Bugs and Improvements

Since Molp is working on the flight system to incorporate gateways I wonder if you could add this tweak…

When flying to a distant destination I may not be able to get 100% reactor usage (as in the attached image this ship can only get to 69%). To improve flight time I’ll fly to a spot halfway to the destination, load up fuel from the cargo bay, then fly the rest of the way. The problem is that the ship wastes a lot of time on approach to the planet at the halfway point. Now, if you abort a flight before the last segment the flight will stop after completing the next jump – no planet approach. But I can’t always be there to abort in time.

The flight system has a selection to enable/disable surface landing. Could there also be a selection to enable/disable approach?

Is it possible to get a filter on the FLT Buffer?

So I can pick which ships I want to track in that view not just what’s local. If I send a ship to the hub it no longer appears on the system FLT but I still want to track it so I know when it’s ready to return and not have to search the whole list.

I want to be able to pick a subset of ships to track in the buffer based on transponder not location.

1 Like

Checked my financial overview and saw that I was missing a part of a sale that I had made earlier in the day. It shows up in my commodity exchange orders but not in the financial overview. The sale was split between 2 buyers so one sale was recorded but the other was not. I’m also unsure if i received the payment on the second half of the sale as I didn’t look at my assets before the sale.

I’m sure this has been brought up before but the BRA buffer is still an all or nothing action.

It would be very helpful if we could select a repair by building type. Not all buildings are of equal importance and being forced to repair extra buildings just because they have a lower score is not always wanted.

Finding delivery shipments in busy warehouses can be annoying, is it possible to get a toggle or filter to make them easier to find?

This is one of the (many) additions Refined Prun adds

https://com.prosperousuniverse.com/t/refined-prun-qol-extension-for-prosperous-universe/

That looks handy but does it work on the inventory buffer? The shipments keep hiding in the middle of everything else in the warehouse.

Yes it offers additional filtering tools for your planetary storage.

In the worker buffer can we have an option to change the red/yellow/green time on days left?

Can we please rent more warehouse space? And maybehopefullyperhaps a x10 or x100 button so I don’t need to also buy a new mouse.

signed - richest player in the game (probably)

ty

2 Likes

I think I may have found a bug in the colony ship flight mechanism. I built my ship a bit too far from the destination (bn-908b) and it required three FLT segments to get there. Since the vortex tank only holds 10k of fuel that meant I would have to fly one segment, load fuel from the cargo bay, then fly the remaing two segments. Since it is not necessary to land on a planet for that and to cut a few hours off of the journey I aborted the flight before the Approach and Land. This did cut the time as expected however my ship now appears on the planet surface anyway. Not only is that incorrect, but now I have to waste time and SF fuel on Takeoff and Departure.

have a look at the lead command, it looks like its constantly refreshing data, possible CPU threat.

I have finally caught this sneaky bug! Sometimes flight control still behaves weird with fuel usage. On the first screenshot, the STL fuel slider is set to 0.02, on the second - to 0.03; yet flight time also increases, and significantly (from 5:46 to 11:14). Any other values (to the right of 3% and to the left of 2%) seem to behave as expected, increasing flight time with decreasing the slider value and vice versa. Yet this particular step jumps up, for some reason.

I also believe I’ve noticed it doing the same earlier, with FTL flights too, but the difference wasn’t so dramatic, so I didn’t pay attention to it.

Stuck at “Please stand by. Initializing the Apex console”. Has been like this all day. Cleared cache/cookies, tried different browsers, different computers, different ISPs. Just stuck.

Can we please remove the duplicate fx markets from the game? They serve no purpose and make it so you need to check two markets and do awkward maths in your head to determine if the action you want to take is actually a better price on one of the two duplicate markets.

Doesn’t matter which one, but I’d really like to consolidate all FX activity down to one orderbook per currency pair.

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Wait, those are separate markets? That is utterly confusing.

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Yup, separate markets - I wanted to be a currency trader - realized there were separate markets and went running from the room. After a drink or two I decided to just build ships - it was easier.

I also endorse getting rid of those double markets - VERY strongly.

2 Likes

Not sure if actual bug, but wanted to let you know, just in case.

For quite a few months (possibly years) I have not cleaned up my CXOS filled orders. I have a lot of bases (>40) and use Refined Prun to buy the stuff my bases need, so I would not be surprised if there were several thousand filled orders in the list.

Today I decided to press the “Delete Filled” button. It seemed to delete them one by one or something, at least it was going pretty slow. I decided to refresh the browser, hoping it would cancel the process, but then my APEX got stuck while loading (tried another browser too).

Not a big problem, because now it seems to work again, but I wanted to let you know, in case I accidentally DDOSed the server :grin: In discord in the “general” channel someone described some weird market behavior happening at the exact same time, but it could also be unrelated.

It was around 2025-12-30 08:15 UTC

3 Likes

Going from Moria’s orbit (ship is there due to aborted STL to Vallis) to Moria Station requires jumping to Gundabad:

maybe try shortest FTL route? Sometimes because of orbital mechanics you can get results like this - where it is faster to jump out and jump back. looking at the system map might let you know why it did this. Although it does look odd on the face of it.