kevinrs's Recent Posts
will this be updated? Gaul isn't in it at all yet.
Title says it. I upgraded Hall of Clan to Hall of Tuath, description says it produces more Civilatis, but it's now consuming coins and producing zero Civ.
Maybe it's just not finished, since I can't see the 8 workers there either.
Maybe it's just not finished, since I can't see the 8 workers there either.
Gaul has the tech for olive cultivation, but appears to have no building that can buy Servus Olivus.
No buildings to produce reasonable coinage, so can get away from you easily
I know you can see how many of something by clicking on it, but first you have to find one. How about a count or highlighting or something to indicate at least what you haven't built yet? in the building sidebar or build menu?
I spent a day without starting olives, because I didn't realize I'd unlocked that slave. I'm currently trying to figure out what buildings of all the mostly red roofed buildings I haven't yet built.
I spent a day without starting olives, because I didn't realize I'd unlocked that slave. I'm currently trying to figure out what buildings of all the mostly red roofed buildings I haven't yet built.
Ok, another detail that might be related, I'm noticing a bunch of duplicates in the employee list for buildings having this bug. I have an Ultra Deep Dig Site, currently showing 1 on duty, 5 off duty, 54 vacant. If I click show workers, I've got Avery Nelson, Lucy Flores, Luke Martinez, Matthew Walker, Lucy Flores, Ethan Stewart, Victoria Jenkins, Luke Martinez, Joseph Smith, Lucy Flores, Mia Jones, Mia Jones, Mia Jones, Matthew Walker, Lucy Flores, Lucy Flores, Luke Martinez, Victoria Jenkins, Lucy Flores, Lucy Flores, etc etc etc.
At first I thought I had multiple colonists with the same names, but the ones with the same name are all at the exact same energy level, and I see the same ones in other buildings as well.
These "ghost workers" may be keeping jobs from being filled, and causing the discrepancies in unemployment and vacant jobs stats as well.
At first I thought I had multiple colonists with the same names, but the ones with the same name are all at the exact same energy level, and I see the same ones in other buildings as well.
These "ghost workers" may be keeping jobs from being filled, and causing the discrepancies in unemployment and vacant jobs stats as well.
Actually, stage 2 is 1m, stage 3 is 5m, and stage 4 is 15m. 15m is also the point where we have been told colonists will start to get sick, so I'm racing to 15m, to do the research, then will deactivate the atmosphere producers, and hopefully drop back down quickly.
I eventually figured that out, my suggestion was to make it easier for the next person, since the chart doesn't mention that the stages require atmosphere.
Maybe add that the stages are dependent on atmosphere level? Just figured out what I'm missing to jump the higher water production of the alien condenser is 15 million atmosphere. I was planning to try to stabilize it at 10 million once I got that high.
must be that over a certain rate, it just goes to infinite, just checked a vertical warehouse farm, and it claims to be producing infinite food
apparently, build a luxury tower, then you will have the opposite problem until you get more recycling built
I'm getting 2905 inflow of trash from my one luxury tower. But the stats on the building do say infinite
If they do pause, then why do I show large amounts of the product going to decay? At the moment, my microchips have hit cap, and I've got 3208 production, 3204 going to decay, and the ancient alien microchip factory is consuming ancient artifacts.
Same issue with charcoal factory, and if I activate it, my food processing sweatshop.
Same issue with charcoal factory, and if I activate it, my food processing sweatshop.
Well, you are saying: every time I start the game, I have to go through clicking all the critical buildings and clicking to the employees lists. That's exactly what I was saying I have to do. Easy? no...
I've probably got at least 50 atmosphere condensers alone. Some of them seem to be bugged and nothing gets them producing. Should I spend half an hour clicking every building to get production going again every time open it up?
Yesterday, I couldn't do it fast enough to stop water from hitting zero and so had to buy water to make it last long enough to get enough condensers unstuck.
I've probably got at least 50 atmosphere condensers alone. Some of them seem to be bugged and nothing gets them producing. Should I spend half an hour clicking every building to get production going again every time open it up?
Yesterday, I couldn't do it fast enough to stop water from hitting zero and so had to buy water to make it last long enough to get enough condensers unstuck.
and it's getting critically bad now. I have an atmosphere condenser showing 4 employees, bringing up the list, 1 is protesting, the other 3 show working, but the building isn't producing at all. I'm bleeding water most of the time I've got the game up now with all the weirdness going on.
At the same time I've got 129 unemployed according to the status bar at the top, 2624 according to economy stats and 100% jobs filled. I seem to have jobs filled by unemployed people who don't do any work or something.
At the same time I've got 129 unemployed according to the status bar at the top, 2624 according to economy stats and 100% jobs filled. I seem to have jobs filled by unemployed people who don't do any work or something.
Anyone know how hospitals are supposed to work? it seems that no one gets better and leaves the hospital.
I'm seeing this too. I start it back up, and see food and water dropping. I can have a bunch of unemployed people, and it still happens. I click on an atmosphere condenser, it shows 4/4 workers, but I click on that 4/4 workers, and it may show only 1 worker, click off, and the building now shows 1/4 workers, and in a few minutes it gets back to fully staffed. This is the case in a bunch of buildings at once.
At the same time, my economy tab is showing zero unfilled jobs, and a large number unemployed. the population stat at the top of the screen shows a smaller or zero number unemployed.
Every time I start up the game, I've got a potential food and water crisis.
It can be fixed temporarily by clicking each and every building and checking the employee list, I've actually ended up overbuilt because I kept thinking I needed more food and water, If I check a number of buildings, production goes way up, and I start dumping food and water in galactic trade at the lowest going price.
The problem, is it's a lot of work clicking the many little water producing buildings, since I don't have the ancient alien condenser unlocked yet
At the same time, my economy tab is showing zero unfilled jobs, and a large number unemployed. the population stat at the top of the screen shows a smaller or zero number unemployed.
Every time I start up the game, I've got a potential food and water crisis.
It can be fixed temporarily by clicking each and every building and checking the employee list, I've actually ended up overbuilt because I kept thinking I needed more food and water, If I check a number of buildings, production goes way up, and I start dumping food and water in galactic trade at the lowest going price.
The problem, is it's a lot of work clicking the many little water producing buildings, since I don't have the ancient alien condenser unlocked yet
maybe upgrade all should not destroy the buildings until each one is reached by a builder?
yeah, it was mentioned that decay being so fast was in order to reduce the massive quantities that resulted from trade exploit.
Another change I'd like to see, is if a resource hits cap, the production building producing it should pause, instead of continuing to produce product that instantly decays, and consuming whatever the inputs to the building are. As it is, I keep dumping stuff into trade, just to keep it from decaying.
Another change I'd like to see, is if a resource hits cap, the production building producing it should pause, instead of continuing to produce product that instantly decays, and consuming whatever the inputs to the building are. As it is, I keep dumping stuff into trade, just to keep it from decaying.
yeah, I think it's telling you clay is full. With the way storage limits work now, clay mining doesn't stop, it keeps getting mined and just decays and is lost if you are at the limit.
kevinrs
Member
Member Since
November 19th, 2017