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Jon_Smith

Sergeant
4 Badges
Apr 15, 2021
65
19
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
Description
'Buildings are full' message gone, replaced with 'Missing service building'


Windows


Steam

What is your game version?
1001569

Do you have Space Race installed?
Yes

Please explain your issue is in as much detail as possible.
Previously if a colonist attempted to use a service building (for example a Diner) but all of them were full they would suffer a comfort penalty and when you examined the reasons either in the dome overview or colonist overview it would state 'All service buildings are full'. This was really useful.
Its now seems to have been rolled into the message 'Service building missing', which is wrong and misleading. The service building isn't missing.

I haven't checked but there is also the 'Service buildings are closed' message that was also useful and worth checking if it still works correctly/ as before the patch.

On rare occassions the 'Service Buildings are full' can pop, but I cannot see why it happens on those few moments.

Can you replicate the issue?
Yes, load up any game on this version and you can see it. Just have a busy dome and just place down one diner, you'll get the missing service building message rather than service buildings are full.

If you see in my screenshot it lists missing service buildings for Shopping (there is a grocer that is full), Relaxation (large garden, statues, small gardens, all full), Social (there is a diner/small space bar, also full) and playing (there is a playground that is full).

All of these messages should be saying 'Service Buildings Are Full'

Attachments
File(s) attached
 

Attachments

  • SM Bug.png
    SM Bug.png
    14 MB · Views: 0
A savegame might help figure it out, but in Tito "local GetServiceInDome = function(dome, need, colonist)" was changed to check "service:CanBeUsedBy(colonist)" and the else for that func in Tito is:
Code:
  else
    return true, ServiceFailure.None
  end
and the original funcs else in Evans was:
Code:
    else
      local service_comfort = IsKindOf(service, "Service") and service.service_comfort or 0
      if max_comfort < service_comfort then
        max_comfort, max_comfort_service = service_comfort, service
      end
    end