Patch: 0.1.24 (16401-v258-s)
- Trucks get stuck on roads.
I think this one has been around for a while, but it seems different to me this time. Before I would see stuck trucks on the road, but they didn’t count as in use according to the transit hub. The truck in this screenshot is non-responsive and stuck at its position on the road, but it seemingly counts as in use on the transit hub.
The same time that this happened it seems that all other truck traffic on the road stopped. I could not find a way within the game to restore truck activity. Reloading the save resulted in the visual appearance of the truck disappearing, but there is still a truck permanently in use according to the transit hub gui. It appears that 1 worker is also permanently idle.
That said, this patch seemed to have the best truck performance since the first TT release on experimental. Can’t wait to see them continue to stabilize!
- Some buildings get stuck in construction waiting for resource delivery.
I’ve seen several instances of buildings stuck with n-1/n minerals or isotopes delivered. I think this is related to trucks because I’ve only seen it happen with a transit/road network active. Cancelling the building and reordering construction fixes the issue. Without cancelling all workers will do their other tasks and will eventually idle, and no jobs are visible on the job management screen (this is expected behavior with no other commands being issued).
- Trucks frequently make several trips carrying only 1 (or maybe 2) items instead of a full load.
This doesn’t seem to be because a source only has 1 or 2 items (the storages in this case sometimes have 10’s or 100’s of minerals, but the truck will leave carrying just 1 and make several trips to the destination. I’m not sure if this is because of some kind of competitive queuing where other workers are claiming the job before the truck calculates how many resources to bring or something else. It seems like this could be expected/currently intended behavior, but it would be nice to see trucks prioritized over employees when possible so that they carry full loads of materials.
- Deconstructing transit hub and rebuilding results in old trucks somehow being preserved.
This could be intentional since you don’t get refunded credits for any trucks built when you deconstruct a transit hub. Dismantling and rebuilding is something i try to see if it fixes other aberrant truck behavior, but it seems like things often get worse after rebuilding.
Haven’t encountered any CTD this build. Hooray!
After reloading a game the enemy camp status and next attack time UI elements are missing. This results in the next enemy attack being a complete surprise.
Storage desynchs still exist. At game time of 3:02:22 all 3 resource values are inaccurate. Currently the UI is reporting that I have less total waste than the sum of each buildings storage. Waste is underreported in the UI by 8. Minerals and Isotopes are both off by 1 (UI reports 1 less than storage).
Parked trucks are invisible.
According to the UI I should have 5 parked trucks, but only 1 truck is visible in total across 3 different transit hubs.