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Grim Martian

Second Lieutenant
Mar 17, 2018
121
1
So, as the title suggests, this is a placeholder thread for people who are experiencing mild, but annoying graphical hiccups, lag.. Severe lag. And some very unusual issues, game breaking crashes and Load/Save corruption problems.

I've done some digging, and these are the most common annoyances that most people are reporting. Let's add more as we play, it's up to us to suss out and get the Tech people to quash those bugs for good!
  • Game lag hiccups during gameplay whilst pressing Fast Forward and speeding up.
  • Missing or incorrect info on Menu icons, and HUD flickering or not responding, severe lag and delayed response.

  • Lag for Selecting Drones/ Transport vehicles etc.
  • Lag for Mining Metal and Rare Metal equivalents.
  • Lag for trying to *press start* and hangs on Menu icon. Cannot save game for instance.
  • Load / save file corruption
  • Cannot load game, cannot access save files.
  • Game refuses to even boot up past the Main Menu. Cannot bypass the Intro sequence.
  • Random ctd (Crash to Dashboard) on Xbox one X. Might be tied to size of the colony, but happens consistently once my in dome factories report that they are no longer producing products as they are full. Could possibly be a bug related to performance issues and memory hogging!
  • When charging the explorer and hitting right trigger+B to charge while still charging, the game will freeze everything but the camera controls. (via Jdogg88)
  • Transport path-finding : Supply routes stop working if the supply depot is full even if there are more depots in the area.
  • Drone collision : Drones will path-find around each other which is nice. but causes a weird effect when close to 200 drones are trying to enter same cargo rocket. (will eventually run out of juice). (via jonasrc86)
  • Earth Supply Cargo Rockets: Drones attempt to unload cargo and get *Stuck* inside, rendering the Rocket unable to leave back for earth. And Drones in surrounding area stop working entirely. No matter if a Drone Hub is placed nearby.
  • When building a Dome (mega) If a meteor struck very close to the edge of the dome, leaving a polymer chunk. The problem is that the rock has been placed on the yellow hexagon marking the edge of the dome (build view). So it is graphically outside the dome, but the drones try to harvest it from the inside and fail. Cannot harvest manually from outside either. Which lead to drones attempting to harvest it, get stuck for a while and then do something else, only to return a few seconds later. Creating a loop.
  • While attempting to build an education dome, found that while you are able to set the options for the inhabitant filters in each dome, pressing "Apply" closes the window but it does not in fact apply the filters. Same as Workers bug.
  • Colonists do not go to adjacent domes to fulfill their needs. As a result a colonist began to starve in a new dome, because there was no working food place in the dome. Just next to this new dome was the old dome with plenty possibilities to eat and relax. Did not go over there to eat, decided to die in dome with just living quarters and production.

    This makes building small domes useless. You can't pack all necessities plus production plus living quarters in one small dome, so either the colonists don't work, or they die/become agitated and insane.
  • The Scrubber can cause buildings within its effect range to become broken and drones will ignore all requests that you issue to come fix this building. There are 2 ways that I have seen this happen. The first is that a meteor hits and damages the building, the second is that you might not have the parts needed to maintain the building, either way causes the building to have a 'need repair' icon overtop of the building, to which drones will ignore due to the fact that the scrubber, has lowered the maintenance needed bar.
  • The only way I have found to actually fix the building is to salvage it, and then rebuild it, which totally sucks when it is an expensive building
  • ^^ (via Cire360 page 2)
Game Improvements Suggestion
  • Perhaps due to an increase of X amount of Drones, this might cause gameplay degradation, maybe tweaking the max number of drones to 50 or thereabouts could solve some lag? Or only have them path-find around 'buildable' structures/commanders. (via jonasrc86)
  • Features I'd like: Box selection of drones, able to queue orders for drones (mainly explorers and transporters), addition of short (5-10 hexes) tunnels to connect domes so colonists can live in one and work in others), slider to change time acceleration (to increase difficulty).
  • Would be awesome to have the following.
  • A: selecting multiple drones to control.
  • B: Drones able to automatically change controllers to gather resource. For example; what if we could setup auto resource routes with auto loading / unloading of resources from transport Drones? One of my biggest struggles so far is resource allocation. Transport drones are great, but can’t seem to unload. Perhaps come up with more efficient way of transporting resources? There are Shuttles. However they don't always bring the Required Materials, and concentrate more on Passengers.
  • Route-mapping faults and fails. I suggest that they implement new specified routing protocols to be redistributed into the target routing process. For example, protocol for 'route to specified location' and send Hault and return protocol, if Drone exceeds certain threshold parameters. I.e Drone should Not enter dome and get stuck in a corner whilst trying to reach a specified target location outside Dome parameters.
Any others I'll be adding here!
 
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The scrubber can cause buildings within its effect range to become broken and drones will ignore all requests that you issue to come fix this building. There are 2 ways that I have seen this happen. The first is that a meteor hits and damages the building, the second is that you might not have the parts needed to maintain the building, either way causes the building to have a 'need repair' icon overtop of the building, to which drones will ignore due to the fact that the scrubber, has lowered the maintence needed bar.

