I currently have 4 rockets, decided to expand my POI-harvesting fleet by another 4 rockets. However, as soon as the Robo-Pilot is built and the data banks are delivered, I cannot click on it (to select it) as the game crashes. Mods or no mods, makes no difference. Unfortunately I canont attach the save file, as the colony is currently nearly 3k cycles old, and the save file is 40MB :/
Initially I was thinking that I have too many robo-pilots, but even deconstructing one, and constructing a new one crashes the game. However I have sent all my databanks to 2nd planet via teleporter and built a rocket there, and robo-pilot works fine. After that I built more robo-ports in main planet, and this time all seems fine. Because Ive sent all my databanks (wouldnt that be a nice QoL update to limit Conveyor Loader weight) to the 2nd planet, and created new ones using data-miners, I think one of the databank is corrupt. To test this theory, I started sendning batches of databanks using "sweep only" on conveyor loader. And sure enough, one of the batches sent to 2nd planet caused the crash there. I have a workaround now, to store that batch and restrict access.
On a separate note but related, please could you also fix the other bug that many other players reported? This one which prevents robo-pilots to be refilled if they dont have less than 20 databanks on board. This is extremally annoying!
Edit: More crashes experienced, so I did further investigating. I started feeding few databanks at the time to the new built robo-pilots, as fast as the three cold data miners could allow. The first robo pilot was filled in with 99 databanks (50 and 49) - and then it stopped recieving, dupes proceed to fill in 2nd robo-pilot. No crashes so far, but as soon as the 2nd robopilot reached 100, and I clicked on it - crash. Something is very wrong, please look into it.
Load the save, build a robo-pilot on any of the four unfinished rockets, wait for the data banks to be delivered by dupes, click on robo-pilot.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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