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[TESTING] I can't seem to stop production at a single line factory
#1
Here is my save game. Please note the weird factory numbers going into the negatives! I can't seem to stop production at a single line factory as a result of this. It also seems to let me double production output beyond what it should when I change the production number. Check the New York factory. It is a single line factory that has gone haywire from me using the regional North America inputs instead of the discreet factory screens.

Even after playing with the lines and "fixing it" there shows double output and double platform availability.

Please check out my save, it has gone a little haywire and I can't keep going with this save.

Really enjoying the game. Some of the other bugs I have run into have been noted in other threads.

Oh for 2nd gear 2.4.0.0


Attached Files
.zip   Stabilized.zip (Size: 64.65 MB / Downloads: 49)
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#2
Sorry for the late reply,

The question is, how did you manage to make it go negative? Do you happen to recall how?

A quick work around is the "Idle All Factories" button in the Mega Menu, that seemed to fix the issue.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#3
I made it go negative by setting the max production number, doing something else, coming back and changing it again. It would let me type in a doubled number or autotype would type in the doubled number. Once that was set, it actually allowed that number of vehicles to be produced. But changing it after you passed the turn like that sent it haywire when i tried to set it all to zero again, it gives me a weird negative number, and doesn't actually stop producing the full number of units.

At least this is how I remember it happening.
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#4
Read about us not submitting bugs in a timely manner. Took me a few days to get it to glitch. Starting a game on nightmare is not a quick endeavor. Even after a decade of playing, i can make it work one in 5 times. It is always such a narrow path to walk...
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#5
No worry about the timely manner. Over the years, I have come to expect it like this. It just bums me out because mentally I already switched to the other project. So, now I am dragged back into this one. Smile

None the less, better things get reported than not. It's the only way I can fix many of these things, because I'm only one person and can't play test everything.

Anyway, thanks! I'll try to duplicate it in the coming days. I hope to get a v2.4.0.1 patch out by next week.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#6
I couldn't duplicate your issue, but I put additional checks when you click the apply buttons to see if i can prevent it from going negative. We'll see if that works and if you can duplicate it again.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#7
Well thank you for giving it a go. I hope the added checks sort the issue out and I will do a new game in the next patch. Will see if it recurs. Have great week, looking forward to the next patch!
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#8
OK I can reproduce some bugs in the current version.

If I am setting a line up, it almost never gives me an accurate maximum production estimate. It literally doubles (but not exactly doubles?!?) I see you have set the game to max the production if you set a number higher than the max allowed. ie at a line with 24441 max if I punch in 25555, it corrects down to whatever it feels the max should be. Often the near doubled number.

If I leave it alone for a month it will show the correct max afterwards, but retain the incorrect max production number allowing me to product almost 50000 vehicles at that line in a single month from a single line. i can set my actual production number to whatever i need (often under a thousand).

What about going into negative? Yeah that is still there but I am not sure EXACTLY how to reproduce that. It seems much less frequent since the last patch, but you can still make it happen.

The negative numbers were only happening if I manipulated the numbers from the preset districts screen, ie "Europe" or "North America". I forget exactly what I did this time out but it was simply adjusting the max or current production numbers. It would carry though between the district screen and the actual production factory. Any weirdness on the district screen could be fixed at the correct production factory.

The final thing of note is that the issue with the correct max line numbers is pervasive and always happens. Because i try not to glitch the game i always build a max sixed one line factory and set it to 22222 max, which is almost always less than the actual max of that factory. This has kept the critical flaws to a minimum and the game is "playable".

If you look at my attached save game, you can check out the production max bug as you set up factory lines.


Attached Files
.zip   PreWW1.zip (Size: 9.54 MB / Downloads: 24)
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#9
(10-27-2024, 10:50 PM)jeraldjunkmail Wrote: OK I can reproduce some bugs in the current version.

If I am setting a line up, it almost never gives me an accurate maximum production estimate. It literally doubles (but not exactly doubles?!?) I see you have set the game to max the production if you set a number higher than the max allowed. ie at a line with 24441 max if I punch in 25555, it corrects down to whatever it feels the max should be. Often the near doubled number.

If I leave it alone for a month it will show the correct max afterwards, but retain the incorrect max production number allowing me to product almost 50000 vehicles at that line in a single month from a single line. i can set my actual production number to whatever i need (often under a thousand).

The final thing of note is that the issue with the correct max line numbers is pervasive and always happens. Because i try not to glitch the game i always build a max sixed one line factory and set it to 22222 max, which is almost always less than the actual max of that factory. This has kept the critical flaws to a minimum and the game is "playable".

Are you doing this with individual factories or in a district? Because the system is working fine for me. And it's not really clear what you're doing outside of the norm to create your issue.

If I load your save game and click the mega menu, I am in Gothenburg, Sweden.

I click on the 1912 Stationeer. Max limit is set to 22222. And production set to 750.
What would you like me to do in this screen to create the bug? Step by step. Alternatively, if you can film what you're doing, that might be helpful.

Thanks.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#10
Game Terminology (so I am able to be precise):
Production Amount
Maximum Retool Limit
Current Maximum Limit

While going negative in production numbers has only happened once since the last patch, i believe it is related to this bug. I also can't reproduce the negative number bug at will and it was much easier to do in the last version.

If you load up my production screen, on any factory, or on a regional screen (Europe for example), you can mess with the Current Maximum Limit and if you type more than that number it corrects it down for you as you have designed it to.

However, if you take a line and zero it, the Maximum Retool Limit doubles. It retains that bugged Maximum Retool Limit, bugged Current Maximum Limit, and bugged Production Amount in between turns and you can produce that higher number of vehicles in between turns.

If you later change the Production Amount, it seems to limit your change to the correct Production Amount number and displays the bugged Maximum Retool Limit and continues to allow the bugged Current Maximum Limit.

Also of note is that if you zero a lines Current Maximum Limit, than put a lines Current Maximum Limit to 2 vehicles, the bugged Maximum Retool Limit number doesn't double it only adds 2 vehicles more than the Maximum Retool Limit.

Than if you zero it and try adding 2 again for your Current Maximum Limit, the Maximum Retool Limit number *doesn't* change incorrectly.

However, if you try to set your Current Maximum Limit to 3, or any higher number, it adds that to the Maximum Retool Limit number incorrectly.

Included a screenshot.


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#11
I was able to duplicate the issue where the factory's maximum production amounts increased when you zeroed out production of a vehicle. The changes will be in the next update.

Thanks again.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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