It seems like building a new structure that requires workers triggers additional consumption of basic and luxury consumables. If I build a single food processor I would expect the game to take the resources required for 40 pioneers for the rest of the day, but instead it seems to take the resources required for ALL of the pioneers for either a full day or the rest of the day.
This consumes potentially thousands or tens of thousands of currency worth of resources depending on the size of your base. This is bad enough with pioneers, but I can only imagine how expensive it might get with technicians, engineers or scientists.
This bug could be avoided by removing all consumable resources from the base and building everything at once, but this should not be a requirement as it could severely punish new players who don’t notice this rather serious bug.
Adding a new facility or habitation triggers a consumption event. You do not lose resources, the balance is carried forward.
Consumables consumption occurs at 24 hours from the previous event. If you are 8 hours after the last consumption event, and you trigger another, the balance of what you had is not lost.
yeah I wonder if it’s app based or load based.
If it’s load, then I would suggest a CDN like cloudflare (free) to help speed things up.
If the dev’s are looking for some help with infra, I am happy to offer some advice or do some work for free to help out. I can see DNS is hosted in AWS but points directly to digital ocean, so I would guess it’s some what load related.
So there is a level of I might be an idiot here, but, I think Auto-Provision is getting buggy on shipping contracts.
I had two contracts today that I intended to auto provision. Neither auto provisioned. In conversation with one of the shippers on global chat, he indicated he has not been seeing his contracts auto provision today.
I cannot rule out that I did something wrong, but I actually double checked it on the second one, so I am thinking there might be a bug.
It seems that it only works in one direction. If the origin address is different from the LM address you post to it does not work. I will create a ticket for that.
I had to re-figure out where I got both of them. Here’s my results:
First, just opening a new buffer and typing both those tile commands (INV 0ccb7a52 and SHPI AVI-00DFE) works, gives me the same inventory contents. But one is labeled as my shit ship, and the other as whatever planet my ship is at or with a “–” if flying.
Clicking on the appropriate “OPEN” button for the “Cargo hold” line in INV brings up the INV 0ccb7a52 tile.
On the FTL tile, clicking either the Cargo progress bar, or the “cargo” button in the Command column, brings up SHPI AVI-00DFE.
I’ll paste a screenshot of how the INV 0ccb7a52 variety looks while flying. Aside from being some inventory, there’s nothing to indicate what the tile is displaying.
Hi I’m having an issue finishing a shipping order even though I have brought the merchandise to the correct place but the fufill button will just buffer and not finish the delivery. the order code is 5UA8LYM. I’m hoping to deliver this before time runs out so some help would be appreciated.
If you close the contract and open it again you’ll see that the condition is in the fulfillment attempted state. That means your contract partner has insufficient storage space. You need to contact them and tell them to create room for the delivery.
I tried to find a post for this but haven’t seen one.
When multiple orders from the same production line finish at (or near?) the same time I often get a single notification indicating only the quantity of one order that has completed.
I would expect multiple notifications, or a single notification with the total quantity produced.
Example: 3 RIGs pumping water, orders of 10 quantity, each order produces 100 H20. All RIGs were started at the same time so 3 x 100 H20 are completed at the same time. I get one notification of 100 H20 produced.
I would like a way to completely disable production notifications. As it is, I log on in the morning to 30+ notifications… 10 or so of those are contract ones that I need to act on and 20+ are production that I ignore and just do my rounds of queuing… and that’s with most of my bases producing at the maximum setting per queue entry!
Here’s a minor but kind of odd bug: moving MAX of an item into a ship inventory sometimes gets the math wrong. I moved the INF in this picture last using the MAX option, but it stopped 1 short:
When I tried to move the last INF, it let me no problem (including with a MAX option). But a lil weird that it gets it wrong. Here’s after successfully trying again to move the full 887 in:
In the APEX Company Creation Assistant -> Starting Location…
The image of the planet to the right is skewed depending on the content in the window. The planet should maintain it’s shape.
BUG: incorrect notification about amount of resource produced at a given node at a given time.
Priority: low
Explain: I have two rigs on katoa that are running pretty much in sync pushing out H2O in batches of 15. When a cycle finishes I get a notification that 15 Units of H20 have been produced, when in fact 30 units have been produced. So it’s only alerting me once per cycle per base. for the same production type.
Reproducible: yes/no (consistent at one base, yet to test on another)