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#1
Bugs / How to report bugs.
Last post by Produno - June 15, 2026, 12:23:00 PM
Please first check to see if the same report has been made. If so, then you can add your own information to that post. Otherwise please make sure you add all the relevant information below when making a bug report.

  • The game version you are playing. (Add to subject)
  • What platform, ie Steam/Epic/Itch. (Add to subject)
  • A clear title of your issue. (Add to subject)
  • Your PC specs.
  • The issue you are experiencing.
  • A save game file if required.
#2
Media / Noobert played SpaceSlog.
Last post by Produno - June 15, 2026, 12:19:22 PM
#3
Media / Stuff+ plays SpaceSlog.
Last post by Produno - June 15, 2026, 12:19:00 PM
#4
Media / Rhadamant has created the firs...
Last post by Produno - June 15, 2026, 12:18:15 PM
#5
Other games / Re: Starship Theory now FREE!
Last post by Produno - June 15, 2026, 12:16:10 PM
And now its been released out of Early Access.
#6
Suggestions / Ideas / Re: In-game factions discussio...
Last post by Produno - June 15, 2026, 12:15:36 PM
I have been leaning towards a mixture of the two, which is what we have now. Although once the galaxy map is complete, I will need to dramatically improve the current factions and how they are generated.

So currently, factions have laws and traits, these are the static parts with backgrounds and lore. The generated factions will get these assigned procedurally. So there can be much more combinations of factions.

The player just has their own faction currently, but I'm still deciding if they should choose one of the generated ones on game start or not. Then give factions bonuses etc.
#7
Suggestions / Ideas / Re: Exploration
Last post by Produno - June 15, 2026, 12:09:38 PM
Quote from: TikTokToe on August 11, 2021, 06:57:35 PMPerhaps what you see is based on technology.   Just like actual seeing, there is much we don't see.   I might then be encouraged to revisit places after I reach a sufficient technological advancement.

Can you give some examples? I do plan on adding a galaxy map, which I suspect will be sometime next year.
#8
Suggestions / Ideas / Re: Weapon Type Ideas
Last post by Produno - June 15, 2026, 12:07:53 PM
Quote from: Konstantine on August 04, 2021, 05:02:27 PM
Quote from: Got_Donuts on July 20, 2021, 09:10:10 PMHad an idea while driving the big rig today, maybe a weapon used by the scrapper faction. Some kind of grappling hook to help them attach and pin down floating debris, or other ships. Would make them an easy target though too as it would kind of lock both ships into each other. No idea how feasible this would be or if it would even be a good idea lmao.
Sorry I'm still getting used to your forum software, what I wanted to quote was you desiring to keep weapons realistic.

I got to play a sim back when PCs were the size of a closet, it centered around combat within the system with realistic tech and capabilities.
While I found it exciting, it was a different time, and the excitement came more from being able to experience something most people could not back then, not so much the combat itself. To make a long story short, we were exclusively firing missiles at each other with nuclear warheads. In space, they don'y have the damage output most people would think.
As a starting weapon, I would think some kind of missile is a must, but you will need more.
You expressed a desire to stay clear of lasers, I kind of agree as they would not be what we see in sci-fi movies. The beam itself would hold little destructive power and could be negated rather easily (IRL).
Charged particle beams on the other hand may work. Here the laser would act as a containment field so that the beam does not lose cohesion, and you could get some good offensive power, (a basic explanation I know, but it should suffice). Electron beams, Proton beams, etc, these would qualify. You could also make something up or just leave it generic without a qualifier.
Finally you can go with something Kinetic, anything from actual space borne artillery to mass drivers/rail guns. These may be handy for shorter range types of weapons.

Anyway, there are many options available that would be interesting and believable, options where someone could claim 'we can do that now" (or the very near future).

Is this the effect you are going for with weapons?

P.S.
Grappling hooks, cables, or even nets would be workable, but not as a primary weapon IMO, they could be the equivalent of tractor beams.

