Feedback & Support

Power node radius visualization + improve Wall category color contrast
User feedback: > Awesome tool - wish I had this 3 months ago when I started my last run! > Probably the only 2 suggestions I could think of would be > > For the power nodes: being able to show the radius (useful when planning placement of objects requiring high capacity power grid) > > I'd suggest changing the colour of the items under the wall category - it's a bit hard to differentiate them from items under the system category (both show as red on my screen... unless I've stuffed something up!) > > Great work though - like others I'd been muddling along with Excel :-) --- ## Feature requests (2 items) ### 1. Power node radius visualization Show the effective radius/range of power nodes when placing or hovering over them. This helps plan optimal placement for high-capacity power grid coverage. Implementation notes: Power nodes have a defined radius in the game (need to extract from JAR or document) Could show as a semi-transparent circle overlay when: - Hovering over a placed power node - Placing a new power node (preview mode) Similar to how the game shows coverage areas ### 2. Wall category color contrast Current Wall category color ( #3a4a5c dark blue) appears too similar to System category ( #cc4444 red) for some users. Current colors: Wall: #3a4a5c (dark blue-gray) System: #cc4444 (red) Possible fixes: Adjust Wall to a more distinct color (lighter blue, or different hue entirely) Add category icons/patterns in addition to color Check for color blindness accessibility (red-green confusion is common) Files to update: src/data/jarCatalog/converter.ts — JAR_CATEGORY_MAP scripts/generate-jar-catalog.ts — duplicate JAR_CATEGORY_MAP Regenerate builtinSnapshot.ts after changes
1
·
Feature
·
planned
Hyperdrive (and other objects) use wrong tiles
For some reason, while placing the hyperdrive and a few other large items, the tiles are not correct. Feedback from user: """ Very cool. but your placement validation could use some more work. I tend to optimize every square of walkable space on my ships, and your tool can't replicate layouts that the game allows. The X1 hyperdrives are placeable side-by-side ingame even though the larger "exhaust" areas overlap outside the ship. Your model doesn't allow this. It's also rather unintuitive to have them defaulting to exhaust-forward when first placing considering how the game has actually worked since launch. I'm glad rotating them is simple, but it'd probably make more sense to default to engine-forward. The airlocks also have external shadows that aren't allowed to overlap 100% ingame, but you can get away with placing them with only two tiles between the internal footprints The game lets you overlap the first 2 rows of external "footprint" and it doesn't cause any problems for multiple shuttles docking simultaneously. """ --- Maintainer triage (2026-01-15) Order: 2/16 Impact: High Estimate: L Tags: priority:P0, core, collision Summary: Adjust tile/collision modeling so game-legal placements (hyperdrive exhaust, airlock shadows) are possible. Notes: Collision rules treat any non-access tile as blocking; blocked tiles cannot overlap any existing tile. Hyperdrive exhaust/space-restriction tiles are currently modeled as blocked, so side-by-side placement that the game allows becomes impossible. Fix likely requires distinguishing “space restriction/external footprint” tiles from true blocking tiles, and collision rules that allow overlap when those areas are in open space.
2
·
Bug
·
planned
Load More