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Production Queue on client is incorrect

Dementiurge shared this bug 3 years ago
Solved

Behavior: Client-side reporting of the production queue on official servers removes roughly two items from the production queue for every item that has actually been built.

This leads to an incorrect state of the number of components remaining in the client-side production queue, an empty queue when the assembler is actually still constructing, and incorrect report on which components are being built in a queue where queue orders have been moved around while production is underway.

This is a client-side issue for the production queue only and does not affect actual production (the creation of components in inventory) or the state of components of inventory.

Reproduction: As a client, join a survival server, create an assembler and order the construction of 100 components. Observe.

Expected: The production queue should generally be able to predict the state of the server-side production queue.

Pictured: An order-in-progress of 1000 Detector Components. 20 have been constructed but it appears 41 have been removed from queue.

Replies (1)

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Hello, Dementiurge,

thanks for sharing your issue with us. However, when I did try it, I wasn´t able to make it happen.

Only think that I was experiencing was the adding numbers in assembler inventory by 3, but that is because setting of assembler efficiency - if you have realistic, every and each component would be added by 1. If you have x3, than assembler makes component as you write correctly, but they are added to the inventory by 3. If you have x10, same would happen just adding produced components to inventory by 10.

But on your image, it seems that it actually makes 3, but only 1 is added to the inventory. That is quite weird. Seeing that you are playing on server, I suppose you can´t paste me a save file, right? Can you at least hand me over the blueprint of the grid that is suffering with this issue, please?

Is this one particular server the only think you are experiencing it on? Or you can also reproduce it on DS, Lobby MP or single player?

Also please take a look on this thread. Currently there is issue in the game, that assembler goes on and produce the components even when turned off. And those numbers are still deduced from the queue but are not added properly to the inventory until the production is done completely. Are you sure you did not turn off the assembler by any chance? Then this issue is possible to happen, with combination of x3 efficiency.

Thanks in advance for your reply and providing more information and the save/blueprint.

Kind Regards

Keen Software House: QA Department

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Apologies for the long delay.

I am no longer able to reproduce this. The queue now syncs satisfactorily.

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Hello, Dementiurge,

that´s great news! Hope it will stay that way :) Probably just some temporary desync problem.

Thanks for letting me know.

If this issue - or any other, really - will happen to you, please don´t hesitate to write to us again by opening a new thread.

Kind Regards

Keen Software House: QA Department

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