Edit

Even basic weaponry such as this could include qualifiers and modifications, for example
Missiles would be highly destructive, but a limited resource as they take up space
Artillery could be ballistic, meaning a dumb projectile intended to pierce a hull without exploding (thus decompressing the target and making boarding easier), or explosive to cause maximum damage. Again ammo may be introduced here but at a higher level than missiles
Rail guns/mass drivers could be a shorter range weapon requiring some energy to fire
Charged particle beams would require no ammo, but a lot of reactor energy to use.

Realistically, even "basic" low tech weapons such as these could offer a lot of variety and options to game play.

Yes exactly. I did start working on ship weaponry and so far we have rail guns and missiles. I had to stop to work on other things but I hope to get back working on those hopefully after the next couple of updates.
#9
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by Produno - June 15, 2026, 12:03:19 PM
Quote from: Got_Donuts on October 16, 2022, 02:10:50 AMQuick question when it relates to the hull, would it be possible to have multiple segments separate from one another? Or will everything have to setup to be a singular ship? Just curious really.

Currently everything has to be connected to the main ship. Anything not connected will be left behind when entering high burn.
#10
Updates / SpaceSlog v 0.13.0.8 (Alpha 13...
Last post by Produno - June 13, 2026, 08:05:34 AM
New items

  • Added an animal sleeping spot.
  • Added a refinery.
  • Turn Uranium into Fuel Cells.
  • Added an electric cooker.
  • Cook various packaged meals.
  • Turn raw meat into cooked meat.
  • Added tasty packaged meals.
  • Add Uranium asteroids. These will start to show after travelling a certain distance.


Improvements

  • Improved orders UI.
  • Added 'forever' and 'until you have' options.
  • Added the ability to set priorities.
  • Change the amount directly on the orders ticket.
  • Changed the ore colours for ice asteroids.
  • Pressing ESC on the start menus will now take you to the previous menu rather than close them all.
  • The game will now detect if you are using a controller or mouse and keyboard and react accordingly.
  • Added a hint alert that will show if your ships temperature is too high.
  • Added a hint alert for when your ship has no oxygen.
  • Notifications for points of interest when travelling will now make a sound to alert the player.
  • Doubled the time all notifications will show within the menu.
  • Add ate raw food negative thought.
  • Add ate tasty meal thought.
  • Make the rats a little larger visually so they are easier to spot.
  • Ship mass is now affected by resources again.
  • Updates to various texts.
  • Update/improve trade price display text.
  • Localised more text.
  • Add support for multiple recipe outputs.
  • Alloys are now used for various equipment.
  • Updated textures of alloys.
  • Update all dyes where used as a secondary material.
  • Add a crew bar at the bottom of the screen to show all crew.
  • Add a toggle in the options menu to show/hide the crew bar.
  • Noted in the pawn randomise popup that you cannot randomise your captain.
  • Switched around adulthood options when creating a captain so loner is no longer the default.
  • Expose more data to JSON.
  • Implement pawn carry capacity.
  • Various optimisations/improvements to pawn behaviours.
  • They will be less likely to get stuck on walls or box themselves in.
  • They will now gather as many materials as they can carry and supply multiple prefabs.
  • They will also do the same when hauling and sowing.
  • If your pawn is commanded, you can now override certain situations, like not being able to go where they cannot breath.
  • Adjust the sound of the speed buttons to be less obnoxious.
  • Transfer ventilators can now work externally (venting to space).
  • Improvements to atmosphere (gas and temperature) equalisations between rooms and to space.
  • Gasses will now correctly leak through closed internal doors depending on the materials they are made out of.
  • Add any new custom pawns.
  • Fires no longer cast shadows (optimisation).
  • Adjust/improve how lighting works.
  • Update various menus to display other language text better.
  • Removed error spam when using an unfinished language.
  • Show more information about each item on the items information menu.
  • Split nutrition into hydration and nutrition to make it clearer what the item replenishes. (Shown on the info menu)
  • Added options to change the temperature display to Celsius, Fahrenheit or Kelvins.
  • Improve camera centering onto planets from the planet menu.


