Bugs and Improvements

I still think it should be very easy to add and quite a benefit. While Rprun is great, ideally the game wouldn’t rely on it for basic QoL things

I changed your company HQ to IY-206i.

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It would be nice if ships that are in a shipyard for modification (an maybe even new ships under construction) would be shown in FLT with their current status and remaining construction time.

Currently ships that are being moddified look no different from ships that are docked somewhere and ready for the next job:

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Same could be with new ships that are still under construction, just with name “–” . I guess for that they would need to be created at the start of the construction progress instead of at the end but it would be more rewarding to see them in FLT with the timer ticking down.
(It would also make it more obvious when you miss clicking “start project” after putting the components in which happened to me a few times already and others said to them too. Currently the timer is very hidden and you only see the effects of not starting the project a day later when you see … nothing :sweat_smile: )

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note: This “blocked” status for “under construction” could also be used for shipping ships, like rescuing stranded ships, moving STL ships between systems or just saving fuel on empty trips (A HCB bay can load 3 empty WCBs + 2450 t / 500 m³ cargo.
The ships that will be shipped (WCB) will be “provisioned” which locks down their inventories and gives the ship the “blocked” status, the shipper (HCB) would “pick up” the ships and receive a proxy “shipping black square” with the tonnage and volume of the ships. This would also mean that they can be shipped without having to transfer every tiny bit of the inventories over and then back again.
At the destination the shipper (HCB) delivers the ships, the proxy vanishes, the ships get teleported, the inventories unlocked and the “blocked” status removed.
If the shipping contract gets canceled or breached the it will be the same as completion just without the teleport: proxy gets removed, inventories unlocked and “blocked” status removed. A different option would be to teleport the ship to the location where the proxy is, or the last location of the proxy. (Next location could be trolled by the shipper through sending the ship into a months long STL trip.) Though that could cause the ship to land in the orbit of some system and good luck fishing it out of there.
(This was a longer note than I expected it to be :sweat_smile:)

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I’ve mentioned this bug before regarding xg-751b but it definitely happens on other planets. In some instances when there is a worker shortage the available workers are not distributed properly. Instead, 100% of the shortage will be taken out of a single player’s base.

There are 2 full bases on yi-552a. The planet is currently short 72 pioneers. All 72 are coming out of my base. What makes this bug even more unfair is that any time there is a shortage on the planet it dings the same player. On xg-751b it is MemoryAlpha. On yi-552a it is me.

Afaik it gets taken from the biggest bases first to keep the amount of workers per base equal. The other base has only 480 PIO so if there would be only 800 PIO on the planet you would go down to 400 and the other player too.
But as long as there are over 960 PIO only you lose workforce as it is still over 480 per base.

There is a bit more involved besides just taking from the biggest base. In any case, that wouldn’t explain what I’m describing. On XG-751b I have the biggest base and there are other bases the same size as MemoryAlpha’s employing the same number of workers yet MemoryAlpha is always the only one that loses workers.

In principal SLKLS is right with:

But, after looking further into it (again), there seems to be a bug that affects players that had a base on the respective planet before. The workforce assignments are not calculated correctly in these cases. I created a ticket for it and hopefully will be able to solve that for good with the next release.

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