The only way I have found to actually fix the building is to salvage it, and then rebuild it, which totally sucks when it is an expensive building.

Hope it helps.
 
The scrubber can cause buildings within its effect range to become broken and drones will ignore all requests that you issue to come fix this building. There are 2 ways that I have seen this happen. The first is that a meteor hits and damages the building, the second is that you might not have the parts needed to maintain the building, either way causes the building to have a 'need repair' icon overtop of the building, to which drones will ignore due to the fact that the scrubber, has lowered the maintence needed bar.

The only way I have found to actually fix the building is to salvage it, and then rebuild it, which totally sucks when it is an expensive building.

Hope it helps.
Dang! I can see how annoying it could get to have to scrap, salvage and the rebuild each time it encounters this bug! Thanks for the report!
 
Update: Turning off radio seemed to improve my gameplay. However, saving still takes a long time. Perhaps due to the Missing UI when game starts to freeze / quality degradation happens, it's trying to render the image, but doesn't quite get there in time?

I've noticed other small niggles, but I can live with those. I just can't play with the UI disappearing and game slowing down to a complete halt. That's my own main beef with the game right now. Personally. Re: The Workers - Shift bug thing, I just shut it all down, wait until the Right Colonist for the job comes along, and then FORCE the others to find work elsewhere. (bit of a pain to manually select each one to assign new workplaces. But sometimes I only have 2/3 workers on each slot. So it's okay I guess)


Any other workarounds you guys have found?
 
You can not unpin a rocket. It might work for rockets that are not loaded, haven't tried, however once a rocket is ready for take off, it can't be unpinned. If you unpin it; it will almost instantly reappear in the hot bar. There should also be a option to prevent auto pins as late in the game my hot bar fills up and is difficult to maintain due to the number of people and items the game keeps pinning, I have found that with large hotbar the game slows down quite a bit. In one game I had it was almost unplayable due to lag and freezing, when I unpinned most things the game actually played quite nicely once again.

I have found another bug which prevents triggering of the mystery. It appears that mysteries may be triggered by the number of people you have within domes. I recently got a game going where I got bio-robots, which I'm enjoying as they do not age, or die, and do not repopulate, its great as I have full control of the population. So I let my original humans die off, and built the world based on bio-robots. I'm now at almost 800 of them, and the mystery of the world will not trigger, I'm assuming this is due to the fact that I have no humans on the world.

Update: Last night the event finally triggered with bio-robots, on sol 369, took a long time to trigger compared to other events.
 
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You can not unpin a rocket. It might work for rockets that are not loaded, haven't tried, however once a rocket is ready for take off, it can't be unpinned. If you unpin it; it will almost instantly reappear in the hot bar. There should also be a option to prevent auto pins as late in the game my hot bar fills up and is difficult to maintain due to the number of people and items the game keeps pinning, I have found that with large hotbar the game slows down quite a bit. In one game I had it was almost unplayable due to lag and freezing, when I unpinned most things the game actually played quite nicely once again.

I have found another bug which prevents triggering of the mystery. It appears that mysteries may be triggered by the number of people you have within domes. I recently got a game going where I got bio-robots, which I'm enjoying as they do not age, or die, and do not repopulate, its great as I have full control of the population. So I let my original humans die off, and built the world based on bio-robots. I'm now at almost 800 of them, and the mystery of the world will not trigger, I'm assuming this is due to the fact that I have no humans on the world.

Update: Last night the event finally triggered with bio-robots, on sol 369, took a long time to trigger compared to other events.
Hm. Thanks for the feedback! I'll be checking these out in my next Bug Zapping tester play through tonight. (been Offline since last week)

Re: Biorobots. How, or where exactly does one 'trigger' the event to unlock the Research for it? I think I followed what you said, but that you "experienced a longer time wait than other events" Mystery events appear to have prerequisites, in that they won't progress forward until all the required steps have been completed. I don't rightly know much about the Biorobots. As I've yet to trigger the event myself! But I'll definitely try it out tonight, and report back here, if I too had to wait until Sol 360+!

I've also been trying out other Mystery events on different saves. My Xbox One X plays this game Much Better and more improved than the Xbox One S. Perhaps due to better performance enhancements. Anyways, at least it 'Plays' now. Still randomly crashes and refused to save at certain junctures. But meh. I'm so used to it now.
 
I lost 30 rare metals (from an anomaly) after a MOXIE got built over the temporary pad. Salvaging and demolishing the MOXIE didn't reveal the resources. They are still counted in my resources but don't appear to exist and can't be recovered by drones or shuttles.
 
I lost 30 rare metals (from an anomaly) after a MOXIE got built over the temporary pad. Salvaging and demolishing the MOXIE didn't reveal the resources. They are still counted in my resources but don't appear to exist and can't be recovered by drones or shuttles.

First question: What made you decide to place a building directly over a temporary resource pad before it was cleared in the first place?

Second: are you absolutely sure they aren't in any supply pads anywhere, or were maybe loaded onto a rocket nearby?

