Outland Mining Corporation: Industrial Confederacy
  2173 active members
  222 are Online

Year

25

Day

144

Time

10:45:37

Guest
Login
Sim News RSS Feed Latest NewsArchive
Player Administration

Puck Off
(Posted by Platypus on Year 25 Day 139)
Year 25 Day 139, 13:35 Platypus banned player Rick Bender providing the following reason: Golden Rule violation Rick Bender ha...
[more]

If I had a nickel each time this happened, I'd have so many nickels
(Posted by Platypus on Year 25 Day 135)
Year 25 Day 135, 10:20 Platypus banned player Kameis Dinoa providing the following reason: Multi Ban Year 25 Day 135, 10:20 Platyp...
[more]

Wait 3 weeks for your new character, don't make a new account.
(Posted by Baugrems on Year 18 Day 344)
 1Year 18 Day 343, 23:59Baugrems banned player Tribata Vahni providing the following reason: Multi Ban 2Year 18 Day 343, 23:59...
[more]

Community News

New Planter? I've never even Herd of her!
(Posted by Falcon on Year 25 Day 143)
Howdy folks, Herdfest is right around the corner! Remember that if you plan on attending, you'll need to make your way to the neare...
[more]

For Everything, There Is A Season (And it's not my time yet!)
(Posted by Falcon on Year 25 Day 127)
...You guys didn't REALLY think I was leaving, did you? I don't apologize for leading you all on During April 2nd, when we all k...
[more]

Mental Health is Important!
(Posted by Falcon on Year 25 Day 88)
Falcon Update Y25 D95: Just popping in to say thank you to everyone who sent kind words my way. I'm headed out for the next month a...
[more]

Technical News

Modular Factions Phase 3 countdown
(Posted by Platypus on Year 25 Day 141)
When this started, we had approximately 383 factions. The current count stands at 142 Modular Factions and 66 old types. I'll do th...
[more]

Room Maps!
(Posted by Falcon on Year 25 Day 140)
Good evening! Or Good Morning! OR even... Good Afternoon! I've finally gone through and finalized the room map list from that old ...
[more]

Sync Report Y25D138
(Posted by Clarr Solo on Year 25 Day 138)
FALCON EDIT: We have identified an issue impacting some players when they try to access Ship Controls, as well as an issue with Shi...
[more]

Posted by Falcon on Year 25 Day 143 21:03 New

Howdy folks, Herdfest is right around the corner! Remember that if you plan on attending, you'll need to make your way to the nearest Trading I Station, Trading II Station, or Powered Starport to access this event. Additionally, you may travel to the Trading II station Morning Star above Gasteroid within the Bright Jewel System at 7,11 which we have provided as a place for anyone to set up vendors! Please hurry though, the plants keep growing and I'm not sure we can contain them.

At the event, there will be vendors, minigames, quests, plants and prizes galore, so head on over! On Y25 D160 (AKA May 4th), an Ithorian NPC will appear at the above locations to ferry you the event. The event will run for 2 weeks (until the end of Y25 D174), but fear not, for when you decide to go home, you will be able to return to right where you left.

This is also a friendly notice that you won't be able to land your ship on the event planet (Gasteroid). You can bring items/vendors with you to the station above Gasteroid, so that you can set up vendors, but you may not bring NPCs planetside. This system will be marked as a combat safe zone, so you don't have to worry about anyone attacking your vendors. We will also be monitoring for theft from vendors aboard this station, and any theft will result in your immediate dismissal from HerdFest. This is a family friendly event after all... so if your vendors get stolen from, please let us know! (You should be able to set up a vendor from your ship anyways, which makes that a moot point.)


I will provide a link to the HerdFest discord server approximately one week prior to the event(subject to change) so everyone can get situated. This is an officially endorsed SWC server, and as such SWC rules, HerdFest Server rules, and Discord TOS all apply. 

 

As always, if you have any questions, please feel free to send me a message via DM, PM or via Discord. You can also submit a support ticket by clicking HERE.

EDIT: Yes you may arrive early to set up your vendor. The Ithorian NPC will spawn on Y25 D160 in the entrance. 

 
Posted by Platypus on Year 25 Day 141 8:09

When this started, we had approximately 383 factions. The current count stands at 142 Modular Factions and 66 old types. I'll do the math for you: that's a total of 208. Which means 175 shells have fallen. 

