[Hrusa][2.0.12] Escalating CargoPod UPS times when the world is made of water

We are aware of them, but do not have solutions that don't cause other issues. They go here in order not to take space in the main bug thread list.
User avatar
MSC
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Oct 30, 2024 4:34 pm
Contact:

[Hrusa][2.0.12] Escalating CargoPod UPS times when the world is made of water

Post by MSC »

Hello everyone, I have started a new creative world for blueprints out of habit and replaced it with shallow water in the editor. This is still a bit of an old idea, as landfill used to be better in the blueprint.
I also wanted to play around with the spaceships to find a suitable construction.

Suddenly the game started to drop below 10 in the UPS and the UPS times for the CargoPopd went way above 100.
10-30-2024, 17-49-18.png
10-30-2024, 17-49-18.png (43.27 KiB) Viewed 462 times
These values in a virtually empty world without any noteworthy productions.

I then tried a bit more and a mate gave me the tip that the cargo capsule rockets from the spaceship would not land.
I then built a cargo landing pad and the UPS normalised immediately.

Conjecture: the pathfinding of the cargo pod rockets cascades gradually if there is no free land area around the spawn.
Sure, I fiddled around with the world in the editor, but I'm not sure if it can happen in a real game.
Maybe it needs an exit condition there and the cargo capsule rocket simply reports, I can't find a good landing spot, please put one there, as the trains now also indicate.
User avatar
xargo-sama
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Mon Jun 05, 2023 1:04 pm
Contact:

Re: [Hrusa][2.0.12] Escalating CargoPod UPS times when the world is made of water

Post by xargo-sama »

I can let the pods land in shallow water, but it's not a priority right now as all planets in Space Age don't natively generate without a safe landing area. Once critical bugs are fixed I will look into it.
Post Reply

Return to “Minor issues”