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	<channel>
		<title><![CDATA[Bugbyte Forums - Space Haven General Discussion]]></title>
		<link>http://bugbyte.fi/forums/</link>
		<description><![CDATA[Bugbyte Forums - http://bugbyte.fi/forums]]></description>
		<pubDate>Sun, 19 Apr 2026 10:01:05 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Changes from first iteration to current build input]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=730</link>
			<pubDate>Mon, 11 Jul 2022 02:28:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=399">supernet2</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=730</guid>
			<description><![CDATA[Kickstarter backer here, and follower since kickstarter to current build.<br />
A few noticeable changes that i can't say are good.<br />
<br />
- Power system, i get the idea was to make it easier. But its not easier, and is more hassle now.<br />
- Our solar power system is now useless or just about. We can nolonger easily run our ships off of complete solar energy, which would of been nice but nolonger can we setup arrays of backup power for such situations, and backup batteries for the advanced power will not charge with out a generator that generates advanced power.<br />
- Power distribution, removing power supplying modules, and then setting two seperate power situations. I think its a great idea for the generators to inheriently have built in backup power, but.. only for standard power? Why? Why not both advanced (limited like 1 or 2k?) and standard (which is defaulted at 50k?) These backup power supply tiers should go up based on iteration of generator in use (IE tier 1, 2, and 3 go up by say 15-25k backup storage for standard, and 1-3k in advanced power)<br />
- Split power grid system, I lost the ability to split my power grid in my space ship. Yes it makes sense for the entire ship to be interconnected as far as power goes overall for sub systems, but now, it feels a bit more restrictive. I can't segregrate power grids on a singular ship anylonger, and have intricate emergency power IE, solar power/power backups at seperate locations. Would be nice to beable to segregrate power once again, or give us some sort of power grid control/seperation of power draw and what is pulling off of it. (I don't see why you wouldn't give us the option to have double the power options, we can choose a power system from the get go on play through, or per ship being built, one where we use the old power system or one on the new one, it would make it alot easier overall for controlling power, whats used and how its used).<br />
<br />
<br />
Thats just my gripes/thoughts on the new power system vs old one.<br />
<br />
- Robots, Now the feedback on robots. <br />
-Charging, they eat through power no matter what. I cannot apropriately (until i practically get through at least 5-10 solar systems with its handful of planets within), max out research, and built a overwhelming number of power supplies.<br />
- Im running into logistic issues. The salvage bots are great, except t they and logistic bots eats through my energy cell supply faster than i can replenish the energium, and build that into energy rods which then gets recycled into energy cells. (at least early on) Its not very easy what so ever. I mean it is once i play a good couple of hours but it isn't till i basically research all things and then break down my space ships and their funtions by 1 space ship using 1 ship point and dedicating each space ship to separate functions (like food ship, weapons ship, building ship, a little bit of all of the above ship), refugee/prisoner ship.<br />
- That said... the robots are extremely helpful initially but their massive energy cost, in many cases can be more of a hinderance to keep them up and operational and seem way less beneficial. I think this was done on purpose so folks like me don't setup fleets of salvagers and get massive gains for little loss. Would be nice to have construction bots and drones, or even access to having androids that only consume power/energy cells for supplementing a robotic army for work and effort (working alongside the human crew, and in that case, having heavy power demands or requirements of AI sub stations of some sort that eat up 1-3 hardpoint nodes) so that players don't heavily abuse drones per ship. Would help in this situation.<br />
- I'd also love to see some sort of combat robot, that is just a gunner drone, think of the turret but moving, same system and all except it is mobile, and can be player controlled IE moved, still just as weak, but maybe more resource hungry? Has the possibility of being disabled by some sort of laser/emp based weaponry or something of the sort (or jamming, which can also jam auto turrets as well).<br />
- With that i'd also suggest implementing a hacking system for hacking enemy defenses, like raiding ships that can hack our ship to ship boarding ships. Maybe one to hack augmented players defenses, or robots as well (To like detonate for example or disarm their weapons for a set time, etc..)<br />
<br />
- Turret system,<br />
- Recharge/repairing turrets is a massive pain. At least we have a option though, i would I like to see a recharge/repair stations for turrets (a structure where we can drop our turrets off to repair/recharge them and our existing remote control laptop that can be recharged, or a quick charge cell or something equipment or augment that helps with that) as those precious few seconds waiting is also time ticking away where resources are being ate up in addition to possible loss or severe damage of our guys we send to check deralics, or raid enemy bases/ships. Would make sense to make it a automatic features where the repair station repairs and recharges turrets from advanced power, and then it gets dumped back into whatever storage is setup or in general where the turrets can be stored.<br />
<br />
- Food System,<br />
- It needs work. I don't understand why we can't create rations, emergency food packs, or anything of the sort, the other factions can build space food, and packs of meal kits, but we the player cant? That takes away from easier to store food system IF we so choose, but we should beable to decide if rations or whatever are made (to help reduce the overall burden on the food strain per space ship ingeneral). Would make sense though to have some sort of field ration, or storeable food pack thats a complete nutritional kit like what the other npc's can sell and manufacture to sell to us players.<br />
<br />
- Medical system,<br />
- Augementations, this is pretty awesome overall, i can't see much improvement from the current system beyond offering more variety of augmentations<br />
- Medical kits... would as the name implies, has a set of stuff able to be used for medical purposes... say, someones on a bed, or just ingeneral hurt during a raid. Would be nice to have a medic character whos sole job, besides being a combatant able to use medical kits to patch guys up in the field (in addition to allowing our characters to patch themselves up with emergency kits or something to stop the bleeding like a tourniquet), or stimulant pack or cooagulant agent for emergency healing/patching (i get augmentations seems to be a filler for this currently but... it would emphasis the importance of having medical kits beyond use on medical beds). <br />
