Bugs and Improvements

As discussed in another thread, there’s another solution which gets us most of the way there:

Add an option on the ad which will try to automatically provision once the ad is accepted. Of course, now there’s no guarantee of provisioning, since the poster may not actually have the goods, but hopefully most would use this feature as at is intended.

Building out the auto-provision use case for shipping contracts a little bit more:

I see two main scenarios for shipping contracts:
— Full shipment charter runs where I want someone else to make a trip just for me. In such a scenario, the odds are that the ship isn’t leaving immediately, and thus time for provisioning is consistent with the use case. These are also usually big cost - 8K - 12K currency, which can compensate for a reasonable wait time.

— Small shipments looking to ride as cargo alongside the shippers main cargo on a flight the shipper would make anyway. This is the use case where I think auto-provision (or just straight pre-provision) would be most useful.

Here is my scenario:

I am departing my main base on Katoa to take supplies (RAT, DW, OVE, etc.) and pre-fabs over to my Proxion base for expansion. I load up my ship, and after loading, I still have 225 tons of capacity available.

I go to the LM, and see that Riposte and Dev/Eth0 each have a 50 ton shipment for Proxion listed with a modest fee (250 CIS or 500 CIS). In this scenario, I am not going to wait for them to provision. If their loads are ready to go, I can take it and we all get a win-win scenario (I get some of my fuel costs reimbursed, they get their goods delivered).

But if I might have to wait a day (or even as little as an hour) for provisioning, then I’m just going to go, because I want to get my base expansion up and generating revenue.

My suggested mechanic - put a “Pre-Provision” checkbox in the “Post Ad” dialogue for both Shipping and Selling functions. You can only check the box if you currently have the goods in your inventory. And if you do, the goods immediately go into “Blocked” status in your base inventory tied to that contract. If the ad expires or you delete the ad, the goods come out of “Blocked” status.

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Not sure if this is a known issue, I scrolled back and didn’t see it. If you are doing a shipping contract, and you go to fulfill the delivery to a users warehouse, but they let the warehouse lapse, the contract is not fulfilled but is removed from the pending contracts list. Ideally it would stay there on that failure so you don’t have to go searching thru notifications to fulfill it when the other player re-ups their warehouse.

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On 24.03.2020 around 2pm, a deleted a sell order of 1,000 PE on Promitor Commodity Exchange. I expected this to increase my base’s inventory of PE by 1,000 which was not the case. I checked the inventory space (plenty), contracts (none), warehouses (none).

I have a contract (SJ4IL58) where it looks like my partner deleted his account while the contract was pending. Now I have a contract I can’t fulfill because there is nowhere to do so, and the shipment is sitting in a warehouse I can’t cancel because I can’t deliver the shipment. Help?

Yesterday I cancelled a selling order of 153 Carbon (or something like that), but the carbon never reappeared in my stock. I thought I should wait a while to see if it reappeared, but it is still missing.
The carbon was on the montem stock, and the 153 carbon were the remains of a bigger order (164 or something). I don’t have any contracts or warehouse.

Just to follow up on the “free fuel” bug: it’s happened to me at least two times since I posted the initial report. So 3 times in the last week, that I’ve noticed.

Something causing increased frequency?

@Typo, @BrucePrintscreen I sent you a message in-game

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4 times. BOTH my ships, right now, are flying fuel free. :+1:

When trying to buy something at a CX and selecting a ship inventory instead of the base, the materials go to the beas’s inventory anyway.

When the governor of a planet changes the Fee Collector in the local rules, the Warehouse fee changes back to the default of 2000. It appears only the Warehouse fee resets, no other fees are impacted.

I lost PE from my inventory while juggling around some production orders. I noticed it around 8:40 today, but I’m not sure when/how it happend. I checked all inventories, no cx orders are involved this time, there is only one base, no active flights, no contracts.

When building a new base on a planet that already has a Corporate Headquarters, you do not receive the corporate headquarters production bonus.

Thanks, I already knew of this bug and it is on the list for the next release.

Thanks, I created a ticket for that.

I have a colony which has not had any consumables for several days. It has Settlers and Pioneers, and the Settlers are still operating at 1.2% efficiency even with no consumables. The Chemplant that I have is still producing at a very slow rate.

Katoa Price Band for SI (SI.CI1) needs to be fixed. There is product listed, and the ask price is consistent with pricing on the other two exchanges. But I can’t buy it because the price band is absurdly low.

Apex is not working on an iPad with google chrome. The screen just stays white.

It’s known that APEX does not work on Apple phones & tablets. My understanding is that they will eventually work on support, but it’s not a priority with so much of the game still being worked on.

I didn’t think to take a screenshot, unfortunately, but this morning I sent a ship out at max burn. It calculated the amount required for the trip as the amount of fuel I had onboard, but then when I looked at the trip details, the trip would have required more fuel than I had on board (and none in cargo). Would the trip still have completed? Or would it have gotten stuck?