F

Anyway, to the holdouts, this is the beginning of the end. As a reminder, factions will receive applicable modules at no cost, in the following priority:
 - Core module
 - Equivalent of current type(eg. Mercenary -> Paramilitary module)
 - Planetary Control module, if planets are controlled at the time of conversion. Asteroid field planetoids are exempt and will not obtain nor require this module.
 - Datacard module, if generic datacards are owned

You will receive those modules even if you do not have enough members. However, this will immediately deactivate modules starting with the lowest priority module and a 14-day timer for those modules' removal. Certain functions are disabled during inactive status.

So here's what going to happen. On D155, you will be converted to modular. 
 - If you are one member, all your modules will be inactive and your faction will dissolve after 14 days(D169). 
 - If you have two members, the core faction module will survive but all other modules will deactivate and disappear after these 14 days.
 - If you have three members, the faction will retain its type-equivalent module and lose any others as above. 
 - If you have four members, your planets are safe but your datacards are at risk. Alternatively, your datacards are safe.
 - If you have five or more members, you'll be fine.

You can skip this final wave of destruction by clicking the faction conversion button here or contacting your favourite venomous Asim with a faction disbanding request(must come from the faction's owner).

 
Posted by Falcon on Year 25 Day 140 23:05

Good evening! Or Good Morning! OR even... Good Afternoon!

I've finally gone through and finalized the room map list from that old Room Maps Bounty Forum Thread I put up near the beginning of the year. Time really flies, huh? Below you will find a list of the entities affected (sorted A-Z) as well as the corresponding rules page for that entity. These changes will not go into affect until after HerdFest at a minimum, which gives you extra time to find out if you need to move your doors around, etc. 

 

I'm waiting for some final back end updates before I implement the room maps, but for the entities in the list below I would expect broken doors (especially where hallways are implemented). In cases where an Entrance Room, Cockpit/Command Room, or Storage Room moves location, I will try to physically move that room specifically (as opposed to just changing the room type of that room and another), so that all entities contained in that room will remain contained in that room. 

 

Below the list, I will add relevant questions from the FAQ from the aforementioned thread before addressing a few other things. The FAQ in this Sim News will be updated as questions come in (without pushing a notificaiton to you so you don't have to clear the silly blue notification).

 

So without further ado, the list (A-Z):

FAQ
Q: If rooms get moved around, added, and/or deleted, what will happen to my doors/items, etc.?
A: Any room that is deleted or physically moved from one point to another(not usually seen, but it can happen) will have door connections broken. The most likely case for this will be hallways that are added, or if the cockpit/entrance get moved. Entities onboard a deleted room will be teleported to the entrance.
 
Q: Can ANY entity receive the new Infantry Bay room?
A: Yes, you may suggest the Infantry Bay be added to any entity. This does not mean it will be added in the final run through, but it will be considered nonetheless.
 
Q: Will advance notice be given before room maps are updated?
A: Once room maps have been selected/finalized, I will post a Sim News with the old/new room map updates and provide a no-less-than-2-week notice before implementation. (That's what this post is)
 
Q: Do multi-sized rooms count as multiple rooms?
A: No, nonstandard room sizes only count as one room.
 
Q: Why did my entity suggestion not get chosen for an entity, but someone else's design for the same entity got chosen?
A: Either it was a matter of upvotes, or the other design was chosen due to a cleaner/more functional or accurate layout. Some of the designs were hard to choose from, and I'm sorry if yours did not make the final cut!
 
-------------------------------------------------------------------------------------------------------------------
 
Ok, so a few things to address:
  •  
  • Some of the room maps will not be EXACTLY like the post.
    •  
    • For instance, I will not be adding a training room to the BFF-1 Bulk Freighter, since it's essentially 4 cargo containers strapped to a hull. 
    • I will update the above list soon(ish) with any changes that will not be carried over.
       
  • Each entity that has an Infantry Bay suggested will only receive ONE (1) infantry bay. This is due to code limitations, and we will address further infantry bay additions in the future if/when that time comes.
    •  
    • On the topic of Infantry Bays, I will be opening a thread in the Suggestions forum here in the next few days for you to drop your suggestions of which entities you think need an Infantry Bay (remember each entity is limited to 1 IB)
       
  • I will be opening a second thread for ongoing room map updates. There's a few I received privately that I'll drop in there. I'll check in on the thread from time to time and you can expect a mimimum 2-week notice before any sort of implementation from that thread. 
     
  • There is no specific date of implementation for these entities yet, which means you have PLENTY of time to check which of your entities will be affected.
    •  
    • Once room maps ARE updated, I'll pay out CPs
       
  • If you want critiques about why your design was not chosen, feel free to reach out to me personally. Most of the reasons something wasn't selected was due to the number of downvotes your design got, others just didn't look good, or others lost to a better design. I'll be pretty honest with you about how I decided for/against your design and what I did/didn't like about it.