<br />
Now the positives...<br />
<br />
- Robots, in general were a major needed item, primarily to help reduce the massive burden on the humans, it was great forward thinking to ensure their not restricted solely to their ship they are assigned/built on, and that the logistics isn't flight based but ground based (forcing ship transporation), vs the salvage drones floating and being able to not need a ship for space ship to space ship transporation (or salvaging).<br />
- I think the power system with everything interconnected is great, but i honestly feel like alot was lost to the depth and abilities of the system. Perhaps making a revamped power system tying in the old interconnected system of some sort allow segeregration of standard and backup to be done for a variety of reasons (or it is either one or the other on a per spaceship built case scenario). Maybe call the research advanced power management or something of the sort.<br />
- Alot more depth it seems to combat with the turrets, that makes a more strategic play, glad its not like turrets can be a end all be all, but it would be nice to also have portable field barriers players can setup or build, and deploy (IE think of a pop up energy shield/barrier that just gets deployed like a turret but its sole job is just to be for cover, it of course pools from the remote terminal or some sort of battery pack system to replenish its energy, it only depletes on successful block/hit of enemy dps, and when energy is completely depleted for powering shield/barrier, it has like say 20hp and just blows up like turrets do)<br />
<br />
All in all, i enjoy the game alot, and am having a ton of fun playing it. Just some mechanics that are present in rim world, that aren't present in this game is something i do miss.<br />
<br />
Anyway keep up the good work, hope to see more in the coming months/years of the project.. I only posted a better wording of what i've been posting in the steam forums since it was easier for me to post in the steam forums over using the bugbyte forums. <a href="https://steamcommunity.com/app/979110/discussions/0/" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/app/979110/discussions/0/</a> i'll try my best to post that stuff here when i can. Feedback, suggestions, and all besides in the game app itself.]]></description>
			<content:encoded><![CDATA[Kickstarter backer here, and follower since kickstarter to current build.<br />
A few noticeable changes that i can't say are good.<br />
<br />
- Power system, i get the idea was to make it easier. But its not easier, and is more hassle now.<br />
- Our solar power system is now useless or just about. We can nolonger easily run our ships off of complete solar energy, which would of been nice but nolonger can we setup arrays of backup power for such situations, and backup batteries for the advanced power will not charge with out a generator that generates advanced power.<br />
- Power distribution, removing power supplying modules, and then setting two seperate power situations. I think its a great idea for the generators to inheriently have built in backup power, but.. only for standard power? Why? Why not both advanced (limited like 1 or 2k?) and standard (which is defaulted at 50k?) These backup power supply tiers should go up based on iteration of generator in use (IE tier 1, 2, and 3 go up by say 15-25k backup storage for standard, and 1-3k in advanced power)<br />
- Split power grid system, I lost the ability to split my power grid in my space ship. Yes it makes sense for the entire ship to be interconnected as far as power goes overall for sub systems, but now, it feels a bit more restrictive. I can't segregrate power grids on a singular ship anylonger, and have intricate emergency power IE, solar power/power backups at seperate locations. Would be nice to beable to segregrate power once again, or give us some sort of power grid control/seperation of power draw and what is pulling off of it. (I don't see why you wouldn't give us the option to have double the power options, we can choose a power system from the get go on play through, or per ship being built, one where we use the old power system or one on the new one, it would make it alot easier overall for controlling power, whats used and how its used).<br />
<br />
<br />
Thats just my gripes/thoughts on the new power system vs old one.<br />
<br />
- Robots, Now the feedback on robots. <br />
-Charging, they eat through power no matter what. I cannot apropriately (until i practically get through at least 5-10 solar systems with its handful of planets within), max out research, and built a overwhelming number of power supplies.<br />
- Im running into logistic issues. The salvage bots are great, except t they and logistic bots eats through my energy cell supply faster than i can replenish the energium, and build that into energy rods which then gets recycled into energy cells. (at least early on) Its not very easy what so ever. I mean it is once i play a good couple of hours but it isn't till i basically research all things and then break down my space ships and their funtions by 1 space ship using 1 ship point and dedicating each space ship to separate functions (like food ship, weapons ship, building ship, a little bit of all of the above ship), refugee/prisoner ship.<br />
- That said... the robots are extremely helpful initially but their massive energy cost, in many cases can be more of a hinderance to keep them up and operational and seem way less beneficial. I think this was done on purpose so folks like me don't setup fleets of salvagers and get massive gains for little loss. Would be nice to have construction bots and drones, or even access to having androids that only consume power/energy cells for supplementing a robotic army for work and effort (working alongside the human crew, and in that case, having heavy power demands or requirements of AI sub stations of some sort that eat up 1-3 hardpoint nodes) so that players don't heavily abuse drones per ship. Would help in this situation.<br />
- I'd also love to see some sort of combat robot, that is just a gunner drone, think of the turret but moving, same system and all except it is mobile, and can be player controlled IE moved, still just as weak, but maybe more resource hungry? Has the possibility of being disabled by some sort of laser/emp based weaponry or something of the sort (or jamming, which can also jam auto turrets as well).<br />
- With that i'd also suggest implementing a hacking system for hacking enemy defenses, like raiding ships that can hack our ship to ship boarding ships. Maybe one to hack augmented players defenses, or robots as well (To like detonate for example or disarm their weapons for a set time, etc..)<br />
<br />
- Turret system,<br />
