empty labs? 0.93.17

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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gamerking52
Posts: 49
Joined: Tue Apr 21, 2015 1:28 am

Thu Aug 25, 2016 9:02 am

So I am currently running experimental 0.93.17 on steam.

I have visited the labs before, and they have been full of other things in previous versions. But since this update I have checked out the ancient lab again in the big swamp and the ancient lab is completely empty except for a few spiders. Is this something that should be happening?

I have had population loading issues in the past, so I just want to make sure that I know that this is supposed to happen instead of being another bug like that.

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kevinflemming
Posts: 49
Joined: Wed Apr 09, 2014 10:58 am
Location: Plymouth, England

Thu Aug 25, 2016 10:20 am

Did you import a game? If so, any locations you discovered will act as if you have already been in and looted them. It's a known bug, so far as I know.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Thu Aug 25, 2016 2:29 pm

I had the same issue with the one in the northern area, but there was another one that was full, I wonder if it's a case of one or the other is active, per load.

gamerking52
Posts: 49
Joined: Tue Apr 21, 2015 1:28 am

Tue Aug 30, 2016 8:40 am

Oh wow. Is there a way I am able to fix this issue? "reset" the locations I suppose, without losing the map spot?

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kevinflemming
Posts: 49
Joined: Wed Apr 09, 2014 10:58 am
Location: Plymouth, England

Tue Aug 30, 2016 10:48 am

gamerking52 wrote:Oh wow. Is there a way I am able to fix this issue? "reset" the locations I suppose, without losing the map spot?
Starting a new game will completely reset locations. That's all you can do to solve that problem, so far as I know. Or wait for an official fix.

Could be worth posting your save (head to the location that hasn't respawned and save there, might be easier for them) and see if any of the mods/devs will take a look at it. This is happening in a very recent version, so I'm sure they'll want to.

gamerking52
Posts: 49
Joined: Tue Apr 21, 2015 1:28 am

Tue Aug 30, 2016 9:57 pm

I will try to get a post up then for them to see.

I may test whether or not it could be fixed by not importing buildings. I just don't want to lose my base XD

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kevinflemming
Posts: 49
Joined: Wed Apr 09, 2014 10:58 am
Location: Plymouth, England

Wed Aug 31, 2016 1:42 am

gamerking52 wrote:I may test whether or not it could be fixed by not importing buildings. I just don't want to lose my base XD
Importing buildings has been known to cause issues in the past. Not sure if that is still the case now, but it's definitely been the subject of bugs previously. I think even Chris has mentioned that it isn't recommended.

Importing Research is fine, from what I can remember. You can even alter it with the FCS mid-game and the changes take effect instantly, so I would assume it's okay.

Best thing to do, is to not import buildings and beforehand, give everybody the best bags possible (I've added the large Trader Backpack to Adventurer Shop inventories and it's a bloody life-saver... worth doing) and fill them with Building Materials, Iron Plates and Electrical Components. That's all you need to start again and with a large number of members, it won't take long. Helps if you've researched some Mining Technologies as well.

I've restarted about ten times in the last week and had to rebuild, doesn't take long. Had a fairly rapid material income in a few days.

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