 

I think that just about covers everything for this update. I'm still catching up on a lot of stuff, so if you reached out to me with a support issue and I haven't gotten back to you, please send it again so I can make sure I don't forget you! 

 

As always, you can submit a support ticket or ask for help in #swc-help on the discord!

 
(Edited by Falcon on Year 25 Day 141)
Posted by Clarr Solo on Year 25 Day 138 20:01

FALCON EDIT: We have identified an issue impacting some players when they try to access Ship Controls, as well as an issue with Ship Garrisons. We are looking into these issues and will provide an update when available.

The aforementioned issue has been fixed. If you're still having issues, please reach out.
------------------------------------------------------


Infantry Garrisons & Infantry Bays

dbfeUfH.jpg

You can now command Infantry Garrisons. Infantry garrisons are squads deployed from Infantry Bays. Infantry garrisons are currently restricted to staying inside the entity they are deployed within. Infantry garrisons can participate in room combat.

Bugs

- Fix issue with hyperspace aborting generating invalid hyperlane data. (Falcon edit: A small amount of 0-length hyperlanes have been deleted. If you had one and notice it is gone, this is why. No actual hyperlanes were harmed in the making of this fix)
- Fix issue with rotating facilities in city designer.
- Raw Materials now have assignable fields like other assets.

 
(Edited by Falcon on Year 25 Day 138)
Posted by Falcon on Year 25 Day 135 21:03

You may have heard rumours that there was a new race/homeworld today.

THESE ARE LIES SPREAD BY ROCKAGANDISTS!!

 

In other news, if you were fortunate to be around for the brief moment that Vint and its race: Vintians were around in this galaxy, then I regret to inform you that the Vint reveal was unintentional. It was discovered since it wasn't moved after April 1st, but it has now been moved to the Admin Holding Zone. Let this serve as a preview of what is to come. The race stats are not quite finished yet, and the race has been disabled for the time being. Anyone who is currently a Vintian will be reverted to your previous race (yay). We apologize for the inconvenience this causes.

 

To anyone affected, if I personally have not reached out to you and you are affected in some way, please reach out to me; preferably over Discord, however you may also submit a support ticket if you prefer. Thank you for your patience and understanding.

 
Posted by Clarr Solo on Year 25 Day 132 20:14

- Fix issue with inventory links not working well with allied factions/subfactions.
- Fix issue with leaving alliances kicking members from subfactions.
- Fix issue with salary/infofields/faction join date being shared between all factions.
- Fix issue with field repairs crashing.

 
Posted by Clarr Solo on Year 25 Day 128 19:08

Modular Factions: Diplomacy Module Enabled

The diplomacy module has been enabled. This allows factions to form alliances.
Alliances allow faction members to be members of multiple factions and to switch between them easily.
Allied factions will share excess membercount for calculating faction module requirements.

 

Bugs:
- Fixed some issues relating to how faction ownership was calculated with subfactions.
There may still be further issues relating to how faction ownership is calculated.
If you do find an issue, please report it and do not abuse it. Any abuses will be enforced by the golden rule.
- Fixed an issue where Quest NPCs were showing up when they shouldn't.

 
(Edited by Clarr Solo on Year 25 Day 132)

...You guys didn't REALLY think I was leaving, did you? I don't apologize for leading you all on During April 2nd, when we all know that's the day that our April Fools jokes become real... However, the best April Fools jokes are the ones that you truly believe, and this one took an extra day! Thank you all for the kind words you sent my way, wishing me well. And for the naysayers, I apologize that you have to continue to put up with me. :)

Extra special thank you to the 63 people that sent Evan a DM, the 38 people who thanked Noctis for Mount Sorrow, and the 40 people that messaged me on Discord or via DM after the initial post went up(man you people really liked Evan didn't you??).

 

So in short:

 

I will be spending the majority of this week continuing to get caught up on what I've missed, as well as prepping HerdFest for our planned Star Wars Day release(Which I am very excited for). We've got a couple new features coming within the next... ehhh... 6 months or so that are also super exciting, so stay tuned for that. You'll probably see them a bit after HerdFest winds down.

 

Finally, I want to send a super special thank you to all the members of the Staff and the Team Directors for their patience while I was gone. I was a bit worried that I might not be able to stay away as much as I was hoping to, but the members that make up these teams really supported me stepping back and did a fantastic job carrying the extra weight in my absence. I truly can't thank you folks enough.