- Recharge/repairing turrets is a massive pain. At least we have a option though, i would I like to see a recharge/repair stations for turrets (a structure where we can drop our turrets off to repair/recharge them and our existing remote control laptop that can be recharged, or a quick charge cell or something equipment or augment that helps with that) as those precious few seconds waiting is also time ticking away where resources are being ate up in addition to possible loss or severe damage of our guys we send to check deralics, or raid enemy bases/ships. Would make sense to make it a automatic features where the repair station repairs and recharges turrets from advanced power, and then it gets dumped back into whatever storage is setup or in general where the turrets can be stored.<br />
<br />
- Food System,<br />
- It needs work. I don't understand why we can't create rations, emergency food packs, or anything of the sort, the other factions can build space food, and packs of meal kits, but we the player cant? That takes away from easier to store food system IF we so choose, but we should beable to decide if rations or whatever are made (to help reduce the overall burden on the food strain per space ship ingeneral). Would make sense though to have some sort of field ration, or storeable food pack thats a complete nutritional kit like what the other npc's can sell and manufacture to sell to us players.<br />
<br />
- Medical system,<br />
- Augementations, this is pretty awesome overall, i can't see much improvement from the current system beyond offering more variety of augmentations<br />
- Medical kits... would as the name implies, has a set of stuff able to be used for medical purposes... say, someones on a bed, or just ingeneral hurt during a raid. Would be nice to have a medic character whos sole job, besides being a combatant able to use medical kits to patch guys up in the field (in addition to allowing our characters to patch themselves up with emergency kits or something to stop the bleeding like a tourniquet), or stimulant pack or cooagulant agent for emergency healing/patching (i get augmentations seems to be a filler for this currently but... it would emphasis the importance of having medical kits beyond use on medical beds). <br />
<br />
Now the positives...<br />
<br />
- Robots, in general were a major needed item, primarily to help reduce the massive burden on the humans, it was great forward thinking to ensure their not restricted solely to their ship they are assigned/built on, and that the logistics isn't flight based but ground based (forcing ship transporation), vs the salvage drones floating and being able to not need a ship for space ship to space ship transporation (or salvaging).<br />
- I think the power system with everything interconnected is great, but i honestly feel like alot was lost to the depth and abilities of the system. Perhaps making a revamped power system tying in the old interconnected system of some sort allow segeregration of standard and backup to be done for a variety of reasons (or it is either one or the other on a per spaceship built case scenario). Maybe call the research advanced power management or something of the sort.<br />
- Alot more depth it seems to combat with the turrets, that makes a more strategic play, glad its not like turrets can be a end all be all, but it would be nice to also have portable field barriers players can setup or build, and deploy (IE think of a pop up energy shield/barrier that just gets deployed like a turret but its sole job is just to be for cover, it of course pools from the remote terminal or some sort of battery pack system to replenish its energy, it only depletes on successful block/hit of enemy dps, and when energy is completely depleted for powering shield/barrier, it has like say 20hp and just blows up like turrets do)<br />
<br />
All in all, i enjoy the game alot, and am having a ton of fun playing it. Just some mechanics that are present in rim world, that aren't present in this game is something i do miss.<br />
<br />
Anyway keep up the good work, hope to see more in the coming months/years of the project.. I only posted a better wording of what i've been posting in the steam forums since it was easier for me to post in the steam forums over using the bugbyte forums. <a href="https://steamcommunity.com/app/979110/discussions/0/" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/app/979110/discussions/0/</a> i'll try my best to post that stuff here when i can. Feedback, suggestions, and all besides in the game app itself.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Armor]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=704</link>
			<pubDate>Tue, 15 Jun 2021 21:11:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5758">Lordadmiral</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=704</guid>
			<description><![CDATA[What about armor? Chest Armor, Helmet, Legs? So not only equip with weapons, also with armor.]]></description>
			<content:encoded><![CDATA[What about armor? Chest Armor, Helmet, Legs? So not only equip with weapons, also with armor.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Question]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=703</link>
			<pubDate>Wed, 09 Jun 2021 10:23:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5758">Lordadmiral</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=703</guid>
			<description><![CDATA[Hi all,<br />
<br />
i have a question. When i build a composter, i can put organic materials in to get fertilizer. does it make sense, to put for example vegetables or fruits in to get fertilizer? so, does fruits and vegetables bring more fertilizer back then needed for them to grow?]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
i have a question. When i build a composter, i can put organic materials in to get fertilizer. does it make sense, to put for example vegetables or fruits in to get fertilizer? so, does fruits and vegetables bring more fertilizer back then needed for them to grow?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[1000 Days]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=700</link>
			<pubDate>Sat, 03 Apr 2021 15:27:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5156">danzig70</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=700</guid>
			<description><![CDATA[My fleet and crew have lasted 1000 days in the void (v11). I am in a second galaxy. I currently have a small "space station" complete with targeting jammer and two ships for a total of 29 crew. The station is crewed by four former pirate prisoners who converted. The station is, well, stationary and serves as a depot.  I hope to build a network of stations across the galaxy.<br />
<img src="http://www.danreavey.net/images/fleet.jpg" alt="[Image: fleet.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[My fleet and crew have lasted 1000 days in the void (v11). I am in a second galaxy. I currently have a small "space station" complete with targeting jammer and two ships for a total of 29 crew. The station is crewed by four former pirate prisoners who converted. The station is, well, stationary and serves as a depot.  I hope to build a network of stations across the galaxy.<br />
