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  Few citizens taking jobs at large buildings
Posted by: Vhwatgoes - 05-28-2020, 10:01 AM - Forum: Prerelease Bug Reports - No Replies

At a large building with ~30k shops, all are allocated, but only a few thousand citizens ever show up to work. The city has more than enough citizens to fill the positions, and the allocated shops are even counted towards the city employment. 

While it might be possible that the positions are being allocated very slowly, each one reliably reaches a few thousand, but that rate would be reduced to a crawl. I've never had a building see 10k workers in my months of play.

This is reproducible at all large buildings. See the 'Inferno' smelter design by Krusseldorf and use it as an example.

[Image: xfduGy5.png]
[Image: v52lvhF.png]

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  Processes don't output if a single run exceeds storage
Posted by: Vhwatgoes - 05-28-2020, 09:48 AM - Forum: Prerelease Bug Reports - Replies (26)

In my case, a smelter had ~7400 workers for metal. The building has an enormous ~49,000,000 storage capacity, but due to the exponential bonuses bug reported here, this process was producing an absurd ~55,000,000 metal every 2 seconds. This exceeded the storage and didn't output.

Workaround: reducing the workers to 4000 caused output to be 16,040,000 per run, and the inventory began to fill.

[Image: v52lvhF.png]
[Image: mNizbSc.png]

With Workaround:
[Image: gS1ukG7.png]
[Image: 7ISiJYI.png]

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  Client Crashes and not responding frequently
Posted by: ZombieOverlord9 - 05-25-2020, 06:08 AM - Forum: Prerelease Bug Reports - Replies (1)

Herald - TTFXCB

Game will work for about 5-10 mins and then will just lockup and the client becomes 'Non-Responsive' and closes. This happens with all avatars i use across multiple empires and sectors.

Hazeron is the only window open and processes are kept to a minimum. So not sure why client is failing to run

Do in game assets have anything to do as im currently running game with full particles and such ?

Any suggestions.

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  Harvest fuel orders sometimes end prematurely/never start
Posted by: Mal - 05-24-2020, 02:20 PM - Forum: Prerelease Bug Reports - Replies (1)

I've noticed that some ships get partially refueled, and others never even begin. Initially it seemed to have no pattern but I think I've figured it out: It tends to happen when you either a) have a ship whose fuel cells are larger than its hold and you use the 'percent of hold space' option to harvest hydrogen, or b) use the 'actual quantity' option and specify a quantity that is lower than the current amount of fuel in the fuel cells.

Let's say hypothetical case: you have a ship where the hold is 5,885,777 units and the fuel cells are 52,971,999 units. So, fuel cells significantly larger than hold's capacity.

In this hypothetical ship's case, when you queue a fuel harvest job a few things can happen based on the state of your ship's hold.

Case 1: You tell the crew to harvest '100% of hold space', but you already have more fuel than the hold space is capable of holding. In this case, you immediately receive a message from your officer: "All harvester operations are completed as ordered. Super job crew." Nothing happens, the job does not even begin. 

Case 2: You tell the crew to harvest 'actual quantity'. If you enter a quantity lower than the current amount of fuel in the cells--say, 40,000,000 as the quantity when there are 41,736504 units already in the cells--you get an instant:"All harvester operations are completed as ordered. Super job crew." Same as before.

If, however, set the actual quantity to a higher value that the current amount of fuel in the cells, like say 53,000,00 units, then the crew will successfully start/finish the mission.
This is the ONLY way I can get my current ship model to refuel successfully every time.

For newer players the seemingly random/unpredictable behavior may lead to some frustration.

The tl;dr problems: The harvest hydrogen by '% of hold space' appears to be using the hold space in its calculation when it should be using fuel cell capacity, since hydrogen doesn't get stored in the hold. Additionally, the 'actual quantity' option appears to have a hidden conditional check which looks at the current amount in the fuel cells before deciding whether to harvest which can lead to even more confusion.

Possible fix:

a) Add special case for harvesting hydrogen by % of hold space to check the fuel cells instead of the actual hold when performing the calculation.

b) Change 'actual quantity' to not look at the current hold space before starting. Instead, have it blindly attempt to harvest <actual quantity> of resource, stop when hold/fuel cell (in case of hydrogen) is full or when quantity has been reached.

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  Players turned away by changes
Posted by: Minty - 05-24-2020, 11:27 AM - Forum: Arena of Ideas - Replies (5)

I think seeing the amount of people who want a simpler designer again might help move things along. Post your name here as a pseudo-petition if you stopped playing entirely or almost entirely because of how janky or complicated or pain-in-the-ass-y the new features are, like the new designer, the new city system, ect.

I'll start!

Minty.

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  2020-05-22 Navigator Fail, Warp Signature, Module Repair and Upgrade
Posted by: Haxus - 05-22-2020, 10:52 PM - Forum: Updates - Replies (7)

Navigator Fail
If I issue a travel direct to solar system order, sometimes the ship just sits and wiggles.

Navigator now plots course correctly to all destination solar systems.

Travel direct to system coordinates menu option removed from an otherwise crowded menu. That item was there to work around this problem, as it let you order the ship to the precise galaxy coords of the desired solar system. It is no longer needed because the coordinate is embedded in the travel direct to system order.

Warp Signature
I detected a warp signature near my homeworld! I traveled there, only to find an abandoned decaying city that still had an airport.

Warp signatures are emitted by airports and base air terminals that belong to empires with warp technology. The assumption is that warp ships of their empire would be traveling between their own space ports.

