I placed a sell order for MUS on CI1 just to get rid of some excess. I had 100 units, set limit for 110. It sold just under 70 units to some buys at 112 and 111, but didn’t sell any to the next buy set at 110. The order book now looks like:
Some odd rounding bugs somewhere…
EDIT: This seems to have resolved itself… perhaps some kind of tick / synchronization thing?
So, this happens in the FX markets. Orders will cross and you actually have to cancel and replace. It’s been a bug for a long time.
I’ve never seen it in the commodity markets though. I’m going to guess it may have been some data loss or connection issue on your end from receiving the updated orderbook after you submitted the order. Considering it resolved itself with no action from you, I’d say it’s different from the FX markets.
Can we have the ‘unload on dock’ status of a ship visible when the ship is in flight?
Don’t necessarily need to be able to change the option but trying to remember whether the ship is unloading or not after a 24hr flight can be annoying and expensive.
Oh and while we’re at it - a way to organize ships in FLT.
Naming the ships according to their capacity is the only way I can easily keep track of this. Perhaps a column or metric on some of their stats within FLT denoting their capacity or ability would be helpful. If they are FTL capable or not. What their cargo capacity is.
As for sorting FLT, a simple drag & drop system would work great. The only way right now to organize it is… uhh, to build them in the “correct” order.
I’m pretty sure this is working as intended. It means the water on that planet is in the form of ice, so you need an EXT to get it. This isn’t the only example of such a variation - other planets have solid -vs- liquid ammonia, etc.
If you put orders on the money exchange that should fill more then 1 counteroffer it always only fill 1 offer.
E.g. fx rate is 1:1 with 100lots. There is a counteroffer for 1.1 (lets say 40lots) and 1.05 (lets say 60lots)
You will exchange 40 lots. 60 lots for 1:1 will stay in the Fx list (as well as the 1.05).
You have to delete your offer and hit in the 60 remaining at the very same rate(1:1) again to exchange the remaining 60 units.
Happened to me with different currencies and different exchange rates.
The background is not completely darkened in contracts.
If you open a personal contract template, shrink it, click on “condition” or “parameter” and start stretching the panel back, you can see how the background darkening does not have time. It works when stretching horizontally and vertically.
It doesn’t interfere but just noticed when playing with the new deep window options.
So… the building repair bug has been a thing since I first joined this game 470 days ago. You are always better off fully destroying a building and rebuilding it manually instead of hitting the repair button because a repaired building degrades faster.
Can we get estimated build times added to shipyard projects?
It is currently only available on blueprints not projects and as upgrades have no blueprints there is no way to know how long the project will take until the start button is pressed.
We don’t even have a time taken listed on completed projects as a reference *
A player COLIQ’d after stranding their ship, and sold all their stuff for low-but-reasonable prices on LM.
After COLIQ, all their ads are still on the LM, but clicking them leads to AD NOT FOUND.
Ideally, ads should be removed when the associety company COLIQs.
The ads will be removed - but it doesn’t happen instantly. There are caching delays as the information isn’t instantly overwritten when they COLIQ. 3 hours later those ads are now gone.
Should it be instant? Yeah probably. But it’s pretty minimal and edge casey’
As @lowstrife said, the ads (and any CX or FX orders) are removed when liquidating. It should be fairly quick though. It’s possible that there is an issue with the update mechanism, I’ll have a look!