Date: 2022-05-03
Managing equipment within facilities has been improved to allow significantly more control over what is where. With this new patch, players will be able to install equipment into facilities using their Logistics Hubs. This fundamental change in the way the jobs work game will remove the headaches that players feel when they have to install the initial construction drones and logistics drones in a new facility just to install more equipment within that facility. With the new equipment changes, we'll also see some new capabilities that are not yet utilized; a facility with multiple rooms can contain equipment along with the job executors within that facility. While there is no significant reason for this capability now, it will help enable future content creation.
When players transform a construction zone into a facility, the equipment within the construction zone will be placed inside of the facility. Players will now have to remove the equipment before or after the transformation. If the new facility is a single room facility, then the construction zone equipment will be available to the job executor. When a facility is dezoned and transformed back into a Construction Zone, the equipment will revert back to their original locations (In a constructed room or within the Construction Zone itself).
Each facility should now have an Equipment Management tab to see a full list of all equipment in all rooms of that facility. From there, players can open an uninstall action against a piece of equipment in the facility or an install action against one of the equipment containers. From there, users can select a Logistics Hub and additionally elect to remove any additional (or all) equipment within that container.
Players can now elect to use manual labor to install equipment if they have logistics hubs available. Manually installed equipment will not require construction drones or logistics drones, they can only be completed by the job executor that the equipment is being installed into. Manual labor cannot be used to install equipment into the facility itself.
Equipment will now share volume constraints with other parts of the facility they are in. The volume within the facility is considered to be shared across the rooms, the facility, and any sub-system within the facility. When installing equipment into a Docking Bay, the equipment will reduce the available volume for docked ships. When installing equipment into a cargo facility, the equipment will reduce the available volume for cargo. When installing equipment into an Engineering Facility, the equipment may reduce the available volume for the workspaces within it.
Everything that has volume management within it will have a volume availability limit that is shared across all entities within the facility. The example below demonstrates how the shared volume availability acts as a local maximum of any given equipment container's available volume.
- The player builds a 20 m³ engineering facility that contains a 12 m³ workspace (A) and an 8 m³ workspace (B)
- The player installs a 5 m³ Assembly Array into workspace B
- The shared volume availability is 15 m³; workspace B has 3 m³ available and the engineering facility has 15 m³ available
- The player installs a 10 m³ Statue of Meep into the engineering facility
- The shared volume availability is 5 m³; workspace A has 5 m³ available, workspace B has 3 m³ available, and the engineering facility has 5 m³ available
- (hotfix applied earlier) Mining and Damator Collection jobs no longer leave permanent locks on ships when they complete silently due to a full cargo bay
- (hotfix applied earlier) New player ship engines are created correctly, allowing new players to join the game again
- New Docking Bays now correctly have 64 bit integer payloads for their ids allowing them to work for larger docking bay ids
- Facilities and job executors that are acted upon are now locked appropriately when installing and uninstalling equipment
Date: 2022-03-21
- Ship Navigation UI and backend Job Processing
- Players can now search for any entity in the game to navigate to, not just entities nearby
- Navigate jobs will automatically undock if the ship is docked
- Navigate jobs may include a docking bay to dock at upon arrival, removing the need for a separate dock job
- Multiple ship engines can now be used at the same time when planning a flight
- Players can simply select an Engine Room instead, which will include all relevant ship engines at the time of flight
- Ship flights can be cancelled, but the ship will be required to stop before the job is completed
- Ship flights are much more precise and will leave the ship exactly where they are expecting it
- Flights can now tweak the final destination by specifying how far away the ship should stop before reaching the destination
- Flights can now tweak the final destination by using a specific offset vector, allowing for flight to any coordinates
- Updated Empire Screen
- Now shows ships and stations that you control as well as ships and stations that you own facilities on
- Group by location and/or sort by name or size
- Responsive Layout update for Mobile and Tablet
- Added Required Job Executor, Job Group, and Recurring options to main action screen
- Ship Engines are now standard pieces of Equipment and can be installed in the same fashion as all other equipment
- There is no longer a separation of room types in Construction Zones; inventories and rooms are now just rooms
- Names of buildings, ships, and facilities can now contain a much wider variety of unicode characters (some restrictions still do apply)
- The Bridge Navigation view is much more optimized and should run smoother on browsers (Reduction in unnecessary UI updates)
- Ships can no longer undock from a docking bay if the ship cannot fit through the docking bay doors
- Various text changes / typos that reflect the current state of the game
- Resolved issue with Firefox clipboard access restriction errors
- Universe chat now has a placeholder rather than a label of "Send a message"
- Minor updates to various numeric fields to include localized commas and decimal points
Date: 2022-01-21
- Jobs now have run limits so that you can specify that a job will recur a set number of times.