I changed this slightly. Warp signatures are no longer emitted if the airport or air base has no workers.

Event Log Icons
A bug report included a screen shot of the event log in some in-game mail. The icons next to the events were incorrect.

Fixed offset error in a table of icon names used for events.

Autoclose Visor
It would be very handy if my helmet visor was automatically closed for me if my ship is destroyed.

Helmet visor now closes automatically if the ship you are aboard is destroyed.

You must already be wearing an EV helmet with an unbroken seal.

Smelting Metal from Bullion
The process of smelting metal from bullion does not consume any bullion.

Processes that smelt metal from bullion now consume the bullion. Bullion consumed in this way is reported in the bank transactions report as "Smelted Metal".

Previously the only processes that consumed money were patent developments. Money was consumed as RnD funds and paid to local citizens as salary, for a net 0 gain or loss to the local banking system. This logic did not apply when smelting because the funds are literally converted into something else, units of metal.

Manual System Upgrade
Still can't seem to manually upgrade my ship sadly >_

Fixed bugs and made improvements:

  • Removal of last system component now reports that it was the last component to be removed.
  • Fixed hit points overflow error that caused big strange numbers after removing a few modules.
  • Fixed a bug that broke the module type when upgrading a module by hand.
  • Damage report now shows No Module when all system modules are removed.
  • Damage report status icon is now grey when all system modules are removed.
  • First new module installed into a system with no modules changes the module type for the system. That is how you manually change a wormhole drive into a warp drive.
  • Fixed a bug that allowed the system module type to change by manually installing any new module, even if all previous modules were not removed first. You could remove one module and install a different one to change the type of any system, though the system was hopelessly broken after that.
  • If the damage report for your ship shows a requirement for more than one kind of module for an FTL drive, you may not be able to fix it. Tell me the name of the ship and I will fix it.
Station Offered Invalid Upgrades
I asked for upgrades to my warp drive module. The city responded with wormhole modules that were not valid for the system because I already had a different FTL drive with wormhole modules installed. A ship can have multiple FTL drives but no two of them can be the same drive technology.

Fixed suppression of invalid system modules in upgrade reply.

Station Upgrades Too Many Parts
I asked for upgrades to my warp drive module. The city responded with repair estimates but the numbers of parts in the estimates were their stock quantities, not the numbers that my ship needed.

Fixed repair estimate part quantities.

FWIW, the correct number of modules was consumed if an upgrade offer with incorrect quantities was accepted.

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  A.I Pathing into sun every time
Posted by: ZombieOverlord9 - 05-20-2020, 03:18 PM - Forum: Prerelease Bug Reports - Replies (6)

Not sure how common this is, im guessing quite as i remember it alot from the old forums.

Basically if i want to travel to any planetary body other than the closest moon the a.i paths through the home star as if the star were not there.

So far im on ship No. 7 just this week. Nearly ready to give up with it and start agian with another system, but i thought i'd at least see what you guys could come up with ??   :D

Update: There is a titan planet in system, not sure if its related but when ever ship leaves planet and goes past a certain threshold it begins to drift sidewards and no matter what gets pulled into sun, worth noting titan planet is on opposite side of star in relation to my planet, could it be affecting my ship from that sort of distance.

Character is Glaxus - FKNRX if haxus or who ever is able to see system they are in and see if there is an actual bug ?

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  Making metal from bullion doesn't consume bullion
Posted by: Vhwatgoes - 05-20-2020, 01:35 AM - Forum: Closed Bug Reports - Replies (3)

Seen with city reports. Millions of fast and easy Q255 metal is made from bullion at no cost.

Side note: Metals (Magmium, Vulcium and Adamantium) are also all producing at thousands of times the rate they should be, creating way too much value. That is a wider issue reported here: http://hazeron.com/mybb/showthread.php?tid=2325

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  2020-05-19 Close Titan, Trash Limit
Posted by: Haxus - 05-19-2020, 07:09 PM - Forum: Updates - Replies (1)

Close Titan
A planet can have a titan in an orbit so close that the gravitational zone of the titan grabs people off the surface of the planet.

Fixed gravity zone radius error.

Trash Limit
The server is still imposing a limit of 100 units when trashing stuff at a building.

Something didn't propagate properly in the last server build last night.

I did a fresh clean build today. Should be fine now.

System Map Update
On the solar system map, the position of my guy seems to be updated live but the position of the planets is not. My guy ends up out in space when I should be on my planet.

Position of suns and planets on the solar system map are now updated in real time.

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  2020-05-18 Star Map Scan, Observatory Report
Posted by: Haxus - 05-19-2020, 12:15 AM - Forum: Updates - Replies (4)

Star Map Scan
I scanned a solar system and the star map doesn't show it as scanned.

Fixed an error that caused solar systems to stop being flagged as explored by an empire.

Observatory Report
Star map observatory report sometimes works; sometimes responds with nothing at all.

Fixed a data error when sending info about solar systems that were only observed, not explored or scanned.

Building Trash Limit
Building has an option to trash inventory but it imposes a limit of 100 units at a time. This is impractical when trying to trash hundreds of thousands of units of something.

Eliminated trash limit at buildings.

Server Deadlock
A server deadlocked.

Fixed the error that caused the server deadlock.

Server Monitor
Server monitor program needs to check for more deadlock situations. Etherium changes make it possible for some deadlocks to go undetected by current server monitor query.

Added checks to the server monitor program to test for deadlocks on some globally accessed data.

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