I am getting the same bug where rockets won't take off...it's fueled and ready to go, but when I click the launch button it just sits there.
Were you using any mods by any chance? If so can you tell us which ones?
Published most of the game code for reference purposes
The only thing I could think of was it wasn't taking off because the rare metals was only at 25/30. Usually you take off with any amount of metals, but perhaps this has somehow been broken and it's treating metals like fuel i.e. you need the limit.I am getting the same bug where rockets won't take off...it's fueled and ready to go, but when I click the launch button it just sits there.
What is a Spirit update?
I am getting the same bug where rockets won't take off...it's fueled and ready to go, but when I click the launch button it just sits there.
i managed to launch my rockets by toggling the auto trade.Since the release of this patch my rockets dont want to take off anymore, clicking the Launch button plays the little sound but the rocket doesn't react at all.
i managed to launch my rockets by toggling the auto trade.
i managed to launch my rockets by toggling the auto trade.
Major Changes
- Added Birth Control Policy in domes. You can now set births to allowed or forbidden (Ctrl + LMB sets birth control policy in all domes)
- Optimized the way colonists pick workplaces. Colonists should now pick the best workplace for their specialization correctly and much faster
Disappointing.
Smarter Migration AI, Nurseries Limit Births, Smarter Worker AI, and Workplace Filter did this and did it better in every conceivable way.
Yeah I think I might take a break and wait for mods to cook a bit with this patch.Yeesh, went back to search for "schools" to see what you guys were talking about. I guess we'll need to wait for a mod to fix that. No way I'm giving up my Enthusiast schools.
"How come you guys aren't relying on modders to fix your game?"
I don't understand why this is a question anyone would ask.
"Why are you implementing half-ass solutions that address 10-20% of the problems with colonist management when modders have already fixed 80-90% of it" would be a more accurate assessment of what I wrote.