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Workforce Issue

6y
#1
Resource updates seem to be broken. I have to manually click on every building, open it's individual stats, and click "show workers" to get the buildings to even start producing resources or become staffed in general.

For instance my Deep Digs will be fully staffed but not a single worker working until I manually update the building, then it'll either be instantly fully staffed or completely unstaffed. Production is literally affected by this issue, lost 3 hours of alien artifacts among other valuable resources because I didn't realize this was happening until my approval rating hit 0 because my food and water bottomed out too.
6y
#2
Exactly the problem I am encountering. No reply from anyone yet in regards to how to solve this issue.

Posted on this before with no solution - https://www.ape-apps.com/viewpage.php?p=15722
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NOZ Thread : https://www.ape-apps.com/viewpage.php?p=8471
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6y
#3
UPDATE: Issue is connected with restarting the game. Everytime I reopen my save, I have to manually reload each building for production to start again. Literaly don't have time for this so when this is fixed I'll come back to the game.
6y
#4
I know of this issue and make changes every update in hopes to fix it. The problem is that it is not universal. Some people have it, some don't. And it does not behave the same with everyone who has it. Which makes it very hard to track down.
Owner of Ape Apps, LLC
6y
#5
I totally get that because it has now started working in reverse. If a building is producing, especially highly staffed buildings, "show workers" resets the workforce of that building to 0...

its mutating. Kill it with fire!!!
6y
#6
I've same problem. My workers never want to work, strange.
I have to click on show workers to be, for example, 0/10/250 on this screen, my workers wont work on my food building, and then, poor tourists died.
They also protest everytime for no reason. Strange thing. Please fix it, it's impossible to play with it, and my friend got same problem. (It could come from the repair building, idk, because everytime that a building is damaged, even for 1 dollar, workers get out of the building. Sad thing.
6y
#7
for me whenever the workers enter the buildings they do not show up as working, even though they just entered.
6y
#8
Up :(
6y
#9
The6atekeeper said:I totally get that because it has now started working in reverse. If a building is producing, especially highly staffed buildings, "show workers" resets the workforce of that building to 0...

its mutating. Kill it with fire!!!


This has been happening to me forever and has probably accumulatively lost me colonies of about 1m people. I just never click the show workers button and its normally fine. Also that ever since this has been a problem my colonists savings are incapable of straying away from $50, even if i stimulus package.
Hello! I am a High Wizard from the Nations of OZ, come check out our discord server! https://discord.gg/qqCswpF

6y
#10
I'm doing something right now, 98% approval, buildings are producing, and my colonists savings us roughly $166 each and rising steadily enough to keep them working and happy. I'm literally achieving this while about 3k are jobless because my buildings aren't completely upgraded yet so the extra housing overshadows that rn but it doesn't seem to matter much. I'm sectioning off each resource with its own central-ish housing and entertainment completely perfected to the job/home ratio while attempting as much efficiency as possible and looking as clean and organized as possible. I was planning to upload a template for others to build off from and maybe post their own"versions" because it's a method that will work in any faction, on any planet, for any resource and is very modular.

Linkback References

My Colony





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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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