore - and increases the cargo hold's encumbrance by 1 for each ingot refined (although this doesn't show up on the GUI) but doesn't seem to decrease the cargo hold's encumbrance for the ore consumed. e.g. if you have 20 space left in your cargo hold before you start refining, the 21st ingot will fail, as the refinery thinks the cargo hold is now full - despite the fact that you SHOULD have used up 460 or more raw ore creating those 20 ingots.
7) The "Never" slider for combat incursions still doesn't work. Incursions still occur, even if set to "never", and using the FTL to leave the system provides a "Incursion encounter cancelled" message, meaning that these guys are officially an incursion by YOUR definition, not just by mine.
8) Filling up the last available space in your inventory while crafting will cause a recurring warning that re-appears any time you press any key, even after completely emptying out your backpack or transferring items to your stash. The only way to get the message to stop appearing (apart from shutting down the game) is to go back and craft something else and leave at least one available space in your backpack.
9) The fast-travel icon appears at inappropriate times, like after you've left the FTL screen and returned to real-space, it can still appear next to the "approach" arrow under the star-system planet list.
10) Several nice sorting options have been added - although the term "option" isn't entirely correct, since sorting no longer seems optional. Most inventory windows will allow you to NOT filter (although the stash cannot be displayed unfiltered), but no inventory window can be displayed without sorting. This breaks some game strategies (e.g. placing items you want to protect from accidentally selling into the stash FIRST so they remain at the top - now that they cannot be shown in unsorted order, that no longer works. Also, placing 1 of each ore you want to monitor into your cargo bay first, and then 1 of everything else so you can see at a glance all the items you're interested in - for example, one of each rare-earth element followed by a few ores you need for crafting - also no longer works, as the default sort is by name, meaning everything gets jumbled up. PLEASE allow us to choose to NOT filter and/or NOT sort any list.
And I don't say this in an effort to be mean or belittle the work on this game, which is otherwise excellent, but those table-sort routines are incredibly inefficient. In Morrowind Crafting, a mod for Morrowind which I and my partner created, we use LUA to table sort a list of 650 items with multiple fields in about half a second. Sorting a list of 200 elements in the in-game stash can take up to 30 seconds. WTF? moving items into the stash when it's close to full is an exercise in frustration, as each entry can take several seconds before the computer responds and allows the next item to be entered or removed - a problem that could be easily solved by simply allowing the player to NOT sort the listing.
11) This isn't precisely a bug, but... in the cargo listing are several buttons you can use to filter the list. One of which will rotate between "ore", "refined", and "All ore". This button should only change if you click on it while THAT button is already selected. If I'm looking at ore and then re-filter to equipment, and then want to return to ore, I should be able to click on the "ore" button again and return to that filter without it changing to the next option and then having to click it two more times to get back to "ore" again.
Finally, 1 bug to (maybe) consider restoring:
In a previous version, each star system had 4 salvageable wreckages that could be mined for materials and would appear as a "ping" in space when you used the sensors... but there were also 1 or 2 more that would NEVER ping - sort of a "stealth wreckage". I presume there were 2 in every system, and I just couldn't always find the second one. I thought it might be a bug, but preferred to think of it as a "feature", since it was a nice reward for being a thorough and careful explorer... and considering you have 10,000 sectors, and assuming you average 13 stars per sector and have 4 wreckages per system, you already have more than half a million salvagable wrecks in each game. What's a few more between friends, eh? The benefit of rewarding the player for exploring is worth it (in my opinion), since it certainly isn't going to have any real effect on the in-game economy under the circumstances.
Post edited May 08, 2025 by Toccatta