- Universe chat now shows recent chat times as relative to the current time (eg 'less than a minute ago')
- Facility and ship names now allow for a larger set of characters including unicode characters
- Control characters, marks, and separators that are not a standard space are disallowed
- letters, numbers, punctuation, and symbols are allowed
- Player names now allow for a larger set of characters
- Similar to facilities, but no punctuation marks or symbols
- Resolved an issue where firefox would error out instead of display a friendly message when clipboard permissions prohibited copy and paste
- Fixed various typos and text that was outdated or incorrect throughout the game
- Show maximum volume in the drydock start new project action
- Reduce extraneous information around public docking bay and public marketplace links
- Something something about security of accounts and players was a todo and now is implemented
Date: 2022-01-11
- C5X Accounts
- Created and added a new identity provider to support C5X accounts
- Players can now register a C5X account with a username and password
- C5X accounts are linked to both the game and the wiki
- Connectivity indication when servers are unavailable
- Users will now be informed if the API or game server are not online
- Increased general user experience when servers are unavailable
- Game Update alerts when application is updated and redeployed
Date: 2022-12-23
- Favorite Assemblies
- Players can now add items to their favorites list and manage them in the favorites screen
- Favorites will show up in any relevent assembly selector as a Favorite if it is not in a connected inventory
- Assembly Selectors will now include additional smart options
- Recently created items in the item builder will be listed as options, even if they were built in another part of the game
- Items that are anticipated outputs of existing jobs will be listed as options
- Items that are considered a Favorite Assembly will be listed as options
- Items that in the inventory of connected facilities will be listed as options
- Items that are candidates for multiple groups will only show up once
- Updated .NET to 7, Angular to 15, and updated all dependencies to latest
- Work Plans will now be removed from the historical database when the job is cleaned up
- Additional separation of modules within game to decrease load times
Date: 2022-11-01
- Market Transaction & Wallet Notifications
- Notifications will appear on the screen whenever a market or wallet transaction occurs
- Wallet and Universe navigation buttons will have pulsing indicator when new market transactions or wallet transactions have been received
- Universe Chat Notifications
- When new Universe Chat is received, the Universe navigation button will have a pulsing indicator
- Cargo Bays can now toggle whether they accept imports or allow exports of their items
- Basic job queue parameters can now be modified (Job Group, Tags, and Required Executor)
- Historical Work Plans are now keyed by a GUID to prevent id conflicts (current jobs will not have access to their work plans, new jobs will)
- Fixed an issue where numbers did not correctly internationalize in input textboxes
- Fixed an issue where batch sizes were not shown correctly in job descriptions
- Fixed an issue where signature radius was breaking between the number and the units
- Fixed an issue where minor stats under mass and volume were not correctly displayed to the player
- Fixed an issue where job group names and tags related to jobs were case sensitive when they should be case insensitive
- Fixed an issue where recycling cable did not yield the correct amount of materials
- Fixed an issue where Trong Refineries' Cell Splitting Rate ignored volume overload efficiency
Date: 2022-10-12
- Added Required Job Executor, Job Group, and Recurring options to main action screen
- Added ability to quickly move a job in the job queue to the top without having to reorder
- Market store view has been updated to consolidate buy and sell orders in one list instead of two separate lists
- Market buy and sell action screens now indicate how many of the item the player has in inventory and how many the market has available
- Job Groups are now (case insensitive) strings instead of integers and will act the same as they normally did, but allow for alpha characters as well as numbers
- Mining and Damator Collection now allow players to set a quantity per batch and a batch count rather than having the batch count be determined by the total quantity
- Existing jobs will be migrated to run on a single batch
- Item stats are now hierarchical and only top level stats are shown to users by default
- Added an option to show minor stats to see more stats
- Numeric units have been modified to be standard across the game
- Various areas where numbers are displayed have had their format tweaked or adjusted
- Consolidated base connection logic, fixing various issues where the user interface would allow selecting facilities in docked ships and ports in circumstances that were not appropriate
Date: 2022-09-27
- Added the ability to recycle metal, damator, or power cell based products inside of Engineering Facilities
- Added the ability to jettison cargo to remove it from the game
- Server performance and stability improved
- Job queues now only block other jobs within their group if a group number is specified
- Job groups will block all other jobs within that group
- Job queues now only update periodically and will sleep after processing a job queue that has a blocking job
- Users can force an immediate queue process if they wish for conditions to be reevaluated
- Fixed an issue where there was no space between job executor name and duration inside of job work report screens