<img src="http://www.danreavey.net/images/fleet.jpg" alt="[Image: fleet.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New-Player Feedback]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=699</link>
			<pubDate>Wed, 17 Feb 2021 14:12:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6104">Kaozak</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=699</guid>
			<description><![CDATA[Hi there,<br />
<br />
I started with the game only yesterday and so far have 4 hours playtime, and would like to give some feedback from a new-player perspective.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI</span><br />
While there is the side-panel for materials, I feel like it isn't really well configured for the start, and also not as easy to see. I would really like some tree-structure like for example in Rimworld, as I didn't notice, when I ran out of Infrablocks the first time.<br />
<br />
Maybe also add an overlay when building with "[cost] / [available]" for each required resource.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Buildingtools</span><br />
In general, I really like the game so far, but there is one thing I don't really like: Building Tools. For one: I don't think it's good design, if you can deadlock on basic materials. I had to cheat, when I tried to move my generator, as I was out of tools, and only realized that, after the generator got deconstructed. Adding a price to moving buildings isn't really a good idea in my opinion, as I like to move around stuff often just to make it look a bit prettier. The time needed to deconstruct -&gt; move -&gt; build should be enough penalty.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The tutorial</span><br />
The "tutorial" isn't really beginner friendly. Not sure, if the first sector is fix or generated, but there shouldn't be enemies in the first derilict. Almost lost a crew-member and the game kept telling me, that the person is bleeding and needs a medical bed, while I could do nothing about that. The tutorial also should include building a recycler, as I was out of materials before I left the first system. Had to cheat some more Infrablocks into my save-file. As the whole construction of the recycling area is rather expensive, it should be done really early.]]></description>
			<content:encoded><![CDATA[Hi there,<br />
<br />
I started with the game only yesterday and so far have 4 hours playtime, and would like to give some feedback from a new-player perspective.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI</span><br />
While there is the side-panel for materials, I feel like it isn't really well configured for the start, and also not as easy to see. I would really like some tree-structure like for example in Rimworld, as I didn't notice, when I ran out of Infrablocks the first time.<br />
<br />
Maybe also add an overlay when building with "[cost] / [available]" for each required resource.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Buildingtools</span><br />
In general, I really like the game so far, but there is one thing I don't really like: Building Tools. For one: I don't think it's good design, if you can deadlock on basic materials. I had to cheat, when I tried to move my generator, as I was out of tools, and only realized that, after the generator got deconstructed. Adding a price to moving buildings isn't really a good idea in my opinion, as I like to move around stuff often just to make it look a bit prettier. The time needed to deconstruct -&gt; move -&gt; build should be enough penalty.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The tutorial</span><br />
The "tutorial" isn't really beginner friendly. Not sure, if the first sector is fix or generated, but there shouldn't be enemies in the first derilict. Almost lost a crew-member and the game kept telling me, that the person is bleeding and needs a medical bed, while I could do nothing about that. The tutorial also should include building a recycler, as I was out of materials before I left the first system. Had to cheat some more Infrablocks into my save-file. As the whole construction of the recycling area is rather expensive, it should be done really early.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Select All]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=696</link>
			<pubDate>Sat, 09 Jan 2021 15:17:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6056">Rodsengard</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=696</guid>
			<description><![CDATA[Hi to all and also a late happy new year!<br />
Maybe I did not find it, but it would be nice (almost for the beginning) to have a button for select all crew members. It could always include a small pop-up with different types like "all on current ship" or "all builders" something like that.<br />
I am missing this, maybe some other people, too?<br />
It already is a real cool game and this just a suggestion.<br />
have fun.]]></description>
			<content:encoded><![CDATA[Hi to all and also a late happy new year!<br />
Maybe I did not find it, but it would be nice (almost for the beginning) to have a button for select all crew members. It could always include a small pop-up with different types like "all on current ship" or "all builders" something like that.<br />
I am missing this, maybe some other people, too?<br />
It already is a real cool game and this just a suggestion.<br />
have fun.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game engine used?]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=694</link>
			<pubDate>Sun, 13 Dec 2020 12:14:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6034">franklin1k</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=694</guid>
			<description><![CDATA[What game engine are you using?  Also, what language are you using?]]></description>
			<content:encoded><![CDATA[What game engine are you using?  Also, what language are you using?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[scale of attributes]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=693</link>
			<pubDate>Thu, 10 Dec 2020 14:23:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6034">franklin1k</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=693</guid>
			<description><![CDATA[What is the attributes scale when looking at crew members?  <br />
1 to 5?<br />
1 to 10?]]></description>
			<content:encoded><![CDATA[What is the attributes scale when looking at crew members?  <br />
1 to 5?<br />
1 to 10?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[1 only little suggestion]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=692</link>
			<pubDate>Thu, 03 Dec 2020 14:47:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6010">gobbibomb</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=692</guid>
			<description><![CDATA[Hi, my only suggestion is if not controlled unit, can open build menù with right click mouse.<br />
