edit: if I plan more objects, the count does not increase. But I also cannot find any more objects that need to be built, and I do have planned objects. Maybe this is due to me using an older beta 3 save game.
I reported fanthom objects by bug-report a while back too.
Would it be possible to colour parking spots differently for each floor, when assigning vehicles? Or maybe just show the parking spots on the active floor?
Would it be possible to have CTRL select in depots too, so you can assign a set of vehicles?
Compliment for the multiple tunnel entrances, very nice addition:
Medium Aircraft research not recognized by Tutorial - 37106 ~ Oh… my mistake, I should learn to read better. You have to build stuff after. ~ Scrap the bug
When a vehicle with building materials cannot reach a building site, you dont get materials, if other sites are reachable, could the vehicle with the “cannot reach” error, opt for an alternate?
Why are additional delivery sties not allowed underground?
Can car-parking get an enter/exit switch like bus-stops and taxi-stands?
There seems to be merging issue between parking stands and pavement.
Delivery truck for catering doesn’t arrive. But the truck that picks up the waste at the waste depot goes there sometimes.
De-icing supplier trucks also dont arrive.
Also construction workers don’t arrive at the airport.
New release, Beta 3.2-3, deployed on experimental! We’ll leave it there to soak over the night and decide tomorrow if it’s a good candidate for the default branch.
Release notes - Airport CEO - Version Beta 3.2-3
Bug
[ACEO-32331] - Incorrect deserialization order can cause job tasks to duplicate for active objects on load
[ACEO-35914] - Trailer trucks can in rare instances loose their trailers after a save reload
[ACEO-36473] - Vending machine variation not persistent across saves
[ACEO-36973] - Various incorrect material settings for night time on vehicles and certain buildings
[ACEO-37049] - Demolishing rooms can on rare occasions cause a null reference exception
[ACEO-37059] - Trees not always automatically demolished when placing structures
[ACEO-37060] - ULD trailer sprites not correctly set
[ACEO-37064] - Incorrect placement rules for road tunnels
[ACEO-37070] - Copy and pasting walls causes sprite connections to not update
[ACEO-37075] - Purchased vehicles will in certain world entrance tunnels configuration settings not spawn
[ACEO-37090] - Detection light on baggage scanner rendered below scanner
[ACEO-37091] - Incorrect material on emergency response station light poles
[ACEO-37092] - Vending machine markup slider values has incorrect scale
[ACEO-37094] - Changing floors while assigning parking object to service vehicle causes overlay to disappear
New feature
[ACEO-37096] - Load and start new game as paused setting implemented
Would it be possible for floor crossing tunnels, to detect one way entrée and exit paths and then turn one way automatically. Like security stations change into cement road when cement road is applied on the exit?
Worker pathfinding issue, 37109, they walk above ground before walking to the same grid location under ground.
All kitchen sinks get replaced by stainless steel counter after game reload. They are serialized in ItemData.json correctly as “itemType”:28, so the problem is with deserialization.
Steps to reproduce:
(OPTIONAL: 0. Start a new sandbox game)
Create a Food Room,
From Food Prep Items choose Kitchen Sink,
Place at least one of kitchen sinks in the food room,
Save game,
Load the saved game,
All previously placed kitchen sinks become stainless steel counters.
Sample - 2 rows of kitchen sinks above and below 1 row of stainless steel counters while saving the game:
It doesn’t. I started a new sandbox game right in freshly updated Beta 3.2-3, placed all the sinks, saved the game, reloaded the game without exiting from the game, sinks became steel counters, can’t report bug.
I can confirm that the vehicle issue has been fixed. However i am now also running into an auto planner issue similar to ACEO-37076.
I have submitted my own bug report, iirc its ACEO-37115.
Upon further inspection, just flight randomization might be at fault here. Most of my available flights have been 4 or 5 flight series, when my holes in the schedule have been for mainly 2 or 3 day stints.
When loading a game, you already see all offered contracts from last time when you left the game.
But: When you do changes in a mod, the change is then also not showing up, it keeps the old settings from last time. It looks like an update of the contracts is missing when since about 2 patches ago.
Animals roaming are pointless and ruin the game by being so frustrating, I have enclosed my entire airfield and then erected fences around runways taxiways etc but they still spawn on them. Can you just not get rid of them completely?
There’s a setting in the new airport menu to play without animals, however Alexander is currently investigating a bug that seems to allow them to spawn within a fenced of perimeter.