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Recent Changes and Additions



Recent code and server updates can be found in this changelog.  Only the
last 20 changes are listed.  For a complete list, click here.

For new area additions and area updates, click here.


---- Nov 16, 24 [264] Add 'show coords'. (Also aliased to 'show here' and 'show .') ---- Nov 03, 24 [263] Add 'downgrade buy crewspace' at shipyards. Various tweaks to scanner rewards as prep work for scanner drones. ---- Aug 18, 24 [262] Fix minor consistency issue with 'job complete all' for delivery jobs. The 'cargo search' command will now also show materials in starport ore processors or fuel refineries. Improvements to 'race hist' to allow 'full' to be specified for full history, for old creators who forgot how to use the fullhist command. Ships without crew that are in close orbit can no longer use the 'course' command. Ships were originally allowed to navigate / set course while empty to help players deal with breakage or changes to the universe - for example, destroying or moving a star might leave a ship stranded. Most situations like this will still allow your ship to navigate without crew. However, for ships in close orbit, it should usually be possible to recover the ship by navigating to it with another ship and docking to transfer crew. This does mean that the salvage job will now be a bit more involved, as was originally intended. Sorry about that :P ---- Aug 11, 24 [261] The gap between diagonal dead zones should be wider now, making it marginally easier to navigate between them. Make dead zones a bit less common in nebulas. Add 'course recorner' to help a bit more with dead zone navigation. The 'course' command will now require confirmation if the target location is unscanned or is a dead zone. Instead of bumping into stars and trying to go around them, ships on long courses will now just fly 'over the top' of star systems and fluxes. This is similar to how setting an in-system course to one planet would let you not run into other planets along the way. ---- Jul 21, 24 [260] You can now search for carbon compounds and cold volatiles in your claims. ---- Jan 07, 24 [259] Add 'job complete all' to make it a bit easier to complete delivery jobs. ---- Jan 08, 23 [258] Fix for high grade commodity jobs, so they don't request small quantities. ---- Dec 10, 22 [257] A bunch of tweaks to try to make crew management for large ships less painful. ---- Nov 27, 22 [256] Smaller ships that are out of fuel should now drift faster than large ships. Rework newbie jobs: add a salvage job, and add more mandatory jobs. You should now be able to set course for places like 'gateway' or 'matsushita' instead of having to type in coordinates. This doesn't work on orbit numbers (yet). You now need to be docked with a starport, or with the target ship, to transfer cargo and equipment. Note that you can still transfer stuff to other players without being docked - this is a known inconsistency, but was the currently least bad option until we figure out a better solution. Add first draft of emergency equipment for ships. This should allow players to install equipment in abandoned hulls or discovered ships in order to recover them. Emergency equipment is pretty much the bare minimum needed to get a ship working, so you'll almost always want to replace it at a shipyard. Note that normal ships should (currently) never need emergency equipment. ---- Nov 19, 22 [255] Fix up 'crew transfer' to allow transferring of crew between docked ships. ---- Sep 25, 22 [254] Various minor fixes. Add 'cargo transferall' ('cargo tall' for short) to allow for bulk transfer of things like ores or metals between your ships. Fix up humanity company registration for old accounts. Prevent certain goals from being generated for extinct races. ---- Sep 17, 22 [253] Make job listings much more compact, remove -force requirement for showing all jobs. Add 'job search' as a vastly improved search utility for jobs. ---- Sep 16, 22 [252] Improve parsing for blog search and starport search nearby. ---- Sep 11, 22 [251] Add a couple more grade 5 noob jobs. Reduce how long some of the exploration jobs can last. Add initial diplomatic contact jobs for alien races. ---- Sep 10, 22 [250] Slightly raise speed of interstellar travel. The new race goals can actually be completed now. Abandoned starports can no longer create 'investigate' jobs. ---- Sep 04, 22 [249] Add initial support for government offices at starports. These should allow ship registration for now, and will offer other services and be the delivery target for diplomat jobs in the future. Ship initial registration is still allowed in shipyards, but to change ship names, you need to go to a government office. You may need to register your company with an alien race before you can dock at some alien starports. Allow registering your company from close orbit, prior to docking with alien starports. ---- Sep 03, 22 [248] Add taverns (bars) to starports. Eventually, you will be able to use the 'talk' command at taverns to get information. That day is not today. ---- Aug 28, 22 [247] More internal filesystem / data storage cleanup, this time having to do with starports. Tweaks to planet classification, so effectively molten planets are less likely to show up as 'water terrestrial'. Arid worlds are now less likely to have detectable water life. Change generation of water life floating in the atmospheres of gas giants. ---- Aug 01, 22 [246] Internal reorg - try to reduce server lag by switching how we handle player blog entries. ---- Jun 27, 22 [245] Minor fixes to new player job generation. 20 entries displayed.

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