Is little feature but for me change gameplay and stress ever go to down with mouse and click for open...<br />
Obviusly if can menù dinamically near mouse how on tropic is perfect, but this not very simply.]]></description>
			<content:encoded><![CDATA[Hi, my only suggestion is if not controlled unit, can open build menù with right click mouse.<br />
Is little feature but for me change gameplay and stress ever go to down with mouse and click for open...<br />
Obviusly if can menù dinamically near mouse how on tropic is perfect, but this not very simply.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[About Research]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=691</link>
			<pubDate>Wed, 02 Dec 2020 02:54:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5758">Lordadmiral</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=691</guid>
			<description><![CDATA[I like the way the research idea is solved. makes sense. are there plans for new researchable items or ideas? like increasing the number of ships? that you can build a third, maybe a fourth ship? or you can research your own station, controlling a sector on your own?]]></description>
			<content:encoded><![CDATA[I like the way the research idea is solved. makes sense. are there plans for new researchable items or ideas? like increasing the number of ships? that you can build a third, maybe a fourth ship? or you can research your own station, controlling a sector on your own?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some feedback]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=690</link>
			<pubDate>Mon, 30 Nov 2020 11:28:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=6004">Noimy</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=690</guid>
			<description><![CDATA[Have the tutorial that says to build 2 hyperdrives explain why you should build two, I assume it's so that you don't go over the mass capacity but I have yet to figure out what effect being over it has.<br />
<br />
I wish normal start had a few more infra blocks, though it's a decent way to force you learn which structures use them so it might be fine as is.<br />
<br />
Previous and Next view mode being bound to G and F by default feels off since it makes pressing the button on the left make selection in the UI showing the view mode go to right and vice versa. I'd suggest just swapping them.<br />
<br />
There is no select next/previous crew member buttons.<br />
<br />
Override was confusing before I figured out how it works, I assumed I need to click the override button after deciding on the settings, not sure how to make it clearer that it happens right away and closing the settings page removes it.<br />
<br />
Is there a benefit to people sleeping with full energy? If not making them wake up on their own would be nice so I don't have to do do it manually.<br />
<br />
Showing the Jump button and stuff left behind icons all the time(perhaps somewhere around top right of screen) when preparing for a hyperjump would allow doing other stuff while waiting for everything to be ready.<br />
<br />
Finding a suitable zoom level on the galaxy map can be annoying in some cases, option to have the game guess at what would be ideal zoom and camera position could be nice, something like 1: show connected nodes. 2: Show the whole starsystem. 3: Show stars in the system. 4: Show connected Systems. 5: Show all systems.<br />
<br />
Showing % of how much of a starship you've explored would be nice, it'd make it clear if you've missed some tiny room or if there are still enemies around.<br />
<br />
I couldn't figure out what C(Look at) does.<br />
<br />
When a crew status page is open and I have something other than overall mood selected it'd be nice if selecting a different person wouldn't change it back to overall mood.<br />
<br />
Saving in the middle of docking a shuttle cancels the order on load(at least when drafted)<br />
<br />
Sometimes when there are bunch of issues I'm aware of I miss it when a new one appears, it might help if right clicking on them would make them greyed out or otherwise make them visually less noticeable than new issues. Not sure what it should do when a "stack" of same type issues gets a new one, not stacking the new one until it's also right clicked might be best but just removing the greying out could also work even if in some cases maintaining it might be desirable(ie. I know everyone's starving no need to alert me when someone new starts starving).<br />
<br />
I really wish you could bind button combinations.]]></description>
			<content:encoded><![CDATA[Have the tutorial that says to build 2 hyperdrives explain why you should build two, I assume it's so that you don't go over the mass capacity but I have yet to figure out what effect being over it has.<br />
<br />
I wish normal start had a few more infra blocks, though it's a decent way to force you learn which structures use them so it might be fine as is.<br />
<br />
Previous and Next view mode being bound to G and F by default feels off since it makes pressing the button on the left make selection in the UI showing the view mode go to right and vice versa. I'd suggest just swapping them.<br />
<br />
There is no select next/previous crew member buttons.<br />
<br />
Override was confusing before I figured out how it works, I assumed I need to click the override button after deciding on the settings, not sure how to make it clearer that it happens right away and closing the settings page removes it.<br />
<br />
Is there a benefit to people sleeping with full energy? If not making them wake up on their own would be nice so I don't have to do do it manually.<br />
<br />
Showing the Jump button and stuff left behind icons all the time(perhaps somewhere around top right of screen) when preparing for a hyperjump would allow doing other stuff while waiting for everything to be ready.<br />
<br />
Finding a suitable zoom level on the galaxy map can be annoying in some cases, option to have the game guess at what would be ideal zoom and camera position could be nice, something like 1: show connected nodes. 2: Show the whole starsystem. 3: Show stars in the system. 4: Show connected Systems. 5: Show all systems.<br />
<br />
Showing % of how much of a starship you've explored would be nice, it'd make it clear if you've missed some tiny room or if there are still enemies around.<br />
<br />
I couldn't figure out what C(Look at) does.<br />
<br />
When a crew status page is open and I have something other than overall mood selected it'd be nice if selecting a different person wouldn't change it back to overall mood.<br />
<br />
Saving in the middle of docking a shuttle cancels the order on load(at least when drafted)<br />
<br />
Sometimes when there are bunch of issues I'm aware of I miss it when a new one appears, it might help if right clicking on them would make them greyed out or otherwise make them visually less noticeable than new issues. Not sure what it should do when a "stack" of same type issues gets a new one, not stacking the new one until it's also right clicked might be best but just removing the greying out could also work even if in some cases maintaining it might be desirable(ie. I know everyone's starving no need to alert me when someone new starts starving).<br />