- Fixed an issue where the dimension editor was not properly rounding numbers
- Fixed an issue where improperly rounded numbers showed intense cryptic error messages
- Fixed an issue where jobs would not realize cargo space was available for output items when that space was used for input items
- Fixed an issue where cancelling stackable item market sell orders could result in an inventory showing 0 quantity of an item
- Fixed an issue where cancelling a unique item sell order without having adequite space for the unique item in a cargo bay would result in a cryptic error in console and no indication to the user what happened
- Fixed an issue where unique items weren't taking up space in the marketplace
- Fixed an issue where ships that undocked from a station would not be able to be seen by other ships that are in the area
- Fixed disassemble screen header (from 'Process' to 'Disassemble')
- Fixed an issue where ships that were purchased would not properly assign the facility to the new owning player which would cause entity state interaction jobs to fail due to lack of ownership
- All facilities have been retroactively updated to be the correct owner
- Fixed an issue where mining or collecting damator would result in a
Sequence contains more than one element
error when the mined or collected items would be placed in two different cargo bays
- Fixed an issue where jobs that fail would not properly exponentially
- Fixed an issue where a docking bay with no doors would cause major exceptions to be thrown on all docking bay queries
- Fixed an issue where the job failure list could grow indefinitely (leading to hundreds of thousands of instances of job failures to remain in memory) - facilities now only hold the 10 most recent failures
- Fixed an issue where the API would needlessly deserialize and serialize game data instead of passing it through to the client
- Fixed an issue where the websocket sessions would not be release on the API layer even when the websocket was closed
- Fixed an issue where client data subscriptions would linger indefinitely
- Fixed an issue where clients did not properly unsubscribe from shared subscriptions in the API layer
- Fixed an issue where ship building integrity would display values that were 1000 times greater than their actual value
- Fixed an issue where any player could modify any other players' ships' entity state values
- Entity State Value information blocks now will always show on ship and facility screens even if there are no values set
Date: 2022-09-14
- Added step-one-tick to administrative accounts
- Consolidate error types (should not be noticable in game)
- Resolved issues with job queue processing where certain jobs wouldn't correctly block a queue
- Fixed issue where dimensions editor was not correctly rounding which would result in an api level error
- Fixed issue where job work report screens would be missing space between the name of the executor and the time required to complete the task for that executor
- Fixed a major issue where job data wasn't being removed from the in-memory dataset resulting in performance degradation over time
- Fixed a major issue where entity pruning inside mongo would take an hour rather than a few seconds
- Fixed an issue where uninstalled numeric locale settings would cause errors (it now falls back to 0.3-3 formatting)
Date: 2022-09-08
- Allowed heat concentrators to be disassembled
- Item Type and Item Classification selectors (in Engineering Facilities and Construction interfaces) now display the quantity of the selected item in inventory
- Added link to public website from within the game (Celestial Frontier logo icon)
- Added additional gutter between the grid elements to ease reading
- Fixed Job Duration Breakdown wrapping due to missing non breaking space between operator and value
- Fixed issue where Celestial Frontier wiki links within the game would route to project salacia URL
- Fixed various styling issues of the in-game rendered wiki content (tables, invalid page links, headers, and so on)
- Made wiki links within the in-game wiki renderer have an on-click event that pushes a new modal rather than opening a new browser window - users can still right click and open the link in a new tab to go directly to the wiki
- Fixed display issue for construction of rooms that would highlight max acceleration as red with no indication as to why (it now highlights as yellow and displays the reason for the warning)
- Fixed an issue with construction and assembly screens where players could queue an action without selecting a structural or building material
- Fixed an issue where players were unable to buy cargo from a station they were docked at because the marketplace buy screen would only allow players to select destination cargo bays that were on the station
- Fixed an issue where disassembling would show up as construction work in the front end when it was actually assembly work
- Fixed an issue where tags and required tags on jobs would not have the same validation as those of the job executors
- Fixed an issue where cargo bay screens would briefly show the previous state of the cargo when initially loaded (This affects many screens) due to caching of old data
- Fixed an issue where Externally Facing Area would have a placeholder of 0.000, which is valid (no externally facing area), but would prevent the player from queueing the action
- Fixed an issue (complete lack of implementation) where plots are not transferred to the buyer when they are sold in a marketplace
- Standardized the action complete dialog functionality after queueing jobs to be intuitive
Date: 2022-09-02
- Initial Celestial Frontier Deployment