Bugs and Improvements

Not sure if this is the right place for new bugs since the update but I cannot access most of my Warehouses. Looks like its all my 1000 size WARs the 500s are fine

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Also having an inventory issue, they’re missing on two of my planets after the update (didn’t happen immediately after the update, just when I checked now):
noinv

For anyone not in the global / help chats in the game, this is a common issue being experienced by basically all players. You’re not alone :frowning:
The joys of update day. I’m sure the devs are frantically running around putting out fires.

Inventories should work again. Sorry for the inconvenience!

After this new update I am unable to upgrade my HQ and the entire screen is freaking out with negative numbers! My HQ has been almost upgraded for a while and I finally decided to finish it off with a few prefabs just now. I put all of the sliders up to their max and hit assign only for my page to completely crash. After reloading the page I’ve come to the realization that my HQ page is broken. If I had to guess, this is due to the new HQ upgrade costs that were just implemented. Bad timing on my part to upgrade HQ I guess haha.
But as I said, the numbers on the assignable commodities are bugging out as negatives, the sliders are completely unresponsive, and the HQ will not upgrade even though it says I’ve fulfilled everything. Furthermore, it says I’ve inputted more parts then their respective maximums which is very worrying as I would hate to have to pay twice for those. I have no clue whether this is just a simple visual bug or if it actually took the resources and then broke! Pls help :frowning:

(P.S. I’ve restarted everything including the page and my computer already and stuff like that)

This issue should be resolved!

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Have problems with the CONTS buffer:

If i try to open the CONTS buffer for example from the left menu i often get the tab in browser crashed “do you want to wait or terminate?”. Or it takes very long.
I “only” have 3565 rows when i do document.querySelectorAll("#TOUR_TARGET_EMPTY_BUFFER table > tbody > tr").length

Maybe that should only show the not closed contracts maybe with filter above like the filters on local market.

We are aware of the performance issues with the CONTS command. There is a ticket in our bug tracker, but we couldn’t manage to squeeze it into the last update.

Hi,
I found a problem when I’m in the inventory of base and click on HCP or GRN and I want to continue on C (Carbon), it says “no material found”.


It’s not a problem only with Carbon, but with every material in the HCP material menu does the same thing. I think the problem is only on the mobile version of the web.

prun bug
The second shortcut at the top is the old style and therefore does not work.

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This same behavior is exhibited in [COM] as well - it loads your entire message list in reverse order.

Sometimes if the server is running slowly it can take in excess of 20 or 30 seconds for me to see my recent messages.

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Not sure if this has been seen / mentioned before, but my FX order did not complete even though it looks like it should. Shouldn’t our perfectly matching ask & bid offers just go through?

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Seems to be an issue with the charting API & how volume figures are displayed.

The y-axis is broken, “zero” is actually 40,000 units. Additionally, instead of going to 120, 140k, it just says 100k every time.

We also see some weird notation on markets with very very low volume figures

Had a headscratcher just now that might or might not be intended behavior, but had me at a loss for a minute as a newbie:

I purchased fuel for the first time, arrived at the station whose CX I’d bought it through, picked up the cargo contract I was there to fetch, then attempted to take delivery of the fuel. Opened the contract, the FULFILL button was green, clicked it, button switched to an animation of slanty orange stripes cycling through it like it was trying to do something, but just never stopped trying to do something and the fuel never showed up. Wish I’d thought to grab screenshots.

Eventually it occurred to me that my cargo bay was completely full, and maybe it can’t be delivered straight into my tanks. I rented a warehouse space, clicked FULFILL on the fuel contract, and BAM delivered.

SO! For user experience, I’d suggest one of two things. Either a) don’t show a green FULFILL button if there’s no valid location for the delivery to complete, or b) allow fuel to be delivered directly into a tank that has capacity available for it (better).

Loving the game, glad I tumbled into it at the current development state, looking forward to being part of its evolution!

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ORC’s are currently not being affected by the fertility bonus that was added to them in this update: Release Notes - Atlas
A few of us recall seeing ORC’s running at a higher efficiency directly after this update, but we are unsure as to when it stopped being affected.

Here is a comparison between a FRM and an ORC to show the difference:


At least 4 of us have found this affecting our ORC’s, and so far no-one has the boost still active.

If fulfilment didn’t work (not enough room) there should have been an error message show up.

This being said, server problems can happen where the hampsters need a kick & that message might not show up.

Thanks for the bug report, this will be fixed with tomorrow’s release

It’s a well-known bug that production lines get misaligned from the new order and details buttons image
I was able to make a fix that works in PMMG Extended, not sure if it could be adapted to work in the game’s actual code.

const elements = Array.from(document.querySelectorAll(“div[class~=‘Iw1zMtcrB7NFCxAG4xTz8g==’]”));
elements.forEach(prod => {
const innerElem = prod.querySelector(“div[class~=‘gecI5uGBluvjP5GCRk3dHA==’]”) as HTMLElement;
innerElem.style.overflowX = “hidden”;
innerElem.style.overflowY = “scroll”;
if(innerElem.firstChild == null){return;}
const count = (innerElem.firstChild as HTMLElement).children.length;
(prod as HTMLElement).style.width = (count * 120) + “px”;
});

It essentially sets the style of the middle production pane (class gecI5uGBluvjP5GCRk3dHA==) to overflow-x: hidden; overflow-y: scroll, preventing scrolling.

It then sets the width of the window itself (class Iw1zMtcrB7NFCxAG4xTz8g==) to 120 * the number of production lines (# of children).

Hopefully this helps, it makes everything stay in sync with no overflow out of the buffer or anything.
image

Hello, i was trying to change the queue order in one of my production lines in order to get the OVE order running, as I did not have enough PG to start the more expensive PWO order. I had one open slot, so I tried to move OVE up, it filled the open slot and moved the PWO back to first in queue (so far all good). But I wanted the OVE to be again first in queue as I still had enough PG for more runs. When I tried to move the orders again, the arrows seemed not to do anything, I clicked both up/down several times without success, until I realized that it has been eating up my resources with every attempt to move the order up to the point that I had no remaining PG, after that I was able to move the orders in queue freely again. I could see booking of the production fees as I was clicking the arrows. These are recurring orders. Also as it was pointed out to me on discord, the ‘active orders’ counter is now higher than the number of slots i have available.

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HQ relocation is bugged - incorrectly will move the HQ to a planet other than the one I’ve selected.

image

This gentleman made these comments on Discord:

  1. Gladi099 | GO | QWNE

it will move it to promitor
there is a bug were the HQ wont be moved to where you want it
only happens sometimes
and to some people
refresh the browser
and check again

I can confirm shift+f5 browser refresh fixed

image

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