<br />
I really wish you could bind button combinations.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Go open source]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=689</link>
			<pubDate>Fri, 20 Nov 2020 13:57:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5978">crutchmaster42</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=689</guid>
			<description><![CDATA[Think about it. This way can boost development. Boosted development -&gt; better game -&gt; more content -&gt; more releases -&gt; more sales -&gt; ... -&gt; profit!]]></description>
			<content:encoded><![CDATA[Think about it. This way can boost development. Boosted development -&gt; better game -&gt; more content -&gt; more releases -&gt; more sales -&gt; ... -&gt; profit!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Experience and feedback]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=688</link>
			<pubDate>Mon, 16 Nov 2020 22:34:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5987">t_rex112</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=688</guid>
			<description><![CDATA[Hi all<br />
 First thank you Bugbyte devs for making the game, Ive been following this game for quite some time and decided to pick up a copy after the release of alpha 10. <br />
Having played for the last couple weeks, I’m impressed with the depth the game presents when designing your spaceship. However I found microing crew members on away trips very tedious, but maybe I’m just noob, thus I generally avoided any boarding action. However I still had a blast and is optimistic about the potential of this game.<br />
<br />
So I played on default medium difficulty with the mining base start, I found the ship you get with the platform start to be harder as you need to be as space/resource efficient as possible at the start, and the starting ship you get is just not. i learnt this the hard way as my previous 2 runs ended in the typical newbie way of running out of ice and power respectively. <br />
<br />
So on my 3rd run, I started off meticulous about the usage of tech/power blocks. Designed my starter ship to be just big enough for the essential structures while small enough so I’m using the least amount of life support facilities. After plundering the mining station bare, with A cargo hold full of resources, and a workable amount of tech/power blocks remaining, I jumped off with high hopes.<br />
<br />
<a href="https://i.imgur.com/m0Jhlge.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/m0Jhlge.jpg</a><br />
<br />
I spent the next 100 in game days mining as much raw material as possible while keeping progress on my research, (I focussed on getting the full block production chain first) all the while avoiding combat of any kind, I think I only explored 2-3 derelicts this entire run. <br />
<br />
Then I jumped into the abundant resource system. Admittedly I probably spent over 200 days there mining, trading, building and researching. By the end of it all, I had finished all research, completed my ship and had enough credits and materials to just sit there and do whatever, I’m basically playing creative mode at this point. So I decided to build a second ship that was more focussed on ship to ship combat. <br />
<br />
<a href="https://i.imgur.com/gwvoIjz.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/gwvoIjz.jpg</a><br />
<br />
As seen in the screenshot, my main ship is completely solar powered, however I kept 2 x3 generators for backup during high industrial production Hours. I’m not sure what the optimal amount of shields is to have, but I found once I had 2 shield generators, I could comfortably tank the entire duration of micrometeorites without anyone manning the shield console, as well as giving me enough time to escape any hostile ships while tanking shots. But I decided to go with 4 shield gens just to be safe. Also I found the option to set a condition for all facilities to be the most helpful for managing crew logistics, example: I set all my farms to only grow if that particular raw food is below 10 units in my storage, this way the farmers will not be farming unnecessarily and will save you that precious ice(water). I do this with my entire production chain, including the production of energy/fertilizer (I did this with EVERYTHING), this way my somewhat undersized crew hardly ever get overwhelmed with logistics. <br />
<br />
I’m currently half way through building my 2nd ship<br />
<br />
<a href="https://i.imgur.com/r9iwRHq.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/r9iwRHq.jpg</a><br />
<br />
As you can see, this ship is fully solar, no back up generators at all. At this point my carbon reserves are kinda low (50 units left) so I’m prepping to traverse to the next abundant resource system. <br />
<br />
So far the game has been well worth the money spent, even in EA stage. I have a lot of suggestions and feedback as I’m playing, mostly about very minor things I’m sure other people have already pointed out. My biggest suggestion would be to make the UI more compact, specially for the crew at the top of the screen. Also if any veteran Uber pro players have any tips and pointers will be much appreciated and welcomed. <br />
<br />
Till next time, stay safe, stay healthy<br />
Rex<br />
<hr class="mycode_hr" />
Damn the screenshot are not showing up for me.... Oh well I cbf. Lol. Edit(changed it links)]]></description>
			<content:encoded><![CDATA[Hi all<br />
 First thank you Bugbyte devs for making the game, Ive been following this game for quite some time and decided to pick up a copy after the release of alpha 10. <br />
Having played for the last couple weeks, I’m impressed with the depth the game presents when designing your spaceship. However I found microing crew members on away trips very tedious, but maybe I’m just noob, thus I generally avoided any boarding action. However I still had a blast and is optimistic about the potential of this game.<br />
<br />
So I played on default medium difficulty with the mining base start, I found the ship you get with the platform start to be harder as you need to be as space/resource efficient as possible at the start, and the starting ship you get is just not. i learnt this the hard way as my previous 2 runs ended in the typical newbie way of running out of ice and power respectively. <br />
<br />
So on my 3rd run, I started off meticulous about the usage of tech/power blocks. Designed my starter ship to be just big enough for the essential structures while small enough so I’m using the least amount of life support facilities. After plundering the mining station bare, with A cargo hold full of resources, and a workable amount of tech/power blocks remaining, I jumped off with high hopes.<br />
<br />
<a href="https://i.imgur.com/m0Jhlge.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/m0Jhlge.jpg</a><br />
<br />