Drones have to move any obstructions rocks/waste/temporary pads in order to construct anything, so if they did in fact somehow build the Moxie without clearing the area first then I would agree it's some weird bug.
 
First question: What made you decide to place a building directly over a temporary resource pad before it was cleared in the first place?

Second: are you absolutely sure they aren't in any supply pads anywhere, or were maybe loaded onto a rocket nearby?

Drones have to move any obstructions rocks/waste/temporary pads in order to construct anything, so if they did in fact somehow build the Moxie without clearing the area first then I would agree it's some weird bug.


I looked back last night and found the rare metals in a different location than I thought they were in. I must have looked at it wrong somehow. My mistake.
 
Hm. Thanks for the feedback! I'll be checking these out in my next Bug Zapping tester play through tonight. (been Offline since last week)

Re: Biorobots. How, or where exactly does one 'trigger' the event to unlock the Research for it? I think I followed what you said, but that you "experienced a longer time wait than other events" Mystery events appear to have prerequisites, in that they won't progress forward until all the required steps have been completed. I don't rightly know much about the Biorobots. As I've yet to trigger the event myself! But I'll definitely try it out tonight, and report back here, if I too had to wait until Sol 360+!

I've also been trying out other Mystery events on different saves. My Xbox One X plays this game Much Better and more improved than the Xbox One S. Perhaps due to better performance enhancements. Anyways, at least it 'Plays' now. Still randomly crashes and refused to save at certain junctures. But meh. I'm so used to it now.

You have to get lucky as Biorobots are breakthrough tek. I really like them as you somewhat have control over your population. I've been having fun building the perfect domes, in where there are no flaws, everyone has a job, perfect comfort and sanity. I've had to kill many biorobots to get to that point but, hey sometimes you have to break some eggs to get the perfect omlet, lol. The only thing I don't like is that Biorobots are a hit and miss in respects to their job, I need mostly engineers, but what you get seems mostly random. When I first started with them I decided my first dome would be one that produced electronics, I used a mega dome, with apartments in the center area for a total population of 144 (or there abouts). I have breakthrough tek service bots, so I did not need any non trained people. I used 6 electronic factories, and 2 drone assemblers for jobs. One of the electronic factories is upgraded to need 2 less workers, total jobs worked out to be exactly the population of the dome. Each dome has 2 farms, and 2 medical infirms, So each dome needs 8 botanist, and 8 medics. Each dome has at least 1 open area gym, like 8 dinners, 1 grocer, 4 electronic shops, 2 to 3 art shops, and a few scattered 3 tile parks, and the rest is filled with 1 tile parks. Using the filters I mad sure to kick out any loners, whiners, hypercondracs, as we can't treat these flaws. I put a sanatorium in and treated everyones flaws. Put the dome in quarantine mode, so that no one could come or leave, tore down the sanatorium and put up a hanging gardens. Note that I don't have any space bars, or casinos, these 2 buildings are VERY bad, as it makes your colonists become alcoholics and gamblers. Result 99 to 100 comfort max, and 99 to 100 sanity max, most bits have maxed green bars.

In case your wondering what I do with everyone else I don't need, with those flaws I can't treat, ect, I pull them into another dome using filters, then cut the power, water and oxygen, (shh don't tell earth mission control). :)
 
Both me and boyfriend play this. I am on Xbox one s he plays on Xbox one x. I’ve had no issues what so ever but as soon as he is at a point of putting a dome down and getting colonists on mars then interacting with the dome he crashes back to dashboard. Some times just a black screen no warning others it will freeze and do the horrible blurb noise. He tried uninstalling game, clearing cache and deleting game saves he has even tried uninstalling dlc as we got the gold edition and he played it without the dlc running in case it was something within that. But it still crashes!! He now does manual saves as well as auto saves and has to do a save before interacting with the dome incase it crashes and he gets set back. It does it with just 12 people from earth and he hasn’t managed to get past sol 80. So it’s not that he’s had a lot of people. We are hopeful there will be a patch for this soon as it’s a game we both enjoy playing but he can’t. To spend over £50 on a game that becomes unplayable as it’s crashing constantly is disgusting and as console players we should be treated equally to those on pc. Please fix this soon.
 
Problem with waste rock depot. I’m new to the game, only have 1 drone hub, 2 extractors on opposite sides of hub range and built waste depot in front of each building. My drones would only fill one depot (first one built) which meant a lot of travel time from the other extractor, waste depot directly in front of it is totally ignored! It seems like only one depot in a hub range is recognized until it is full then the next one that was built is used. If you put several waste depots in the same area only 1 is used until full as well, unlike all the other depots that spead out the resources. I had to setup my rc rover next to the building with depot not being used and shrink service area to that building only, what a waste! Every now and then I’d still see a drone from the hub take a rock and go the long way
 
i have a rather intesting bug to report. I have The St. Elmo's Fire mystery and a sink hole appeared next to my base. That is not the problem through as it seems to be displaying the texture of the floor of a basic Dome. It also reacts to the day night cycle by turning on and off its lights. I just thought it would be good to inform.