Unemployment+Buildings Not Working - Page 5
Everything has a pathway and still I face the issue of everyone just not wanting to work. I get random spikes of everyone just quitting, more often if I do an expansion, I don't even have 2000 people yet, as I saw you have been here replying before so I read through all of the comments. I saw in the last 2 update notifications you mentioned how you got black listed on Android and I am curious if you realise why everyone on Android stopped playing. This issue makes the game 100% unplayable and it is likely the reasoning as to why they all stopped playing. It wasn't an issue of having only one avenue you took, it was that you never helped the people begging for help. I don't know if every Android user faces the issue but apparently since you went from 90% Android users to 50/50 then that should tell you something caused them to stop playing. I wonder if you got black listed because people reported the lack of help for this bug and I saw one guy post one of your reply statements to the issue, that alone could cause Android to blacklist. I just want to be able to play the game I spent money on. I don't have a lot, it took me over a year to save up for this run of the mill basic Android, if that tells you how little I have to spare. This was always so fun and now I can't even play, it's heart shattering to sit here in sheer anxiety wondering what I did to mess up my colony when it's a bug in the system causing it. Please fix it, please.
Motorola E3 Play
I can't go out and buy a computer, I probably couldn't afford the electric bill that comes with it, I struggle to even make ends meet with the little bit that I have. The game has so much potential and ignoring the bug for a year+ is definitely not a way to draw in, nor keep, your community
Motorola E3 Play
@MasterHutchGaming I am sorry you think I have been ignoring this issue, but you are mistaken big time. Just look at how many months old this thread is, and how long it has been since the last reply before yours. There has been considerable progress made on the worker bugs since then, compared with how the issue was at the time. I am not claiming it is "fixed" now, but I think many would agree that it has improved significantly, rather than being ignored for a year+ as you suggest. For many colonies the issue is now completely non-existent.
I am aware that there is an issue on Android and iOS when a colony reaches around 500 colonists, which is the virtualized-citizen cutoff level on those devices, that causes issues when the colony is transitioning from 100% "real" colonists towards a real/virtual colonist mix. The issue is more pronounced on those platforms, because the cutoff level is at 500 population, vs 2000 on the other platforms. This is because of the reduced memory available to iOS and Android apps, Android in particular. In contrast, on Desktop when a colony already has over 2000 colonists, it is harder to notice when the engine starts to virtualize workers and simulate their stats, as there is a much larger tool of colonists to draw the generalized stats from.
That all said, your issues may be totally unrelated to this. What I gathered from all of your posts is that your issue is that whenever you build new buildings, you suddenly get massive riots and unemployment, which are made worse by a fire drill.
I just think it is possible that the issues are not exactly the same as those in the threads you replied to, many of which are very old and have since been addressed. I realize I do not reply to every single bug post, but I do look at them when I work on each update. If one has gone for months or a year with no reply, there is a pretty good likelihood that most people are no longer experiencing the same issue. Especially when it comes to employment related issues. There have been many updates since the last post to this thread that have totally overhauled the way the game assigns employees and deals with education.
What are the stats of the colony? What types or buildings are you making, does it happen with just one class of building, or all? It would also be helpful to know what your engine settings are, which you can find a link to in the game's slide-out menu. All of this information will help to research the issue. It is very difficult to debug or fix something with limited information and no way to reproduce, but believe me, I would love to get the bug fixed. Despite what you seem to believe, I do not like the game to have bugs, nor do I just ignore them.
Owner of Ape Apps, LLC
PC, win 10, Steam v0.83.0
settings: everything set to on and normal, except for resource poppers and low res mode are off. Sim frequency is set to perfection and render fps cap is set to no cap.
Sad to report this issue seems to still be there. It hadn't happened before using the fire drill at about 800~ish people in my current LIS colony (small city from region) and in an older UE colony (mega) it also seemed to never happen until i'd used the fire drill once don't know how many population i had there but probably over the 2000 mark. From personal experience i suspect the issue forms after redistribution of population because of the fire drill but can't confirm that. Doubt the issue is with my pc as i have a pretty hefty system but if it helps i could list off my specs.
Greetings, Fedjen
ps. Will watch the forum for a week from now to see if there's any reply. Do let me know if there's more info i could supply, would like to help if possible :)
What problem are you exactly facing?
Archmage Of Nations Of Oz[NOZ]
Invincible
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Invincible said:What problem are you exactly facing?
As i understand it from what happens to me occasionally after a fire dril some buildings display that there are people working there yet don't display/register whether anyone is on duty as when i'd open the "workers" section of that building it'd tell me that there are indeed people on duty which then gets registered by the building and it continues operations as normal.
So for example last night when the issue occurred i had 5 advanced ore refineries all saying 0/6/6 so all jobs filled but nobody on duty. Yet when i checked the worker section they all of a sudden realized that there were indeed several people on duty and then continued working as normal now displaying for instance 1/6/6 to correctly display the amount of workers on duty and producing the amount of steel that said workers will normally produce.
PS. I have just done a fire drill again for science purposes and that did indeed recreate the issue of all of my production buildings that require population to operate getting in a stuck state where they display that every job has been filled but nobody is actually on duty. Opening the workers section tends to make the building realize that there are actually people on duty and makes it produce like normal again. Further testing shows buildings seem to have issues registering when people "clock in" don't know if this has to do with me having render colonists turned on but i will try turning that off and see if that changes anything. i'll get back to you with test results later
Turning off render colonists does not have any effect at all. but in order to try to figure out if the fire drill has anything to do with the issue i figured i'd try to start a new colony for testing purposes just to see how long it would be until i'd see the issue if at all. To my surprise i saw it happen already within under half an hour my small vehicle factory showed 0/1/1 and when i checked the workers it showed that there was in fact someone on duty. A few minutes later i saw the same happen to one of my greenhouses and then later again on a gold mint. (screenshot below) So it would appear that this has nothing to do with the amount of buildings/population nor with the fire drill. (fire drill just seems to highlight the issue rather than cause it) This new colony is also a local game rather than online so it's not a sync issue either.
Ps. Sorry for spamming not really sure what info is or isn't relevant so figured i'd give as much as i can.
hmm, though i see that you dont have lot of colonists, but the colonists get processed in batches. so when you do a fire drill, they all get kicked out but joining is done back in batches, hence can take a lot of time. i as well have a huge colony and do the fire drills frequently, but most of the time, in few hours, everything gets back to normal, with all colonists processed, and working. i believe, when you click on workers of the building, that batch gets forced to update itself and hence you see that first time there are no workers but second time, you see that its full. these are just from my general observations. see if waiting for few hours resets everything
Archmage Of Nations Of Oz[NOZ]
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the one and only way to get the buildings to have works working correctly is open workers .
nothing else effect it .
If ( and on the rare occasions the game is correctly having workers working you get a major jump in production .
this bug has been in for a wile my guess is bast just cant find it .
the game still works at about 1/3 of what it would be if it worked they way it was programmed to .
I can say using the open the buildings workers to get them working done with all will make a jump of tripling production .
going by the way the game works take a investment bank at all times there should be minim of 180 some on the job assuming 1/3 sleeping and 1/3 playing .
back in the day you could get them ALL on one shift by putting extreme work on for a few mints i sure miss that .
this is a older bug been around for many versions .
anyway just add it in to your production plans it just means instead of a 100 of a building you need 133 to offset the ones who should be showing working