Forums » General
Vendetta 1.8.241
- Fixed delivery missions so they now take items from your inventory
without you having to launch and dock again.
- Fixed Android virtual keyboard being too long if the text being edited
is too long. Added right/left arrow buttons to move the text cursor.
- Fixed UI being slightly too wide on some aspect ratios/resolutions.
- Increased robustness of the Android version, and added crash detection
and compatibility mode. Compatibility mode includes lower texture quality
and simpler shaders.
without you having to launch and dock again.
- Fixed Android virtual keyboard being too long if the text being edited
is too long. Added right/left arrow buttons to move the text cursor.
- Fixed UI being slightly too wide on some aspect ratios/resolutions.
- Increased robustness of the Android version, and added crash detection
and compatibility mode. Compatibility mode includes lower texture quality
and simpler shaders.
Compatibility mode includes lower texture quality
and simpler shaders.
does this mean it might work on my cheap tablet now ?
1ghz single core 512k 800x480
and simpler shaders.
does this mean it might work on my cheap tablet now ?
1ghz single core 512k 800x480
The manufacturing from inventory is a welcome addition (thanks devs!) but the implementation could be better. The problem being that the inventory is simply removed with no warning or confirmation, and on mission abort you lose any items delivered.
Take the final mission to build the trident, for example. If you accept the mission but then find out you are one unit of FFSS short, that would be a bad situation to be in. You can't manufacture another unit of FFSS without aborting the trident mission, and the other items would already be consumed. Your only option would be to sweet talk someone else into donating the FFSS.
Possible ways to improve:
*Take items from ship cargo automatically like previously, and have a button to enable taking items from inventory. It would be ideal to also list which items are available from inventory.
*Only take items from inventory if ALL items needed are present.
*Return items on abort (but that could potentially cause exploits with non-manufacturing missions)
Take the final mission to build the trident, for example. If you accept the mission but then find out you are one unit of FFSS short, that would be a bad situation to be in. You can't manufacture another unit of FFSS without aborting the trident mission, and the other items would already be consumed. Your only option would be to sweet talk someone else into donating the FFSS.
Possible ways to improve:
*Take items from ship cargo automatically like previously, and have a button to enable taking items from inventory. It would be ideal to also list which items are available from inventory.
*Only take items from inventory if ALL items needed are present.
*Return items on abort (but that could potentially cause exploits with non-manufacturing missions)
I'm pretty unplugged from development right now, buried in another project, but we'll take a look at this. All I heard was that Ray was going to try to fix the manufacturing-from-inventory thing, which I obviously applaud.. we'll see what we can do.
It would be ideal to also list which items are available from inventory
Especially since you can't even look at the Type M requirements without taking the mission. The list of components is not part of the mission description.
Especially since you can't even look at the Type M requirements without taking the mission. The list of components is not part of the mission description.
I'll post this on bugs, but you should know: now if you take a manufacture mission mission without everything at the ready in *local* inventory, the mission eats up what you do have, says "bring us x# more" but the mission completes, so you can't bring them more. I had everything but 7x Synthetic Silksteel for a Fluid Formable Silksteel Alloy at c12, and it did this.
does this mean it might work on my cheap tablet now ?
1ghz single core 512k 800x480
Considering I got the game to "run" on my original Moto Droid, you probably could have all along. It might run but it won't be pretty. :P
1ghz single core 512k 800x480
Considering I got the game to "run" on my original Moto Droid, you probably could have all along. It might run but it won't be pretty. :P
- Fixed delivery missions so they now take items from your inventory
without you having to launch and dock again.
Sigh. Obvious poor initial implementation takes well over a year to "fix". . . and now the fix screws people over.
Take the final mission to build the trident, for example. If you accept the mission but then find out you are one unit of FFSS short, that would be a bad situation to be in. You can't manufacture another unit of FFSS without aborting the trident mission, and the other items would already be consumed. Your only option would be to sweet talk someone else into donating the FFSS.
if you take a manufacture mission mission without everything at the ready in *local* inventory, the mission eats up what you do have, says "bring us x# more" but the mission completes, so you can't bring them more
Not surprising, though.
without you having to launch and dock again.
Sigh. Obvious poor initial implementation takes well over a year to "fix". . . and now the fix screws people over.
Take the final mission to build the trident, for example. If you accept the mission but then find out you are one unit of FFSS short, that would be a bad situation to be in. You can't manufacture another unit of FFSS without aborting the trident mission, and the other items would already be consumed. Your only option would be to sweet talk someone else into donating the FFSS.
if you take a manufacture mission mission without everything at the ready in *local* inventory, the mission eats up what you do have, says "bring us x# more" but the mission completes, so you can't bring them more
Not surprising, though.
Look, I already posted that this was an attempted fix by a programmer with no design oversight whatsoever. Clearly the result was less than ideal, but he's working on a solution. The reason why we didn't "correctly" fix it before is because doing so would take a development-week that we didn't have (there are a lot of moving parts), although it's been at the top of my "to-fix list". Ray chose to independently try and fix this quickly, and I'd rather not lambast him for trying that. Now he's ending up spending that extra development time anyway.. but we're definitely in a better position to do that now than over the past year. Ray has also been dealing with the individual issues and tickets brought up by people negatively affected by this, so we're all doing our best here (and as far as I know, no one has been really screwed over, I think everyone has taken any problems to support tickets).
Your post doesn't contribute anything, Lecter.
Your post doesn't contribute anything, Lecter.
I'm changing the delivery missions to only immediately take the items if all items are present. Otherwise it will not immediately take any items. However, the items you currently have at the station will be still taken if you enter the station in any way, which includes docking, logging in while docked, and respawning at your home station if it is the same station as the destination station.