Devote One Development Cycle to Fixing Shipyards

    Valiant70

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    Shipyards seem to have some long-standing bugs that prevent them from being used reliably, such as this one: ⚓ T551 Turrets are not saved and linked correctly in shipyards

    I am a staff member on a role-play server and would like to require shipyards for blueprint spawning, but with so many bugs we cannot reasonably require anyone to use shipyards. This is very disappointing as shipyards have been in the game in an unusable state for a long time.

    Is there any reason not to take time out and fix this major feature before moving on? Are there other things blocking the fixes that would take more than dev cycle to resolve?
     

    therimmer96

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    If they do manage to fix it, it would be great to have an option to force the use of shipyards for spawning ships.
     

    Valiant70

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    If they do manage to fix it, it would be great to have an option to force the use of shipyards for spawning ships.
    That's already an option. You can turn off the ability to fill and spawn blueprints so players can only use shipyards.
     

    therimmer96

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    That's already an option. You can turn off the ability to fill and spawn blueprints so players can only use shipyards.
    Does that still allow for stations to be spawned normally?
     

    therimmer96

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    Okay then, so my suggestion still stands :P
     

    DukeofRealms

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    Is there any reason not to take time out and fix this major feature before moving on?
    The issue with shipyard bugs is reproducing them. If we had a solid way to reproduce them we could fix it in the next update. The best thing to do if you want this fixed is to make the bug reproducible. Document it and if we are able to reproduce it, we can fix it ASAP. The majority of large bugs still in the game is due to problems with reproducing. -- There seems to be a misunderstanding here, currently speaking with development and the testing team to resolve it :)

    We've only got a few testers, help with documenting and tracking down these issues is appreciated.

    ____

    We're currently discussing documented shipyard bugs at the moment, and making a list of the ones we are able to verify. Once they are verified, we will then be able to begin the process of fixing them.
     

    AndyP

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    Does that still allow for stations to be spawned normally?
    They are separate config options.

    Code:
    BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
    BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
    So you can restrict one of the use cases and leave the other intact.
    (However, as we have no station equivalent for the shipyards, they need to be spawned the old way.)

    - Andy
     
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    lupoCani

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    A useful additional feature would be "Shop blueprint spawning". That is, the ability for shops take in a filled blueprint, charge an additional construction fee and spawn the ship. If the fee is balanced right, it would greatly benefit new players without shipyards of their own, while still making proper shipyards all but necessary for anything remotely large.
     

    Valiant70

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    A useful additional feature would be "Shop blueprint spawning". That is, the ability for shops take in a filled blueprint, charge an additional construction fee and spawn the ship. If the fee is balanced right, it would greatly benefit new players without shipyards of their own, while still making proper shipyards all but necessary for anything remotely large.
    I like this idea, but I think there should also be a significant delay, a minute or two at least. It would also be cool to see the ship fly in like it had been built and delivered.
     
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    Alternatively NPC ran ship yards could work, where you can see your ship being built.
     

    Valiant70

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    We've only got a few testers, help with documenting and tracking down these issues is appreciated.

    ____

    We're currently discussing documented shipyard bugs at the moment, and making a list of the ones we are able to verify. Once they are verified, we will then be able to begin the process of fixing them.
    I put out a note on our site asking players to help track down shipyard bugs. I'll do some testing myself if I can possibly get myself in the mood.