Bags don't seem to be being emptied of ice/regolith at base, possibly after being used in the local gather tasks, and are therefore unavailable for use in mining missions etc.
On a related note, I've tried to create more bags so I could schedule a mining mission, despite the chance that they may be quickly filled again in the same way, but I'm having problems with fiberglass cloth weaving. It's using a piece of fiberglass, but 'finishing' instantly after job creation i.e taking input and giving no output. It's possible I don't have a skilled enough worker for the job, but this could be handled better, both to the user and behind the scenes, if that is indeed the case.
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Thanks for the feedback. Sorry for the lateness of my reply, but I've been swamped trying to finish up work on the 3.06 release.
I noticed the same thing about the bags in the 3.05 version (and probably happening in earlier versions as well). There would end up being a lot of partially filled bags that were not being emptied out and not available for missions.
The solution I came up with (in version 3.06) is to add a "consolidate containers" task for people to do. The task involves trying to store the contents of containers (such as bags) in the local rover or settlement storage, or consolidating the contents of partially filled containers in as few containers as possible. I think the problem has been reduced with this new task and containers are freed up to be used for other things. It may need more testing and tweaking, however. Please let me know if you still see this problem in 3.06.
I agree with your issue with the manufacturing user interface. It's a combination of two issues: one - the manufacturing UI allows you to start a manufacturing process beyond the skill level of the settlement inhabitants, and two - the people at the settlement can cancel any manufacturing processes that are beyond the skill level of anyone associated with the settlement. The second ability was added due to problems with outside people visiting the settlement and starting high skill level manufacturing processes that the locals couldn't work on, then leaving. This tied up the manufacturing buildings and prevented the locals from starting any new processes they needed.
I made some changes (and note this is in v3.07 dev) to try to address this problem. First I set the manufacturing UI to only allow manufacturing process options that are within the highest material science skill level of people associated with the settlement. Second, I have manufacturing processes return their input materials to the settlement if canceled, rather than having them disappear. Hopefully this will help with the problem.
Also, if you're simply wanting to add a bunch of bags to a settlement, the easiest way to do this with the UI is to use the Resupply Tool and create a new resupply mission from Earth with a number of bags. Keep the time of arrival default which will mean that it arrives instantly. This may not be realistic, but it is the easiest way to add instant supplies to a settlement.
Thank you again for your feedback. It really helps to hear suggestions on how to improve the simulation.
Scott
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Thanks for the update and the tip on instant resupplies - very useful for testing purposes. I'll keep an eye on the inventory and will be sure to let you know if I notice anything negative.
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I notice there's an update icon on the inventory pages, however this doesn't seem to update the resource types, only the quantities. For example, I mined some kamacite and watched as the bags were brought back to the rover. No new 'kamacite' entry was added, even after hitting the update button. A simple closing and re-opening of the window saw the entry appear however. Not a great inconvenience of course, but I suspect you were hoping the avoid this with the addition of the update button. I double checked the behaviour by watching the rover's return to base. The base's kamacite-naive inventory remained so, even after the rover was unloaded and the update button was pressed. Again, closing and re-opening the base window resolved the issue.
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Hi Ano. I was able to replicate this problem with the inventory panels. I had seen this problem in earlier versions, but I thought it was resolved with developer st.pa's addition of the update button. Apparently not. The inventory panel list doesn't seem to update properly when new items that are added to the inventory after the panel is opened. I'm adding it to the list of bugs to fix in the next release. Also, I don't think we need the update button, the list should update automatically.
Thanks for the heads up on this bug.
Scott
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Bags don't seem to be being emptied of ice/regolith at base, possibly after being used in the local gather tasks, and are therefore unavailable for use in mining missions etc.
On a related note, I've tried to create more bags so I could schedule a mining mission, despite the chance that they may be quickly filled again in the same way, but I'm having problems with fiberglass cloth weaving. It's using a piece of fiberglass, but 'finishing' instantly after job creation i.e taking input and giving no output. It's possible I don't have a skilled enough worker for the job, but this could be handled better, both to the user and behind the scenes, if that is indeed the case.
Hi Ano,
Thanks for the feedback. Sorry for the lateness of my reply, but I've been swamped trying to finish up work on the 3.06 release.
I noticed the same thing about the bags in the 3.05 version (and probably happening in earlier versions as well). There would end up being a lot of partially filled bags that were not being emptied out and not available for missions.
The solution I came up with (in version 3.06) is to add a "consolidate containers" task for people to do. The task involves trying to store the contents of containers (such as bags) in the local rover or settlement storage, or consolidating the contents of partially filled containers in as few containers as possible. I think the problem has been reduced with this new task and containers are freed up to be used for other things. It may need more testing and tweaking, however. Please let me know if you still see this problem in 3.06.
I agree with your issue with the manufacturing user interface. It's a combination of two issues: one - the manufacturing UI allows you to start a manufacturing process beyond the skill level of the settlement inhabitants, and two - the people at the settlement can cancel any manufacturing processes that are beyond the skill level of anyone associated with the settlement. The second ability was added due to problems with outside people visiting the settlement and starting high skill level manufacturing processes that the locals couldn't work on, then leaving. This tied up the manufacturing buildings and prevented the locals from starting any new processes they needed.
I made some changes (and note this is in v3.07 dev) to try to address this problem. First I set the manufacturing UI to only allow manufacturing process options that are within the highest material science skill level of people associated with the settlement. Second, I have manufacturing processes return their input materials to the settlement if canceled, rather than having them disappear. Hopefully this will help with the problem.
Also, if you're simply wanting to add a bunch of bags to a settlement, the easiest way to do this with the UI is to use the Resupply Tool and create a new resupply mission from Earth with a number of bags. Keep the time of arrival default which will mean that it arrives instantly. This may not be realistic, but it is the easiest way to add instant supplies to a settlement.
Thank you again for your feedback. It really helps to hear suggestions on how to improve the simulation.
Scott
Thanks for the update and the tip on instant resupplies - very useful for testing purposes. I'll keep an eye on the inventory and will be sure to let you know if I notice anything negative.
I notice there's an update icon on the inventory pages, however this doesn't seem to update the resource types, only the quantities. For example, I mined some kamacite and watched as the bags were brought back to the rover. No new 'kamacite' entry was added, even after hitting the update button. A simple closing and re-opening of the window saw the entry appear however. Not a great inconvenience of course, but I suspect you were hoping the avoid this with the addition of the update button. I double checked the behaviour by watching the rover's return to base. The base's kamacite-naive inventory remained so, even after the rover was unloaded and the update button was pressed. Again, closing and re-opening the base window resolved the issue.
Hi Ano. I was able to replicate this problem with the inventory panels. I had seen this problem in earlier versions, but I thought it was resolved with developer st.pa's addition of the update button. Apparently not. The inventory panel list doesn't seem to update properly when new items that are added to the inventory after the panel is opened. I'm adding it to the list of bugs to fix in the next release. Also, I don't think we need the update button, the list should update automatically.
Thanks for the heads up on this bug.
Scott
Hi Ano. I added this bug to our new project ticker tracker.
https://sourceforge.net/p/mars-sim/tickets/1/
Scott