chrislp99's Recent Posts
Excellent update! The jobs are getting filled and the unemployment stats are accurate! :) However, couple things to note:
1. Can't move someone from one job to another (to make walking distance shorter and prevent fatigue)
* I know you said another update should fix this, so I can't wait until that is released
2. Any way to buff the deep dig site? 0.6 - 1.6 per/min is REALLY SLOW! I would buy some, but my god the prices are astronomical!
1. Can't move someone from one job to another (to make walking distance shorter and prevent fatigue)
* I know you said another update should fix this, so I can't wait until that is released
2. Any way to buff the deep dig site? 0.6 - 1.6 per/min is REALLY SLOW! I would buy some, but my god the prices are astronomical!
One thing I have found helpful!
Give them all $$$! Yes, since the population is treated as a collective after 2000, you can't individually fix them one by one so... The only way to make them happy and start producing again is to give the money... All of them. So give them a stimulus package of 300, which by the way is going to be every bit of $1000000 or more, and they will all be happy again and start working. Yeah stupid I know but it works sort of.
Give them all $$$! Yes, since the population is treated as a collective after 2000, you can't individually fix them one by one so... The only way to make them happy and start producing again is to give the money... All of them. So give them a stimulus package of 300, which by the way is going to be every bit of $1000000 or more, and they will all be happy again and start working. Yeah stupid I know but it works sort of.
All,
Unfortunately ape apps support seems to think that this is actually normal. This occurs when you hit 2,000 people and instead of treating each person individually as far as their health and unemployment goes the game treats your population as a collective instead, so because of this it messes everything up. They say that it's to help with performance. I don't know if they're going to fix it, to me it sounded like they are not. Below is the email I got back from them:
"It happens after 2000. After that, the colonists are simulated as a large group instead of individually (for performance reasons) and the stats on buildings are no longer completely accurate."
Just wow...i advised it needs to be fixed. This game is practically unplayable now.
Unfortunately ape apps support seems to think that this is actually normal. This occurs when you hit 2,000 people and instead of treating each person individually as far as their health and unemployment goes the game treats your population as a collective instead, so because of this it messes everything up. They say that it's to help with performance. I don't know if they're going to fix it, to me it sounded like they are not. Below is the email I got back from them:
"It happens after 2000. After that, the colonists are simulated as a large group instead of individually (for performance reasons) and the stats on buildings are no longer completely accurate."
Just wow...i advised it needs to be fixed. This game is practically unplayable now.
Same issues as described above. (Windows 7 64bit, Locally installed client, Build 0.50.0)
1. Unemployment and total jobs in Stats does not match actual unemployment and population of colony.
2. However, if I click "U" it lists a bunch of unemployed workers, most of which are hired to buildings.
3. If I look at a resource building and it says 6/18 workers, when I click to see the list of workers there will be duplicate names that say unemployed...but they work there? Can't move or hire anyone to this building while in this state.
4. Due to #3 the buildings will sometimes stop production as well. I did verify 100% condition and active.
**Not same building as previous screenshots, but it still had the same issue as #3**
1. Unemployment and total jobs in Stats does not match actual unemployment and population of colony.
2. However, if I click "U" it lists a bunch of unemployed workers, most of which are hired to buildings.
3. If I look at a resource building and it says 6/18 workers, when I click to see the list of workers there will be duplicate names that say unemployed...but they work there? Can't move or hire anyone to this building while in this state.
4. Due to #3 the buildings will sometimes stop production as well. I did verify 100% condition and active.
**Not same building as previous screenshots, but it still had the same issue as #3**
chrislp99
Member
Member Since
November 25th, 2017