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Unemployment+Buildings Not Working - Page 6

6y
#51
I know this is an old thread but this is still happening for me. I haven't played since August 2017 and back then everything was OK. Now it happend to my main colony, too bad, and since I got more than 3000 colonists in my other colony it started to happen again ! Tried everything. I always have :
24% unemployment.
88% filled jobs.
99% approval rating.
0% homeless rate.
around 10% on duty workers on all buildings.
Workers are not far from their homes.

The "funny" thing is that not a lot of colonists are using the entertainment facilities (195/3159 out of 23000 population) and the schools seems to always be full...don't know if it's normal ...

This game is awesome, please fix it ! I can provide the mcb or mcz files or any other info.
Tried to run on web on 0.60.0, the bug remains...
Creator of Coloniae
Admin of the MC2 translation project
6y
#52
Is this an offline game? Send me the .mcz if it is in offline mode.
Owner of Ape Apps, LLC
6y
#53
It's online. But can we turn it offline and then back online ?
Creator of Coloniae
Admin of the MC2 translation project
6y
#54
I came to this forum to report that my colony went to hell in a handbasket when i got the level 2 consular building and initiated a fire drill.

I was worrying about the number of people complaining about commute distance so i clicked that option and now every single one of my production buildings is employing apparently 2 or 3 people at most and subsequently producing next to nothing. I had a colony of nearly 2000 and i had a mass famine situation on my hands within about 10 minutes and at first i embraced it, built a whole bunch of landing pads and allowed the population to dwindle to less than 50, before enabling immigration and letting the population build back up. I figured this would fix the issue as a whole load of new people would populate the housing and the jobs again. It didn't work.

Each time i click on a building it reports a different employment number, and checking the "show workers" part reveals that there are many more. I have watched and waited and noticed that even the off duty workers that have 100% energy are not reporting for duty when there are already the number of on duty workers that the pie chart report thinks is the total working there (so the report says 0/2/40 and the show workers shows 10 people working there, only 2 will ever report for duty at a time - if at all. I should also note that in this example i have more than 38 unemployed according to the economy screen on the stats).

6y
#55
Sobeirannovaocc said:It's online. But can we turn it offline and then back online ?


I think if it is online then the devs can see the savegame, but an offline game needs to be sent to them manually :)
6y
#56
I did killed all the population to 0, then made them come back, all was fine since I made a fire drill, the situation is now the same as before ...
Creator of Coloniae
Admin of the MC2 translation project
6y
#57
Same here. Have 40 banks , after 3 hours of playing, i realised my hold was still very little. I checked my banks worklist and they all only had 2 workers or less even thouhh stated it had 8 workers on the UI. Really game breaking as i realised all my buildings had very few workers, causing my entire colony to have lots of jobless people, even though it states none. Which then lowers down my ratings. I believe it was because of the fire drill.Playing on an S8 0.60.0
6y
#58
If the game switched to offline mode you can never turn it back to online. This is because the mechanics are slightly different in offline mode.

Obviously something is not syncing right with the employment stats behind the scenes. When you open up a building stats, it goes through and checks that all workers are real/legit. So if the main UI said 8 workers and then went down to 2 when you looked at the workers list, it meant it did the sync and 6 or the workers were "fake". I will see what I can do.
Owner of Ape Apps, LLC
5y
#59
This also occurs for me. Version 0.61.0 on Android (a New HTC 10lite)
May buildings, Microchip, ore Fracking, hydroponics show 3/14 and such employees. But i have 300 unemployed still. 99% Jobs show as filled.
5y
#60
This has been happening to me all the time. Tried reinstalling native client but that eventually got to the point that it won't load my colony. My Deep artifact sites are the worst but almost all buildings have this. I can have a site with full employment, but looking at workers shows anywhere from 0 to a dozen or more. Clicking on workers again and again will eventually get workers down to 0 or just a few. Very difficult to play this way. Atmospheric Condensers are killing me when they fail to make enough water because workers are borked. Only sheep farms seem to be immune... (because workers live on site?) Do Residential buildings need some hidden space that allows workers to move as needed to reduce commutes?
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