I spent the next 100 in game days mining as much raw material as possible while keeping progress on my research, (I focussed on getting the full block production chain first) all the while avoiding combat of any kind, I think I only explored 2-3 derelicts this entire run. <br />
<br />
Then I jumped into the abundant resource system. Admittedly I probably spent over 200 days there mining, trading, building and researching. By the end of it all, I had finished all research, completed my ship and had enough credits and materials to just sit there and do whatever, I’m basically playing creative mode at this point. So I decided to build a second ship that was more focussed on ship to ship combat. <br />
<br />
<a href="https://i.imgur.com/gwvoIjz.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/gwvoIjz.jpg</a><br />
<br />
As seen in the screenshot, my main ship is completely solar powered, however I kept 2 x3 generators for backup during high industrial production Hours. I’m not sure what the optimal amount of shields is to have, but I found once I had 2 shield generators, I could comfortably tank the entire duration of micrometeorites without anyone manning the shield console, as well as giving me enough time to escape any hostile ships while tanking shots. But I decided to go with 4 shield gens just to be safe. Also I found the option to set a condition for all facilities to be the most helpful for managing crew logistics, example: I set all my farms to only grow if that particular raw food is below 10 units in my storage, this way the farmers will not be farming unnecessarily and will save you that precious ice(water). I do this with my entire production chain, including the production of energy/fertilizer (I did this with EVERYTHING), this way my somewhat undersized crew hardly ever get overwhelmed with logistics. <br />
<br />
I’m currently half way through building my 2nd ship<br />
<br />
<a href="https://i.imgur.com/r9iwRHq.jpg" target="_blank" rel="noopener" class="mycode_url">https://i.imgur.com/r9iwRHq.jpg</a><br />
<br />
As you can see, this ship is fully solar, no back up generators at all. At this point my carbon reserves are kinda low (50 units left) so I’m prepping to traverse to the next abundant resource system. <br />
<br />
So far the game has been well worth the money spent, even in EA stage. I have a lot of suggestions and feedback as I’m playing, mostly about very minor things I’m sure other people have already pointed out. My biggest suggestion would be to make the UI more compact, specially for the crew at the top of the screen. Also if any veteran Uber pro players have any tips and pointers will be much appreciated and welcomed. <br />
<br />
Till next time, stay safe, stay healthy<br />
Rex<br />
<hr class="mycode_hr" />
Damn the screenshot are not showing up for me.... Oh well I cbf. Lol. Edit(changed it links)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Copy Settings and Surrender AI]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=687</link>
			<pubDate>Thu, 12 Nov 2020 15:11:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5980">Osul</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=687</guid>
			<description><![CDATA[Hi.<br />
<br />
I would really enjoy having the ability to copy facility settings, especially for storages.<br />
<br />
And the surrender AI for crew members should be improved. My crew was scouting a derelict ship. While fighting some alien bugs one of the crew members surrenderd. You cannot control a surrendering crew member, so she just walked away, hands up, blindly into the undiscovered parts of the ship. She then got eaten by other alien bugs without defending herself.<br />
Either make them just stand still where they surrender, or, better, don't let them surrender to alien bugs. I think surrendering to alien bugs, like the one from the movie "Alien", is just... ridiculous. <img src="http://bugbyte.fi/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
Well, thinking about it, maybe both should be implemented. ^^]]></description>
			<content:encoded><![CDATA[Hi.<br />
<br />
I would really enjoy having the ability to copy facility settings, especially for storages.<br />
<br />
And the surrender AI for crew members should be improved. My crew was scouting a derelict ship. While fighting some alien bugs one of the crew members surrenderd. You cannot control a surrendering crew member, so she just walked away, hands up, blindly into the undiscovered parts of the ship. She then got eaten by other alien bugs without defending herself.<br />
Either make them just stand still where they surrender, or, better, don't let them surrender to alien bugs. I think surrendering to alien bugs, like the one from the movie "Alien", is just... ridiculous. <img src="http://bugbyte.fi/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
Well, thinking about it, maybe both should be implemented. ^^]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Few suggestions after 24/7 gameplay]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=686</link>
			<pubDate>Tue, 10 Nov 2020 18:06:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=5978">crutchmaster42</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=686</guid>
			<description><![CDATA[Quick fixes.<br />
Mass problems.<br />
1.Mass from blackhole. (1 base metals + 1 carbon = 5 steel plates, 1 raw chem = 5 chem, <br />
5 steel plates + 5 chem = 10 rockets. 3 mass =  10 mass.)<br />
2.Water to blackhole. (0.7 water per food =&gt; ~0.2 water from toilet, 0.1 from bio matter, <br />
&lt;0.1 from vapor)<br />
Trade system and economic:<br />
1.Fix buying anything for cheap and useless fabrics or chemicals. Added value of production should be not more 20-40%. (Fibers 100 cr -&gt; Fabrics 24-28 cr + worktime 5-10 cr + energy + tech level 2-5 cr)<br />
2.Separate essential (food, medicals, water, fuel, energy) goods and other. Ships can sell own essential goods and die. I did it.<br />
3.Buy/sell price should not be so high. 10-20% - ok. (120 - sell, 80 - buy)<br />
4.Why no one not using solar panels or production buildings?<br />
AI:<br />
I saw one suicidal raid by an alien ship. I saved them all, but they lost their ship.<br />
<br />
Suggestions. (not hard to implement)<br />
<br />
1. More hazard gases and smoke from refinery and fabricators. Production should be harmful.<br />
2. Hazard gases should be hazard and have corrosive action.<br />
3. Gas scrubbers should be less effective<br />
4. Scanner should work on abandoned ship (showing moving enemies at least)<br />
5. Rockets should do more damage to aliens on abandoned ships<br />
6. Space surviving in is not about finding resources. Space has LOT of resources, huge comets from gigatons of water, ferum and carbon for example. Main problem - refine raw resources and hazard waste.<br />
7. Mineral asteroids spawn, and ai mining.<br />
8. Huge asteroids with deep mining and refinery stations.<br />
9. 1 hour in in hyperspace per jump looks nice. 8 hours - better for me. Option - excellent.<br />