Balance

  • Increased the amount of starting med kits when choosing Resourcefulness option.
  • Added some starting med kits when choosing Wastefulness option.
  • Slaughtering now increases animal skill.
  • Brewing speed is now affected by cooking skill.
  • Slightly reduced hours to sleep for humans.
  • Added a minimum amount to bribes so it can never be 0.
  • Failed bribe attempts will reduce your relations with that faction. (Note: Diplomacy will be revamped in a future update)
  • Bruises no longer cause bleeding.
  • Rats now also drop leather.
  • Increased the amount of leather that drops overall.
  • Increased leather requirements for some buildings.
  • Rebalanced mass for various resources.
  • Adjusted mass of various other items.
  • Adjust weapon cooldown calculations to account for the extra mass.
  • Various equipment updates.
  • All pawns will now suffocate much more quickly.
  • Split up passing star incidents so you are less likely to pass extremely hot stars near the start of the game.
  • Reduce Debris Titanium drop by 1.


Mods

  • The workshop uploader will now check a mod folder with the same name as the mod named in mod_info, if it doesn't find it, it will find any folder containing the correct mod_id.
  • Update module descriptions to use BBCode.
  • Mods version code has been updated to show orange if within the same alpha – for caution.
  • Community Localisation
  • Add Brazilian Portuguese language – Thanks Lucas559-noob
  • Updated French translation – Thanks Daneel53


Fixes

  • Fixed: Saving then reloading would reset some incident timers.
  • Fixed: Saved games were not showing local times. (Note: This fix will take effect after resaving)
  • Fixed: Issue with pawn age when reloading a saved game.
  • Fixed: Planets and stars could change positions after loading a game.
  • Fixed: Some sounds could incorrectly carry on playing when loading into a new game.
  • Fixed: Pawns would not always stay aggrod after loading a game.
  • Fixed: A rare race condition could cause the game to crash when loading a save.
  • Fixed: Materials would not preserve colour when loading a game.
  • Fixed: Pressing ESC at the crew selection menu would cause crew to stack up/not reset.
  • Fixed: Could not force a pawn to sleep in a bed if they already own that room.
  • Fixed: Various issues when assigning your crew to rooms.
  • Fixed: Various issues with temperature logic.
  • Fixed: Text input on the trade menu did not work.
  • Fixed: You could not trade if your only crew member had 0 skill in social.
  • Fixed: The trade menu would show even if you have no crew with the required skill.
  • Fixed: You could still bribe even if you had no crew with the required skill.
  • Fixed: An error could show when demolishing something that doesn't contain component classes.
  • Fixed: Incorrect species information.
  • Fixed: You could force your crew to eat/drink consumables that are not part of their diet.
  • Fixed: Pawn inventory weight would keep drastically rising.
  • Fixed: Encumbrance on the pawn equipment menu would not update correctly.
  • Fixed: Incorrect colour for orange dye.
  • Fixed: Pawns could construct buildings even if they do not have the correct skill requirements.
  • Fixed: Pawns could sometimes finish off a creature without it being collapsed.
  • Fixed: A characters hair would not update on the character panel when selected and removing their helmet.
  • Fixed: Issues with rotating prefabs of a certain size.
  • Fixed: Transfer vents could transfer into walls.
  • Fixed: Error when loading a language with no tips translated.
  • Fixed: Gas display was incorrect on the ship systems menu.
  • Fixed: Showing two forced options for drink and eat for items that satisfy both.
  • Fixed: Text would not start at the bottom of the screen on the credits menu.
  • Fixed: Regression with power circuits where disconnected items would not always turn off correctly.
  • Fixed: Would not correctly show the no power indicator if the building was not connected to the grid.
  • Fixed: Some sounds would incorrectly play when the game is paused.
  • Fixed: A pawn on rare occasions could teleport to a bed.
  • Fixed: Facing issues when sitting at chairs.
  • Fixed: Equipment menu would not update carried item amount when open.
  • Fixed: Spawned custom pawns would not persist through saves.
  • Fixed: Custom pawns could sometimes get random facial hair.
  • Fixed: Not all Pawn GUI visuals would update when a pawns equipment had changed.
  • Fixed: Various issues with resolution when starting the game.
  • Fixed: Commanded button state would not always update if the pawn was selected and the command option had changed externally.
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