 

Anyways, enough about me. Let's get back to our regularly scheduled programming, shall we? I think next up is DeathMatch... Oh and I'll be finishing that darn CP Room Map Bounty next week too. Final final final call. I promise.

 

 

______________________________________________________________________________

My fellow citizens of this glorious galaxy,

 

I want to thank each and every one of you for the overwhelmingly kind words sent my way. You all have been more than gracious and understanding with me taking my hiatus this past month, and for that, I say thank you.

I did a lot of self-reflection this month, and tried to find out where I was at in life. This month has been such a relaxing month for me, and I found there's more to life than some online Star Wars game that I've been playing for almost 20 years... 

So I guess I'll just cut to the hard part. I am formally announcing my resignation as ASim, and will be taking an indefinite break from the game. I plan to take this week to catch up on outstanding issues, help out where needed, and then I will fully step down. It's been a wonderful journey these past few years as ASim, and has been extremely rewarding for me. I'm going to miss you all, and I know many (not all) of you will miss me. But fear not, I have chosen my replacement, and I think you're going to be in great hands... for in my absence, I would like to congratulate and thank Evan Bluvius for agreeing to re-join the ASim team. You all probably know him as just "Evan" and he is who I aspire to be when I grow up (do we ever really grow up?).

 

If you'd like, you can send him a message by clicking on THIS LINK congratulating him on rejoining the team and offering tot ake on the workload left in my upcoming absence. 

Anyways, if you have any issues this week, feel free to send me a message on discord, or via DM, or you can always file a support ticket at http://support.swcombine.com.

 

So long, and thanks for all the fish!

 
(Edited by Coastas Agrios on Year 25 Day 129)
Posted by Falcon on Year 25 Day 127 20:05

Do you remember Galfest and Winterfest? Well get ready, cause we're doing it again. But this time with more Ithorians, Herdships and plants. Oh boy I hope you like plants... There's so many plants.

If you don't remember these types of events, its a good time to meet up with people in person, play some games, do some quests and win some prizes.

Starting on Y25 D160 (May 4th, 2024), an Ithorian Explorer will show up in all Trading 1, Trading 2 & powered Starports to teleport you to the Ithorian Herdmeet on Gasteroid in the Bright Jewel system. The Herdmeet will run for 2 weeks.

Stay tuned for more details as we get closer to the event... and maybe brush up on your botany in the meantime... there's a lot of plants that need tending to.

 

Oh what's this... a teaser video? Or perhaps a Rick Roll? Guess you'll have to click to find out. :)

 
Posted by Kolomon Seph on Year 25 Day 113 16:07

Edit: Forgot to include the awesome new unique Fury cockpit - but its in now!

Greetings sentients!

A brand new batch of updated rules images hot off the presses:

Enjoy!

Kolo

 
(Edited by Kolomon Seph on Year 25 Day 114)
Posted by Clarr Solo on Year 25 Day 111 0:34

Force Sight

- A new passive force ability has been added, Force Sight. Force Sight boosts vision range when activated. Force Sight does not stack with items that improve vision range.

sfFMEWd.png

Improved partying controls

- Improved controls for partying NPCs and other entities remotely via the inventory have been added.
- This is useful for squadding entities together for combat without being physically present.

Faction leader rules changes

- Faction leaders can now leave their faction, previously they were prevented from doing so.
- Factions require a leader otherwise the dissolution timer will run.
- The faction leader dropping will no longer cause immediate dissolution of a faction with no members.

Bugs

- A new page for managing faction custom image shares has been added, accessible from within the faction menu.
- Fixed an issue with field repair finishing when the target was not disabled.
- Fixed some government change GNS flashnews that did not show the planet names or faction names.
- Fixed issues with instanced vendors.
- Fixed issue where vendor was using dead managers skills.

 
Posted by Clarr Solo on Year 25 Day 97 18:49

Force Lightsaber Throw

Why would you want to throw away your lightsaber? ...Wait, what do you mean it comes back?

Bugs

- An Icon now shows up for HQs in the inventory.
- Fixed an issue with asset protection percentage calculations: Facilities and Items were not being counted correctly.
- Fixed an issue where subfaction leader changes charged a fee.
- Fixed an issue with updating faction profile where it was enforcing a shortcut.
- Fixed an issue with non-modular factions and build permissions being auto accepted.
- Fixed faction status screen crash.
- Fixed an issue where Poisoned character would crash Force heal screen.
- Fixed an issue where you could migrate factions to modular twice.
- Fixed issue where tooling would show in inventory for non production entities.

WS

- Updates to WS adding subfaction memberships and factions modules.