Bugs and Improvements

It appears that, when a new POPI building is built during a week, its effects are felt immediately during the report, even though it wasn’t kept up.

2 examples on Proxion: This week they built another INF up to level 2, and the report shows fulfillment levels corresponding to INF level 2, even though they only paid for 1 INF worth of upkeep last week. The same thing happened with SST #4 last week, where they got it for free.

I believe the bug also shows itself in the activation of education POPI. The effects of a LIB/PBH/UNI built during a period show up on the report immediately following that period, even though their active level is zero during that period.

The second effect may be intended, but I believe the first one is not.

It’s as if Active Level is updated before Need Fulfillment for the week is calculated.

Hi.

I have three Food Processors that produce RAT and DW. There are three RAT and three DW in my production/que, all are set as recurring. But I can see that sometimes I have two RAT or DW, and the other is then at four in the que. So my production is not equal. I would think that once one of the items is done it would be put at the end of the que, but something wrong happens. Maybe there is some kind of “ghost” que? There is an excess of material to produce RAT and DW, so this does not happen due to lack of material for the production.

This… So DW was done, but RAT was put at the end of the que. That doesn’t seam right to me, but then again I might be misunderstanding something

Not 100% sure how you set up your queue since you only show 3/5th of the queue.
The recurring works as follows: Once the production is finished, the next item in the queue is put into production. If that item is set as recurring, then an identical one is put at the bottom of the queue. Since you have a limit of five items you should not be able to have 6 recurring production orders at once.
For example when the next RAT order in your queue finishes in 35 minutes the next DW order will go into production and an identical DW order will be queued at the bottom.
So I suggest to queue 2 DW and 2 RAT recurring orders which should balance your production.

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Thank you <3

My bad for cutting out my whole production. So I have misunderstood the whole queue system then. So when an item is put into prod, it gets put in the back of the queue, not the item that was just finished?
Well then I will do some changes and see if that helps.
Pu2

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Exactly. A bit of calculation is required to balance three production buildings with two products exactly 50/50. Especially when they take different amount of time like DW/RAT. But you can adjust the order sizes.

Calculating it isn’t a big problem, just got the mechanics of the production wrong :wink: So thank you :slight_smile:

A player has discovered a problem with the implementation of price bands. There was a huge outlier trade of COT.AIC which made the average price 300AIC so now the price band is set at 30-750. However, COT normally trades well above that and the current ASK/BID is 1100/850. This means that anyone without a PRO license is unable to buy COT.AI1 (300.00 AIC ▼). COT isn’t frequently traded at Antares so it might take a week or more for this problem to correct itself. Is there anything the devs can do either on an individual basis for this item or for the price band calculation in general?

This sounds familiar; i wonder who else suggested this :thinking:

I hate to mention this again, but is there an ETA for a fix to the production window?

It still has two separate horizontal scrollbars one for the part that displays the queues and a separate one for the top/bottom with the buttons. This makes it really hard to use unless you keep the window at the full size for all your queues, and I’m running out of space in my UI.

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For the flight buffer and for PLI, player named systems do not autopopulate. For example, if I start typing Benton, it shows the Benton system planets, but for gateway it does not

I have an expired LM order that is not considered as expired and cant be deleted.

LMA ZV-896b/835

I am not sure I understand what the problem is. Yes, the LM ad is expired, but it got accepted and and thus cannot be deleted because there is a contract (8L57YJF). LM ads always expire when someone accepts them, so they cannot be accepted by someone else.

on my side, as the seller, I do not see any contract nor buyer. only that it has been accepted (for the past 2 weeks or so), I’m not able to either check the contract to fill it nor delete the order since it is/should be expired for 2 weeks.

Error with material choosing:
If you make multiple ads (i did with shipping ads), enter the material short name and then selecting the full name by pushing the down cursor button on the keyboard from the dropdown everything looks ok. You can make this ad. But if you look after that in your LM-order overview you see that the material you really selected is the one from your first ad not the one you saw after you selected it by keyboard.

have you checked your CONTS buffer? (button on left menu)

Hi all,

I have a strange behavior, that I think might need some improvement:

There is planet XD-534b, where I founded recently a new base. There was also a base from another player. The initial pioneer size had already decreased over time, as the other base was not using all of the initial 200 pioneers. When I founded my base and total population was also increased by the 200 initial pioneers to about a total of ~350 at that time. So far as expected.

Now after about 36 days, the other base got deleted (not sure if the player stopped playing or just scrapped the base) and with the new population report 200 pioneers got subtracted from the total population so that there are only 129 pioneers left.
I think that is unreasonable low.

It looks like that although there were only 120-150 pioneers left from the other players base, a flat 200 got substracted. I understand why there are pioneers get deleted when players vanish, but I think the amount that gets deleted should not be a flat 200. The subtraction needs to be scaled.
It should be comparable to the situation, as if the other players base never existed, and I doubt that I would then have only 129 pioneers left after 36 days into the base with now 300 pioneer jobs available.

There are quite a few community tools available. Having an OAuth mechanism hosted by the Prosperous Universe team would make it very easy for those community tools to authenticate actual game users.

Not sure if this is the right thread for my topic, but I think it would be improvement.

I`m using a IPad Pro with 12,9 display. I do not want to use the mobile UI for apex. It would be really cool, if we can get an option to switch to the standard UI.

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I’m not sure if the instructions are still valid anymore because I don’t have an ipad, but this article explains how to choose the desktop version of a website on an ipad: How to Request and View Desktop Site on Safari iOS/iPadOS?

Thanks for the hint! I already know that and it is still an option.

However PrUn does not have a mobile site in this way. I`m not sure how they do it, but when I try this option I could request an mobile site…