Feedback & Support

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.
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planned