10.Science not about only unlock tech tree, but also about production optimization and upgrades. (solar panels, generators power output, energy capacity of energy storage, production speed or automated production, etc) In late game all scientists useless and go to work haulers. Unlock tech tree should be faster, but not effective production output.<br />
11.Ship weapons: <br />
-mass drivers/railgun (high energy cost, high hull penetrate chance, low damage, ammo from steel plates)<br />
-lasers (high accuracy, high energy cost and heat production, ignore hull and shields heats internals of enemy ship, causes fire)<br />
-EMP beam (high accuracy, high energy cost, medium heat, high damage to shields, drain power from target power sources, disables buildings)<br />
-proton accelerator (high accuracy, high energy cost, produce oxygen, use water as ammo or hydrogen from electrolyser, normal damage to shields, no damage to hull, hurt personnel inside ship, small damage to internal buildings)<br />
12.Personnel weapons and equipment<br />
-Grenades (HE+frag (explosive reaction releases some co2), Incendiary (with oxidizer, work in vaukum), flash, smoke (smoke gones to hull holes and not work in vacuum))<br />
-Ballistic shields<br />
-Sidearms (Carry shotgun/assault rifle + pistol/smg)<br />
-Melee weapon<br />
-Armor<br />
-First aid packs (boost energy, stop bleed for time)<br />
13.Boost scanner range. He useless now.<br />
14.Automatic switch on/switch off energium generation (based on stored power level)<br />
<br />
Hard to implement suggestions.<br />
1.Nuclear reactors, uranium refine, radiation, radiation sickness from damaged nuclear reactor, <br />
surface nuclear wasting and space radiation. RTG heat/electrical source from radioactive waste <br />
(with ~100 day halflife)<br />
2.Transport rollers.<br />
3.Rimworld-like job scheduler. Guys to much walk around instead work.<br />
4.Options for anything, official mod support. It make game MUCH MORE replayable.<br />
5.Offline AI mining, trade, wars, building ships, etc. Universe should live without player. <br />
Player must be part of universe.<br />
6.Drones. Transport, battle, firefighting, scout modifications. (+drone attack trough hull FTL-like)<br />
7.All equipment (blocks) must have guaranteed lifetime. After end of lifetime it should be repaired <br />
with replace spare parts (block) and get old scrap back. Lifetime depends of intensity of work. <br />
Selling used blocks (full price) it is good deal for any trader of course.<br />
8.Trading overhaul. Now they just jump around and buy everything, that they has not.<br />
<br />
<br />
--<br />
sorry for mistakes]]></description>
			<content:encoded><![CDATA[Quick fixes.<br />
Mass problems.<br />
1.Mass from blackhole. (1 base metals + 1 carbon = 5 steel plates, 1 raw chem = 5 chem, <br />
5 steel plates + 5 chem = 10 rockets. 3 mass =  10 mass.)<br />
2.Water to blackhole. (0.7 water per food =&gt; ~0.2 water from toilet, 0.1 from bio matter, <br />
&lt;0.1 from vapor)<br />
Trade system and economic:<br />
1.Fix buying anything for cheap and useless fabrics or chemicals. Added value of production should be not more 20-40%. (Fibers 100 cr -&gt; Fabrics 24-28 cr + worktime 5-10 cr + energy + tech level 2-5 cr)<br />
2.Separate essential (food, medicals, water, fuel, energy) goods and other. Ships can sell own essential goods and die. I did it.<br />
3.Buy/sell price should not be so high. 10-20% - ok. (120 - sell, 80 - buy)<br />
4.Why no one not using solar panels or production buildings?<br />
AI:<br />
I saw one suicidal raid by an alien ship. I saved them all, but they lost their ship.<br />
<br />
Suggestions. (not hard to implement)<br />
<br />
1. More hazard gases and smoke from refinery and fabricators. Production should be harmful.<br />
2. Hazard gases should be hazard and have corrosive action.<br />
3. Gas scrubbers should be less effective<br />
4. Scanner should work on abandoned ship (showing moving enemies at least)<br />
5. Rockets should do more damage to aliens on abandoned ships<br />
6. Space surviving in is not about finding resources. Space has LOT of resources, huge comets from gigatons of water, ferum and carbon for example. Main problem - refine raw resources and hazard waste.<br />
7. Mineral asteroids spawn, and ai mining.<br />
8. Huge asteroids with deep mining and refinery stations.<br />
9. 1 hour in in hyperspace per jump looks nice. 8 hours - better for me. Option - excellent.<br />
10.Science not about only unlock tech tree, but also about production optimization and upgrades. (solar panels, generators power output, energy capacity of energy storage, production speed or automated production, etc) In late game all scientists useless and go to work haulers. Unlock tech tree should be faster, but not effective production output.<br />
11.Ship weapons: <br />
-mass drivers/railgun (high energy cost, high hull penetrate chance, low damage, ammo from steel plates)<br />
-lasers (high accuracy, high energy cost and heat production, ignore hull and shields heats internals of enemy ship, causes fire)<br />
-EMP beam (high accuracy, high energy cost, medium heat, high damage to shields, drain power from target power sources, disables buildings)<br />
-proton accelerator (high accuracy, high energy cost, produce oxygen, use water as ammo or hydrogen from electrolyser, normal damage to shields, no damage to hull, hurt personnel inside ship, small damage to internal buildings)<br />
12.Personnel weapons and equipment<br />
-Grenades (HE+frag (explosive reaction releases some co2), Incendiary (with oxidizer, work in vaukum), flash, smoke (smoke gones to hull holes and not work in vacuum))<br />
-Ballistic shields<br />
-Sidearms (Carry shotgun/assault rifle + pistol/smg)<br />
-Melee weapon<br />
-Armor<br />
-First aid packs (boost energy, stop bleed for time)<br />
13.Boost scanner range. He useless now.<br />
14.Automatic switch on/switch off energium generation (based on stored power level)<br />
<br />
Hard to implement suggestions.<br />
1.Nuclear reactors, uranium refine, radiation, radiation sickness from damaged nuclear reactor, <br />
surface nuclear wasting and space radiation. RTG heat/electrical source from radioactive waste <br />
(with ~100 day halflife)<br />
2.Transport rollers.<br />
3.Rimworld-like job scheduler. Guys to much walk around instead work.<br />
4.Options for anything, official mod support. It make game MUCH MORE replayable.<br />
5.Offline AI mining, trade, wars, building ships, etc. Universe should live without player. <br />
Player must be part of universe.<br />
6.Drones. Transport, battle, firefighting, scout modifications. (+drone attack trough hull FTL-like)<br />
7.All equipment (blocks) must have guaranteed lifetime. After end of lifetime it should be repaired <br />
with replace spare parts (block) and get old scrap back. Lifetime depends of intensity of work. <br />
Selling used blocks (full price) it is good deal for any trader of course.<br />
8.Trading overhaul. Now they just jump around and buy everything, that they has not.<br />
<br />
<br />
--<br />
sorry for mistakes]]></content:encoded>
		</item>
	</channel>
</rss>