The Last Starship

The Last Starship

Some bugs I saw in A15 (text wall warning)
Only saw since A15:

- All crate storage on fabricated designs is being set to 6 for small crates and 10 for large crates. This storage restriction is not in the design, but applies after fabrication. It can be set back to maximum easily, but this gets annoying quickly if you have a lot of crates.

- Likely caused by the above: I fabricated one of my ship designs in the Boldly Go campaign at a shipyard. The spacesuit, FTL and cannon shell storage crates had items in them after fabrication. The number of items in the fabricated ship's crates is the number of items in the ship design's crates minus either 6 or 10 depending on the type of crate. Most crates that had items in the design did not have items at fabrication, only the 3 listed above did. They are the only crates that had more than 6 or 10 items.

- Trying to use the 'free' items from fabrication caused problems:
4 FTL charges spawned with the ship as per above. I got a warning that there were no FTL charges on board and I was unable to jump. Panel on bottom left showed 0 FTL charges. Trade screen showed 4 FTL charges on ship. Bought another 5 which were loaded into the crate, which made the warning go away, but I still couldn't jump. Had to designate a FTL storage zone, which caused the 5 new FTL charges to be unloaded and then I could jump. But the 4 original charges could not be removed from the crate. Ordered the crate disassembled, which would not happen as crew would not unload the 4 FTL charges. Saving and loading the game fixed the problem, and the crew disassembled the crate and the 4 charges were there under the crate. Worked normally after that.

- In the Deep Space Industrialist mission, crew will not take Stargate Frame from crates to the drop shuttle to complete the initial batch of 10. They have to be put into a storage zone for the crew to pick them up to load the shuttle. There's no indicators that the frames not being loaded onto the shuttle is stopping completion, so others might be having issues with this. I don't know if this was in A14, but I didn't notice it then.

Seen in both A15 and A14:

- Logistics drones, as well as AI ships and their drones, will fly away off the screen to ridiculous distances if you mine at an asteroid belt for a long time. They usually go in 1 direction, but I've seen them go in several different directions too. This behaviour persists if you jump out and back in, and if you save and load. The drones will launch and fly away even if there is nothing near the ship to pickup. Not all drones will launch, only a few. When you FTL jump you have to leave the drones behind. They will return when you prepare jump and wait, but if they have flown too far away it takes too long. The AI ships will often run out of fuel and the crew suffocates. It seems to be only AI ships with mining capabilities that fly off, the same ones that would try to mine the asteroid field, the others jump away normally. The AI ships that jump away tend to leave their drones behind, creating a drone graveyard across the system. It only happens after I have stayed in a system for a long time (over an hour or so), and I've only seen this in systems where mining takes place (although those are the systems I stay in for a long time, so it's possibly unrelated). I've seen this in both Boldly Go and Survival game modes.

Not bugs, but could be addressed:

- It would be nice if crew didn't drop random items onto tracks when a task is cancelled. The worst offender is crew trying to load ores into smelters that are loaded by arms. When the arm loads the ore, the crew drops the ore they are carrying at their current location and this can be onto a track and cause issues. Manually removing these items can get annoying. It would be good if smelters and other production buildings could be set so that crew won't manually load/unload them, similar to the settings for crates. It happens with spacesuits and other items being dropped too, so that wouldn't fully solve the issue. There is no storage zone set on the track either, it's definitely the crew dropping items when tasks are cancelled or changed.

- Precious metal sale value needs to be nerfed. A lot. It's 24,000 currently. 2,400 would be a more reasonable value. Mining and smelting it is obscenely lucrative and destroys any financial challenge in the game. Fabricating/assembling anything from precious metals has a lower sale value than the raw resources.
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Showing 1-7 of 7 comments
Louis  [developer] May 29 @ 1:53am 
Hi there! Thank you for the feedback, I've noted down the bugs you've mentioned.
If there's anything else you notice, please feel free to continue posting comments here.

Have a nice day!
Greeba May 29 @ 2:22am 
I’m wondering if there is still a lack of crew picking components from crates in general. I’ve got crates with 70 lenses or motors which aren’t being used. However my crew is currently tied up offloading a sale of 4000 stacks of Tilium, so I need to see how they behave when they’ve finished lugging all those boxes before I go definitive…
Last edited by Greeba; May 29 @ 2:23am
Originally posted by Greeba:
I’m wondering if there is still a lack of crew picking components from crates in general. I’ve got crates with 70 lenses or motors which aren’t being used. However my crew is currently tied up offloading a sale of 4000 stacks of Tilium, so I need to see how they behave when they’ve finished lugging all those boxes before I go definitive…

I've noticed crew don't move items directly from low priority crates to high priority crates. You can have a full low priority crate with empty high priority crates and they won't move them from one to the other. A resource specific storage zone (not 'any cargo'), even if it's only 1 or 2 squares, solves this. They move items to the storage zone, then to high priority crates.

The issue with the industrialist mission was that the crew were not considering the stargate frames in the crate to take to the shuttle. They were idling while the shuttle was waiting for delivery.
Fix for the dead crates: Order them to be deconstructed, and put a short grabber next to them. Save the game, quit, then load back in. The grabber will empty the crate sporatically. DO NOT CANCEL THE DECONSTRUCT. Let it empty, then it should proparly be deconstructible. The graphic on the crate will look strange, but it should allow it to empty
I found actually another fix.
You can set the amount of Items that are to be stored in the chest.
When Creating a ship the amount is set to what was in the chest when the ship got saved.
When you reset this to zero and then to max the crates work as intended.
Which can be quite a chore for larger ships.
The Items you get are also included in the price calculation for the ship.
VOID Jun 2 @ 10:14pm 
Noticed a weird bug where items marked for transfer from one ship to another somehow got outside of the shiphull. The hull wasn't edited at that time. They got stuck there and were staying outside the ship and couldn't be hauled, by drones neither. Also they did not disappeared after an FTL jump. Saving that game made it broke, so it doesn't load anymore and instantly crashes the game when trying to load it.
Ouch, that def sounds worth a bug ticket!

There is a long standing issue with objects getting stuck outside the hull while still being part of the ship interior contents so they just float indefinitely.
I long ago raised a bug ticket for that. But causing a crash, that’s a new one to me.

If your game is stable and you have those stuck objects, the in game workaround is to go to the Shipyard and extend your hull and floor to the object so your crew can collect it, then edit the ship back the way you want it.
Not ideal but it works.
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